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180 - Flaaffy

  Type Ability

(1) Static
(2) Overcoat
(HA) Plus

Evolutions


Mareep
Level 15
Flaaffy
Level 30
Ampharos

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HP+5ATKDEF+5SPA+5SPDSPEBST+15
755560856045380

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.
15 Cotton Guard None None 10 Priority: 0. Raises the user's Defense by three stages.
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
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.
33 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
37 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
41 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
45 Focus Punch 150 100 20 Priority: -3. If the user takes damage this turn before hitting, this move will fail.
49 Body Slam 85 100 15 Priority: 0. Has a 30% chance to paralyze the target.
53 Nuzzle 20 100 20 Priority: 0. Has a 100% chance to paralyze the target.
57 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
62 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
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.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
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.
TM45 Power-Up Punch 50 100 20 Priority: 0. Raises the user's Attack by one stage.
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.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
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.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
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.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Fire Punch 75 100 10 Priority: 0. Has a 10% chance to burn the target.
Tutor 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.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Heal Bell None None 5 Priority: 0. Removes major status effects and confusion from every Pokémon in the user's party.
Tutor 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.
Tutor 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.

Pre-Evolution Moves

Species Method Move
Mareep Lvl 44 Screech

Encounter Locations

Location   Level Spawn Percent
Route 3 Dark Grass (Doubles) 69 5.0
Route 3 Grass 64 5.0
Route 3 Hidden Grotto: Over the Clear, Blue Pond ?? 0.5