Pokemon Let's Go Moltres is a Fire and 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.
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.
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 Route 22 zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 03-04. This also makes Route 22 the best place to Catch Combo Chain hunt Shiny Moltres or for a Flawless IV Stats.
|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.
You can find the Moltres at the Victory Road.
- Found at the end of Victory Road
We recommend using the following pokemon when battling Zapdos: Golem, Rhydon, Omastar, 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|
Pokemon Lets Go Moltres Moves
Level Up Moves
Pokemon Let's Go Moltres Moves You Learn From Leveling Up.
|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.
|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.|
This pokemon does NOT have a Moltres Master Trainer in Let's Go