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<- Pikachu Sandshrew ->

Raichu
General Information - [Back to top]
Sprites - View Gallery Page Names Pokédex Numbers

Male

Female
English Raichu National 26 (1st Gen.)
Japanese Raicyuu Sinnoh 105
French Raichu Hoenn 157
German Raichu Johto 23
Other Information
Species Mouse Colour Yellow Type(s) Electric
Gender Male: 50% / Female: 50% Height 0.8 m / 2'7" Weight 30 kg / 66.1 lbs
Egg Groups / Wild Item Oran Berry - 5%
Advanced Information
Tier Under-Used (UU) Steps to hatch 2 560 GK/LK Power 60
Max. EXP 1 000 000 Base Happiness 70 Catch Rate 75
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 Evolve from Pikachu [Evolve]
Pearl Evolve from Pikachu [Evolve]
Pokédex Flavour Text
Red/Blue Its long tail serves as a ground to protect itself from its own high voltage power.
Yellow When electricity builds up inside its body, it becomes feisty. It also glows in the dark.
Gold When its electricity builds, its muscles are stimulated, and it becomes more aggressive than usual.
Silver If the electric pouches in its cheeks become fully charged, both ears will stand straight up.
Crystal If its electric pouches run empty, it raises its tail to gather electricity from the atmosphere.
Ruby If the electrical sacks become excessively charged, RAICHU plants its tail in the ground and discharges. Scorched patches of ground will be found near this POKéMON's nest.
Sapphire This POKéMON exudes a weak electrical charge from all over its body that makes it take on a slight glow in darkness. RAICHU searches for electricity by planting its tail in the ground.
Emerald If it stores too much electricity, its behavior turns aggressive. To avoid this, it occasionally discharges excess energy and calms itself down.
Fire Red Its electric charges can reach even 100,000 volts. Careless contact can cause even an Indian elephant to faint.
Leaf Green Its long tail serves as a ground to protect itself from its own high-voltage power.
Diamond It turns aggressive if it has too much electricity in its body. It discharges power through its tail.
Pearl It can loose 100,000-volt bursts of electricity, instantly downing foes several times its size.
GTS Information (Updated once daily) - [Back to top]
D/P's In-Game GTS Rankings
Requested #5 Deposited #2 Traded #7
GTSPlus Trade Station
Overall #189 Open #175 Traded (no data) Cancelled (no data)
GTSPlus Trade Station Wishlist
Overall #345 Open #345 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 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.
0 Quick Attack Normal Physical Cool 40 100 -- 30 The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
0 Thunderbolt Electric Special Cool 95 100 10 15 A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM/HM Attacks - [Back to top]
TM/HM Name Type Cat. C. Type Power Acc. Eff. Acc. PP Effect
TM01 Focus Punch Fighting Physical Tough 150 100 -- 20 The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
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.
TM15 Hyper Beam Normal Special Cool 150 90 -- 5 The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
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.
TM28 Dig Ground Physical Smart 80 100 -- 10 The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
TM31 Brick Break Fighting Physical Cool 75 100 -- 15 The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
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.
TM46 Thief Dark Physical Tough 40 100 -- 10 The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM52 Focus Blast Fighting Special Cool 120 70 10 5 The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
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.
TM68 Giga Impact Normal Physical Beauty 150 90 -- 5 The user charges at the foe using every bit of its power. The user must rest on the next turn.
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.
HM04 Strength Normal Physical Tough 80 100 -- 15 The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
HM06 Rock Smash Fighting Physical Tough 40 100 50 15 The user slugs the foe with a shattering punch. It can also smash cracked boulders.
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 60 90 55 90 80 100
EVs Earned 0 0 0 0 0 3
Hindering Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
120 - 136
152 - 167
230 - 261
293 - 324
86 - 99
114 - 128
167 - 194
223 - 251
54 - 68
82 - 96
104 - 131
160 - 188
86 - 99
114 - 128
167 - 194
223 - 251
77 - 90
105 - 119
149 - 176
205 - 233
95 - 108
123 - 137
185 - 212
241 - 269
Neutral Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
120 - 136
152 - 167
230 - 261
293 - 324
95 - 111
127 - 142
185 - 216
248 - 279
60 - 76
92 - 107
115 - 146
178 - 209
95 - 111
127 - 142
185 - 216
248 - 279
85 - 101
117 - 132
165 - 196
228 - 259
105 - 121
137 - 152
205 - 236
268 - 299
Beneficial Nature Lv. 50 Wild
Lv. 50 Trained
Lv. 100 Wild
Lv. 100 Trained
120 - 136
152 - 167
230 - 261
293 - 324
105 - 122
139 - 156
204 - 238
273 - 307
66 - 83
101 - 118
127 - 161
196 - 230
105 - 122
139 - 156
204 - 238
273 - 307
94 - 111
128 - 145
182 - 216
251 - 285
116 - 133
150 - 167
226 - 260
295 - 329

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