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 |
---|---|---|---|---|---|---|
![]() ![]() | 33 → | ![]() ![]() |
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 |
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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 |
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. |