Pichu
X

It plays with others by touching tails and setting off sparks. This appears to be a test of courage.

Y

It is not yet skilled at storing electricity. It may send out a jolt if amused or startled.

Omega 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.

Alpha 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.

Evolution Chain

pichu
Pichu
😊
High Friendship
pikachu
Pikachu
raichu
Raichu

Pokédex & Training Data

Classification Tiny Mouse Pokémon
Height 0.3 m (0'12")
Weight 2.0 kg (4.4 lbs)
Abilities
EV Yield +1 speed
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Johto (G/S/C) #021
Hoenn (R/S/E) #155
Sinnoh (D/P) #103
Sinnoh (Plat.) #103
Johto (HG/SS) #021
Kalos (Central) #035
Hoenn (OR/AS) #162
Alola (S/M) #024
Alola (US/UM) #031
Galar (Sw/Sh) #193
Hisui #055
Paldea (S/V) #073
National #172
Isle of Armor #084
Kitakami #020

Held Items

None in this generation.

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Charm
— 100% 20 Lowers the target’s Attack by two stages.
5 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
10 Sweet Kiss
— 75% 10 Confuses the target.
13 Thunder Wave
— 90% 20 Paralyzes the target.
18 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Charm
— 100% 20 Lowers the target’s Attack by two stages.
5 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
10 Sweet Kiss
— 75% 10 Confuses the target.
13 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
18 Thunder Wave
— 90% 20 Paralyzes the target.

TM/HM Moves

X/Y
Name Class Power Acc. PP 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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP 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.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM94 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Covet
60 100% 25 Takes the target’s item.
Electroweb
55 95% 15 Lowers the target’s Speed by one stage.
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.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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

X/YOR/AS
Name Class Power Acc. PP Effect
Bestow
— — 15 Gives the user’s held item to the target.
Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
Disarming Voice
40 — 15 Never misses.
Double Slap
15 85% 10 Hits 2-5 times in one turn.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Flail
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Lucky Chant
— — 30 Prevents the target from scoring critical hits for five turns.
Present
— 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Tickle
— 100% 20 Lowers the target’s Attack and Defense by one stage.
Wish
— — 10 User will recover half its max HP at the end of the next turn.

Base Stats

Hp 20
Attack 40
Defense 15
Sp. Atk 35
Sp. Def 35
Speed 60
Total 205

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x