Pokemon Let's Go Jolteon is a Electric Type pokemon also known as a Lightning Pokémon, first discovered in the Kanto region. it's weak against Ground type moves and has a Max CP of 525, 65 HP, 65 Attack, 110 SP Attack, 60 Defense, 95 SP Defense and 130 Speed. Considering it's stats, the best nature to have is Hasty, this will increase it's Speed and decrease it's Defense stats.
They send out electrical charges of about 10,000 volts. Because they are high-strung, it can be difficult to grow close to them.
Pokemon Lets Go Jolteon Evolutions
What level does Pokemon Let's Go Jolteon Evolve at?
The Unevolved Form Eevee Use a Thunder Stone to Evolve into Jolteon.
|Eevee325||Water Stone →||Vaporeon525|
|Eevee325||Thunder Stone →||Jolteon525|
|Eevee325||Fire Stone →||Flareon525|
How to catch Jolteon in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Jolteon Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Jolteon is in the Route 17 zone, it will have a 05% 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 Jolteon or for a Flawless IV Stats.
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 Jolteon.
Best Nature for Jolteon
We recommend a Hasty Nature for Jolteon, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Jolteon Moves
Level Up Moves
Pokemon Let's Go Jolteon Moves You Learn From Leveling Up.
|0||Thunder Shock||Electric||Special||40||30||100%||deals damage and has a 10% chance of paralyzing the target.|
|1||Growl||Normal||None||--||40||100%||Lowers the target's Attack by one stage.|
|1||Sand Attack||Ground||None||--||15||100%||lowers the target's Accuracy by one stage.|
|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.|
|1||Thunder Shock||Electric||Special||40||30||100%||deals damage and has a 10% chance of paralyzing the target.|
|1||Yawn||Normal||None||--||10||--||makes the target drowsy on the turn it is used. If the target is still on the field at the end of the next turn, it falls asleep.|
|3||Tail Whip||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|6||Quick Attack||Normal||Physical||40||30||100%||Inflicts regular damage with no additional effect.|
|10||Double Kick||Fighting||Physical||30||30||100%||Hits twice in one turn.|
|14||Sand Attack||Ground||None||--||15||100%||lowers the target's Accuracy by one stage.|
|17||Pin Missile||Bug||Physical||14||20||85%||Hits 2-5 times in one turn.|
|21||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|24||Agility||Psychic||None||--||30||--||Raises the user's Speed by two stages.|
|28||Helping Hand||Normal||None||--||20||--||boosts the power of the partner's move.|
|31||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Jolteon can Learn.
|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.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|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.|
|TM10||Dig||Ground||Physical||80||10||100%||User digs underground, dodging all attacks, and hits next turn.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM19||Iron Tail||Steel||Physical||100||15||75%||deals damage and has a 30% chance of lowering the target's Defense by one stage.|
|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.|
|TM38||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM43||Shadow Ball||Ghost||Special||80||15||100%||deals damage and has a 20% chance of lowering the target's Special Defense by one stage.|
|TM48||Hyper Beam||Normal||Special||150||5||90%||User foregoes its next turn to recharge.|
|TM57||Pay Day||Normal||Physical||40||20||100%||Scatters money on the ground worth five times the user's level.|
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This Pokemon's Master Trainer is Alphonse