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Pokemon Lets Go Jolteon

Jolteon Pokedex ID: 135
StatAmountBar Graph
Max CP525
Attack65
Special Attack110
Defense60
Special Defense95
HP65
Speed130

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.

FirstSecondThirdFinal
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 Route 17 zone, it will have a 05% chance to spawn in the area with a level range of 33-38. This also makes Route 17 the best place to Catch Combo Chain hunt Shiny Jolteon or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Route 175%33-38normal1F

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.

NatureIncreasesDecreasesChoice 1Choice 2
HastySpeedDefensePinkYellow
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Pokemon Lets Go Jolteon Moves

Level Up Moves

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

LVLMoveTypeClassPowPPAccEffect
0Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
1GrowlNormalNone--40100%Lowers the target's Attack by one stage.
1Sand AttackGroundNone--15100%lowers the target's Accuracy by one stage.
1TackleNormalPhysical5035100%Inflicts regular damage with no additional effect.
1Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
1Thunder ShockElectricSpecial4030100%deals damage and has a 10% chance of paralyzing the target.
1YawnNormalNone--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.
3Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
6Quick AttackNormalPhysical4030100%Inflicts regular damage with no additional effect.
10Double KickFightingPhysical3030100%Hits twice in one turn.
14Sand AttackGroundNone--15100%lowers the target's Accuracy by one stage.
17Pin MissileBugPhysical142085%Hits 2-5 times in one turn.
21Thunder WaveElectricNone--20100%Paralyzes the target.
24AgilityPsychicNone--30--Raises the user's Speed by two stages.
28Helping HandNormalNone--20--boosts the power of the partner's move.
31ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.

Learnable TMs Moves

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

ItemMoveTypeClassPowPPAccEffect
TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM3Helping HandNormalNone--20--boosts the power of the partner's move.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--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.
TM8SubstituteNormalNone--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.
TM9ReflectPsychicNone--20--Reduces damage from physical attacks by half.
TM10DigGroundPhysical8010100%User digs underground, dodging all attacks, and hits next turn.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM16Thunder WaveElectricNone--20100%Paralyzes the target.
TM19Iron TailSteelPhysical1001575%deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM36ThunderboltElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM38ThunderElectricSpecial9515100%Has a 10% chance to paralyze the target.
TM43Shadow BallGhostSpecial8015100%deals damage and has a 20% chance of lowering the target's Special Defense by one stage.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM57Pay DayNormalPhysical4020100%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