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Pokemon Lets Go Jolteon

Jolteon Pokedex ID: 135
Stat Amount Bar Graph
Max CP 525
Attack 65
Special Attack 110
Defense 60
Special Defense 95
HP 65
Speed 130

Overview

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

Pokedex Entry

They send out electrical charges of about 10,000 volts. Because they are high-strung, it can be difficult to grow close to them.

Pokemon Lets Go Jolteon Evolutions

What level does Pokemon Let's Go Jolteon 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 Jolteon in Pokemon Let's Go

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

The best place to find pokemon let's go Jolteon 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 Jolteon 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 Jolteon.

Best Nature for Jolteon

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

Nature Increases Decreases Choice 1 Choice 2
Hasty Speed Defense Pink Yellow
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Pokemon Lets Go Jolteon Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
0 Thunder Shock Electric Special 40 30 100% deals damage and has a 10% chance of paralyzing 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 Thunder Shock Electric Special 40 30 100% deals damage and has a 10% chance of paralyzing the target.
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 Pin Missile Bug Physical 14 20 85% Hits 2-5 times in one turn.
21 Thunder Wave Electric None -- 20 100% Paralyzes the target.
24 Agility Psychic None -- 30 -- Raises the user's Speed by two stages.
28 Helping Hand Normal None -- 20 -- boosts the power of the partner's move.
31 Thunder Electric Special 95 15 100% Has a 10% chance to paralyze the target.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Jolteon 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.
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.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM16 Thunder Wave Electric None -- 20 100% Paralyzes the target.
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.
TM36 Thunderbolt Electric Special 95 15 100% Has a 10% chance to paralyze the target.
TM38 Thunder Electric Special 95 15 100% Has a 10% chance to paralyze 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.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
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 Alphonse

Weak Against
Ground
2x
Strong Against
Flying
1/2
Steel
1/2
Electric
1/2