Competitive Information for Mareep [Black/White]

Competitive Pokemon Black/White Movesets and Strategies for Mareep mareep
Base Stats for Mareep

Electric

Abilities:
PlusPlus: If an active ally has this Ability or the Minus Ability, this Pokemon's Sp. Atk is 1.5x.
,
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.


Evolutions / Family:
Mareep
Flaaffy
Ampharos

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fighting
Fire
Flying
Ghost
Grass
  
  
  
0.5x
  
  
0.5x
  
  
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
2x
  
  
  
  
  
0.5x
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MareepVisit Serebii's Pokedex for location, breeding, and other game details about MareepVisit Bulbapedia for more information about Mareep

Movesets for Singles


What is a good competitive moveset for Mareep? These builds have been optimized for Pokemon competing in Black/White Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Black/White generation metagame.


Mareep is pretty popular Electric-typed Pokemon. Mareep is not a Pokemon anyone usually expects sees on the battlefield. Mareep's only type-related weakness is Ground.


Species: Mareep
Item: Life Orb / Focus Sash
Ability: Static
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Discharge
- Signal Beam
- Power Gem
- Round

Special Sweeper Mareep (Static)

Mareep is an awesome Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Mareep from being one-shotted and allowing it to atleast use a crucial move when brought out. With Static, 30% chance a pokemon making contact with Mareep will be paralyzed.

Thunderbolt is a special STAB-boosted 95-base power Electric-type move (10% chance to paralyze the target).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Power Gem is a special 70-base power Rock-type move that deals damage.
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).



Movesets for Doubles


What is a good doubles moveset for Mareep? These builds have been optimized for Black/White Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Black/White generation metagame.


Species: Mareep
Item: Life Orb / Focus Sash
Ability: Plus
Nature: Modest (+SpA, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Discharge / Thunderbolt
- Signal Beam
- Power Gem
- Round

Doubles Special Sweeper Mareep (Plus)

Mareep is a phenomenal Special Sweeper. It's purpose is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Mareep from being one-shotted and allowing it to atleast use a crucial move when brought out. With Plus, if an active ally has this ability or the minus ability Mareep's sp. atk is 1.5x.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Thunderbolt is a special STAB-boosted 95-base power Electric-type move (10% chance to paralyze the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Power Gem is a special 70-base power Rock-type move that deals damage.
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).



Movepool


Wondering what moves can Mareep learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Power Gem
70
100%
20
No additional effect.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
40
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
120
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
95
100%
15
10% chance to paralyze the target.
Body Slam
85
100%
15
30% chance to paralyze the target.
Double-Edge
120
100%
15
Has 33% recoil.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% chance acc -1)
Tackle
50
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Wild Charge
90
100%
15
Has 1/4 recoil.
After You
--
--
15
The target makes its move right after the user.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confuse Ray
--
100%
10
Confuses the target.
Cotton Guard
--
--
10
Raises the user's Defense by 3.
Cotton Spore
--
100%
40
Lowers the target's Speed by 2.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Flatter
--
100%
15
Raises the target's Sp. Atk by 1 and confuses it.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Heal Bell
--
--
5
Cures the user's party of all status conditions.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Odor Sleuth
--
--
40
Fighting, Normal hit Ghost. Evasiveness ignored.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Sand Attack
--
100%
15
Lowers the target's accuracy by 1.
Screech
--
85%
40
Lowers the target's Defense by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
90%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
100%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target.

Combo List


These are a list of several common move combinations Mareep can perform in Black/White. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive BW Move and Ability Combos for Mareep

Create a build


Have an idea in mind for Mareep that you'd like to test? Customize the IVs, EVs and their Black/White moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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