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Mareep in Pokémon Black 2 and White 2: locations, stats and moves

Find Mareep’s Black 2/White 2 locations, Generation V Electric typing, base stats, historical abilities, evolution requirements and sequel learnsets.

Edition covered

Nintendo DS sequels; not the original Black and White story.

01

Generation V identity and base stats

Mareep is Unova #025 and National #179. Its Black 2/White 2 typing is Electric. These figures describe its standard Generation V form on the original Nintendo DS cartridges. Later Fairy typing and later stat increases are excluded.

The picture shows the standard Generation V form; gender, seasonal or alternate battle forms may look different.

Mareep
Mareep: standard Generation V form, Unova #025.
Mareep Generation V base stats
StatBase value
HP55
Attack40
Defense40
Sp. Atk65
Sp. Def45
Speed35
Total280
02

Where to obtain it in Black 2 and White 2

Check the version, area and encounter method before travelling. A gift, trade, Hidden Grotto or stationary interaction is different from ordinary grass. Level ranges combine matching recorded slots under the same condition.

The following records use only Black 2 and White 2. Seasons and special requirements remain separate. Postgame areas require the appropriate story access; these records do not imply every location is open on a fresh save.

Encounter methods · Legendary and event requirements · Gifts, fossils and trades

Mareep recorded Black 2 and White 2 encounters
Location / areaVersionMethodLevelCondition
Floccesy Ranch InnerBlack 2Grass / cave walking5No special condition recorded
Floccesy Ranch InnerWhite 2Grass / cave walking5No special condition recorded
03

Evolution family and Generation V requirements

Mareep regional evolution family
FromIntoBlack 2 / White 2 method
MareepFlaaffyLevel 15
FlaaffyAmpharosLevel 30

Friendship evolution uses the Generation V threshold of 220. Trades need a compatible second game and system. Eevee’s rock evolutions, magnetic evolutions, learned-move requirements and held-item night evolutions follow their original DS methods.

Complete sequel evolution guide

04

Abilities, breeding and training reference

Mareep Generation V ability slots
AbilitySlot / availability
StaticRegular ability slot 1
PlusHidden slot; use a documented source for availability

A Hidden Ability slot does not guarantee an ordinary wild specimen. Hidden Grottos, specific sequel gifts, historical Dream World / Dream Radar access and external specimens have different requirements. Some Generation V slots, including the Unova starter Hidden Abilities and Litwick-line Shadow Tag, were never officially released in that generation.

Mareep breeding and training facts
PropertyValue
Gender ratio50% female / 50% male
Egg group(s)Monster / Field
Base hatch cycles20
Experience growthMedium Slow
Base capture rate235 / 255 (not a percentage chance)
EV yield when defeatedSpecial Attack +1

The Route 3 Day Care is reached after the Hall of Fame in the sequels. Undiscovered species cannot produce Eggs. Baby forms that require an incense need the correct held item on a parent; breeding an evolved parent does not always yield its earliest Pokédex stage.

Sequel breeding, EV, IV and nature rules

05

Black 2 and White 2 level-up moves

Mareep sequel level-up learnset
LevelMove
1 / starting moveGrowl
1 / starting moveTackle
4Thunder Wave
8ThunderShock
11Cotton Spore
15Charge
18Take Down
22Electro Ball
25Confuse Ray
29Power Gem
32Discharge
36Cotton Guard
39Signal Beam
43Light Screen
46Thunder

Every row is filtered to the Black 2/White 2 version group. Level 1 entries include starting or reminder moves; a later caught specimen need not know every listed move. Evolution timing changes which form learns a move. The Move Reminder charges a Heart Scale.

06

Compatible TMs and HMs

Mareep sequel compatible machines
MachineMoveTypeCategory
TM06ToxicPoisonStatus
TM10Hidden PowerNormalSpecial
TM16Light ScreenPsychicStatus
TM17ProtectNormalStatus
TM18Rain DanceWaterStatus
TM20SafeguardNormalStatus
TM21FrustrationNormalPhysical
TM24ThunderboltElectricSpecial
TM25ThunderElectricSpecial
TM27ReturnNormalPhysical
TM32Double TeamNormalStatus
TM42FacadeNormalPhysical
TM44RestPsychicStatus
TM45AttractNormalStatus
TM48RoundNormalSpecial
TM49Echoed VoiceNormalSpecial
TM57Charge BeamElectricSpecial
TM70FlashNormalStatus
TM73Thunder WaveElectricStatus
TM87SwaggerNormalStatus
TM90SubstituteNormalStatus
TM93Wild ChargeElectricPhysical

Compatibility uses Black 2/White 2 learnset records. Machine numbers and move data match Generation V, while acquisition locations must come from the sequel guide. Sequel TM95 is obtainable; the original BW Lock Capsule restriction does not apply. HMs need the Move Deleter to be removed.

All sequel TM/HM locations

07

Egg moves and sequel Move Tutors

Recorded Black 2/White 2 Egg moves: After You, Agility, Body Slam, Charge, Flatter, Iron Tail, Odor Sleuth, Sand Attack, Screech, Take Down.

Recorded Black 2/White 2 tutor compatibility: After You, Heal Bell, Iron Tail, Magnet Rise, Signal Beam, Sleep Talk, Snore.

Tutor compatibility does not mean every move is taught by a shard tutor. Starter ultimate moves, pledge moves and species-specific services have their own conditions.

Tutor cities, shard colours, reminders and special move services

08

Related species and return to the Pokédex

Return to Mareep in the illustrated regional Pokédex.

FIELD NOTE

Use Mareep’s Black 2 or White 2 method and condition. Version-specific catches, postgame breeding and historical distribution requirements need their own collection plan.

References