Pokemon Let's Go Meowth is a Normal Type Scratch Cat Pokémon with 40 HP, 45 Attack, 40 SP Attack, 35 Defense, 40 SP Defense, 90 Speed and 290 MAX CP. This Pokemon can learn the Pickup Ability.
This is 1 of 11 exclusive version pokemon, only obtainable in the Eevee Version of Let's GO.
It lies around all day, becoming active near dusk. At night, it wanders the city in search of loose change.
Pokemon Lets Go Meowth Evolutions
What level does Pokemon Let's Go Meowth Evolve at?
The Unevolved Form Alolan Meowth Evolves at level 28 into Alolan Persian.
How to catch Meowth in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Meowth Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Meowth is in the Route 24 zone, it will have a 20% chance to spawn in the area with a level range of 07-12. This also makes Route 24 the best place to Catch Combo Chain hunt Shiny Meowth 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 Meowth.
Best Nature for Meowth
We recommend a Hasty Nature for Meowth, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Meowth Moves
|Pickup||Picks up other Pokemon's used and Flung held items. May also pick up an item after battle.|
|Technician||increases the power of moves - that are usually base power 60 or below - by 50%.|
|Unnerve||Makes the foe nervous and unable to eat Berries.|
Level Up Moves
Pokemon Let's Go Meowth Moves You Learn From Leveling Up.
|1||Bite||Dark||Physical||60||25||100%||Has a 30% chance to make the target flinch.|
|1||Fake Out||Normal||Physical||40||10||100%||attacks with a priority of +3 and causes the target to flinch if it hits.|
|1||Growl||Normal||None||--||40||100%||Lowers the target's Attack by one stage.|
|1||Scratch||Normal||Physical||40||35||100%||Inflicts regular damage with no additional effect.|
|3||Bite||Dark||Physical||60||25||100%||Has a 30% chance to make the target flinch.|
|6||Fake Out||Normal||Physical||40||10||100%||attacks with a priority of +3 and causes the target to flinch if it hits.|
|9||Taunt||Dark||None||--||20||100%||Opponent can only use moves that attack.|
|12||Pay Day||Normal||Physical||40||20||100%||Scatters money on the ground worth five times the user's level.|
|15||Feint||Normal||Physical||30||10||100%||only hits if the target used Protect or Detect in the same turn.|
|19||Fury Swipes||Normal||Physical||18||15||80%||Hits 2-5 times in one turn.|
|23||Screech||Normal||None||--||40||85%||Lowers the target's Defense by two stages.|
|27||Slash||Normal||Physical||70||20||100%||Has an increased chance for a critical hit.|
|31||Nasty Plot||Dark||None||--||20||--||raises the user's Special Attack by two stages.|
|35||Play Rough||Fairy||Physical||90||10||90%||deals damage and has a 10% chance of lowering the target's Attack by one stage.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Meowth can Learn.
|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.|
|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.|
|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.|
|TM20||Dark Pulse||Dark||Special||80||15||100%||deals damage and has a 20% chance of causing the target to flinch|
|TM21||Foul Play||Dark||Physical||95||15||100%||uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|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.|
|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.|
|TM57||Pay Day||Normal||Physical||40||20||100%||Scatters money on the ground worth five times the user's level.|