Stat | Amount | Bar Graph |
---|---|---|
Max CP | 490 | |
Attack | 100 | |
Special Attack | 40 | |
Defense | 95 | |
Special Defense | 70 | |
HP | 75 | |
Speed | 110 |
Overview
Pokemon Let's Go Tauros is a Normal Type pokemon also known as a Wild Bull Pokémon, first discovered in the Kanto region. it's weak against Fighting type moves and has a Max CP of 490, 75 HP, 100 Attack, 40 SP Attack, 95 Defense, 70 SP Defense and 110 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.
Pokedex Entry
Historically, people in areas all over the world have ridden Tauros, but the practice is said to have started in Alola.
Pokemon Lets Go Tauros Evolutions
What level does Pokemon Let's Go Tauros Evolve at?
Currently there is no evolutions for this Pokémon in Let's Go.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Tauros490 |
How to catch Tauros in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Tauros Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Tauros 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 Tauros or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Route 14 | 5% | 33-38 | normal | 1F | |
Route 15 | 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 Tauros.
Best Nature for Tauros
We recommend a Jolly Nature for Tauros, you can visit Madam Celadon to force encounter pokemon of Jolly Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Jolly | Speed | Sp. Atk | Pink | Blue |
Pokemon Lets Go Tauros Moves
Level Up Moves
Pokemon Let's Go Tauros Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Tackle | Normal | Physical | 50 | 35 | 100% | Inflicts regular damage with no additional effect. |
6 | Tail Whip | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
12 | Rage | Normal | Physical | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. |
18 | Horn Attack | Normal | Physical | 65 | 25 | 100% | Inflicts regular damage with no additional effect. |
24 | Leer | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
30 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
34 | Take Down | Normal | Physical | 90 | 20 | 85% | User receives 1/4 the damage it inflicts in recoil. |
38 | Focus Energy | Normal | None | -- | 30 | -- | Increases the user's chance to score a critical hit. |
42 | Thrash | Normal | Physical | 120 | 10 | 100% | Hits every turn for 2-3 turns, then confuses the user. |
46 | Double-Edge | Normal | Physical | 120 | 15 | 100% | deals damage, but the user receives 1?3 of the damage it inflicted in recoil. |
50 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Tauros 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. |
TM3 | Helping Hand | Normal | None | -- | 20 | -- | boosts the power of the partner's move. |
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. |
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. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM37 | Flamethrower | Fire | Special | 95 | 15 | 100% | Has a 10% chance to burn the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM39 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
TM41 | Earthquake | Ground | Physical | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. |
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. |
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. |