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Pokemon Lets Go Moltres

Moltres Pokedex ID: 146
Stat Amount Bar Graph
Max CP 580
Attack 100
Special Attack 125
Defense 90
Special Defense 85
HP 90
Speed 90

Overview

Pokemon Let's Go Moltres is a Fire and Flying Type pokemon also known as a Flame Pokémon, first discovered in the Kanto region. it's weak against Water, Electric, Rock type moves and has a Max CP of 580, 90 HP, 100 Attack, 125 SP Attack, 90 Defense, 85 SP Defense and 90 Speed. Considering it's stats, the best nature to have is Rash, this will increase it's Sp. Atk and decrease it's Sp. Def stats.

Pokedex Entry

This legendary Pokémon scatters embers with every flap of its wings. It is a thrilling sight to behold.

Pokemon Lets Go Moltres Evolutions

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

Currently there is no evolutions for this Pokémon in Let's Go.

First Second Third Final
Moltres580

How to catch Moltres in Pokemon Let's Go

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

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

Pokemon Area Spawn Chance Levels Encounter Floor
Route 22 Rare Spawn 03-04 normal 1F
Route 23 Rare Spawn 41-46 normal 1F
Route 24 Rare Spawn 07-12 normal 1F
Route 25 Rare Spawn 09-14 normal 1F

The list above shows all the spawn locations of this pokemon and it's evolution forms.

How to Catch Moltres will require you to collect all Gym Leader badges, which grant you access to Victory Road.
You can find the Moltres at the Victory Road.
  1. Found at the end of Victory Road
When you battle Moltres it will be Level 60.
We recommend using the following pokemon when battling Zapdos: Golem, RhydonOmastar, Gyarados, Lapras, Blastoise, and even Zapdos is a good choice if you have it.

Transferring and Catching

The type of Pokemon Candy you receive from Transferring and Catching Moltres.

Best Nature for Moltres

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

Nature Increases Decreases Choice 1 Choice 2
Rash Sp. Atk Sp. Def Blue Green
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Pokemon Lets Go Moltres Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
1 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
1 Wing Attack Flying Physical 60 35 100% Inflicts regular damage with no additional effect.
8 Fire Spin Fire Special 35 15 85% Prevents the target from fleeing and inflicts damage for 2-5 turns.
16 Leer Normal None -- 30 100% Lowers the target's Defense by one stage.
24 Air Slash Flying Special 75 20 95% deals damage and has a 30% chance of causing the target to flinch
32 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
40 Agility Psychic None -- 30 -- Raises the user's Speed by two stages.
48 Heat Wave Fire Special 95 10 90% deals damage and has a 10% chance of burning the target.
56 Roost Flying None -- 10 -- User recovers half of its max HP and loses the Flying type temporarily.
64 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
72 Sky Attack Flying Physical 140 5 90% User charges for one turn before attacking. Has a 30% chance to make the target flinch.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Moltres 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.
TM9 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
TM11 Will-O-Wisp Fire None -- 15 85% Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.
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.
TM18 U-turn Bug Physical 70 20 100% User switches out immediately after attacking.
TM27 Toxic Poison None -- 10 90% Badly poisons the target, inflicting more damage every turn.
TM37 Flamethrower Fire Special 95 15 100% Has a 10% chance to burn the target.
TM45 Solar Beam Grass Special 120 10 100% The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.
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.

Master Trainer

This pokemon does NOT have a Moltres Master Trainer in Let's Go

Weak Against
Water
2x
Electric
2x
Rock
4x
Strong Against
Steel
1/2
Fire
1/2
Fairy
1/2
Fighting
1/2
Ground
Immune
Bug
1/4
Grass
1/4