179 - Mareep
Type | Ability | |
---|---|---|
(1) Static (2) Overcoat (HA) Plus | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Mareep | Level 15 | Flaaffy | Level 30 | Ampharos |
Stats
HP 55 | ATK 40 | DEF +5 45 | SPA 65 | SPD 45 | SPE 35 | BST +5 285 |
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Charge | None | None | 20 | Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled. | ||
1 | Cotton Spore | None | 100 | 40 | Priority: 0. Lowers the target's Speed by two stages. | ||
1 | Growl | None | 100 | 40 | Priority: 0. Lowers the target's Attack by one stage. | ||
4 | Tackle | 50 | 100 | 30 | Priority: 0. Inflicts regular damage. | ||
6 | Thunder Shock | 40 | 100 | 25 | Priority: 0. Has a 10% chance to paralyze the target. | ||
8 | Sand Attack | None | 100 | 15 | Priority: 0. Lowers the target's accuracy by one stage. | ||
10 | Swift | 60 | None | 20 | Priority: 0. Ignores accuracy and evasion modifiers. | ||
12 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
14 | Electroweb | 55 | 95 | 15 | Priority: 0. Lowers the target's Speed by one stage. | ||
16 | Seismic Toss | None | 100 | 20 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies. | ||
18 | Electro Ball | None | 100 | 10 | Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150. User's Speed | Power -------------------------------- | ----: Up to 2× the target's Speed | 60 Up to 3× the target's Speed | 80 Up to 4× the target's Speed | 120 More than 4× the target's Speed | 150 | ||
20 | Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
23 | Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
26 | Discharge | 80 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
29 | Confuse Ray | None | 100 | 10 | Priority: 0. Confuses the target. | ||
32 | Agility | None | None | 30 | Priority: 0. Raises the user's Speed by two stages. | ||
36 | Take Down | 90 | 85 | 20 | Priority: 0. User takes 1/4 the damage it inflicts in recoil. | ||
40 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
44 | Screech | None | 85 | 40 | Priority: 0. Lowers the target's Defense by two stages. | ||
48 | Body Slam | 85 | 100 | 15 | Priority: 0. Has a 30% chance to paralyze the target. | ||
52 | Nuzzle | 20 | 100 | 20 | Priority: 0. Has a 100% chance to paralyze the target. | ||
56 | Double-Edge | 120 | 100 | 15 | Priority: 0. User takes 1/3 the damage it inflicts in recoil. | ||
60 | Zap Cannon | 120 | 50 | 5 | Priority: 0. Has a 100% chance to paralyze the target. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM16 | Light Screen | None | None | 30 | Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM24 | Thunderbolt | 90 | 100 | 10 | Priority: 0. Has a 10% chance to paralyze the target. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM49 | Echoed Voice | 50 | 100 | 15 | Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200. | ||
TM57 | Charge Beam | 50 | 90 | 15 | Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage. | ||
TM66 | Power Gem | 90 | 100 | 10 | Priority: 0. 10% chance to drop opponents Sp. Def by one stage | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM93 | Wild Charge | 90 | 100 | 10 | Priority: 0. Inflicts regular damage without recoil. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
After You | None | None | 15 | Priority: 0. The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
Heal Bell | None | None | 5 | Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party. | ||
Iron Tail | 100 | 75 | 15 | Priority: 0. Has a 30% chance to lower the target's Defense by one stage. | ||
Magnet Rise | None | None | 10 | Priority: 0. For five turns, the user is immune to ground moves. If the user is under the effect of ingrain or has levitate, this move will fail. This effect is temporarily disabled by and cannot be used during gravity. This effect is passed on by baton pass. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | |
---|---|---|---|
Floccesy Ranch | Grass | 07-09 | 10.0 |