Lets Go Pikachu/Lets Go Eevee
It is said to camouflage itself as a Poké Ball. It will self-destruct with very little stimulus.
Pokédex & Training Data
Classification
Ball Pokémon
Height
0.5 m (1'08")
Weight
10.4 kg (22.9 lbs)
Abilities
- Soundproof
- Static
- Aftermath (Hidden)
EV Yield
+1 speed
Catch Rate
190
Base Friendship
70
Growth Rate
medium
Gender Ratio
Genderless
Egg Groups
Mineral
Pokédex Numbers
Kanto (R/B/Y)
#100
Johto (G/S/C)
#120
Hoenn (R/S/E)
#084
Johto (HG/SS)
#121
Kalos (Mountain)
#072
Hoenn (OR/AS)
#087
Hisui
#192
Paldea (S/V)
#207
National
#100
Game Locations
New Mauville Area
Learned Moves
Level Up Moves
Sun/Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Charge | — | — | 20 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | |
| 4 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
| 6 | Eerie Impulse | — | 100% | 15 | Lowers the target’s Special Attack by two stages. | |
| 9 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 11 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
| 13 | Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| 16 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user’s Special Attack by one stage. | |
| 20 | Swift | 60 | — | 20 | Never misses. | |
| 22 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| 26 | Self Destruct | 200 | 100% | 5 | User faints. | |
| 29 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 34 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 37 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 41 | Explosion | 250 | 100% | 5 | User faints. | |
| 46 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 48 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
Ultra Sun/Ultra Moon
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 1 | Charge | — | — | 20 | Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn. | |
| 4 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
| 6 | Eerie Impulse | — | 100% | 15 | Lowers the target’s Special Attack by two stages. | |
| 9 | Spark | 65 | 100% | 20 | Has a 30% chance to paralyze the target. | |
| 11 | Rollout | 30 | 90% | 20 | Power doubles every turn this move is used in succession after the first, resetting after five turns. | |
| 13 | Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| 16 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user’s Special Attack by one stage. | |
| 20 | Swift | 60 | — | 20 | Never misses. | |
| 22 | Electro Ball | — | 100% | 10 | Power is higher when the user has greater Speed than the target, up to a maximum of 150. | |
| 26 | Self Destruct | 200 | 100% | 5 | User faints. | |
| 29 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 34 | Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| 37 | Discharge | 80 | 100% | 15 | Has a 30% chance to paralyze the target. | |
| 41 | Explosion | 250 | 100% | 5 | User faints. | |
| 46 | Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| 48 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. |
Let's Go
| Lvl | Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|---|
| 1 | Tackle | 40 | 100% | 35 | Inflicts regular damage with no additional effect. | |
| 3 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| 6 | Sonic Boom | — | 90% | 20 | Inflicts 20 points of damage. | |
| 9 | Thunder Shock | 40 | 100% | 30 | Has a 10% chance to paralyze the target. | |
| 14 | Swift | 60 | — | 20 | Never misses. | |
| 19 | Self Destruct | 200 | 100% | 5 | User faints. | |
| 24 | Screech | — | 85% | 40 | Lowers the target’s Defense by two stages. | |
| 31 | Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| 38 | Mirror Coat | — | 100% | 20 | Inflicts twice the damage the user received from the last special hit it took. | |
| 45 | Explosion | 250 | 100% | 5 | User faints. |
TM/HM Moves
Sun/MoonUltra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM06 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
| TM10 Hidden Power | 60 | 100% | 15 | Power and type depend upon user’s IVs. Power can range from 30 to 70. | |
| TM12 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
| TM16 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| TM17 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
| TM18 Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |
| TM21 Frustration | — | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |
| TM24 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| TM25 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
| TM27 Return | — | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |
| TM32 Double Team | — | — | 15 | Raises the user’s evasion by one stage. | |
| TM41 Torment | — | 100% | 15 | Prevents the target from using the same move twice in a row. | |
| TM42 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
| TM44 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM46 Thief | 60 | 100% | 25 | Takes the target’s item. | |
| TM48 Round | 60 | 100% | 15 | Has double power if it’s used more than once per turn. | |
| TM57 Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user’s Special Attack by one stage. | |
| TM64 Explosion | 250 | 100% | 5 | User faints. | |
| TM72 Volt Switch | 70 | 100% | 20 | User must switch out after attacking. | |
| TM73 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| TM74 Gyro Ball | — | 100% | 5 | Power raises when the user has lower Speed, up to a maximum of 150. | |
| TM87 Swagger | — | 85% | 15 | Raises the target’s Attack by two stages and confuses the target. | |
| TM88 Sleep Talk | — | — | 10 | Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | |
| TM90 Substitute | — | — | 10 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | |
| TM93 Wild Charge | 90 | 100% | 15 | User receives 1/4 the damage it inflicts in recoil. | |
| TM100 Confide | — | — | 20 | Lowers the target’s Special Attack by one stage. |
Let's Go
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| TM01 Headbutt | 70 | 100% | 15 | Has a 30% chance to make the target flinch. | |
| TM02 Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |
| TM04 Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |
| TM05 Rest | — | — | 5 | User sleeps for two turns, completely healing itself. | |
| TM06 Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |
| TM07 Protect | — | — | 10 | Prevents any moves from hitting the user this turn. | |
| TM08 Substitute | — | — | 10 | Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | |
| TM09 Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
| TM12 Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |
| TM16 Thunder Wave | — | 90% | 20 | Paralyzes the target. | |
| TM21 Foul Play | 95 | 100% | 15 | Calculates damage with the target’s attacking stat. | |
| TM27 Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |
| TM36 Thunderbolt | 90 | 100% | 15 | Has a 10% chance to paralyze the target. | |
| TM38 Thunder | 110 | 70% | 10 | Has a 30% chance to paralyze the target. | |
| TM42 Self Destruct | 200 | 100% | 5 | User faints. |
Tutor Moves
Ultra Sun/Ultra Moon
| Name | Class | Power | Acc. | PP | Effect |
|---|---|---|---|---|---|
| Foul Play | 95 | 100% | 15 | Calculates damage with the target’s attacking stat. | |
| Magic Coat | — | — | 15 | Reflects back the first effect move used on the user this turn. | |
| Magnet Rise | — | — | 10 | User is immune to Ground moves and effects for five turns. | |
| Shock Wave | 60 | — | 20 | Never misses. | |
| Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |
| Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. |
Base Stats
Hp
40
Attack
30
Defense
50
Sp. Atk
55
Sp. Def
55
Speed
100
Total
330
Type Defenses
(vs. Gen 6+ rules)