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<- Lanturn Cleffa ->

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 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
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.
GTS Information (Updated once daily) - [Back to top]
D/P's In-Game GTS Rankings
Requested #8 Deposited (no data) Traded #1
GTSPlus Trade Station
Overall #78 Open #72 Traded (no data) Cancelled (no data)
GTSPlus Trade Station Wishlist
Overall #329 Open #329 Obtained (no data) Cancelled (no data)
Evolutions and Alternate Forms - [Back to top]

Pichu
Baby form

Pikachu
Happiness

Raichu
Thunderstone
Weaknesses and Resistances - [Back to top]
Bug Dark Dragon Electric Fighting Fire Flying Ghost Grass Ground Ice Normal Poison Psychic Rock Steel Water
Without Any Abilities
×1 ×1 ×1 ×0.5 ×1 ×1 ×0.5 ×1 ×1 ×2 ×1 ×1 ×1 ×1 ×1 ×0.5 ×1
Level-Up Attacks - [Back to top]
Lv. Name Type Cat. C. Type Power Acc. Eff. Acc. PP Effect
0 Thundershock Electric Special Cool 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 Normal Other Cute -- 100 -- 20 The user charmingly stares at the foe, making it less wary. The target's Attack is sharply lowered.
5 Tail Whip Normal Other Cute -- 100 -- 30 The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.
10 Thunder Wave Electric Other Cool -- 100 -- 20 A weak electric charge is launched at the foe. It causes paralysis if it hits.
13 Sweet Kiss Normal Other Cute -- 75 -- 10 The user kisses the foe with a sweet, angelic cuteness that causes confusion.
18 Nasty Plot Dark Other Cute -- -- -- 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 Poison Other Smart -- 85 -- 10 A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power Normal Special Smart ?? 100 -- 15 A unique attack that varies in type and intensity depending on the Pokémon using it.
TM16 Light Screen Psychic Other Beauty -- -- -- 30 A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect Normal Other Cute -- -- -- 10 It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance Water Other Tough -- -- -- 5 The user summons a heavy rain that falls for five turns, powering up Water- type moves.
TM21 Frustration Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the less the user likes its Trainer.
TM23 Iron Tail Steel Physical Cool 100 75 30 15 The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
TM24 Thunderbolt Electric Special Cool 95 100 10 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder Electric Special Cool 120 70 30 10 A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return Normal Physical Cute ?? 100 -- 20 A full-power attack that grows more powerful the more the user likes its Trainer.
TM32 Double Team Normal Other Cool -- -- -- 15 By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM34 Shock Wave Electric Special Cool 60 -- -- 20 The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM42 Facade Normal Physical Cute 70 100 -- 20 An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power Normal Physical Smart 70 100 30 20 The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest Psychic Other Cute -- -- -- 10 The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract Normal Other Cute -- 100 -- 15 If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM56 Fling Dark Physical Tough ?? 100 -- 10 The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam Electric Special Beauty 50 90 70 10 The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure Normal Other Tough -- -- -- 10 The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM70 Flash Normal Other Beauty -- 100 -- 20 The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave Electric Other Cool -- 100 -- 20 A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM78 Captivate Normal Other Beauty -- 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 Normal Other Cute -- -- -- 10 While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Normal Physical Cool ?? 100 -- 15 The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM86 Grass Knot Grass Special Smart ?? 100 -- 20 The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger Normal Other Cute -- 90 -- 15 The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute Normal Other Smart -- -- -- 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 Fighting Physical Cool ?? 100 -- 15 An all-out attack that becomes more powerful the less HP the user has.
Bide Normal Physical Tough ?? -- -- 10 The user endures attacks for two turns, then strikes back to cause double the damage taken.
Present Normal Physical Cute ?? 90 -- 15 The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Encore Normal Other Cute -- 100 -- 5 The user compels the foe to keep using only the move it last used for two to six turns.
Doubleslap Normal Physical Tough 15 85 -- 10 The foe is slapped repeatedly, back and forth, two to five times in a row.
Wish Normal Other Cute -- -- -- 10 A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
Charge Electric Other Smart -- -- -- 20 The user boosts the power of the Electric move it uses next. It also raises the user's Sp. Def stat.
Fake Out Normal Physical Cute 40 100 100 10 An attack that hits first and makes the target flinch. This move works only on the first turn.
Thunderpunch Electric Physical Cool 75 100 10 15 The foe is punched with an electrified fist. It may leave the target with paralysis.
Tickle Normal Other Cute -- 100 -- 20 The user tickles the foe into laughing, reducing its Attack and Defense stats.
Volt Tackle Electric Physical Cool 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

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