Pokemon Let's Go Hypno is a Psychic Type pokemon also known as a Hypnosis Pokémon, first discovered in the Kanto region. it's weak against Bug, Ghost, Dark type moves and has a Max CP of 483, 85 HP, 73 Attack, 73 SP Attack, 70 Defense, 115 SP Defense and 67 Speed. Considering it's stats, the best nature to have is Sassy, this will increase it's Sp. Def and decrease it's Speed stats.
While it is an extremely dangerous Pokémon, people who are in need of a good, sound sleep call it their savior.
Pokemon Lets Go Hypno Evolutions
What level does Pokemon Let's Go Hypno Evolve at?
The Unevolved Form Drowzee Evolves at level 26 into Hypno.
How to catch Hypno in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Hypno Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Hypno is in the Route 11 zone, it will have a 25% chance to spawn in the area with a level range of 13-18. This also makes Route 11 the best place to Catch Combo Chain hunt Shiny Hypno or for a Flawless IV Stats.
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 Hypno.
Best Nature for Hypno
We recommend a Sassy Nature for Hypno, you can visit Madam Celadon to force encounter pokemon of Sassy Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Hypno Moves
Level Up Moves
Pokemon Let's Go Hypno Moves You Learn From Leveling Up.
|1||Barrier||Psychic||None||--||30||--||Raises the user's Defense by two stages.|
|1||Confusion||Psychic||Special||50||25||100%||Has a 10% chance to confuse the target.|
|1||Disable||Normal||None||--||20||100%||Disables the target's last used move for 1-8 turns.|
|1||Hypnosis||Psychic||None||--||20||60%||Puts the target to sleep.|
|1||Pound||Normal||Physical||40||35||100%||Inflicts regular damage with no additional effect.|
|4||Disable||Normal||None||--||20||100%||Disables the target's last used move for 1-8 turns.|
|9||Confusion||Psychic||Special||50||25||100%||Has a 10% chance to confuse the target.|
|13||Poison Gas||Poison||None||--||40||80%||Poisons the target.|
|18||Meditate||Psychic||None||--||40||--||Raises the user's Attack by one stage.|
|22||Psybeam||Psychic||Special||65||20||100%||Has a 10% chance to confuse the target.|
|27||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|36||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
|46||Nasty Plot||Dark||None||--||20||--||raises the user's Special Attack by two stages.|
|55||Dream Eater||Psychic||Special||100||15||100%||Only works on sleeping Pokemon. Heals the user by half the damage inflicted.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Hypno can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM2||Taunt||Dark||None||--||20||100%||Opponent can only use moves that attack.|
|TM4||Teleport||Psychic||None||--||20||--||Immediately ends wild battles. No effect otherwise.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|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.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM21||Foul Play||Dark||Physical||95||15||100%||uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM28||Tri Attack||Normal||Special||80||10||100%||Has a 20% chance to burn, freeze, or paralyze the target.|
|TM31||Fire Punch||Fire||Physical||75||15||100%||Has a 10% chance to burn the target.|
|TM32||Dazzling Gleam||Fairy||Special||80||10||100%||deals damage and hits all adjacent opponents in double/triple battles.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM35||Ice Punch||Ice||Physical||75||15||100%||Has a 10% chance to freeze the target.|
|TM40||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
|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.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM59||Dream Eater||Psychic||Special||100||15||100%||Only works on sleeping Pokemon. Heals the user by half the damage inflicted.|
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This Pokemon's Master Trainer is Vlad