Stat | Amount | Bar Graph |
---|---|---|
Max CP | 295 | |
Attack | 40 | |
Special Attack | 70 | |
Defense | 70 | |
Special Defense | 25 | |
HP | 30 | |
Speed | 60 |
Overview
Pokemon Let's Go Horsea is a Water Type pokemon also known as a Dragon Pokémon, first discovered in the Kanto region. it's weak against Grass, Electric type moves and has a Max CP of 295, 30 HP, 40 Attack, 70 SP Attack, 70 Defense, 25 SP Defense and 60 Speed. Considering it's stats, the best nature to have is Rash, this will increase it's Sp. Atk and decrease it's Sp. Def stats.
Pokedex Entry
Horsea eats small insects and moss off of rocks. If the ocean current turns fast, this Pokémon anchors itself by wrapping its tail around rocks or coral to prevent being washed away.
Pokemon Lets Go Horsea Evolutions
What level does Pokemon Let's Go Horsea Evolve at?
The Unevolved Form Horsea Evolves at level 32 into Seadra.
How to catch Horsea in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Horsea Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Horsea 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 Horsea or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
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Route 11 | 30% | 13-18 | water | 1F |
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Route 12 | 30% | 31-36 | water | 1F |
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Route 13 | 30% | 33-38 | water | 1F |
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Route 11 | 5% | 13-18 | normal | 1F |
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Route 12 | 5% | 31-36 | normal | 1F |
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Route 13 | 5% | 33-38 | 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 Horsea.
Best Nature for Horsea
We recommend a Rash Nature for Horsea, you can visit Madam Celadon to force encounter pokemon of Rash Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Rash | Sp. Atk | Sp. Def | Blue | Green |
Pokemon Lets Go Horsea Moves
Level Up Moves
Pokemon Let's Go Horsea Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Bubble | Water | Special | 20 | 30 | 100% | Has a 10% chance to lower the target's Speed by one stage. |
6 | Smokescreen | Normal | None | -- | 20 | 100% | Lowers the target's accuracy by one stage. |
9 | Water Gun | Water | Special | 40 | 25 | 100% | Inflicts regular damage with no additional effect. |
15 | Leer | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
18 | Bubble Beam | Water | Special | 65 | 20 | 100% | deals damage and has a 10% chance of lowering the target's Speed by one stage. |
24 | Focus Energy | Normal | None | -- | 30 | -- | Increases the user's chance to score a critical hit. |
27 | Waterfall | Water | Physical | 80 | 15 | 100% | Has a 20% chance to make the target flinch. |
33 | Agility | Psychic | None | -- | 30 | -- | Raises the user's Speed by two stages. |
36 | Dragon Pulse | Dragon | Special | 85 | 10 | 100% | deals damage with no additional effect. |
42 | Hydro Pump | Water | Special | 120 | 5 | 80% | Inflicts regular damage with no additional effect. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Horsea 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. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM25 | Waterfall | Water | Physical | 80 | 15 | 100% | Has a 20% chance to make the target flinch. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM29 | Scald | Water | Special | 80 | 15 | 100% | deals damage and has a 30% chance of burning the target. |
TM34 | Dragon Pulse | Dragon | Special | 85 | 10 | 100% | deals damage with no additional effect. |
TM39 | Outrage | Dragon | Physical | 120 | 10 | 100% | The user of Outrage attacks for 2-3 turns, during which it cannot switch out, and then becomes confused. |
TM47 | Surf | Water | Special | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. |
TM51 | Blizzard | Ice | Special | 120 | 5 | 70% | Has a 10% chance to freeze the target. |
TM54 | Flash Cannon | Steel | Special | 80 | 10 | 100% | deals damage and has a 10% chance of lowering the target's Special Defense by one stage. |
TM55 | Ice Beam | Ice | Special | 95 | 10 | 100% | Has a 10% chance to freeze the target. |