Stat | Amount | Bar Graph |
---|---|---|
Max CP | 483 | |
Attack | 70 | |
Special Attack | 95 | |
Defense | 73 | |
Special Defense | 90 | |
HP | 95 | |
Speed | 60 |
Overview
Pokemon Let's Go Clefable is a Fairy Type pokemon also known as a Fairy Pokémon, first discovered in the Kanto region. it's weak against Poison, Steel type moves and has a Max CP of 483, 95 HP, 70 Attack, 95 SP Attack, 73 Defense, 90 SP Defense and 60 Speed. Considering it's stats, the best nature to have is Quiet, this will increase it's Sp. Atk and decrease it's Speed stats.
Pokedex Entry
They don’t like to reveal themselves in front of people. They live quietly in packs deep in the mountains.
Pokemon Lets Go Clefable Evolutions
What level does Pokemon Let's Go Clefable Evolve at?
The Unevolved Form Clefairy Use a Moon Stone to Evolve into Clefable.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Clefairy323 | Moon Stone → | Clefable483 |
How to catch Clefable in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Clefable Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Clefable 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 Clefable or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Mt. Moon | 9% | 05-10 | normal | 3F | |
Mt. Moon | 4% | 05-10 | normal | 1F | |
Mt. Moon | 4% | 05-10 | normal | 2F | |
Mt. Moon | 1% | 05-10 | normal | 3F |
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 Clefable.
Best Nature for Clefable
We recommend a Quiet Nature for Clefable, you can visit Madam Celadon to force encounter pokemon of Quiet Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Quiet | Sp. Atk | Speed | Blue | Pink |
Pokemon Lets Go Clefable Moves
Level Up Moves
Pokemon Let's Go Clefable Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
0 | Metronome | Normal | None | -- | 10 | -- | Randomly selects and uses any move in the game. |
1 | Defense Curl | Normal | None | -- | 40 | -- | Raises user's Defense by one stage. |
1 | Growl | Normal | None | -- | 40 | 100% | Lowers the target's Attack by one stage. |
1 | Metronome | Normal | None | -- | 10 | -- | Randomly selects and uses any move in the game. |
1 | Pound | Normal | Physical | 40 | 35 | 100% | Inflicts regular damage with no additional effect. |
1 | Sing | Normal | None | -- | 15 | 55% | Puts the target to sleep. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Clefable 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. |
TM4 | Teleport | Psychic | None | -- | 20 | -- | Immediately ends wild battles. No effect otherwise. |
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. |
TM13 | Brick Break | Fighting | Physical | 75 | 15 | 100% | deals damage, but removes the effects of Reflect and Light Screen before attacking. |
TM15 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
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. |
TM23 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM28 | Tri Attack | Normal | Special | 80 | 10 | 100% | Has a 20% chance to burn, freeze, or paralyze the target. |
TM31 | Fire Punch | Fire | Physical | 75 | 15 | 100% | Has a 10% chance to burn the target. |
TM32 | Dazzling Gleam | Fairy | Special | 80 | 10 | 100% | deals damage and hits all adjacent opponents in double/triple battles. |
TM33 | Calm Mind | Psychic | None | -- | 20 | -- | raises the user's Special Attack and Special Defense by one stage each. |
TM35 | Ice Punch | Ice | Physical | 75 | 15 | 100% | Has a 10% chance to freeze the target. |
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. |
TM40 | Psychic | Psychic | Special | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
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. |
TM44 | Play Rough | Fairy | Physical | 90 | 10 | 90% | deals damage and has a 10% chance of lowering the target's Attack by one stage. |
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. |
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. |
TM56 | Stealth Rock | Rock | None | -- | 20 | -- | lays a trap of stones around the foe, which hurts Pokémon switching in to the opposing field. |
TM59 | Dream Eater | Psychic | Special | 100 | 15 | 100% | Only works on sleeping Pokemon. Heals the user by half the damage inflicted. |