Mr. Rime

Pokemon Data

Generation: 8

Height: 1.5m

Weight: 58.2kg

Starter Cost: 3

Base Stats:

MaxHP

80

Atk

85

Def

75

SpAtk

110

SpDef

100

Spd

70

Sum

520

Type Defence:

NORFIRWATELEGRAICEFIGPOIGRO
121110.5111
FLYPSYBUGROCGHODRADARSTEFAI
10.52221221

Evolution Chart:

Biome: Ice Cave | Snowy Forest, Moveset: Mimic

Lv 42

Moveset: Mimic

Mr. Rime Moves learned by level:

44
ICE
701002010
The user rapidly cools the target. This may also leave the target frozen. This move is super effective on Water types.
1
FAI
--10-
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
1
NOR
--10-
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
1
NOR
--5-
The user slacks off, restoring its own HP by up to half of its max HP.
16
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
1
FAI
8010010-
The user damages opposing Pokémon by emitting a powerful flash.
1
NOR
4010035-
The target is physically pounded with a long tail, a foreleg, or the like.
24
FIG
3010030-
The target is quickly kicked twice in succession using both feet.
28
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
12
PSY
501002510
The target is hit by a weak telekinetic force. This may also confuse the target.
48
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
32
PSY
-6020-
The user employs hypnotic suggestion to make the target fall into a deep sleep.
1
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
1
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
1
NOR
--10-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
20
ICE
559515100
The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats.
1
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
1
NOR
--40-
The user switches places with a party Pokémon in waiting and passes along any stat changes.
1
NOR
-1005-
The user compels the target to keep using the move it encored for three turns.
1
NOR
5010040100
A spin attack that can also eliminate such moves as Bind, Wrap, and Leech Seed. This also raises the user's Speed stat.
36
PSY
-10020-
A retaliation move that counters any special attack, inflicting double the damage taken.
1
PSY
--10-
The user mimics the target completely, copying the target's Ability.
1
NOR
--10-
The user recycles a held item that has been used in battle so it can be used again.
52
NOR
-10020-
The user performs a wobbly dance that confuses the Pokémon around it.
1
DAR
-10020-
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
1
NOR
--5-
The user blocks the target's way with arms spread wide to prevent escape.
1
NOR
--20-
The user mimics the move used immediately before it. The move fails if no other move has been used yet.
40
DAR
701005-
This move enables the user to attack first. This move fails if the target is not readying an attack.
1
ICE
4010030-
The user flash-freezes chunks of ice and hurls them at the target. This move always goes first.
1
NOR
--15-
The user helps the target and makes it use its move right after the user.

Mr. Rime moves learned via TM:

FAI
--10-
This protects Pokémon on the ground from status conditions and halves damage from Dragon-type moves for five turns.
PSY
--10-
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
NOR
--10-
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
FAI
-10020-
The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target's Attack stat.
PSY
8010010-
The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain.
FIG
7510010-
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
ICE
6010010-
The power of this attack move is doubled if the user has been hurt by the target in the same turn.
PSY
--15-
The user teleports using a strange power and switches places with one of its allies.
FAI
8010010-
The user damages opposing Pokémon by emitting a powerful flash.
GRO
7510010-
Driven by frustration, the user attacks the target. If the user's previous move has failed, the power of this move doubles.
ICE
209010-
A consecutive three-kick attack that becomes more powerful with each successful hit.
NOR
808520-
The target is slugged by a punch thrown with muscle-packed power.
ICE
751001510
The target is punched with an icy fist. This may also leave the target frozen.
NOR
120755-
The target is attacked by a kick launched with muscle-packed power.
NOR
851001530
The user drops onto the target with its full body weight. This may also leave the target with paralysis.
ICE
901001010
The target is struck with an icy-cold beam of energy. This may also leave the target frozen.
ICE
11070510
A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.
PSY
651002010
The target is attacked with a peculiar ray. This may also leave the target confused.
NOR
150905-
The target is attacked with a powerful beam. The user can't move on the next turn.
GRA
12010010-
In this two-turn attack, the user gathers light, then blasts a bundled beam on the next turn.
ELE
901001510
A strong electric blast crashes down on the target. This may also leave the target with paralysis.
ELE
-9020-
The user launches a weak jolt of electricity that paralyzes the target.
ELE
110701030
A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.
PSY
901001010
The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
NOR
-8540-
An earsplitting screech harshly lowers the target's Defense stat.
NOR
--15-
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
GHO
-10010-
The target is exposed to a sinister ray that triggers confusion.
PSY
--30-
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
PSY
--20-
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
NOR
--10-
The user waggles a finger and stimulates its brain into randomly using nearly any move.
NOR
-10020-
The user flashes a bright light that cuts the target's accuracy.
PSY
--5-
The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
NOR
--10-
The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.
DAR
6010025-
The user attacks and has a 30% chance to steal the target's held item simultaneously.
NOR
501001530
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
NOR
--10-
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
ICE
559515100
The user attacks with a gust of chilled air. This also lowers opposing Pokémon's Speed stats.
NOR
-10015-
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
NOR
--10-
While it is asleep, the user randomly uses one of the moves it knows.
NOR
-10020-
This full-power attack grows more powerful the more the user likes its Trainer.
NOR
-10020-
This full-power attack grows more powerful the less the user likes its Trainer.
NOR
--25-
The user creates a protective field that prevents status conditions for five turns.
NOR
--40-
The user switches places with a party Pokémon in waiting and passes along any stat changes.
NOR
-1005-
The user compels the target to keep using the move it encored for three turns.
NOR
6010015-
A unique attack that varies in type depending on the Pokémon using it.
WAT
--5-
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
FIR
--5-
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
GHO
801001520
The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
PSY
12010010-
Two turns after this move is used, a hunk of psychic energy attacks the target.
NOR
9010010-
The user attacks in an uproar for three turns. During that time, no Pokémon can fall asleep.
ICE
--10-
The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.
NOR
7010020-
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
FIG
15010020-
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
DAR
-10020-
The target is taunted into a rage that allows it to use only attack moves for three turns.
NOR
--20-
The user assists an ally by boosting the power of that ally's attack.
PSY
-10010-
The user catches the target off guard and swaps its held item with its own.
NOR
--10-
The user recycles a held item that has been used in battle so it can be used again.
FIG
7510015-
The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.
PSY
--10-
The user employs its psychic power to exchange Abilities with the target.
DAR
-10020-
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.
ICE
2510030-
The user launches sharp icicles at the target two to five times in a row.
STE
--15-
The user hardens its body's surface like iron, sharply raising its Defense stat.
NOR
6010025-
The user endearingly approaches the target, then has a 30% chance to steal the target's held item.
PSY
--20-
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
DAR
5010010-
The user stores power, then attacks. If the user moves after the target, this attack's power will be doubled.
DAR
-10010-
The user flings its held item at the target to attack. This move's power and effects depend on the item.
PSY
--10100
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
PSY
--10100
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
FIG
12070510
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
GRA
901001010
The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
NOR
150905-
The user charges at the target using every bit of its power. The user can't move on the next turn.
DAR
--20-
The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.
PSY
80901520
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
PSY
--5-
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
GRA
-10020-
The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
PSY
--10-
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
PSY
8010010-
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
PSY
--10-
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
DAR
9510015-
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage it deals.
NOR
6010015-
The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
PSY
2010010-
The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power.