Guides Pokedex

Pokemon Lets Go Rapidash

Rapidash Pokedex ID: 78
Stat Amount Bar Graph
Max CP 500
Attack 100
Special Attack 80
Defense 70
Special Defense 80
HP 65
Speed 105

Overview

Pokemon Let's Go Rapidash is a Fire Type pokemon also known as a Fire Horse Pokémon, first discovered in the Kanto region. it's weak against Ground, Rock, Water type moves and has a Max CP of 500, 65 HP, 100 Attack, 80 SP Attack, 70 Defense, 80 SP Defense and 105 Speed. Considering it's stats, the best nature to have is Hasty, this will increase it's Speed and decrease it's Defense stats.

Pokedex Entry

At full gallop, its four hooves barely touch the ground because it moves so incredibly fast.

Pokemon Lets Go Rapidash Evolutions

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

The Unevolved Form Ponyta Evolves at level 40 into Rapidash.

First Second Third Final
Ponyta410
40 Rapidash500

How to catch Rapidash in Pokemon Let's Go

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

The best place to find pokemon let's go Rapidash is in the Route 17 zone, it will have a 20% chance to spawn in the area with a level range of 33-38. This also makes Route 17 the best place to Catch Combo Chain hunt Shiny Rapidash or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 17 20% 33-38 normal 1F
Route 17 5% 33-38 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 Rapidash.

Best Nature for Rapidash

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

Nature Increases Decreases Choice 1 Choice 2
Hasty Speed Defense Pink Yellow
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Pokemon Lets Go Rapidash Moves

Level Up Moves

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

LVL Move Type Class Pow PP Acc Effect
0 Fury Attack Normal Physical 15 20 85% Hits 2-5 times in one turn.
1 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
1 Fury Attack Normal Physical 15 20 85% Hits 2-5 times in one turn.
1 Growl Normal None -- 40 100% Lowers the target's Attack by one stage.
1 Horn Drill Normal Physical 1 5 30% Causes a one-hit KO.
1 Hypnosis Psychic None -- 20 60% Puts the target to sleep.
1 Megahorn Bug Physical 120 10 85% deals damage with no additional effect.
1 Poison Jab Poison Physical 80 20 100% deals damage and has a 30% chance of poisoning the target.
1 Tackle Normal Physical 50 35 100% Inflicts regular damage with no additional effect.
1 Tail Whip Normal None -- 30 100% Lowers the target's Defense by one stage.
5 Ember Fire Special 40 25 100% Has a 10% chance to burn the target.
10 Quick Attack Normal Physical 40 30 100% Inflicts regular damage with no additional effect.
15 Double Kick Fighting Physical 30 30 100% Hits twice in one turn.
20 Stomp Normal Physical 65 20 100% Has a 30% chance to make the target flinch.
26 Fire Spin Fire Special 35 15 85% Prevents the target from fleeing and inflicts damage for 2-5 turns.
32 Agility Psychic None -- 30 -- Raises the user's Speed by two stages.
38 Fire Blast Fire Special 120 5 85% Has a 10% chance to burn the target.
51 Take Down Normal Physical 90 20 85% User receives 1/4 the damage it inflicts in recoil.
65 Flare Blitz Fire Physical 120 15 100% deals damage and has a 10% chance of burning the target, but the user receives 1?3 of the damage it inflicted in recoil.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Rapidash 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.
TM19 Iron Tail Steel Physical 100 15 75% deals damage and has a 30% chance of lowering the target's Defense by one stage.
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.
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.
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 Raymond

Weak Against
Ground
2x
Rock
2x
Water
2x
Strong Against
Bug
1/2
Steel
1/2
Fire
1/2
Grass
1/2
Ice
1/2
Fairy
1/2