Pachirisu
Black/WhiteBlack 2/White 2

A pair may be seen rubbing their cheek pouches together in an effort to share stored electricity.

Pokédex & Training Data

Classification EleSquirrel Pokémon
Height 0.4 m (1'04")
Weight 3.9 kg (8.6 lbs)
Abilities
EV Yield +1 speed
Catch Rate 200
Base Friendship 100
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Ground, Fairy

Pokédex Numbers

Sinnoh (D/P) #055
Sinnoh (Plat.) #055
Kalos (Coastal) #132
Hisui #109
Paldea (S/V) #201
National #417
Kitakami #063

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
5 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
9 Charm
— 100% 20 Lowers the target’s Attack by two stages.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
17 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Swift
60 — 20 Never misses.
25 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
29 Sweet Kiss
— 75% 10 Confuses the target.
33 Thunder Wave
— 90% 20 Paralyzes the target.
37 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
41 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
45 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
49 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Growl
— 100% 40 Lowers the target’s Attack by one stage.
1 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
5 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
9 Charm
— 100% 20 Lowers the target’s Attack by two stages.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
17 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
21 Swift
60 — 20 Never misses.
25 Electro Ball
— 100% 10 Power is higher when the user has greater Speed than the target, up to a maximum of 150.
29 Sweet Kiss
— 75% 10 Confuses the target.
33 Thunder Wave
— 90% 20 Paralyzes the target.
37 Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
41 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
45 Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
49 Hyper Fang
80 90% 15 Has a 10% chance to make the target flinch.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM49 Echoed Voice
40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM86 Grass Knot
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM89 U Turn
70 100% 20 User must switch out after attacking.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Gunk Shot
120 80% 5 Has a 30% chance to poison the target.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Last Resort
140 100% 5 Can only be used after all of the user’s other moves have been used.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Seed Bomb
80 100% 15 Inflicts regular damage with no additional effect.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Super Fang
— 90% 10 Inflicts damage equal to half the target’s HP.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Uproar
90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.

Egg Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
Bestow
— — 15 Gives the user’s held item to the target.
Bite
60 100% 25 Has a 30% chance to make the target flinch.
Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
Covet
60 100% 25 Takes the target’s item.
Defense Curl
— — 40 Raises user’s Defense by one stage.
Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Flatter
— 100% 15 Raises the target’s Special Attack by one stage and confuses the target.
Follow Me
— — 20 Redirects the target’s single-target effects to the user for this turn.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.

Base Stats

Hp 60
Attack 45
Defense 70
Sp. Atk 45
Sp. Def 90
Speed 95
Total 405

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x