Raichu

Raichu

Rank #12Electric

HP
135
Atk
110
Def
75
SpA
110
SpD
100
Spe
130
Total660

Usage Format

Raichu Abilities

All Raichu Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
RaichuRaichu
Electric1351107511010013066030
Alolan RaichuAlolan RaichuElectricPsychic1351057011510513066021
Mega Raichu XMega Raichu XElectric13515511511011513076038
Mega Raichu YMega Raichu YElectric1351207518010015076026

Raichu Type Effectiveness

Weak to

Ground

Resistant to

Flying½×Steel½×Electric½×

Immune to

Damaged normally by

NormalFightingPoisonRockBugGhostFireWaterGrassPsychicIceDragonDarkFairy

Raichu Moves

Usage Move Type Category Power Acc PP Prio Description
87.2%Zap CannonElectricSpecial1205080Paralyzes the target.
85.6%Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
84.3%ProtectNormalStatus8+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.
83.9%Fake OutNormalPhysical4010012+3Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
9.4%Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
9.1%Volt SwitchElectricSpecial70100200After attacking, the user switches out of battle to be replaced by another party Pokemon.
6.5%EncoreNormalStatus10080Gives the target the Encore status.
5.8%Volt TackleElectricPhysical120100160Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
3.7%Dazzling GleamFairySpecial80100120
2.4%ThunderboltElectricSpecial90100160Has a 10% chance of paralyzing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has 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.
SurfWaterSpecial90100160This move’s power is doubled against targets that have the Submerged status.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
DigGroundPhysical80100120The user gains the Underground status on the turn this move is used, then attacks on the following turn.
AgilityPsychicStatus200Boosts the user’s Speed stat by 2 stages.
Quick AttackNormalPhysical4010020+1
Double TeamNormalStatus160Boosts the user’s evasiveness by 1 stage.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
RestPsychicStatus80Fully 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.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
FlailNormalPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
ReversalFightingPhysical100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
Sweet KissFairyStatus75120Confuses the target.
EndureNormalStatus12+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.
CharmFairyStatus100200Lowers the target’s Attack stat by 2 stages.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
FacadeNormalPhysical70100200This 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 PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
ChargeElectricStatus200Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
WishNormalStatus120Gives the user’s spot the Wish status.
Brick BreakFightingPhysical75100160Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
EndeavorNormalPhysical10080Deals 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 TearsDarkStatus100200Lowers the target’s Sp. Def stat by 2 stages.
TickleNormalStatus100200Lowers the target’s Attack and Defense stats by 1 stage.
FeintNormalPhysical3010012+2This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Nasty PlotDarkStatus200Boosts the user’s Sp. Atk stat by 2 stages.
DischargeElectricSpecial80100160Has a 30% chance of paralyzing targets.
Charge BeamElectricSpecial5090120Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage.
Electro BallElectricSpecial100120The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150).
RoundNormalSpecial60100160If 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.
ElectrowebElectricSpecial5595160Lowers targets’ Speed stats by 1 stage.
Wild ChargeElectricPhysical90100160The user takes 1/4 of the damage dealt by this move.
Draining KissFairySpecial50100120The user’s HP is restored by 3/4 of the damage dealt by this move.
Play RoughFairyPhysical9090120Has a 10% chance of lowering the target’s Attack stat by 1 stage.
Eerie ImpulseElectricStatus100160Lowers the target’s Sp. Atk stat by 2 stages.
Electric TerrainElectricStatus120Turns the entire field into Electric Terrain for 5 turns.
NuzzleElectricPhysical20100200Paralyzes the target.
Brutal SwingDarkPhysical60100200
Rising VoltageElectricSpecial70100200This move’s power is doubled if the target is under the effect of Electric Terrain.
TrailblazeGrassPhysical50100200Boosts the user’s Speed stat by 1 stage.
Alluring VoiceFairySpecial80100120Confuses the target if its stats were boosted during the turn this move is used.
Upper HandFightingPhysical6510016+3Makes the target flinch. This move fails if the target isn’t about to use a priority move.