Stat | Amount | Bar Graph |
---|---|---|
Max CP | 435 | |
Attack | 55 | |
Special Attack | 100 | |
Defense | 115 | |
Special Defense | 40 | |
HP | 65 | |
Speed | 60 |
Overview
Pokemon Let's Go Tangela is a Grass Type pokemon also known as a Vine Pokémon, first discovered in the Kanto region. it's weak against , Poison, Bug, Fire, Ice type moves and has a Max CP of 435, 65 HP, 55 Attack, 100 SP Attack, 115 Defense, 40 SP Defense and 60 Speed. Considering it's stats, the best nature to have is Lax, this will increase it's Defense and decrease it's Sp. Def stats.
Pokedex Entry
The vines that cloak its entire body are always jiggling. They effectively unnerve its foes.
Pokemon Lets Go Tangela Evolutions
What level does Pokemon Let's Go Tangela Evolve at?
Currently there is no evolutions for this Pokémon in Let's Go.
First | → | Second | → | Third | → | Final |
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How to catch Tangela in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Tangela Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Tangela 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 Tangela or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
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Route 21 | 15% | 37-42 | 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 Tangela.
Best Nature for Tangela
We recommend a Lax Nature for Tangela, you can visit Madam Celadon to force encounter pokemon of Lax Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Lax | Defense | Sp. Def | Yellow | Green |
Pokemon Lets Go Tangela Moves
Level Up Moves
Pokemon Let's Go Tangela Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Absorb | Grass | Special | 20 | |||
1 | Constrict | Normal | Physical | 10 | 35 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
5 | Sleep Powder | Grass | None | -- | 15 | 75% | Puts the target to sleep. |
10 | Confusion | Psychic | Special | 50 | 25 | 100% | Has a 10% chance to confuse the target. |
15 | Vine Whip | Grass | Physical | 35 | 15 | 100% | Inflicts regular damage with no additional effect. |
17 | Poison Powder | Poison | None | -- | 35 | 75% | causes the target to become poisoned. Poisoned Pokémon lose 1?8 of their maximum HP each turn. |
22 | Bind | Normal | Physical | 15 | 20 | 85% | Prevents the target from fleeing and inflicts damage for 2-5 turns. |
27 | Growth | Normal | None | -- | 40 | -- | Raises the user's Attack and Special Attack by one stage. |
29 | Stun Spore | Grass | None | -- | 30 | 75% | Paralyzes the target. |
34 | Mega Drain | Grass | Special | 40 | 15 | 100% | Heals the user by half the damage inflicted. |
39 | Leech Seed | Grass | None | -- | 10 | 90% | Seeds the target, stealing HP from it every turn. |
44 | Slam | Normal | Physical | 85 | 15 | 100% | Has a 30% chance to paralyze the target. |
49 | Amnesia | Psychic | None | -- | 20 | -- | Raises the user's Special Defense by two stages. |
54 | Power Whip | Grass | Physical | 120 | 10 | 85% | deals damage with no additional effect. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Tangela 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. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
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. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |
TM52 | Sludge Bomb | Poison | Special | 90 | 10 | 100% | deals damage and has a 30% chance of poisoning the target. |
TM53 | Mega Drain | Grass | Special | 40 | 15 | 100% | Heals the user by half the damage inflicted. |
Weak Against |
---|
Flying 2x |
Poison 2x |
Bug 2x |
Fire 2x |
Ice 2x |
Strong Against |
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Ground 1/2 |
Water 1/2 |
Grass 1/2 |
Electric 1/2 |