Raichu

Alternate Forms

Sun

It unleashes electric shocks that can reach 100,000 volts. When agitated, it can knock out even an Indian elephant.

Moon

It becomes aggressive when it has electricity stored up. At such times, even its Trainer has to take care to avoid being attacked.

Ultra Sun

As electricity builds up inside its body, it becomes more aggressive. One theory is that the electricity buildup is actually causing stress.

Ultra Moon

Because so many Trainers like the way Pikachu looks, you don’t see this Pokémon very often.

Lets Go Pikachu/Lets Go Eevee

When electricity builds up inside its body, it becomes feisty. It also glows in the dark.

Evolution Chain

pichu
Pichu
😊
High Friendship
pikachu
Pikachu
thunder-stone thunder stone
raichu
Raichu
Evolution item placeholder
In Alola region
raichu-alola
Raichu

Pokédex Data

Classification Mouse Pokémon
Height 0.8 m (2'07")
Weight 30.0 kg (66.1 lbs)
Abilities

Held Items

None in this generation.

Training

EV Yield +3 speed
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Ground, Fairy

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
1 Tail Whip
100% 30 Lowers the target's Defense by one stage.
1 Growl
100% 40 Lowers the target's Attack by one stage.
1 Thunder Shock
40 100% 30 Has a 10% chance to paralyze the target.
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Fake Out
40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
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.
TM46 Thief
60 100% 25 Takes the target's item.
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.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM03 Helping Hand
20 Ally's next move inflicts half more damage.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM16 Thunder Wave
90% 20 Paralyzes the target.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM33 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM36 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM38 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.

Tutor Moves

Ultra Sun/Ultra Moon
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Knock Off
65 100% 20 Target drops its held item.
Laser Focus
30 Guarantees a critical hit with the user's next move.
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.

Base Stats

Hp 60
Attack 90
Defense 55
Sp. Atk 90
Sp. Def 80
Speed 110
Total 485

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x