Alolan Raichu

Alolan Raichu

Rank #135ElectricPsychic

HP
135
Atk
105
Def
70
SpA
115
SpD
105
Spe
130
Total660

Usage Format

Alolan Raichu Abilities

All Raichu Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
RaichuRaichuElectric1351107511010013066030
Alolan RaichuAlolan Raichu
ElectricPsychic1351057011510513066021
Mega Raichu XMega Raichu XElectric13515511511011513076038
Mega Raichu YMega Raichu YElectric1351207518010015076026

Alolan Raichu Type Effectiveness

Weak to

Ground2×Bug2×Ghost2×Dark2×

Resistant to

Fighting½×Flying½×Steel½×Electric½×Psychic½×

Immune to

—

Damaged normally by

Normal1×Poison1×Rock1×Fire1×Water1×Grass1×Ice1×Dragon1×Fairy1×

Alolan Raichu Moves

Usage Move Type Category Target Power Acc PP Prio Description
73.3%Rising VoltageElectricSpecialSingle70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
64.1%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
63.4%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
51.6%Fake OutNormalPhysicalSingle4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
23.1%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
15%ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
13.8%Volt SwitchElectricSpecialSingle70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
9.4%DischargeElectricSpecialAll80100160Has a 30% chance of paralyzing targets.
8.8%Dazzling GleamFairySpecialAll Foes80100120—
8.2%EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—SurfWaterSpecialAll90100160This move’s power is doubled against targets that have the Submerged status.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—ThunderElectricSpecialSingle11070120Has a 30% chance of paralyzing the target. In rain, this move never misses. In harsh sunlight, this move’s accuracy is 50%. This move can hit a target that has the Sky-High status.
—DigGroundPhysicalSingle80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
—AgilityPsychicStatusSelf—∞200Boosts the user’s Speed stat by 2 stages.
—Quick AttackNormalPhysicalSingle4010020+1—
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—FlailNormalPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—Sweet KissFairyStatusSingle—75120Confuses the target.
—Zap CannonElectricSpecialSingle1205080Paralyzes the target.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—CharmFairyStatusSingle—100200Lowers the target’s Attack stat by 2 stages.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—Focus PunchFightingPhysicalSingle15010020-3This move fails if the user has already taken damage from a move in the same turn.
—ChargeElectricStatusSelf—∞200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—WishNormalStatusSelf—∞80Gives the user’s spot the Wish status.
—Brick BreakFightingPhysicalSingle75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
—Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
—EndeavorNormalPhysicalSingle—10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—Fake TearsDarkStatusSingle—100200Lowers the target’s Sp. Def stat by 2 stages.
—TickleNormalStatusSingle—100200Lowers the target’s Attack and Defense stats by 1 stage.
—Volt TackleElectricPhysicalSingle120100160Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—FeintNormalPhysicalSingle3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Charge BeamElectricSpecialSingle5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—Electro BallElectricSpecialSingle—100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—ElectrowebElectricSpecialAll Foes5595160Lowers targets’ Speed stats by 1 stage.
—Wild ChargeElectricPhysicalSingle90100160The user takes 1/4 of the damage dealt by this move.
—Draining KissFairySpecialSingle50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
—Play RoughFairyPhysicalSingle9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
—Eerie ImpulseElectricStatusSingle—100160Lowers the target’s Sp. Atk stat by 2 stages.
—Electric TerrainElectricStatusField—∞120Turns the entire field into Electric Terrain for 5 turns.
—NuzzleElectricPhysicalSingle20100200Paralyzes the target.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.
—Speed SwapPsychicStatusSingle—∞120The user and the target swap their Speed stats.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Alluring VoiceFairySpecialSingle80100120Confuses the target if its stats were boosted during the turn this move is used.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.
—Upper HandFightingPhysicalSingle6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority attack.