Pokemon Let's Go Ninetales is a Fire Type Fox Pokémon with 73 HP, 76 Attack, 81 SP Attack, 75 Defense, 100 SP Defense, 100 Speed and 505 MAX CP. This Pokemon can learn the Flash Fire Ability.
This is 1 of 11 exclusive version pokemon, only obtainable in the Eevee Version of Let's GO.
Ninetales casts a sinister light from its bright red eyes to gain total control over its foe’s mind. This Pokémon is said to live for a thousand years.
Pokemon Lets Go Ninetales Evolutions
What level does Pokemon Let's Go Ninetales Evolve at?
The Unevolved Form Vulpix Use a Fire Stone to Evolve into Ninetales.
How to catch Ninetales in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Ninetales Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Ninetales is in the Route 5 zone, it will have a 20% chance to spawn in the area with a level range of 11-16. This also makes Route 5 the best place to Catch Combo Chain hunt Shiny Ninetales 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 Ninetales.
Best Nature for Ninetales
We recommend a Hasty Nature for Ninetales, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Ninetales Moves
|Drought||creates harsh sunlight when the ability-bearer enters battle. The effect lasts 5 turns.|
|Flash Fire||Protects against Fire moves. Once one has been blocked, the Pokemon's own Fire moves inflict 1.5× damage until it leaves battle.|
Level Up Moves
Pokemon Let's Go Ninetales Moves You Learn From Leveling Up.
|1||Ember||Fire||Special||40||25||100%||Has a 10% chance to burn the target.|
|1||Hypnosis||Psychic||None||--||20||60%||Puts the target to sleep.|
|1||Nasty Plot||Dark||None||--||20||--||raises the user's Special Attack by two stages.|
|1||Quick Attack||Normal||Physical||40||30||100%||Inflicts regular damage with no additional effect.|
|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.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Ninetales can Learn.
|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.|
|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.|
|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.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM37||Flamethrower||Fire||Special||95||15||100%||Has a 10% chance to burn the target.|
|TM45||Solar Beam||Grass||Special||120||10||100%||The user of Solar Beam will absorb light on the first turn. On the second turn, Solar Beam deals damage.|
|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.|
|TM59||Dream Eater||Psychic||Special||100||15||100%||Only works on sleeping Pokemon. Heals the user by half the damage inflicted.|