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S/M / Pokédex

Mareep

Back to Pokédex

Mareep

#179 in the National Pokédex • Wool Pokémon

Mareep sprite

Normal

Shiny Mareep sprite

Shiny

Details

Type

Electric

Category

Wool Pokémon

Height

0.6 m (2'00")

Weight

7.8 kg (17.2 lbs)

National Pokédex

#0179

Pokédex

National Dex #179

Stats

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

55

220

314

Attack

40

76

196

Defense

40

76

196

Sp. Atk

65

121

251

Sp. Def

45

85

207

Speed

35

67

185

Total

280

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

It's Super Effective

Type-only matchups for Mareep, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
1 SpA
Catch rate
235
Base Exp.
56

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Mareep

Mareep

#179

Level 15

Flaaffy

Flaaffy

#180

Flaaffy

Flaaffy

#180

Level 30

Ampharos

Ampharos

#181

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartTackleNormalPhysical4010035

A physical attack in which the user charges and slams into the target with its whole body.

StartGrowlNormalStatus-10040

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stat.

4Thunder WaveElectricStatus-9020

The user launches a weak jolt of electricity that paralyzes the target.

8Thunder ShockElectricSpecial4010030

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

11Cotton SporeGrassStatus-10040

The user releases cotton-like spores that cling to the opposing Pokémon, which harshly lowers their Speed stat.

15ChargeElectricStatus--20

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

18Take DownNormalPhysical908520

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

22Electro BallElectricSpecial-10010

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

25Confuse RayGhostStatus-10010

The target is exposed to a sinister ray that triggers confusion.

29Power GemRockSpecial8010020

The user attacks with a ray of light that sparkles as if it were made of gemstones.

32DischargeElectricSpecial8010015

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

36Cotton GuardGrassStatus--10

The user protects itself by wrapping its body in soft cotton, which drastically raises the user’s Defense stat.

39Signal BeamBugSpecial7510015

The user attacks with a sinister beam of light. This may also confuse the target.

43Light ScreenPsychicStatus--30

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

46ThunderElectricSpecial1107010

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Machines

Moves this Pokémon can learn from Technical Machines in Pokémon Sun and Moon.
Class
Description
TM06ToxicPoisonStatus-9010

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10Hidden PowerNormalSpecial6010015

A unique attack that varies in type depending on the Pokémon using it.

TM16Light ScreenPsychicStatus--30

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

TM17ProtectNormalStatus--10

Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18Rain DanceWaterStatus--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.

TM20SafeguardNormalStatus--25

The user creates a protective field that prevents status conditions for five turns.

TM21FrustrationNormalPhysical-10020

This full-power attack grows more powerful the less the user likes its Trainer.

TM24ThunderboltElectricSpecial9010015

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

TM25ThunderElectricSpecial1107010

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

TM27ReturnNormalPhysical-10020

This full-power attack grows more powerful the more the user likes its Trainer.

TM32Double TeamNormalStatus--15

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM42FacadeNormalPhysical7010020

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

TM44RestPsychicStatus--10

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

TM45AttractNormalStatus-10015

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

TM48RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

TM49Echoed VoiceNormalSpecial4010015

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

TM57Charge BeamElectricSpecial509010

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

TM73Thunder WaveElectricStatus-9020

The user launches a weak jolt of electricity that paralyzes the target.

TM87SwaggerNormalStatus-8515

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

TM88Sleep TalkNormalStatus--10

While it is asleep, the user randomly uses one of the moves it knows.

TM90SubstituteNormalStatus--10

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM93Wild ChargeElectricPhysical9010015

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

TM100ConfideNormalStatus--20

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Breeding

Moves this Pokémon can inherit through breeding or similar methods.
Class
Description
After YouNormalStatus--15

The user helps the target and makes it use its move right after the user.

AgilityPsychicStatus--30

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Body SlamNormalPhysical8510015

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

ChargeElectricStatus--20

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Eerie ImpulseElectricStatus-10015

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric TerrainElectricStatus--10

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

FlatterDarkStatus-10015

Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.

Iron TailSteelPhysical1007515

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Odor SleuthNormalStatus--40

Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. This also enables an evasive target to be hit.

Sand AttackGroundStatus-10015

Sand is hurled in the target’s face, reducing the target’s accuracy.

ScreechNormalStatus-8540

An earsplitting screech harshly lowers the target’s Defense stat.

Take DownNormalPhysical908520

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Imports and compatible Ultra Sun/Ultra Moon trades have separate requirements. Individual options do not guarantee every four-move combination.
Class
Acquisition sourceDescription
CaptivateNormalStatus-10020

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

CurseGhostStatus--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

A move that works differently for the Ghost type than for all other types.

Defense CurlNormalStatus--40

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user curls up to conceal weak spots and raise its Defense stat.

Defense CurlNormalStatus--40

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

The user curls up to conceal weak spots and raise its Defense stat.

Double-EdgeNormalPhysical12010015

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

A reckless, life-risking tackle. This also damages the user quite a lot.

ElectrowebElectricSpecial559515

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.

ElectrowebElectricSpecial559515

Trade from Ultra Sun/Ultra Moon; only original Sun/Moon-compatible forms and moves

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stat.

EndureNormalStatus--10

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

EndureNormalStatus--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

FlashNormalStatus-10020

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user flashes a bright light that cuts the target’s accuracy.

FlashNormalStatus-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

The user flashes a bright light that cuts the target’s accuracy.

HeadbuttNormalPhysical7010015

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

HeadbuttNormalPhysical7010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Heal BellNormalStatus--5

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Heal BellNormalStatus--5

Trade from Ultra Sun/Ultra Moon; only original Sun/Moon-compatible forms and moves

The user makes a soothing bell chime to heal the status conditions of all the party Pokémon.

Hold BackNormalPhysical4010040

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user holds back when it attacks, and the target is left with at least 1 HP.

Magnet RiseElectricStatus--10

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user levitates using electrically generated magnetism for five turns.

Magnet RiseElectricStatus--10

Trade from Ultra Sun/Ultra Moon; only original Sun/Moon-compatible forms and moves

The user levitates using electrically generated magnetism for five turns.

MimicNormalStatus--10

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Natural GiftNormalPhysical-10015

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

ReflectPsychicStatus--20

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

ReflectPsychicStatus--20

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

A wondrous wall of light is put up to reduce damage from physical attacks for five turns.

Secret PowerNormalPhysical7010020

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The additional effects of this attack depend upon where it was used.

Shock WaveElectricSpecial60-20

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

The user strikes the target with a quick jolt of electricity. This attack never misses.

Shock WaveElectricSpecial60-20

Trade from Ultra Sun/Ultra Moon; only original Sun/Moon-compatible forms and moves

The user strikes the target with a quick jolt of electricity. This attack never misses.

SnoreNormalSpecial5010015

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

SnoreNormalSpecial5010015

Trade from Ultra Sun/Ultra Moon; only original Sun/Moon-compatible forms and moves

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

SnoreNormalSpecial5010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

SwiftNormalSpecial60-20

Import from compatible Generation III–VI games via Pokémon Bank; retain through evolution where applicable

Star-shaped rays are shot at the opposing Pokémon. This attack never misses.

SwiftNormalSpecial60-20

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Star-shaped rays are shot at the opposing Pokémon. This attack never misses.

Zap CannonElectricSpecial120505

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Traits

Ability options available to this Pokémon in this game.

Static

Ability Slot 1

The Pokémon is charged with static electricity, so contact with it may cause paralysis.

Has a 30% chance of paralyzing attacking Pokémon on contact.

Plus(Hidden Ability)

Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

Increases Special Attack to 1.5× when a friendly Pokémon has Plus or Minus.

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