Pokemon Let's Go Flareon is a Fire Type pokemon also known as a Flame Pokémon, first discovered in the Kanto region. it's weak against Ground, Rock, Water type moves and has a Max CP of 525, 65 HP, 130 Attack, 95 SP Attack, 60 Defense, 110 SP Defense and 65 Speed. Considering it's stats, the best nature to have is Lonely, this will increase it's Attack and decrease it's Defense stats.
When it catches prey or finds berries, it breathes fire on them until they’re well done, and then it gobbles them up.
Pokemon Lets Go Flareon Evolutions
What level does Pokemon Let's Go Flareon 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 Flareon in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Flareon Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Flareon 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 Flareon 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 Flareon.
Best Nature for Flareon
We recommend a Lonely Nature for Flareon, you can visit Madam Celadon to force encounter pokemon of Lonely Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Flareon Moves
Level Up Moves
Pokemon Let's Go Flareon Moves You Learn From Leveling Up.
|0||Ember||Fire||Special||40||25||100%||Has a 10% chance to burn the target.|
|1||Ember||Fire||Special||40||25||100%||Has a 10% chance to burn 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||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||Fire Spin||Fire||Special||35||15||85%||Prevents the target from fleeing and inflicts damage for 2-5 turns.|
|21||Smog||Poison||Special||20||20||70%||Has a 40% chance to poison the target.|
|24||Focus Energy||Normal||None||--||30||--||Increases the user's chance to score a critical hit.|
|28||Helping Hand||Normal||None||--||20||--||boosts the power of the partner's move.|
|31||Flare Blitz||Fire||Physical||120||15||100%||deals damage and has a 10% chance of burning the target, but the user receives 1?3 of the damage it inflicted in recoil.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Flareon 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.|
|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.|
|TM11||Will-O-Wisp||Fire||None||--||15||85%||Causes the target to become burned, if it hits. Burned Pokémon lose 1?8 of their maximum HP each turn and their Attack is decreased by 50%.|
|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.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM37||Flamethrower||Fire||Special||95||15||100%||Has a 10% chance to burn 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.|
|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.|
|TM49||Superpower||Fighting||Physical||120||5||100%||deals damage but lowers the user's Attack and Defense by one stage each after attacking.|
|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 Dax