Last updated: 2026-07-27

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.
A top-tier attacker in the Singles metagame. It is usually built around near-mandatory Life Orb and the standard Adamant, using its STAB Shadow Sneak (Ghost) and Play Rough (Fairy) as the core while functioning as a setup sweeper with the common Swords Dance.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Bulky Stopper
A stopper build with boosted HP and Def to increase its number of turns in play
Mimikyu
| HP | 157 | 27 | |
|---|---|---|---|
| Atk↑ | 156 | 32 | |
| Def | 107 | 7 | |
| SpA↓ | 63 | - | |
| SpD | 125 | - | |
| Spe | 116 | - |
With EVs in HP, Atk and Def, and the ability Disguisewith it as a shield, Swords Dance to raise Attack, this is a physical attacker Mimikyu. By giving it
Lum Berry, it can use setup moves without being disrupted by Yawn or Thunder Wave.
EV Allocation Intent
Invest EVs to raise HP, Atk and Def. This adjustment lets it act reliably against Mold Breaker Mega Gyarados, which it would normally struggle against.
Choosing subweapons
, which can hit Normal and Steel types' weaknessesDrain Punch, the STAB move Shadow Claw, which can hit Water and Ground types' weaknessesWood Hammer and others are swap candidates. Change the subweapons to match your target.
Disguise and its high HP and Def to endure the opponent's attacks, and Swords Dance to aim for a full sweep — its role as an ace. Hard to stop with status conditions, Drain Punch with fighting while recovering HP to control the board against multiple opponents is possible.
Bulky Pokémon whose weaknesses can't be hit
It struggles against bulky Pokémon whose weaknesses Mimikyu's coverage can't hit.In a simple trade of attacks, they can wall it out with recovery moves, so switch to another Pokémon to take them down.
Example Threats
Swords Dance Stopper
Disguise tanks a hit, then Swords Dance counter-sweep.
Mimikyu
| HP | 131 | 1 | |
|---|---|---|---|
| Atk↑ | 156 | 32 | |
| Def | 100 | - | |
| SpA↓ | 63 | - | |
| SpD | 126 | 1 | |
| Spe | 148 | 32 |
the ability DisguiseWith its ability granting safe Attack boosts, this Mimikyu combines priority for strong face-off performance. Max Atk/Spe EVs with nature, raising physical attacker performance.
Broaden role range
Shadow ClawThis slot is Curse (Ghost) chips ignoring typeis also recommended. Also high-power Wood Hammer, recovery-capable Drain Punch also become options. Since the benefit of the held item Cursed Body Charm becomes diminished, adjust it to match the build.
Disguiseconsuming it to Swords Danceset up, then sweep with boosted Attack as ace/stopper. Priority Shadow Sneakand STAB Play Rough — use them, deal damage before opponent acts to finishthe board.
Mold Breaker users and Bullet Punch holders
the ability Mold Breakerusers can pierce Disguise, so don't be careless. Also priority + weakness Bullet Punchusers require caution.
Example Threats
Scarf Trick Lead
Trick Scarf onto opponent + status to weaken for back-row setup.
Mimikyu
| HP | 131 | 1 | |
|---|---|---|---|
| Atk | 142 | 32 | |
| Def | 100 | - | |
| SpA↓ | 63 | - | |
| SpD | 126 | 1 | |
| Spe↑ | 162 | 32 |
the ability Disguiseusing its action-guarantee as a shield, a support Mimikyu that forces Choice Scarf on opponents to disable them. From above, Thunder Wave or Will-O-Wispspreading status conditions shapes a favorable board.
Support move swaps
Scarf Mimikyu has rich support options. Moves enabling 1-for-1 trades like Destiny Bondor moves that excel at avoiding being set up on like Curseare viable choices.
Brought out as a lead or pivot, a hazard-setter role that statuses physical attackers/walls to support team aces. After dumping Scarf, Play Roughit pressures opponents or pins weakened foes.
Trick-immune Mega Pokémon
Scarf Mimikyu Trickplays around its main mechanic, so Mega Pokémon negating Trick are threats. Trick fails on Pokémon with their corresponding Mega Stones — if they switch in on Trick, Mimikyu loses tempo.
Example Threats
Doubles Trick Room Disguise
Disguise tanks a hit; sets Trick Room safely.
Mimikyu
| HP | 159 | 29 | |
|---|---|---|---|
| Atk↑ | 156 | 32 | |
| Def | 105 | 5 | |
| SpA↓ | 63 | - | |
| SpD | 125 | - | |
| Spe | 116 | - |
Mental HerbWith disruption resistance and ability action-guarantee as a shield, safely Trick Roomdeploy it or block opposing status — Mimikyu build. Atk-focused with some bulk investment, it can participate as an attacker for chip — composition.
Shadow Sneakand Tauntare freely changeable. Self-KO Curseor longevity-boosting Drain Punchare swap candidates.
Opponent status moves
Mental Herbare nullified, ensuring action; self-leading can use Speed-reversing Trick Room.After shaping the board, attack alongside team aces with high-Atk STAB/priority.
Mold Breaker users and Bullet Punch holders
the ability Mold Breakerusers ばけのかわを貫通できるso don't be careless. Also priority + weakness Bullet Punchusers require caution.
Example Threats
Type
Category
Target
Properties
60 / 60
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | 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. |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | 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. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Copycat | Normal | Stat | - | - | 20 | Self | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Pain Split | Normal | Stat | - | - | 20 | 1 Foe | The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share. | |
| Safeguard | Normal | Stat | - | - | 20 | Ally Side | Gives the user’s side the Safeguard status for 5 turns. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | 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. | |
| Protect | Normal | Stat | - | - | 8 | Self | 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. | |
| Substitute | Normal | Stat | - | - | 12 | Self | 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. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Wood Hammer | Grass | Phys | 120 | 100 | 16 | Contact | 1 Foe | The user takes 1/3 of the damage dealt by this move. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Giga Drain | Grass | Spec | 75 | 100 | 12 | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. | |
| Burning Jealousy | Fire | Spec | 70 | 100 | 8 | All Foes | Burns targets if their stats were boosted during the turn this move is used. | |
| Will-O-Wisp | Fire | Stat | - | 85 | 16 | 1 Foe | Burns the target. | |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| X-Scissor | Bug | Phys | 80 | 100 | 16 | ContactCut | 1 Foe | An ordinary attacking move. |
| Leech Life | Bug | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Pounce | Bug | Phys | 50 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Magic Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Magic Room status for 5 turns. Using it again while the Magic Room status is active ends the Magic Room status. | |
| Trick Room | Psychic | Stat | - | - | 8 | Whole Field | Gives the entire field the Trick Room status for 5 turns. Using it again while the Trick Room status is active ends the Trick Room status. | |
| Trick | Psychic | Stat | - | 100 | 12 | 1 Foe | The user and the target swap their held items. | |
| Rest | Psychic | Stat | - | - | 8 | Self | 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. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Phantom Force | Ghost | Phys | 90 | 100 | 12 | Contact | 1 Foe | The user gains the Concealed status 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. |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Shadow Sneak | Ghost | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always goes first. (Priority +1) |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Hex | Ghost | Spec | 65 | 100 | 12 | 1 Foe | This move’s power is doubled if the target has a status condition. | |
| Night Shade | Ghost | Spec | - | 100 | 16 | 1 Foe | Deals 50 HP of damage. | |
| Destiny Bond | Ghost | Stat | - | - | 8 | Self | The user gains the Destiny Bound status. This move fails if used in succession. | |
| Spite | Ghost | Stat | - | 100 | 12 | 1 Foe | Removes 4 PP from the move last used by the target. | |
| Curse | Ghost | Stat | - | - | 12 | Special | The user loses 1/2 of its max HP to give the target the Cursed status. If the user is not a Ghost-type Pokémon, it lowers the user’s Speed stat by 1 stage and raises its Attack and Defense stats by 1 stage. | |
| Confuse Ray | Ghost | Stat | - | 100 | 12 | 1 Foe | Confuses the target. | |
| Night Slash | Dark | Phys | 70 | 100 | 20 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Beat Up | Dark | Phys | - | 100 | 12 | 1 Foe | 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. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Taunt | Dark | Stat | - | 100 | 20 | 1 Foe | Gives the target the Taunted status. | |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |
| Baby-Doll Eyes | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 1 stage. | |
| Misty Terrain | Fairy | Stat | - | - | 12 | Whole Field | Turns the entire field into Misty Terrain for 5 turns. | |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. |