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Mareep (Pokémon)/Generation VII learnset
Language
Watch
Edit
← Mareep
By
leveling up
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Level
Move
Type
Cat.
Pwr.
Acc.
PP
01
1
Tackle
Normal
Physical
040
40
100
100%
35
01
1
Growl
Normal
Status
0000
—
100
100%
40
04
4
Thunder Wave
Electric
Status
0000
—
090
90%
20
08
8
Thunder Shock
Electric
Special
040
40
100
100%
30
11
11
Cotton Spore
Grass
Status
0000
—
100
100%
40
15
15
Charge
Electric
Status
0000
—
00—
—%
20
18
18
Take Down
Normal
Physical
090
90
085
85%
20
22
22
Electro Ball
Electric
Special
0000
—
100
100%
10
25
25
Confuse Ray
Ghost
Status
0000
—
100
100%
10
29
29
Power Gem
Rock
Special
080
80
100
100%
20
32
32
Discharge
Electric
Special
080
80
100
100%
15
36
36
Cotton Guard
Grass
Status
0000
—
00—
—%
10
39
39
Signal Beam
Bug
Special
075
75
100
100%
15
43
43
Light Screen
Psychic
Status
0000
—
00—
—%
30
46
46
Thunder
Electric
Special
110
110
070
70%
10
Bold
indicates a move that gets
STAB
when used by Mareep
Italic
indicates a move that gets STAB only when used by an Evolution of Mareep
Click on the generation numbers at the top to see level-up moves from other generations
By
TM
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
TM
Move
Type
Cat.
Pwr.
Acc.
PP
TM06
TM06
Toxic
Poison
Status
0000
—
090}}
90%
10
TM10
TM10
Hidden Power
Normal
Special
060
60
100}}
100%
15
TM16
TM16
Light Screen
Psychic
Status
0000
—
00—}}
—%
30
TM17
TM17
Protect
Normal
Status
0000
—
00—}}
—%
10
TM18
TM18
Rain Dance
Water
Status
0000
—
00—}}
—%
5
TM20
TM20
Safeguard
Normal
Status
0000
—
00—}}
—%
25
TM21
TM21
Frustration
Normal
Physical
0000
—
100}}
100%
20
TM24
TM24
Thunderbolt
Electric
Special
090
90
100}}
100%
15
TM25
TM25
Thunder
Electric
Special
110
110
070}}
70%
10
TM27
TM27
Return
Normal
Physical
0000
—
100}}
100%
20
TM32
TM32
Double Team
Normal
Status
0000
—
00—}}
—%
15
TM42
TM42
Facade
Normal
Physical
070
70
100}}
100%
20
TM44
TM44
Rest
Psychic
Status
0000
—
00—}}
—%
10
TM45
TM45
Attract
Normal
Status
0000
—
100}}
100%
15
TM48
TM48
Round
Normal
Special
060
60
100}}
100%
15
TM49
TM49
Echoed Voice
Normal
Special
040
40
100}}
100%
15
TM57
TM57
Charge Beam
Electric
Special
050
50
090}}
90%
10
TM73
TM73
Thunder Wave
Electric
Status
0000
—
090}}
90%
20
TM87
TM87
Swagger
Normal
Status
0000
—
085}}
85%
15
TM88
TM88
Sleep Talk
Normal
Status
0000
—
00—}}
—%
10
TM90
TM90
Substitute
Normal
Status
0000
—
00—}}
—%
10
TM93
TM93
Wild Charge
Electric
Physical
090
90
100}}
100%
15
XTM100
TM100
Confide
Normal
Status
0000
—
00—}}
—%
20
Bold
indicates a move that gets
STAB
when used by Mareep
Italic
indicates a move that gets STAB only when used by an Evolution of Mareep
Click on the generation numbers at the top to see TM moves from other generations
By
breeding
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Parent
Move
Type
Cat.
Pwr.
Acc.
PP
After You
Normal
Status
—
—%
15
Agility
Psychic
Status
—
—%
30
Body Slam
Normal
Physical
85
100%
15
Charge
Electric
Status
—
—%
20
Eerie Impulse
Electric
Status
—
100%
15
Electric Terrain
Electric
Status
—
—%
10
Flatter
Dark
Status
—
100%
15
Iron Tail
Steel
Physical
100
75%
15
Odor Sleuth
Normal
Status
—
—%
40
Sand Attack
Ground
Status
—
100%
15
Screech
Normal
Status
—
85%
40
Take Down
Normal
Physical
90
85%
20
Moves marked with an asterisk (*) must be
chain bred
onto Mareep in Generation VII
Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
Moves marked with a superscript game abbreviation can only be bred onto Mareep in that game.
Bold
indicates a move that gets
STAB
when used by Mareep
Italic
indicates a move that gets STAB only when used by an Evolution of Mareep
Click on the generation numbers at the top to see Egg moves from other generations
By
tutoring
Generation VII
Other generations:
II
-
III
-
IV
-
V
-
VI
-
VIII
-
IX
Game
Move
Type
Cat.
Pwr.
Acc.
PP
S
M
US
UM
After You
Normal
Status
—
—%
15
S
M
US
UM
Electroweb
Electric
Special
55
95%
15
S
M
US
UM
Heal Bell
Normal
Status
—
—%
5
S
M
US
UM
Iron Tail
Steel
Physical
100
75%
15
S
M
US
UM
Magnet Rise
Electric
Status
—
—%
10
S
M
US
UM
Shock Wave
Electric
Special
60
—%
20
S
M
US
UM
Signal Beam
Bug
Special
75
100%
15
S
M
US
UM
Snore
Normal
Special
50
100%
15
A black or white abbreviation in a colored box indicates that Mareep can be tutored the move in that game
A colored abbreviation in a white box indicates that Mareep cannot be tutored the move in that game
Bold
indicates a move that gets
STAB
when used by Mareep
Italic
indicates a move that gets STAB only when used by an Evolution of Mareep
Click on the generation numbers at the top to see Move Tutor moves from other generations
By
transfer
from another generation
Generation VII
Other generations:
IV
-
V
-
VI
-
VIII
-
IX
Gen.
Move
Type
Cat.
Pwr.
Acc.
PP
II
III
IV
V
VI
Captivate
Normal
Status
0000
—
100}}
100%
20
II
III
IV
V
VI
Curse
Ghost
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Defense Curl
Normal
Status
0000
—
00—}}
—%
40
II
III
IV
V
VI
Double-Edge
Normal
Physical
120
120
100}}
100%
15
II
III
IV
V
VI
Endure
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Flash
Normal
Status
0000
—
100}}
100%
20
II
III
IV
V
VI
Headbutt
Normal
Physical
070
70
100}}
100%
15
II
III
IV
V
VI
Hold Back
Normal
Physical
040
40
100}}
100%
40
II
III
IV
V
VI
Mimic
Normal
Status
0000
—
00—}}
—%
10
II
III
IV
V
VI
Natural Gift
Normal
Physical
0000
—
100}}
100%
15
II
III
IV
V
VI
Reflect
Psychic
Status
0000
—
00—}}
—%
20
II
III
IV
V
VI
Secret Power
Normal
Physical
070
70
100}}
100%
20
II
III
IV
V
VI
Swift
Normal
Special
060
60
00—}}
—%
20
II
III
IV
V
VI
Zap Cannon
Electric
Special
120
120
050}}
50%
5
A striped background indicates a generation in which the move can only be obtained via event or as a special move
Bold
indicates a move that gets
STAB
when used by Mareep
Italic
indicates a move that gets STAB only when used by an Evolution of Mareep
Click on the generation numbers at the top to see transfer-only moves for other generations