#0778
Mimikyu

Mimikyu

Ghost Fairy

Abilities

  • Disguise When the Pokémon is in its Disguised Form and would take damage from a move, it loses 1/8 of its max HP instead of taking the damage, then changes into its Busted Form.

Stat Points

HP
55
ATK
90
DEF
80
Sp. Atk
50
Sp. Def
105
SPE
96

Weakness and Resistance

2x ⦿ Super Effective
Ghost Steel
1x – Normal
Fire Water Grass Electric Ice Poison Ground Flying Psychic Rock Dark Fairy
0.25x ▼ Mostly Ineffective
Bug
0x × Immune
Normal Fighting Dragon

Learnable Moves (60)

Name Type Category Power PP Description
Baby-Doll Eyes status - 20 Lowers the target's Attack stat by 1 stage.
Beat Up physical - 12 The target is attacked as many times as the number of Pokémon in the user's party. Pokémon that have fainted or have a status condition are not counted. This move's power is calculated based on the Attack stats of the party Pokémon.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Burning Jealousy special 70 8 Burns targets if their stats were boosted during the turn this move is used.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Confuse Ray status - 12 Confuses the target.
Copycat status - 20 The user mimics the move that was last used. This move fails if no other move has been used yet.
Curse status - 12 Lowers the user's Speed stat by 1 stage and boosts its Attack and Defense stats by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Dazzling Gleam special 80 12 —
Destiny Bond status - 8 The user gains the Destiny Bound status, where if the Pokémon is knocked out by an opponent, that opponent will also be knocked out. This move fails if used in succession.
Double Team status - 16 Boosts the user's evasiveness by 1 stage.
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Giga Drain special 75 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Hex special 65 12 This move's power is doubled ifthe target has a status condition.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Leech Life physical 80 12 The user's HP is restored by 1/2 of the damage dealt by this move.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Magic Room status - 12 Gives the entire field the Magic Room status for 5 turns, where most held items will not work.
Misty Terrain status - 12 Turns the entire field into Misty Terrain for 5 turns.
Night Shade special - 16 Deals 50 HP of damage.
Night Slash physical 70 20 This move has a 1 stage Critical-Hit Ratio Boost.
Pain Split status - 20 The user adds its remaining HP to the target's remaining HP, then splits the total in half for them to share.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Phantom Force physical 90 12 The user gains the Concealed status, where the Pokémon cannot be hit by moves and is unaffected by terrain, on the turn this move is used, then attacks on the following turn. This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Pounce physical 50 20 Lowers the target's Speed stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Safeguard status - 20 Gives the user's side the Safeguard status for 5 turns, where the Pokémon is immune to status conditions and cannot become confused.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Shadow Sneak physical 40 20 —
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Spite status - 12 Removes 4 PP from the move last used by the target.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Taunt status - 20 Gives the target the Taunted status, where the Pokémon can only use attacks.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Trick status - 12 The user and the target swap their held items.
Trick Room status - 8 Gives the entire field the Trick Room status, where Pokémon with lower Speed stats move first, for 5 turns.
Will-O-Wisp status - 16 Burns the target.
Wood Hammer physical 120 16 The user takes 1/3 of the damage dealt by this move.
X-Scissor physical 80 16 —