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Pokemon Lets Go Flareon

Flareon Pokedex ID: 136
Stat Amount Bar Graph
Max CP 525
Attack 130
Special Attack 95
Defense 60
Special Defense 110
HP 65
Speed 65

Overview

Pokemon Let's Go Flareon is a Fire Type pokemon also known as a Flame Pokémon, first discovered in the Kanto region. it's weak against Ground, Rock, Water type moves and has a Max CP of 525, 65 HP, 130 Attack, 95 SP Attack, 60 Defense, 110 SP Defense and 65 Speed. Considering it's stats, the best nature to have is Lonely, this will increase it's Attack and decrease it's Defense stats.

Pokedex Entry

When it catches prey or finds berries, it breathes fire on them until they’re well done, and then it gobbles them up.

Pokemon Lets Go Flareon Evolutions

What level does Pokemon Let's Go Flareon Evolve at?

The Unevolved Form Eevee Use a Thunder Stone to Evolve into Jolteon.

First Second Third Final
Eevee325
Water Stone Vaporeon525
Eevee325
Thunder Stone Jolteon525
Eevee325
Fire Stone Flareon525

How to catch Flareon in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Flareon Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Flareon is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Flareon or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 17 5% 33-38 normal 1F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Flareon.

Best Nature for Flareon

We recommend a Lonely Nature for Flareon, you can visit Madam Celadon to force encounter pokemon of Lonely Nature.

Nature Increases Decreases Choice 1 Choice 2
Lonely Attack Defense Red Yellow
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Pokemon Lets Go Flareon Moves

Level Up Moves

Pokemon Let's Go Flareon Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
0 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
1 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
1 Growl Normal None -- 40 100% Lowers the target's Attack by one stage.
1 Sand Attack Ground None -- 15 100% lowers the target's Accuracy by one stage.
1 Tackle Normal Physical 50 35 100% Inflicts regular damage with no additional effect.
1 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Yawn Normal None -- 10 -- makes the target drowsy on the turn it is used. If the target is still on the field at the end of the next turn, it falls asleep.
3 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
6 Quick Attack Normal Physical 40 30 100% Inflicts regular damage with no additional effect.
10 Double Kick Fighting Physical 30 30 100% Hits twice in one turn.
14 Sand Attack Ground None -- 15 100% lowers the target's Accuracy by one stage.
17 Fire Spin Fire Special 35 15 85% Prevents the target from fleeing and inflicts damage for 2-5 turns.
21 Smog Poison Special 20 20 70% Has a 40% chance to poison the target.
24 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
28 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
31 Flare Blitz Fire Physical 120 15 100% deals damage and has a 10% chance of burning the target, but the user receives 1?3 of the damage it inflicted in recoil.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Flareon can Learn.

Item Move Type Class Pow PP Acc Effect
TM1 Headbutt Normal Physical 70 15 100% Has a 30% chance to make the target flinch.
TM3 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
TM5 Rest Psychic None -- 10 -- User sleeps for two turns, completely healing itself.
TM7 Protect Normal None -- 10 -- prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.
TM8 Substitute Normal None -- 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.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM11 Will-O-Wisp Fire None -- 15 85% Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM43 Shadow Ball Ghost Special 80 15 100% deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM46 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM49 Superpower Fighting Physical 120 5 100% deals damage but lowers the user's Attack and Defense by one stage each after attacking.
TM57 Pay Day Normal Physical 40 20 100% Scatters money on the ground worth five times the user's level.

Master Trainer

This Pokemon's Master Trainer is Dax

Weak Against
Ground
2x
Rock
2x
Water
2x
Strong Against
Bug
1/2
Steel
1/2
Fire
1/2
Grass
1/2
Ice
1/2
Fairy
1/2