Guides Pokedex

Pokemon Lets Go Primeape

Primeape Pokedex ID: 57
Stat Amount Bar Graph
Max CP 455
Attack 105
Special Attack 60
Defense 60
Special Defense 70
HP 65
Speed 95

Overview

Pokemon Let's Go Primeape is a Fighting Type pokemon also known as a Pig Monkey Pokémon, first discovered in the Kanto region. it's weak against Flying, Psychic, Fairy type moves and has a Max CP of 455, 65 HP, 105 Attack, 60 SP Attack, 60 Defense, 70 SP Defense and 95 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

It has been known to become so angry that it dies as a result. Its face looks peaceful in death, however.

Pokemon Lets Go Primeape Evolutions

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

The Unevolved Form Mankey Evolves at level 28 into Primeape.

First Second Third Final
Mankey305
28 Primeape455

How to catch Primeape in Pokemon Let's Go

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

The best place to find pokemon let's go Primeape 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 Primeape or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 3 20% 03-08 normal 1F
Route 4 20% 07-12 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 Primeape.

Best Nature for Primeape

We recommend a Lonely Nature for Primeape, 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 Primeape Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
0 Rage Normal Physical 20 20 100% If the user is hit after using this move, its Attack rises by one stage.
1 Counter Fighting Physical 1 20 100% Inflicts twice the damage the user received from the last physical hit it took.
1 Encore Normal None -- 5 100% forces the target to use the previously selected move for 3 turns.
1 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
1 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
1 Rage Normal Physical 20 20 100% If the user is hit after using this move, its Attack rises by one stage.
1 Scratch Normal Physical 40 35 100% Inflicts regular damage with no additional effect.
1 Taunt Dark None -- 20 100% Opponent can only use moves that attack.
5 Focus Energy Normal None -- 30 -- Increases the user's chance to score a critical hit.
8 Taunt Dark None -- 20 100% Opponent can only use moves that attack.
13 Karate Chop Fighting Physical 50 25 100% Has an increased chance for a critical hit.
16 Fury Swipes Normal Physical 18 15 80% Hits 2-5 times in one turn.
21 Low Kick Fighting Physical 1 20 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
24 Seismic Toss Fighting Physical 1 20 100% Inflicts damage equal to the user's level.
33 U-turn Bug Physical 70 20 100% User switches out immediately after attacking.
40 Screech Normal None -- 40 85% Lowers the target's Defense by two stages.
49 Thrash Normal Physical 120 10 100% Hits every turn for 2-3 turns, then confuses the user.
56 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Primeape 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.
TM2 Taunt Dark None -- 20 100% Opponent can only use moves that attack.
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.
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.
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.
TM18 U-turn Bug Physical 70 20 100% User switches out immediately after attacking.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM22 Rock Slide Rock Physical 75 10 90% Has a 30% chance to make the target flinch.
TM23 Thunder Punch Electric Physical 75 15 100% deals damage and has a 10% chance of paralyzing the target.
TM26 Poison Jab Poison Physical 80 20 100% deals damage and has a 30% chance of poisoning the target.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM30 Bulk Up Fighting None -- 20 -- raises the user's Attack and Defense by one stage each.
TM31 Fire Punch Fire Physical 75 15 100% Has a 10% chance to burn the target.
TM35 Ice Punch Ice Physical 75 15 100% Has a 10% chance to freeze the target.
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.
TM39 Outrage Dragon Physical 120 10 100% The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused.
TM41 Earthquake Ground Physical 100 10 100% Inflicts regular damage and can hit Dig users.
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 Kano

Weak Against
Flying
2x
Psychic
2x
Fairy
2x
Strong Against
Rock
1/2
Bug
1/2
Dark
1/2