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
Ground
--------------------
Absol
Aipom
Ambipom
Ampharos
Arbok
Arcanine
Bibarel
Bidoof
Blaziken
Buizel
Buneary
Camerupt
Chimchar
Combusken
Cyndaquil
Delcatty
Delibird
Dewgong
Diglett
Donphan
Dugtrio
Dunsparce
Eevee
Ekans
Electrike
Empoleon
Espeon
Exploud
Farfetch'd
Flaaffy
Flareon
Floatzel
Furret
Girafarig
Glaceon
Glameow
Golduck
Granbull
Growlithe
Grumpig
Hippopotas
Hippowdon
Houndoom
Houndour
Infernape
Jolteon
Kecleon
Leafeon
Linoone
Lopunny
Loudred
Lucario
Luxio
Luxray
Mamoswine
Manectric
Mankey
Mareep
Mawile
Meowth
Mightyena
Miltank
Monferno
Nidoking
Nidoran F
Nidoran M
Nidorino
Ninetales
Numel
Nuzleaf
Pachirisu
Persian
Phanpy
Pikachu
Piloswine
Piplup
Ponyta
Poochyena
Primeape
Prinplup
Psyduck
Purugly
Quagsire
Quilava
Raichu
Rapidash
Raticate
Rattata
Rhydon
Rhyhorn
Rhyperior
Sandshrew
Sandslash
Sealeo
Seedot
Seel
Sentret
Seviper
Shiftry
Shinx
Skitty
Skuntank
Slaking
Slakoth
Smeargle
Sneasel
Snubbull
Spheal
Spinda
Spoink
Stantler
Stunky
Swinub
Tauros
Teddiursa
Torchic
Torkoal
Typhlosion
Umbreon
Ursaring
Vaporeon
Vigoroth
Vulpix
Wailmer
Wailord
Walrein
Weavile
Whismur
Wooper
Zangoose
Zigzagoon
/
Fairy
--------------------
Azumarill
Blissey
Breloom
Castform
Chansey
Cherrim
Cherubi
Clefable
Clefairy
Delcatty
Froslass
Glalie
Granbull
Hoppip
Jigglypuff
Jumpluff
Manaphy
Marill
Mawile
Minun
Pachirisu
Phione
Pikachu
Plusle
Raichu
Roselia
Roserade
Shroomish
Skiploom
Skitty
Snorunt
Snubbull
Togekiss
Togetic
Wigglytuff
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
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
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.
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
Tail Whip
--
100
--
30
The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.
0
Quick Attack
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
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
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
--
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.
TM15
Hyper Beam
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
--
--
--
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.
TM28
Dig
80
100
--
10
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
TM31
Brick Break
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
--
--
--
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.
TM46
Thief
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
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
??
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.
TM68
Giga Impact
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
--
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.
HM04
Strength
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
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
??
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
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