Mareep serebii

Touching it can be shocking. Y It stores lots of air in its soft fur, mareep serebii, allowing it to stay cool in summer and warm in winter.

Touching it can be shocking. White Black 2 When cold weather increases static electricity, its wool doubles in size and the tip of its tail glows slightly. The foes' Attack stats are lowered. It may also leave the target with paralysis. It causes paralysis if it hits. It also raises the user's Sp.

Mareep serebii

Can normally be used up to six times. Has a one-in-ten chance of paralyzing the target. The victim has a onein-four chance of immobility. Has a one-in-ten shot at paralyzing the target. Has a one-in-three chance of making the target flinch if it hits. TM06 Toxic -- 85 10 -- A move that badly poisons the target. The amount of poison damage increases every turn. Inaccurate but is guaranteed to cause paralysis if it hits. In the field, it can be used to shatter rocks to open new paths. TM10 Hidden Power?? TM13 Snore 40 15 30 Has a one-in-three chance of making the target flinch. TM17 Protect -- 10 -- Completely foils an opponent's attack.

The user's body generates an eerie impulse. Rubbing its fleece generates electricity. TM34 Shock Wave mareep serebii -- 20 -- The user strikes the foe with a quick jolt of electricity.

Calling 1,, Points Medium Slow 70 1 Sp. Ultra Moon Rubbing its fleece generates electricity. This lowers their Attack stat. This may also leave the target with paralysis. This also raises the user's Sp. Def stat.

Touching it will shock you. Violet Its fleece grows continually. In the summer, the fleece is fully shed, but it grows back in a week. This lowers their Attack stats. This may also leave the target with paralysis.

Mareep serebii

It evolves into Flaaffy starting at level 15, which evolves into Ampharos starting at level Its head is blue, and it has black eyes. Its four feet are blue and have two digits on each foot, and it appears to be on tiptoe at all times. Its conical ears and tail have a yellow-and-black striped pattern. Mareep has an orange sphere at the end of its tail, which acts like a small light bulb. This sphere glows brighter the more electricity it has. Mareep's wool grows continuously and stores electricity, rubbing together and building a static charge. Its volume increases when it builds up with electricity.

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Has a one-in-ten shot at paralyzing the target. TM25 Thunder 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. Ultra Moon Rubbing its fleece generates electricity. The user endures any attack with at least 1 HP. The user levitates using electrically generated magnetism for five turns. It causes paralysis if it hits. It also enables an evasive target to be hit. TM24 Thunderbolt 95 15 10 A strong electric blast is loosed at the target. The user boosts the power of the Electric move it uses on the next turn. TM27 Return?? Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. Flattery is used to confuse the target.

This shows the effectiveness of each type on Mareep. Mareep is the defender and each type is the attacker. The effectiveness is measured by the damage multiplier.

The user goes to sleep for two turns. A strong electric blast crashes down on the target. TM25 Thunder 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. TM25 Thunder 70 10 30 A wicked thunderbolt is dropped on the target to inflict damage. TM21 Frustration?? The user attacks with a sinister beam of light. TM49 Echoed Voice 40 15 -- The user attacks the target with an echoing voice. The Berry determines the move's type and power. Body Slam 85 15 30 Details The user drops onto the foe with its full body weight. The user summons a heavy rain that falls for five turns, powering up Water- type moves. The user boosts the power of the Electric move it uses on the next turn.

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