LC Mime Jr.

Gummy

...three, smiles go for miles!

qc: levi / thunderboy / hilomilo
gp: winry / the dutch plumberjack​

[OVERVIEW]

Mime Jr. may seem miserably outclassed by other Psychic-types like Abra, but it finds itself a niche as one of the best Baton Pass chain members with access to support moves like Calm Mind, Barrier, Encore, and Taunt. Thanks to its part Fairy typing and its ability, Soundproof, Mime Jr. can avoid a couple of forms of phazing, namely Dragon Tail and Roar. It also has a fair amount of Special Defense, letting it set up on a multitude of Pokemon like Chinchou and Staryu. However, Mime Jr.'s physical bulk is abysmal, causing it to take heavy damage even at +2. While its Fairy typing gives it an immunity to Dragon Tail, it also gives Mime Jr. a weakness to the common Poison-types like Alolan Grimer and Croagunk. It gets no recovery, making boosting more than a few times difficult. It also faces competition from other, bulkier Baton Pass users like Rowlet and Mienfoo, especially outside of dedicated Baton Pass teams.

[SET]
name: Meme Jr. (Baton Pass)
move 1: Barrier
move 2: Baton Pass
move 3: Calm Mind
move 4: Encore / Taunt
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier allows Mime Jr. to patch up its terrible Defense, letting it boost up more and pass the boosts to teammates using Baton Pass. Calm Mind lets Mime Jr. easily wall special attackers and has the nice bonus of a Special Attack boost as well. Encore can generate a free turn of setup by forcing a foe into a useless move, while Taunt can be run to stop Whirlwind and Haze users like Hippopotas and Mareanie. Substitute is also an option to make passing boosts easier, but Mime Jr.'s main niche is its ability to quickly raise its defenses, and other Substitute passers can use the moveslot better.

Set Details
========

Berry Juice is the preferred item, as it gives Mime Jr. a little recovery to let it boost as much as possible. Eviolite is an option if you want more immediate bulk, allowing Mime Jr. to take a Poison Jab from Alolan Grimer or a Sludge Bomb from Hex Gastly unboosted, but the loss of any recovery is huge. Soundproof makes Mime Jr. immune to Roar, which, while situational, can come in very handy by allowing Mime Jr. to not lose its boosts by phazing. 196 HP EVs, 236 Def EVs, and a Bold nature maximize Mime Jr.'s physical bulk, letting it boost as much as possible and take Alolan Grimer's Gunk Shot at +2 Defense. The remaining EVs give an extra point in Special Defense and Speed.

Usage Tips
========

Mime Jr. blocks the most phazing moves out of any Baton Pass user, so switch it in if you suspect the foe carries one; Onix, for example, is a user of both Roar and Dragon Tail. Against physical attackers, you should boost Mime Jr.'s Defense with Barrier before anything else so it can proceed to use Calm Mind safely, and vice versa with special attackers. Be sure to use Encore against Stealth Rock users and Fighting-types to lock them into useless turns, allowing Mime Jr. to get a free boost. Taunt can be used against passive Pokemon like Ferroseed, which likes to use Stealth Rock or Thunder Wave. Finally, be wary against Knock Off users, as losing Mime Jr.'s Berry Juice significantly reduces the number of boosts Mime Jr. can pass. Knock Off users include Pawniard, Vullaby, and Mienfoo.

Team Options
========

Torchic is an excellent teammate for Baton Pass strategies in general, being the only Pokemon that has Speed Boost and Baton Pass; it also has access to Curse, allowing Mime Jr. and Torchic to quickly pass a large number of boosts to a Stored Power user. Consequently, Stored Power users like Munna and Natu can utilize Mime Jr.'s wealth of boosting moves to sweep teams. Other Baton Pass teammates like Togepi, Buneary, and Skitty can help pass boosts in case Mime Jr. gets KOed.

[STRATEGY COMMENTS]
Other Options
=============

A Choice Scarf set is plausible thanks to Mime Jr.'s decent Special Attack combined with Technician, but it is largely outclassed by Abra as an offensive Psychic-type. Nasty Plot can be run over Calm Mind, as it gives a higher Special Attack boost, but Calm Mind is generally more helpful, since it gives a Special Defense boost as well; Togepi is also a better Nasty Plot passer thanks to its coverage and bulk. Magic Coat can bounce back entry hazards and status conditions, but it is highly situational and Mime Jr. usually prefers another move. Healing Wish can be used restore other teammates, but it is counterproductive if Mime Jr. has already boosted, and Buneary is a faster Healing Wish user. Psychic can be run so Mime Jr. isn't rendered totally useless by Taunt, but Mime Jr.'s utility is its highest perk and its offensive presence is quite low.

Checks and Counters
===================
**Utility Moves**: Mime Jr. struggles against moves like Whirlwind, Taunt, Encore, and Knock Off. Taunt essentially forces a switch, Whirlwind removes all boosts, Encore can lock Mime Jr. into boosting, and Knock Off removes Mime Jr.'s only recovery. Cottonee gets access to all these moves except Whirlwind, making it a threat.

**Poison-types**: If Mime Jr. has lost its Berry Juice, Alolan Grimer can 2HKO it with Gunk Shot even with a Barrier boost. Pokemon like Life Orb Gastly and Croagunk can also threaten Mime Jr. with powerful Poison-type STAB like Sludge Bomb and Sludge Wave.

**Steel-types**: Pokemon like Life Orb Pawniard and Honedge threaten Mime Jr. Pawniard has access to Knock Off and Iron Head, while both of Honedge's STAB moves are super effective against Mime Jr. They have to be wary of Barrier boosts, however.
 
Last edited:

Corporal Levi

ninjadog of the decade
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I don't think Substitute warrants a slash - Mime Jr's main draw is how it can set up either defense when you need it while subpassers are relatively easy to come by. Maybe just leave it as a moves mention.

Team Options:
Remove Rowlet since it doesn't really fit in on most bp chains.

Checks and Counters:
It's not 2HKOed by Grimer through Berry Juice. In general, Poison- and Steel-types don't really deal with mime unless they hit hard enough to KO a boosted mime so just mention things like LO Gastly and LO Pawniard.

Very nicely done! 1/3
 

Gummy

...three, smiles go for miles!
Implemented, thanks! I didn't know exactly what to keep and remove from CC, so if anything there is messed up let me know :D Ready for 2/3
 

Xayah

San Bwanna
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[OVERVIEW]
  • Focus on the ability to both boost both defenses with Calm Mind and Barrier and avoid phazing with Taunt/Soundproof/typing. Since you don't slash Healing Wish and Nasty Plot, they shouldn't be mentioned here so prominently
  • Mention a lack of recovery making it hard for Mime Jr. to set up multiple boosts
  • Mention that it faces competition from other Baton Pass users like Munna, Sewaddle, Torchic, Mienfoo, and Rowlet (not necessarily in that order), but say that it carves a niche thanks to its ability to boost both defenses and avoid phazing
[SET]
name: Meme Jr. (this isn't getting... jk, I saw what you said on Discord)
move 1: Barrier
move 2: Calm Mind
move 3: Encore / Taunt
move 4: Baton Pass
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========
  • Move the Substitute mention to the end of the set, since it's no longer slashed. I'm not sure if you should keep this mention at all tbh, but I'm okay with it
  • How does Encore create a free turn of set up? Elaborate
Set Details
========
  • Any notable hits the defensive EVs allow it to take? Anything specific it outspeeds? Mention these
Usage Tips
========

good

Team Options
========
  • Don't specifically mention getting KOed by a crit, just say KOed (Mime Jr. is frail enough to get destroyed even with a boost)
[STRATEGY COMMENTS]
Other Options
=============

good

Checks and Counters
===================

good

QC 2/3, write me up Scotty
 

Gummy

...three, smiles go for miles!
[OVERVIEW]
  • Focus on the ability to both boost both defenses with Calm Mind and Barrier and avoid phazing with Taunt/Soundproof/typing. Since you don't slash Healing Wish and Nasty Plot, they shouldn't be mentioned here so prominently
  • Mention a lack of recovery making it hard for Mime Jr. to set up multiple boosts
  • Mention that it faces competition from other Baton Pass users like Munna, Sewaddle, Torchic, Mienfoo, and Rowlet (not necessarily in that order), but say that it carves a niche thanks to its ability to boost both defenses and avoid phazing
[SET]
name: Meme Jr. (this isn't getting... jk, I saw what you said on Discord)
move 1: Barrier
move 2: Calm Mind
move 3: Encore / Taunt
move 4: Baton Pass
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========
  • Move the Substitute mention to the end of the set, since it's no longer slashed. I'm not sure if you should keep this mention at all tbh, but I'm okay with it
  • How does Encore create a free turn of set up? Elaborate
Set Details
========
  • Any notable hits the defensive EVs allow it to take? Anything specific it outspeeds? Mention these
Usage Tips
========

good

Team Options
========
  • Don't specifically mention getting KOed by a crit, just say KOed (Mime Jr. is frail enough to get destroyed even with a boost)
[STRATEGY COMMENTS]
Other Options
=============

good

Checks and Counters
===================

good

QC 2/3, write me up Scotty
Implemented, thanks! RED E for 3/3
 

Hilomilo

High-low My-low
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Overview
* Say something about Mime Jr's weakness to Poison-type attacks in a meta filled with the likes of Alolan Grimer, Croagunk, and Gastly.
* Specify in your last sentence that Mime Jr. faces competition from stuff like Rowlet and Mienfoo outside of chain pass teams.

Set
This looks good (name is also fantastic), but I think that since the main niche of this set is passing barrier, that the set should reflect that and the order should be changed to this:
Barrier
Baton Pass
Calm Mind
Encore / Taunt

Moves
* Make sure to mention Baton Pass after Barrier now that it's been moved.
* Give examples of Whirlwind and Haze users (Hippo, Mareanie).

Set Details
* Looks great! All I'd add is a quick mention of Eviolite. Just say that it's an option over Berry Juice for taking one Poison Jab from Alolan Grimer and one Sludge Bomb from Hex Gastly without defensive boosts, but usually comes at the cost of invaluable recovery provided by Berry Juice.

Usage Tips
* Looks good, just give examples of Knock Off users you say need to be looked out for.

Team Options
* Again, this looks great. Just add Buneary as an additional Baton Pass user and change your Woobat example to Natu, which is a much better Stored Power user due to Magic Bounce.

Other Options
* Say in your Nasty Plot sentence that Togepi is also a generally better user of Nasty Plot + Baton Pass due to its better physical bulk and coverage.
* I'd also say something in the Healing Wish sentence about Buneary generally being a better user of the move anyway due to its better Speed and room for the move.

Checks and Counters
* Change Skrelp to Croagunk as your additional Poison-type example, since Skrelp isn't too relevant rn and Croagunk is.

Great work on this analysis! Make sure this is all implemented and give yourself 3/3 afterward.
 

Winry

Super Graduate-Level Napper
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
add/fix spelling remove comments
[ac] = add comma [rc] = remove comma

qc: levi / thunderboy / hilomilo
gp: -- / --​

[OVERVIEW]

Mime Jr. may seem miserably outclassed by other Psychic-types like Abra, but it finds itself a niche as one of the best Baton Pass chain members with access to support moves like Calm Mind, Barrier, Encore, and Taunt. Thanks to its part Fairy typing and its ability, Soundproof, Mime Jr. can avoid a couple of forms of phazing, namely Dragon Tail and Roar. It also has a fair amount of Special Defense, letting it set up on a multitude of Pokemon like Chinchou and Staryu. However, Mime Jr.'s physical bulk is abysmal, allowing causing it to take heavy damage even at +2. While its Fairy typing gives it an immunity to Dragon Tail, it also gives Mime Jr. a weakness to the common Poison-types like Alolan Grimer and Croagunk. It gets no recovery, making boosting more than a few times difficult. It also faces competition from other, bulkier Baton Pass users like Rowlet and Mienfoo, especially outside of dedicated Baton Pass teams.

[SET]
name: Meme Jr.
move 1: Barrier
move 2: Baton Pass
move 3: Calm Mind
move 4: Encore / Taunt
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier allows Mime Jr. to patch up its terrible Defense, letting it boost up more and pass the boosts to teammates using Baton Pass is how Mime Jr. actually passes along these boosts. Calm Mind lets Mime Jr. easily wall special attackers and has the nice bonus of a Special Attack boost as well. Encore can generate a free turn of set- [remove hyphen] up by forcing a foe into a useless move, while Taunt can be run to stop Whirlwind and Haze users like Hippopotas and Mareanie. Substitute is also an option to make passing boosts easier, but Mime Jr.'s main niche is its ability to quickly raise its defenses and other Substitute passers can use the moveslot better.

Set Details
========

Berry Juice is the preferred item, as it gives Mime Jr. a little recovery to let it boost as much as possible. Eviolite is an option if you want more immediate bulk, allowing Mime Jr. to take a Poison Jab from Alolan Grimer and or [I assume not both] a Sludge Bomb from Hex Gastly unboosted, but the loss of any recovery is huge. Soundproof makes you Mime Jr. immune to Roar, which, while situational, can come in very handy. 196 HP EVs, 236 Def EVs, and a Bold nature maximize Mime Jr.'s physical bulk, letting it boost as much as possible and take Grimer-A's Alolan Grimer's Gunk Shot at +2 Defense. The remaining EVs give an extra point in Special Defense and Speed.

Usage Tips
========

Mime Jr. blocks the most phazing moves out of any Baton Pass user, so switch it in if you suspect the foe carries one; Onix, for example, is a user of both Roar and Dragon Tail. Against physical attackers, you should boost your Defense with Barrier before anything else so Mime Jr. can proceed to use Calm Mind safely, and vice versa with special attackers. Be sure to use Encore against Stealth Rock users and Fighting-types to lock them into useless turns, allowing you Mime Jr. to get a free boost. Taunt can be used against passive Pokemon like Ferroseed, which likes to click use Stealth Rock or Thunder Wave. Finally, be wary against Knock Off users, as losing your Mime Jr.'s Berry Juice significantly reduces the amount of boosts Mime Jr. can pass. Knock Off users include Pawniard, Vullaby, and Mienfoo.

Team Options
========

Torchic is an excellent teammate for Baton Pass strategies in general, being the only Pokemon that has Speed Boost and Baton Pass; it also has access to Curse, allowing Mime Jr. and Torchic to quickly pass a large amount of boosts to a Stored Power user. Consequently, Stored Power users like Munna and Natu can utilize Mime Jr.'s wealth of boosting moves to sweep teams. Other Baton Pass teammates like Togepi, Buneary, and Skitty can help pass boosts in case Mime Jr. gets KOed.

[STRATEGY COMMENTS]
Other Options
=============

A Choice Scarf set is plausible thanks to Mime Jr.'s decent Special Attack combined with Technician, but it is largely outclassed by Abra as an offensive Psychic-type [hyphen]. Nasty Plot can be run over Calm Mind, [ac] as it gives a higher Special Attack boost, but Calm Mind is generally more helpful since it gives a Special Defense boost as well; Togepi is also a better Nasty Plot passer thanks to its coverage and bulk. Magic Coat can bounce back entry hazards and status conditions, but it is highly situational and Mime Jr. usually prefers another move choice. Healing Wish can be used restore other teammates, but is counterproductive if you've Mime Jr. has already boosted, and Buneary is a faster Healing Wish user. Psychic can be run so Mime Jr. isn't rendered totally useless by Taunt, but its utility is its highest perk and its offensive presence is quite low.

Checks and Counters
===================
**Utility Moves**: Mime Jr. struggles against moves like Whirlwind, Taunt, Encore, and Knock Off. Taunt essentially forces a switch, Whirlwind removes all boosts, Encore can lock Mime Jr. into boosting, and Knock Off removes Mime Jr.'s only recovery. Cottonee gets access to all these moves except Whirlwind, making it a threat.

**Poison-types**: If Mime Jr. has lost its Berry Juice, Alolan Grimer can 2HKO it with Gunk Shot even with a Barrier boost. Pokemon like Life Orb Gastly and Croagunk can also threaten Mime Jr. with powerful Poison-type STAB like Sludge Bomb and Sludge Wave.

**Steel-types**: Pokemon like Life Orb Pawniard and Honedge threaten Mime Jr. Pawniard has access to Knock Off and Iron Head, while both of Honedge's STAB moves are super effective against Mime Jr. They have to be wary of Barrier boosts, however.
1/2
 

Gummy

...three, smiles go for miles!
add/fix spelling remove comments
[ac] = add comma [rc] = remove comma

qc: levi / thunderboy / hilomilo
gp: -- / --​

[OVERVIEW]

Mime Jr. may seem miserably outclassed by other Psychic-types like Abra, but it finds itself a niche as one of the best Baton Pass chain members with access to support moves like Calm Mind, Barrier, Encore, and Taunt. Thanks to its part Fairy typing and its ability, Soundproof, Mime Jr. can avoid a couple of forms of phazing, namely Dragon Tail and Roar. It also has a fair amount of Special Defense, letting it set up on a multitude of Pokemon like Chinchou and Staryu. However, Mime Jr.'s physical bulk is abysmal, allowing causing it to take heavy damage even at +2. While its Fairy typing gives it an immunity to Dragon Tail, it also gives Mime Jr. a weakness to the common Poison-types like Alolan Grimer and Croagunk. It gets no recovery, making boosting more than a few times difficult. It also faces competition from other, bulkier Baton Pass users like Rowlet and Mienfoo, especially outside of dedicated Baton Pass teams.

[SET]
name: Meme Jr.
move 1: Barrier
move 2: Baton Pass
move 3: Calm Mind
move 4: Encore / Taunt
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier allows Mime Jr. to patch up its terrible Defense, letting it boost up more and pass the boosts to teammates using Baton Pass is how Mime Jr. actually passes along these boosts. Calm Mind lets Mime Jr. easily wall special attackers and has the nice bonus of a Special Attack boost as well. Encore can generate a free turn of set- [remove hyphen] up by forcing a foe into a useless move, while Taunt can be run to stop Whirlwind and Haze users like Hippopotas and Mareanie. Substitute is also an option to make passing boosts easier, but Mime Jr.'s main niche is its ability to quickly raise its defenses and other Substitute passers can use the moveslot better.

Set Details
========

Berry Juice is the preferred item, as it gives Mime Jr. a little recovery to let it boost as much as possible. Eviolite is an option if you want more immediate bulk, allowing Mime Jr. to take a Poison Jab from Alolan Grimer and or [I assume not both] a Sludge Bomb from Hex Gastly unboosted, but the loss of any recovery is huge. Soundproof makes you Mime Jr. immune to Roar, which, while situational, can come in very handy. 196 HP EVs, 236 Def EVs, and a Bold nature maximize Mime Jr.'s physical bulk, letting it boost as much as possible and take Grimer-A's Alolan Grimer's Gunk Shot at +2 Defense. The remaining EVs give an extra point in Special Defense and Speed.

Usage Tips
========

Mime Jr. blocks the most phazing moves out of any Baton Pass user, so switch it in if you suspect the foe carries one; Onix, for example, is a user of both Roar and Dragon Tail. Against physical attackers, you should boost your Defense with Barrier before anything else so Mime Jr. can proceed to use Calm Mind safely, and vice versa with special attackers. Be sure to use Encore against Stealth Rock users and Fighting-types to lock them into useless turns, allowing you Mime Jr. to get a free boost. Taunt can be used against passive Pokemon like Ferroseed, which likes to click use Stealth Rock or Thunder Wave. Finally, be wary against Knock Off users, as losing your Mime Jr.'s Berry Juice significantly reduces the amount of boosts Mime Jr. can pass. Knock Off users include Pawniard, Vullaby, and Mienfoo.

Team Options
========

Torchic is an excellent teammate for Baton Pass strategies in general, being the only Pokemon that has Speed Boost and Baton Pass; it also has access to Curse, allowing Mime Jr. and Torchic to quickly pass a large amount of boosts to a Stored Power user. Consequently, Stored Power users like Munna and Natu can utilize Mime Jr.'s wealth of boosting moves to sweep teams. Other Baton Pass teammates like Togepi, Buneary, and Skitty can help pass boosts in case Mime Jr. gets KOed.

[STRATEGY COMMENTS]
Other Options
=============

A Choice Scarf set is plausible thanks to Mime Jr.'s decent Special Attack combined with Technician, but it is largely outclassed by Abra as an offensive Psychic-type [hyphen]. Nasty Plot can be run over Calm Mind, [ac] as it gives a higher Special Attack boost, but Calm Mind is generally more helpful since it gives a Special Defense boost as well; Togepi is also a better Nasty Plot passer thanks to its coverage and bulk. Magic Coat can bounce back entry hazards and status conditions, but it is highly situational and Mime Jr. usually prefers another move choice. Healing Wish can be used restore other teammates, but is counterproductive if you've Mime Jr. has already boosted, and Buneary is a faster Healing Wish user. Psychic can be run so Mime Jr. isn't rendered totally useless by Taunt, but its utility is its highest perk and its offensive presence is quite low.

Checks and Counters
===================
**Utility Moves**: Mime Jr. struggles against moves like Whirlwind, Taunt, Encore, and Knock Off. Taunt essentially forces a switch, Whirlwind removes all boosts, Encore can lock Mime Jr. into boosting, and Knock Off removes Mime Jr.'s only recovery. Cottonee gets access to all these moves except Whirlwind, making it a threat.

**Poison-types**: If Mime Jr. has lost its Berry Juice, Alolan Grimer can 2HKO it with Gunk Shot even with a Barrier boost. Pokemon like Life Orb Gastly and Croagunk can also threaten Mime Jr. with powerful Poison-type STAB like Sludge Bomb and Sludge Wave.

**Steel-types**: Pokemon like Life Orb Pawniard and Honedge threaten Mime Jr. Pawniard has access to Knock Off and Iron Head, while both of Honedge's STAB moves are super effective against Mime Jr. They have to be wary of Barrier boosts, however.
1/2
Implemented and ready for the final GP check!
 

Lumari

empty spaces
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TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Mime Jr. may seem miserably outclassed by other Psychic-types like Abra, but it finds itself a niche as one of the best Baton Pass chain members with access to support moves like Calm Mind, Barrier, Encore, and Taunt. Thanks to its part Fairy typing and its ability, Soundproof, Mime Jr. can avoid a couple of forms of phazing, namely Dragon Tail and Roar. It also has a fair amount of Special Defense, letting it set up on a multitude of Pokemon like Chinchou and Staryu. However, Mime Jr.'s physical bulk is abysmal, causing it to take heavy damage even at +2. While its Fairy typing gives it an immunity to Dragon Tail, it also gives Mime Jr. a weakness to the common Poison-types like Alolan Grimer and Croagunk. It gets no recovery, making boosting more than a few times difficult. It also faces competition from other, bulkier Baton Pass users like Rowlet and Mienfoo, especially outside of dedicated Baton Pass teams.

[SET]
name: Meme Jr. (<insert serious set name in parentheses here>)
move 1: Barrier
move 2: Baton Pass
move 3: Calm Mind
move 4: Encore / Taunt
item: Berry Juice
ability: Soundproof
nature: Bold
evs: 196 HP / 236 Def / 36 SpD / 36 Spe

[SET COMMENTS]
Moves
========

Barrier allows Mime Jr. to patch up its terrible Defense, letting it boost up more and pass the boosts to teammates using Baton Pass. Calm Mind lets Mime Jr. easily wall special attackers and has the nice bonus of a Special Attack boost as well. Encore can generate a free turn of setup by forcing a foe into a useless move, while Taunt can be run to stop Whirlwind and Haze users like Hippopotas and Mareanie. Substitute is also an option to make passing boosts easier, but Mime Jr.'s main niche is its ability to quickly raise its defenses, (AC) and other Substitute passers can use the moveslot better.

Set Details
========

Berry Juice is the preferred item, as it gives Mime Jr. a little recovery to let it boost as much as possible. Eviolite is an option if you want more immediate bulk, allowing Mime Jr. to take a Poison Jab from Alolan Grimer or a Sludge Bomb from Hex Gastly unboosted, but the loss of any recovery is huge. Soundproof makes Mime Jr. immune to Roar, which, while situational, can come in very handy. (as it stands the final part is fluff, pls reword this to convey its relevance in blocking a notable check to Baton Pass chains [pretty sure about that?]) 196 HP EVs, 236 Def EVs, and a Bold nature maximize Mime Jr.'s physical bulk, letting it boost as much as possible and take Alolan Grimer's Gunk Shot at +2 Defense. The remaining EVs give an extra point in Special Defense and Speed.

Usage Tips
========

Mime Jr. blocks the most phazing moves out of any Baton Pass user, so switch it in if you suspect the foe carries one; Onix, for example, is a user of both Roar and Dragon Tail. Against physical attackers, you should boost your Mime Jr.'s Defense with Barrier before anything else so Mime Jr. it can proceed to use Calm Mind safely, and vice versa with special attackers. Be sure to use Encore against Stealth Rock users and Fighting-types to lock them into useless turns, allowing Mime Jr. to get a free boost. Taunt can be used against passive Pokemon like Ferroseed, which likes to use Stealth Rock or Thunder Wave. Finally, be wary against Knock Off users, as losing Mime Jr.'s Berry Juice significantly reduces the amount number of boosts Mime Jr. can pass. Knock Off users include Pawniard, Vullaby, and Mienfoo.

Team Options
========

Torchic is an excellent teammate for Baton Pass strategies in general, being the only Pokemon that has Speed Boost and Baton Pass; it also has access to Curse, allowing Mime Jr. and Torchic to quickly pass a large amount number of boosts to a Stored Power user. Consequently, Stored Power users like Munna and Natu can utilize Mime Jr.'s wealth of boosting moves to sweep teams. Other Baton Pass teammates like Togepi, Buneary, and Skitty can help pass boosts in case Mime Jr. gets KOed.

[STRATEGY COMMENTS]
Other Options
=============

A Choice Scarf set is plausible thanks to Mime Jr.'s decent Special Attack combined with Technician, but it is largely outclassed by Abra as an offensive Psychic-type. Nasty Plot can be run over Calm Mind, as it gives a higher Special Attack boost, but Calm Mind is generally more helpful, (AC) since it gives a Special Defense boost as well; Togepi is also a better Nasty Plot passer thanks to its coverage and bulk. Magic Coat can bounce back entry hazards and status conditions, but it is highly situational and Mime Jr. usually prefers another move choice. Healing Wish can be used restore other teammates, but it is counterproductive if Mime Jr. has already boosted, and Buneary is a faster Healing Wish user. Psychic can be run so Mime Jr. isn't rendered totally useless by Taunt, but its Mime Jr.'s utility is its highest perk and its offensive presence is quite low.

Checks and Counters
===================
**Utility Moves**: Mime Jr. struggles against moves like Whirlwind, Taunt, Encore, and Knock Off. Taunt essentially forces a switch, Whirlwind removes all boosts, Encore can lock Mime Jr. into boosting, and Knock Off removes Mime Jr.'s only recovery. Cottonee gets access to all these moves except Whirlwind, making it a threat.

**Poison-types**: If Mime Jr. has lost its Berry Juice, Alolan Grimer can 2HKO it with Gunk Shot even with a Barrier boost. Pokemon like Life Orb Gastly and Croagunk can also threaten Mime Jr. with powerful Poison-type STAB like Sludge Bomb and Sludge Wave.

**Steel-types**: Pokemon like Life Orb Pawniard and Honedge threaten Mime Jr. Pawniard has access to Knock Off and Iron Head, while both of Honedge's STAB moves are super effective against Mime Jr. They have to be wary of Barrier boosts, however.
 
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