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025 - Pikachu

  Type Ability

(1) Static
(2) Lightningrod
(HA) Lightningrod

Evolutions


Pichu
Happiness
Pikachu
Use Thunderstone
Raichu

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HP+5ATK+10DEFSPA+15SPDSPE+10BST+40
4065306540100340

Wild Hold Items

  • 5%: Light Ball

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Refresh None None 20 Priority: 0. Removes a burn, paralysis, or poison from the user.
1 Yawn None None 10 Priority: 0. Puts the target to sleep at the end of the next turn. Ignores accuracy and evasion modifiers.
1 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
3 Charge None None 20 Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
6 Sing None 55 15 Priority: 0. Puts the target to sleep.
8 Tickle None 100 20 Priority: 0. Lowers the target's Attack and Defense by one stage.
10 Disarming Voice 40 None 15 Priority: 0. Ignores accuracy and evasion.
12 Spark 65 100 20 Priority: 0. Has a 30% chance to paralyze the target.
14 Wish None None 10 Priority: 0. At the end of the next turn, user will be healed for half its max HP. If the user is switched out, its replacement will be healed instead for half of the user's max HP. If the user faints or is forcefully switched by roar or whirlwind, this effect will not activate.
16 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
18 Double Kick 30 100 30 Priority: 0. Hits twice in one turn.
21 Nuzzle 20 100 20 Priority: 0. Has a 100% chance to paralyze the target.
24 Electro Ball None 100 10 Priority: 0. The greater the user's Speed compared to the target's, the higher power this move has, to a maximum of 150.

User's Speed
27 Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
30 Agility None None 30 Priority: 0. Raises the user's Speed by two stages.
34 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
38 Teeter Dance None 100 20 Priority: 0. Confuses all targets.
42 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
46 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
50 Extreme Speed 80 100 5 Priority: 2. Inflicts regular damage.
54 Heart Stamp 75 100 15 Priority: 0. Has a 30% chance to make the target flinch.
58 Icicle Crash 85 90 10 Priority: 0. Has a 30% chance to make the target flinch.
58 Meteor Mash 95 90 10 Priority: 0. Has a 20% chance to raise the user's Attack one stage.
58 Draining Kiss 70 100 10 Priority: 0. Deals regular damage. Drains 75% of the damage inflicted to heal the user.
62 Volt Tackle 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to paralyze the target.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM28 Dig 80 100 10 Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM31 Brick Break 75 100 15 Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM49 Echoed Voice 50 100 15 Priority: 0. If any friendly Pokémon used this move earlier this turn or on the previous turn, that use's power is added to this move's power, to a maximum of 200.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM86 Grass Knot None 100 20 Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
TM94 Rock Smash 55 100 15 Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM1 Cut 50 95 30 Priority: 0. High Critical Ratio
HM2 Fly 80 100 15 Priority: 0. User flies high into the air for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, gust (2x dmg), hurricane, sky uppercut, smack down, thunder, twister (2x dmg), and whirlwind still hit the user normally. Gust and twister also have double power against the user.

The damage from hail and sandstorm still applies during the immune turn.

The user may be hit under the effect of lock on, mind reader, or no guard.

This move cannot be used while gravity is in effect.

This move cannot be selected by sleep talk.
HM3 Surf 90 100 15 Priority: 0. Inflicts regular damage.

If the target is in the first turn of dive, this move will hit with double power.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Covet 60 100 20 Priority: 0. If the target is holding an item and the user is not, the user will permanently take the item. Damage is still inflicted if an item cannot be taken.

Pokémon with sticky hold or multitype are immune to the item theft effect.

The target cannot recover its item with recycle.
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Thunder Punch 75 100 10 Priority: 0. Has a 10% chance to paralyze the target.
Tutor Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Knock Off 65 100 20 Priority: 0. Target loses its held item.
Tutor Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.

Pre-Evolution Moves

Species Method Move
Pichu Lvl 1 Double Slap
Pichu Lvl 18 Fake Out
Pichu Lvl 20 Present
Pichu Lvl 1 Tail Whip
Pichu Lvl 1 Thunder Shock
Pichu Tutor Uproar

Encounter Locations

Location   Level Spawn Percent
Pinwheel Forest - Inside Grass 61 4.0
Pinwheel Forest - Inside Grass 62 1.0
Route 5 Dark Grass (Doubles) 27-30 5.0