Stat | Amount | Bar Graph |
---|---|---|
Max CP | 490 | |
Attack | 83 | |
Special Attack | 95 | |
Defense | 57 | |
Special Defense | 85 | |
HP | 65 | |
Speed | 105 |
Overview
Pokemon Let's Go Electabuzz is a Electric Type pokemon also known as a Electric Pokémon, first discovered in the Kanto region. it's weak against Ground type moves and has a Max CP of 490, 65 HP, 83 Attack, 95 SP Attack, 57 Defense, 85 SP Defense and 105 Speed. Considering it's stats, the best nature to have is Hasty, this will increase it's Speed and decrease it's Defense stats.
Pokedex Entry
Half of all sudden blackouts are caused by Electabuzz gathering at electric power plants and gobbling up electricity.
Pokemon Lets Go Electabuzz Evolutions
What level does Pokemon Let's Go Electabuzz 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 Electabuzz in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Electabuzz Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Electabuzz 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 Electabuzz or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
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Power Plant | 14% | 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 Electabuzz.
Best Nature for Electabuzz
We recommend a Hasty Nature for Electabuzz, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Hasty | Speed | Defense | Pink | Yellow |
Pokemon Lets Go Electabuzz Moves
Level Up Moves
Pokemon Let's Go Electabuzz Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Leer | 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. |
6 | Quick Attack | Normal | Physical | 40 | 30 | 100% | Inflicts regular damage with no additional effect. |
11 | Thunder Wave | Electric | None | -- | 20 | 100% | Paralyzes the target. |
17 | Swift | Normal | Special | 60 | 20 | -- | Never misses. |
22 | Low Kick | Fighting | Physical | 1 | 20 | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
28 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
33 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
39 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
44 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
50 | 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 Electabuzz 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. |
TM2 | Taunt | Dark | None | -- | 20 | 100% | Opponent can only use moves that attack. |
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. |
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. |
TM31 | Fire Punch | Fire | Physical | 75 | 15 | 100% | Has a 10% chance to burn the target. |
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. |
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. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |