Mr. Mime is the mysterious pantomime that can stun opponents and support its team with some interesting moves. In Pokémon UNITE, Mr. Mime plays the melee supporter role. Let’s take a look at the best Mr. Mime build in Pokémon UNITE, including the Battle Items, Held Items, and moves to use in your setup.
Many Pokémon UNITE players tend to underestimate Mr. Mime, particularly the amount of damage he can dish out. That can open up some nice opportunities to flank a team or set the team up to push a lane. Using this Mr. Mime build in Pokémon UNITE, you may be able to utilize this Pokémon more effectively.
Best Mr. Mime Build in Pokémon UNITE
Here is the best Mr. Mime build in Pokémon UNITE:
- Battle Items: Eject Button
- Held Items: Wise Glasses, Buddy Barrier, Shell Bell
- Moveset: Confusion, Barrier
Items
Mr. Mime has Sp. Atk. moves, so we’ll want to consider that when picking the optimal Held Items. First up is an obvious choice: Wise Glasses. These grant a percentage increase to Sp. Atk, making it a must-have in probably any combination of Held Items you can come up with.
Next up, we’ll be picking the Buddy Barrier, which is an excellent item for supporters, especially those of the melee variety. Lastly, you have a few options here: Shell Bell, Sp. Atk Specs, or Focus Band. Most players may opt for the Shell Bell, as it provides some much-needed health regeneration whenever a move hits, making you a bit more tanky and hard to kill. The higher the Sp. Atk, the more HP it recovers.
For Mr. Mime’s Battle Item, we’re going with the trusty old Eject Button. As a melee, this gives Mr. Mime some mobility and an escape if things start looking a little suspect.
Moves
Here are all of Mr. Mime’s moves in Pokémon UNITE:
- Fake Out: Has the user slap its hands together, shoving opposing Pokemon in front of it.
- Light Screen: Creates a wall of light in the designated area that prevents opposing Pokemon from passing.
- Confusion (Lv. 4): Attacks straight in front of the user, dealing damage to opposing Pokemon and shoving it. If an opposing Pokemon shoved by this move hits an obstable, it receives increased damage and cannot act for a short time. If the Pokemon is currently guard-swapped, it is not shoved but receives extra damage from the move and cannot act. Upgrading this move increases its damage.
- Psychic (Lv. 4): Centers one telekinetic blast each on the user, any guard-swapped opposing Pokemon, and any Light Screen or Barrier walls created by the user, damaging all opposing Pokemon caught in the blasts and lowering their Sp. Def for a short time. If multiple overlapping blasts hit an opposing Pokemon, that Pokemon is also left unable to act for a short time.
- Barrier (Lv. 6): Creates a translucent wall in the designated location that prevents opposing Pokemon from passing. A maximum of two uses can be kept in reserve for this move. Upgrading increases the maximum number of uses of this move that can be kept in reserve.
- Guard Swap (Lv. 6): Swaps the user’s Defense and Sp. Def stats with those of another Pokemon for a short time when it hits. Swapping with an opposing Pokemon deals it damage over time and decreases its movement speed while increasing the user’s movement speed for a short time. Swapping with an ally Pokemon increases the movement speed of that Pokemon and the user for a short time. Upgrading also continually restores the HP of the user and the ally Pokemon while this move is in effect.
- Showtime (Unite): Has the user jump to the designated location and start a pantomime performance, dealing damage over time to opposing Pokemon in the area of effect and leaving them unable to act for a short time.
You will want to try and get to level four before engaging enemy Pokemon. At level 4, immediately pick up Confusion over Psychic. The latter may have some special usecases, but Confusion is all around a much better move. Try and use Confusion to push enemy Pokemon into walls for some huge bonus damage. Hitting them against your own obstacles like Light Screen or Barrier also works.
At level 6, pick Barrier for your move. It’s basically an upgraded Light Screen, and you can cast it multiple times. You can use this move to synergize with Confusion, protect yourself from incoming damage, plan an escape route, and more.
Finally, Mr. Mime’s Unite skill allows you to pick an area and jump to it, dealing roughly 3,300 overall damage in an area. The damage is done over a total of three ticks. The Unite move can also jump over walls if you want to set up a sneaky flank. It’s definitely a nice move to have for your team, as the opposing team won’t really be able to use their moves while you have this active.
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Published: Jul 28, 2021 09:10 pm