Guides Pokedex

Pokemon Lets Go Seaking

Seaking Pokedex ID: 119
Stat Amount Bar Graph
Max CP 450
Attack 92
Special Attack 65
Defense 65
Special Defense 80
HP 80
Speed 68

Overview

Pokemon Let's Go Seaking is a Water Type pokemon also known as a Goldfish Pokémon, first discovered in the Kanto region. it's weak against Grass, Electric type moves and has a Max CP of 450, 80 HP, 92 Attack, 65 SP Attack, 65 Defense, 80 SP Defense and 68 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

In the autumn, Seaking males can be seen performing courtship dances in riverbeds to woo females. During this season, this Pokémon’s body coloration is at its most beautiful.

Pokemon Lets Go Seaking Evolutions

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

The Unevolved Form Goldeen Evolves at level 33 into Seaking.

First Second Third Final
Goldeen320
33 Seaking450

How to catch Seaking in Pokemon Let's Go

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

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

Pokemon Area Spawn Chance Levels Encounter Floor
Route 6 45% 11-16 normal 1F
Route 6 10% 11-16 water 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 Seaking.

Best Nature for Seaking

We recommend a Lonely Nature for Seaking, 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 Seaking Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
1 Peck Flying Physical 35 35 100% Inflicts regular damage with no additional effect.
1 Psybeam Psychic Special 65 20 100% Has a 10% chance to confuse the target.
1 Quick Attack Normal Physical 40 30 100% Inflicts regular damage with no additional effect.
1 Skull Bash Normal Physical 100 15 100% Raises the user's Defense by one stage. User charges for one turn before attacking.
1 Supersonic Normal None -- 20 55% Confuses the target.
1 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
4 Supersonic Normal None -- 20 55% Confuses the target.
10 Quick Attack Normal Physical 40 30 100% Inflicts regular damage with no additional effect.
14 Horn Attack Normal Physical 65 25 100% Inflicts regular damage with no additional effect.
20 Fury Attack Normal Physical 15 20 85% Hits 2-5 times in one turn.
24 Waterfall Water Physical 80 15 100% Has a 20% chance to make the target flinch.
30 Agility Psychic None -- 30 -- Raises the user's Speed by two stages.
39 Horn Drill Normal Physical 1 5 30% Causes a one-hit KO.
50 Megahorn Bug Physical 120 10 85% deals damage with no additional effect.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Seaking 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.
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.
TM12 Facade Normal Physical 70 20 100% deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM25 Waterfall Water Physical 80 15 100% Has a 20% chance to make the target flinch.
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.
TM29 Scald Water Special 80 15 100% deals damage and has a 30% chance of burning the target.
TM47 Surf Water Special 95 15 100% Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM51 Blizzard Ice Special 120 5 70% Has a 10% chance to freeze the target.
TM55 Ice Beam Ice Special 95 10 100% Has a 10% chance to freeze the target.
TM58 Drill Run Ground Physical 80 10 95% deals damage and has an increased critical hit ratio
TM60 Megahorn Bug Physical 120 10 85% deals damage with no additional effect.

Master Trainer

This Pokemon's Master Trainer is Arianna

Weak Against
Grass
2x
Electric
2x
Strong Against
Steel
1/2
Fire
1/2
Water
1/2
Ice
1/2