Mega Raichu Y
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HP
135
Atk
120
Def
75
SpA
180
SpD
100
Spe
150
Total760
Usage Format
Mega Raichu Y Abilities
All Raichu Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 135 | 110 | 75 | 110 | 100 | 130 | 660 | 30 | ||
| 135 | 105 | 70 | 115 | 105 | 130 | 660 | 21 | ||
| 135 | 155 | 115 | 110 | 115 | 130 | 760 | 38 | ||
| 135 | 120 | 75 | 180 | 100 | 150 | 760 | 26 |
Mega Raichu Y Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Mega Raichu Y Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 87.2% | Zap Cannon | 120 | 50 | 8 | 0 | Paralyzes the target. | ||
| 85.6% | Focus Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 84.3% | Protect | — | ∞ | 8 | +4 | The 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. | ||
| 83.9% | Fake Out | 40 | 100 | 12 | +3 | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. | ||
| 9.4% | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| 9.1% | Volt Switch | 70 | 100 | 20 | 0 | After attacking, the user switches out of battle to be replaced by another party Pokemon. | ||
| 6.5% | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| 5.8% | Volt Tackle | 120 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move. | ||
| 3.7% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| 2.4% | Thunderbolt | 90 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Mega Kick | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has 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. | ||
| — | Surf | 90 | 100 | 16 | 0 | This move’s power is doubled against targets that have the Submerged status. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Thunder | 110 | 70 | 12 | 0 | Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status. | ||
| — | Dig | 80 | 100 | 12 | 0 | The user gains the Underground status on the turn this move is used, then attacks on the following turn. | ||
| — | Agility | — | ∞ | 20 | 0 | Boosts the user’s Speed stat by 2 stages. | ||
| — | Quick Attack | 40 | 100 | 20 | +1 | — | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Flail | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Reversal | — | 100 | 16 | 0 | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). | ||
| — | Sweet Kiss | — | 75 | 12 | 0 | Confuses the target. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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. | ||
| — | Charm | — | 100 | 20 | 0 | Lowers the target’s Attack stat by 2 stages. | ||
| — | Sleep Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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 Punch | 150 | 100 | 20 | -3 | This move fails if the user has already taken damage from a move in the same turn. | ||
| — | Charge | — | ∞ | 20 | 0 | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | ||
| — | Helping Hand | — | ∞ | 20 | +5 | Boosts the power of an ally’s move by 50% during the turn this move is used. | ||
| — | Wish | — | ∞ | 12 | 0 | Gives the user’s spot the Wish status. | ||
| — | Brick Break | 75 | 100 | 16 | 0 | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. | ||
| — | Knock Off | 65 | 100 | 20 | 0 | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. | ||
| — | Endeavor | — | 100 | 8 | 0 | Deals 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. | ||
| — | Fake Tears | — | 100 | 20 | 0 | Lowers the target’s Sp. Def stat by 2 stages. | ||
| — | Tickle | — | 100 | 20 | 0 | Lowers the target’s Attack and Defense stats by 1 stage. | ||
| — | Feint | 30 | 100 | 12 | +2 | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| — | Discharge | 80 | 100 | 16 | 0 | Has a 30% chance of paralyzing targets. | ||
| — | Charge Beam | 50 | 90 | 12 | 0 | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | ||
| — | Electro Ball | — | 100 | 12 | 0 | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). | ||
| — | Round | 60 | 100 | 16 | 0 | If 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. | ||
| — | Electroweb | 55 | 95 | 16 | 0 | Lowers targets’ Speed stats by 1 stage. | ||
| — | Wild Charge | 90 | 100 | 16 | 0 | The user takes 1/4 of the damage dealt by this move. | ||
| — | Draining Kiss | 50 | 100 | 12 | 0 | The user’s HP is restored by 3/4 of the damage dealt by this move. | ||
| — | Play Rough | 90 | 90 | 12 | 0 | Has a 10% chance of lowering the target’s Attack stat by 1 stage. | ||
| — | Eerie Impulse | — | 100 | 16 | 0 | Lowers the target’s Sp. Atk stat by 2 stages. | ||
| — | Electric Terrain | — | ∞ | 12 | 0 | Turns the entire field into Electric Terrain for 5 turns. | ||
| — | Nuzzle | 20 | 100 | 20 | 0 | Paralyzes the target. | ||
| — | Brutal Swing | 60 | 100 | 20 | 0 | — | ||
| — | Rising Voltage | 70 | 100 | 20 | 0 | This move’s power is doubled if the target is under the effect of Electric Terrain. | ||
| — | Trailblaze | 50 | 100 | 20 | 0 | Boosts the user’s Speed stat by 1 stage. | ||
| — | Alluring Voice | 80 | 100 | 12 | 0 | Confuses the target if its stats were boosted during the turn this move is used. | ||
| — | Upper Hand | 65 | 100 | 16 | +3 | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |