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Mareep Moves & Learnsetin Pokémon Heart & Soul

electric43 total moves

Complete moveset and learnset for Mareep in Pokémon Heart & Soul. Learn which moves Mareep can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

7
Level Up
29
TM/HM
0
Move Tutor
7
Egg Moves
43
Total

Level Up Moves (7)

Moves that Mareep learns naturally as it levels up.

TackleLevel: 1normal
35035
Charges the foe with a full- body tackle.
GrowlLevel: 1normal
010040
Growls cutely to reduce the foe's Attack.
Thunder ShockLevel: 9electric
4010030
An electrical attack that may paralyze the foe.
Thunder WaveLevel: 16electric
0020
A weak jolt of electricity that paralyzes the foe.
Cotton SporeLevel: 23grass
0040
Spores cling to the foes, Spores cling to the foe, sharply reducing Speed.
Light ScreenLevel: 30psychic
0030
Wall of light cuts special damage for 5 turns.
ThunderLevel: 37electric
07010
A lightning attack that may cause paralysis.

Egg Moves (7)

Moves that Mareep can learn through breeding with compatible Pokémon.

Take Downnormal
908520
A reckless charge attack that also hurts the user.
Body Slamnormal
8510015
A full-body slam that may cause paralysis.
Safeguardnormal
0025
Protects allies from status problems for 5 turns.
Screechnormal
08540
Emits a screech to sharply reduce the foe's Defense.
Reflectpsychic
0020
Wall of light cuts physical damage for 5 turns.
Odor Sleuthnormal
0040
Negate evasiveness and Ghost type's immunities.
Chargeelectric
0020
Charges power to boost the Electric move used next.

TM/HM Moves (29)

Moves that Mareep can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Safeguardnormal
0025TM20
Protects allies from status problems for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Thunderboltelectric
010015TM24
A strong electrical attack that may paralyze the foe.
Thunderelectric
07010TM25
A lightning attack that may cause paralysis.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Digground
10010010TM28
Digs underground the first turn and strikes next turn.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Captivatenormal
010020TM78
Makes the opposite gender sharply reduce its Sp. Atk.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.