Mareep
Ultra Sun

Clothing made from Mareep’s fleece is easily charged with static electricity, so a special process is used on it.

Ultra Moon

Rubbing its fleece generates electricity. You’ll want to pet it because it’s cute, but if you use your bare hand, you’ll get a painful shock.

Evolution Chain

mareep
Mareep
Level 15
flaaffy
Flaaffy
Level 30
ampharos
Ampharos

Pokédex Data

Classification Wool Pokémon
Height 0.6 m (1'12")
Weight 7.8 kg (17.2 lbs)
Abilities

Game Locations

  • Paniola Ranch Area

Training

EV Yield +1 Sp. Atk
Catch Rate 235
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Monster, Ground

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
4 Thunder Wave
90% 20 Paralyzes the target.
8 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Cotton Spore
100% 40 Lowers the target's Speed by two stages.
15 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
18 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
22 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
25 Confuse Ray
100% 10 Confuses the target.
29 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
32 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Cotton Guard
10 Raises the user's Defense by three stages.
39 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
43 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
46 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Growl
100% 40 Lowers the target's Attack by one stage.
4 Thunder Wave
90% 20 Paralyzes the target.
8 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
11 Cotton Spore
100% 40 Lowers the target's Speed by two stages.
15 Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
18 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
22 Electro Ball
100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
25 Confuse Ray
100% 10 Confuses the target.
29 Power Gem
80 100% 20 Inflicts regular damage with no additional effect.
32 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
36 Cotton Guard
10 Raises the user's Defense by three stages.
39 Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
43 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
46 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Electroweb
55 95% 15 Lowers the target's Speed by one stage.
Heal Bell
5 Cures the entire party of major status effects.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Magnet Rise
10 User is immune to Ground moves and effects for five turns.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.

Egg Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Agility
30 Raises the user's Speed by two stages.
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Charge
20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
Eerie Impulse
100% 15 Lowers the target's Special Attack by two stages.
Electric Terrain
10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
Flatter
100% 15 Raises the target's Special Attack by one stage and confuses the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
Odor Sleuth
40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it's a Ghost.
Sand Attack
100% 15 Lowers the target's accuracy by one stage.
Screech
85% 40 Lowers the target's Defense by two stages.
Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.

Base Stats

Hp 55
Attack 40
Defense 40
Sp. Atk 65
Sp. Def 45
Speed 35
Total 280

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x