Raikou
X

The rain clouds it carries let it fire thunderbolts at will. They say that it descended with lightning.

Y

This rough Pokémon stores energy inside its body, then sweeps across the land, shooting off electricity.

Omega Ruby/Alpha Sapphire

Raikou embodies the speed of lightning. The roars of this Pokémon send shock waves shuddering through the air and shake the ground as if lightning bolts had come crashing down.

Pokédex & Training Data

Classification Thunder Pokémon
Height 1.9 m (6'03")
Weight 178.0 kg (392.4 lbs)
Abilities
EV Yield +1 Sp. Atk
+2 speed
Catch Rate 3
Base Friendship 35
Growth Rate slow
Gender Ratio
Genderless
Egg Groups This Pokemon Cannot Breed

Pokédex Numbers

Johto (G/S/C) #238
Johto (HG/SS) #243
National #243

Game Locations

Trackless Forest Area

Learned Moves

Level Up Moves

X/Y
Lvl Name Class Power Acc. PP Effect
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
8 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
15 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Spark
65 100% 20 Has a 30% chance to paralyze the target.
36 Reflect
— — 20 Reduces damage from physical attacks by half.
43 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
50 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
57 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
64 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
71 Rain Dance
— — 5 Changes the weather to rain for five turns.
78 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
85 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
OR/AS
Lvl Name Class Power Acc. PP Effect
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Bite
60 100% 25 Has a 30% chance to make the target flinch.
1 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
1 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
8 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
15 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
22 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
29 Spark
65 100% 20 Has a 30% chance to paralyze the target.
36 Reflect
— — 20 Reduces damage from physical attacks by half.
43 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
50 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
57 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
64 Extrasensory
80 100% 20 Has a 10% chance to make the target flinch.
71 Rain Dance
— — 5 Changes the weather to rain for five turns.
78 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
85 Thunder
110 70% 10 Has a 30% chance to paralyze the target.

TM/HM Moves

X/Y
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
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 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
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.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM60 Quash
— 100% 15 Makes the target act last this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
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.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
Name Class Power Acc. PP Effect
Iron Head
80 100% 15 Has a 30% chance to make the target flinch.
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.

Base Stats

Hp 90
Attack 85
Defense 75
Sp. Atk 115
Sp. Def 100
Speed 115
Total 580

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x