Stat | Amount | Bar Graph |
---|---|---|
Max CP | 305 | |
Attack | 80 | |
Special Attack | 35 | |
Defense | 35 | |
Special Defense | 45 | |
HP | 40 | |
Speed | 70 |
Overview
Pokemon Let's Go Mankey is a Fighting Type pokemon also known as a Pig Monkey Pokémon, first discovered in the Kanto region. it's weak against , Psychic, Fairy type moves and has a Max CP of 305, 40 HP, 80 Attack, 35 SP Attack, 35 Defense, 45 SP Defense and 70 Speed. Considering it's stats, the best nature to have is Lonely, this will increase it's Attack and decrease it's Defense stats.
Pokedex Entry
It can spontaneously become enraged. Everyone near it clears out as it rampages, and the resulting loneliness makes it angrier still.
Pokemon Lets Go Mankey Evolutions
What level does Pokemon Let's Go Mankey Evolve at?
The Unevolved Form Mankey Evolves at level 28 into Primeape.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Mankey305 | 28 → | Primeape455 |
How to catch Mankey in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Mankey Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Mankey 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 Mankey or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Route 3 | 20% | 03-08 | normal | 1F | |
Route 4 | 20% | 07-12 | 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 Mankey.
Best Nature for Mankey
We recommend a Lonely Nature for Mankey, you can visit Madam Celadon to force encounter pokemon of Lonely Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Lonely | Attack | Defense | Red | Yellow |
Pokemon Lets Go Mankey Moves
Level Up Moves
Pokemon Let's Go Mankey 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 | Scratch | Normal | Physical | 40 | 35 | 100% | Inflicts regular damage with no additional effect. |
5 | Focus Energy | Normal | None | -- | 30 | -- | Increases the user's chance to score a critical hit. |
8 | Taunt | Dark | None | -- | 20 | 100% | Opponent can only use moves that attack. |
13 | Karate Chop | Fighting | Physical | 50 | 25 | 100% | Has an increased chance for a critical hit. |
16 | Fury Swipes | Normal | Physical | 18 | 15 | 80% | Hits 2-5 times in one turn. |
21 | Low Kick | Fighting | Physical | 1 | 20 | 100% | Inflicts more damage to heavier targets, with a maximum of 120 power. |
24 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
29 | U-turn | Bug | Physical | 70 | 20 | 100% | User switches out immediately after attacking. |
32 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
37 | Thrash | Normal | Physical | 120 | 10 | 100% | Hits every turn for 2-3 turns, then confuses the user. |
40 | 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. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Mankey 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. |
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. |
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. |
TM18 | U-turn | Bug | Physical | 70 | 20 | 100% | User switches out immediately after attacking. |
TM19 | Iron Tail | Steel | Physical | 100 | 15 | 75% | deals damage and has a 30% chance of lowering the target's Defense by one stage. |
TM22 | Rock Slide | Rock | Physical | 75 | 10 | 90% | Has a 30% chance to make the target flinch. |
TM23 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
TM26 | Poison Jab | Poison | Physical | 80 | 20 | 100% | deals damage and has a 30% chance of poisoning the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM30 | Bulk Up | Fighting | None | -- | 20 | -- | raises the user's Attack and Defense by one stage each. |
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. |
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. |
TM41 | Earthquake | Ground | Physical | 100 | 10 | 100% | Inflicts regular damage and can hit Dig users. |
TM57 | Pay Day | Normal | Physical | 40 | 20 | 100% | Scatters money on the ground worth five times the user's level. |