Pichu
General Information - [Back to top ]
Sprites - View Gallery Page
Names
Pokédex Numbers
Male Female
English
Pichu
National
172 (2nd Gen.)
Japanese
Picyuu
Sinnoh
103
French
Pichu
Hoenn
155
German
Pichu
Johto
21
Other Information
Species
Tiny Mouse
Colour
Yellow
Type(s)
Electric
Gender
Male: 50% / Female: 50%
Height
0.3 m / 1'0"
Weight
2 kg / 4.4 lbs
Egg Groups
No Eggs
--------------------
Arceus
Articuno
Azelf
Azurill
Bonsly
Budew
Celebi
Chingling
Cleffa
Cresselia
Darkrai
Deoxys
Deoxys (Attack)
Deoxys (Defense)
Deoxys (Speed)
Dialga
Elekid
Entei
Giratina
Groudon
Happiny
Heatran
Ho-oh
Igglybuff
Jirachi
Kyogre
Latias
Latios
Lugia
Magby
Mantyke
Mesprit
Mew
Mewtwo
Mime Jr.
Moltres
Munchlax
Nidoqueen
Nidorina
Palkia
Pichu
Raikou
Rayquaza
Regice
Regigigas
Regirock
Registeel
Riolu
Shaymin
Smoochum
Suicune
Togepi
Tyrogue
Unown
Uxie
Wynaut
Zapdos
Wild Item
Oran Berry - 5%
Advanced Information
Tier
(none - see evolutions)
Steps to hatch
2 560
GK/LK Power
20
Max. EXP
1 000 000
Base Happiness
70
Catch Rate
190
Abilities
Static
Users
--------------------
Ampharos
Electabuzz
Electrike
Electrode
Elekid
Flaaffy
Manectric
Mareep
Pichu
Pikachu
Raichu
Voltorb
Battle effect: 30% chance of inflicting Paralysis on opponent when hit by a contact move. Field effect: Higher chance of running into wild Electric Pokémon if the user is in the leading slot.
Locations
Diamond
Trophy Garden [Common]
Pearl
Trophy Garden [Common]
Pokédex Flavour Text
Gold
It is not yet skilled at storing electricity. It may send out a jolt if amused or startled.
Silver
Despite its small size, it can zap even adult humans. However, if it does so, it also surprises itself.
Crystal
It is unskilled at storing electric power. Any kind of shock causes it to discharge energy spontaneously.
Ruby
PICHU charges itself with electricity more easily on days with thunderclouds or when the air is very dry. You can hear the crackling of static electricity coming off this POKéMON.
Sapphire
When PICHU plays with others, it may short out electricity with another PICHU, creating a shower of sparks. In that event, this POKéMON will begin crying, startled by the flash of sparks.
Emerald
It is still inept at retaining electricity. When it is startled, it discharges power accidentally. It gets better at holding power as it grows older.
Fire Red
Despite its small size, it can zap even adult humans. However, if it does so, it also surprises itself.
Leaf Green
It is not yet skilled at storing electricity. It may send out a jolt if amused or startled.
Diamond
The electric pouches on its cheeks are still small. They cannot store much electricity yet.
Pearl
It plays with others by touching tails and setting off sparks. This appears to be a test of courage.
Level-Up Attacks - [Back to top ]
Lv.
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
0
Thundershock
40
100
10
30
A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
0
Charm
--
100
--
20
The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
5
Tail Whip
--
100
--
30
The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.
10
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
13
Sweet Kiss
--
75
--
10
The user kisses the foe with a sweet, angelic cuteness that causes confusion.
18
Nasty Plot
--
--
--
20
The user stimulates its brain by thinking bad thoughts. It sharply raises the user's Sp. Atk.
TM/HM Attacks - [Back to top ]
TM/HM
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
TM06
Toxic
--
85
--
10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10
Hidden Power
??
100
--
15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM16
Light Screen
--
--
--
30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17
Protect
--
--
--
10
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18
Rain Dance
--
--
--
5
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM21
Frustration
??
100
--
20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM23
Iron Tail
100
75
30
15
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
TM24
Thunderbolt
95
100
10
15
A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25
Thunder
120
70
30
10
A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27
Return
??
100
--
20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM32
Double Team
--
--
--
15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM34
Shock Wave
60
--
--
20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM42
Facade
70
100
--
20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43
Secret Power
70
100
30
20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44
Rest
--
--
--
10
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45
Attract
--
100
--
15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM56
Fling
??
100
--
10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57
Charge Beam
50
90
70
10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58
Endure
--
--
--
10
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM70
Flash
--
100
--
20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM78
Captivate
--
100
--
20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82
Sleep Talk
--
--
--
10
While it is asleep, the user randomly uses one of the moves it knows.
TM83
Natural Gift
??
100
--
15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM86
Grass Knot
??
100
--
20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87
Swagger
--
90
--
15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90
Substitute
--
--
--
10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Egg Moves - [Back to top ]
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
Reversal
??
100
--
15
An all-out attack that becomes more powerful the less HP the user has.
Bide
??
--
--
10
The user endures attacks for two turns, then strikes back to cause double the damage taken.
Present
??
90
--
15
The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Encore
--
100
--
5
The user compels the foe to keep using only the move it last used for two to six turns.
Doubleslap
15
85
--
10
The foe is slapped repeatedly, back and forth, two to five times in a row.
Wish
--
--
--
10
A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
Charge
--
--
--
20
The user boosts the power of the Electric move it uses next. It also raises the user's Sp. Def stat.
Fake Out
40
100
100
10
An attack that hits first and makes the target flinch. This move works only on the first turn.
Thunderpunch
75
100
10
15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Tickle
--
100
--
20
The user tickles the foe into laughing, reducing its Attack and Defense stats.
Volt Tackle
120
100
10
15
The user electrifies itself, then charges at the foe. It causes considerable damage to the user as well.
Statistics - [Back to top ]
Description
HP
ATK
DEF
SP ATK
SP DEF
SPD
Base Stats
20
40
15
35
35
60
EVs Earned
0
0
0
0
0
1
Hindering Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
80 - 96 112 - 127
150 - 181 213 - 244
41 - 54 69 - 83
77 - 104 133 - 161
18 - 32 46 - 60
32 - 59 88 - 116
36 - 50 64 - 78
68 - 95 124 - 152
36 - 50 64 - 78
68 - 95 124 - 152
59 - 72 87 - 101
113 - 140 169 - 197
Neutral Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
80 - 96 112 - 127
150 - 181 213 - 244
45 - 61 77 - 92
85 - 116 148 - 179
20 - 36 52 - 67
35 - 66 98 - 129
40 - 56 72 - 87
75 - 106 138 - 169
40 - 56 72 - 87
75 - 106 138 - 169
65 - 81 97 - 112
125 - 156 188 - 219
Beneficial Nature
Lv. 50 Wild Lv. 50 Trained Lv. 100 Wild Lv. 100 Trained
80 - 96 112 - 127
150 - 181 213 - 244
50 - 67 84 - 101
94 - 128 163 - 197
22 - 39 57 - 74
39 - 73 108 - 142
44 - 61 79 - 96
83 - 117 152 - 186
44 - 61 79 - 96
83 - 117 152 - 186
72 - 89 106 - 123
138 - 172 207 - 241