Pokemon Let's Go Aerodactyl is a Rock and Type pokemon also known as a Fossil Pokémon, first discovered in the Kanto region. it's weak against Steel, Water, Rock, Electric, Ice type moves and has a Max CP of 515, 80 HP, 105 Attack, 60 SP Attack, 65 Defense, 75 SP Defense and 130 Speed. Considering it's stats, the best nature to have is Jolly, this will increase it's Speed and decrease it's Sp. Atk stats.
A Pokémon from the age of the dinosaurs. It used its sawlike fangs to shred its prey before eating them.
Pokemon Lets Go Aerodactyl Evolutions
What level does Pokemon Let's Go Aerodactyl Evolve at?
The Unevolved Form Aerodactyl Use a Mega Stone to Evolve into Mega Aerodactyl.
How to catch Aerodactyl in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Aerodactyl Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Aerodactyl 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 Aerodactyl or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Take that Old Amber to Cinnabar Island Pokémon Lab and you will get Aerodactyl.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Aerodactyl.
Best Nature for Aerodactyl
We recommend a Jolly Nature for Aerodactyl, you can visit Madam Celadon to force encounter pokemon of Jolly Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Aerodactyl Moves
Level Up Moves
Pokemon Let's Go Aerodactyl Moves You Learn From Leveling Up.
|1||Bite||Dark||Physical||60||25||100%||Has a 30% chance to make the target flinch.|
|1||Wing Attack||Flying||Physical||60||35||100%||Inflicts regular damage with no additional effect.|
|7||Roar||Normal||None||--||20||100%||Immediately ends wild battles. Forces trainers to switch Pokemon.|
|14||Supersonic||Normal||None||--||20||55%||Confuses the target.|
|21||Rock Throw||Rock||Physical||50||15||90%||Inflicts regular damage with no additional effect.|
|28||Agility||Psychic||None||--||30||--||Raises the user's Speed by two stages.|
|35||Crunch||Dark||Physical||80||15||100%||deals damage and has a 20% chance of lowering the target's Defense by one stage.|
|42||Rock Slide||Rock||Physical||75||10||90%||Has a 30% chance to make the target flinch.|
|49||Fly||Flying||Physical||90||15||95%||User flies high into the air, dodging all attacks, and hits next turn.|
|56||Take Down||Normal||Physical||90||20||85%||User receives 1/4 the damage it inflicts in recoil.|
|63||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Aerodactyl 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.|
|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.|
|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.|
|TM14||Fly||Flying||Physical||90||15||95%||User flies high into the air, dodging all attacks, and hits next turn.|
|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.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM34||Dragon Pulse||Dragon||Special||85||10||100%||deals damage with no additional effect.|
|TM37||Flamethrower||Fire||Special||95||15||100%||Has a 10% chance to burn the target.|
|TM41||Earthquake||Ground||Physical||100||10||100%||Inflicts regular damage and can hit Dig users.|
|TM46||Fire Blast||Fire||Special||120||5||85%||Has a 10% chance to burn the target.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM50||Roost||Flying||None||--||10||--||User recovers half of its max HP and loses the Flying type temporarily.|
|TM56||Stealth Rock||Rock||None||--||20||--||lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field.|
This Pokemon's Master Trainer is Hisato