Ah… Mr. Mime, a pokemon that was only available via in-game trade, look how far you have come. On second thought Alakazam is way better…
Typing: Mr. Mime is one of two pure Psychic Families that got rebranded with an additional Fairy type. This is a boon to the mime pokemon, both offensively and defensively. The Mime lost its weakness to Bug and Dark moves, gained a x4 resist against Fighting and an immunity to Dragon. The cost is that the Mime also gained weaknesses to Poison and Steel, the latter far more troubling. Overall, the Psychic-Fairy type combination has 2 resists (one that is 4x), 1 immunity and 3 weaknesses. Far better than the two resists and 3 weaknesses it originally had.
Psychic and Fairy is a decent STAB combination. Fairy covers Dark types and Psychic covers Poison types, though both are walled by Steel.
Stats: Mr. Mime is both blessed and cursed by its stats. Base 100 SATK is respectable and base 120 SDEF is phenomenal, but a SPD of 90 hinders sweeping and base 65 DEF makes walling everything risky. What really kills the mime’s bulkiness is the horrid base 40 HP. That means even special attacks can take a sizeable chunk out of Mr. Mime’s HP and physical attacks will drop it faster than a flaming potato. Too slow to reliably sweep, too fast for trick room, too weak to muscle through walls, too frail to take a hit. What can Mr. Mime do?
Moves: Quite a bit actually. As mentioned before, Mr. Mime has quite a usable special attack stat, and has a fairly decent special movepool. In addition to special Psychic and Fairy STABS, Thunderbolt, Shadow Ball, Energy Ball, Grass Knot, Solar Beam, Thunder, and Focus Blast make up its special move pool. Boosting options in the form of Nasty Plot, Charge Beam and Calm Mind give its offense an even larger sting. While we are on the topic of boosting, Mr. Mime also has access to Barrier as well, which is worth some consideration in a Baton Pass chain, something Mr. Mime can take part in. In addition to Baton Pass, Toxic and weather inducers Mr. Mime has a plethora of support options; its signature Reflect, Light Screen and Safe Guard shield its team mates, while Power Swap and Guard Swap can mess with foes. Encore, Fake Out and Trick enable even more trickery, further sabotaging the opposing team.
Ability: Another case of three viable abilities; Soundproof is the most situational of them all, protecting Mr. Mime from several rare and not so rare moves. In fact, this ability is the reason Roar and Heal Bell have fallen out of popularity. Filter on the other hand is a fantastic ability; reducing super effective hits by 25% is gladly welcomed on something as frail as Mr. Mime. Technician could be used for a gimmicky sweeping set, but the buff it gives to Hidden Power is greatly appreciated.
The Verdict: Ssshhh. That’s the sound of your pockets being picked. Mr. Mime has many thing against it; not blistering fast, fairly frail, and an underwhelming attack prowess. What it brings to the table is a very large bag of tricks, enabling it to sabotage an opposing team in a myriad of ways… as long as it can live long enough to do so.