#0025
Pikachu

Pikachu

Electric

Abilities

  • Static When the Pokémon is hit by a contact move, the attacker has a 30% chance of being paralyzed.
  • Lightning Rod Hidden The Pokémon draws in all Electric-type moves. These moves do not work on the Pokémon. Instead, they boost its Sp. Atk stat by 1 stage.

Stat Points

HP
35
ATK
55
DEF
40
Sp. Atk
50
Sp. Def
50
SPE
90

Weakness and Resistance

2x ⦿ Super Effective
Ground
1x – Normal
Normal Fire Water Grass Ice Fighting Poison Psychic Bug Rock Ghost Dragon Dark Fairy
0.5x △ Resists
Electric Flying Steel

Learnable Moves (60)

Name Type Category Power PP Description
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Alluring Voice special 80 12 Confuses the target if its stats were boosted during the turn this move is used.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Charge status - 20 Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status, where the power of the Pokémon's next Electric-type move will be doubled.
Charge Beam special 50 12 Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm status - 20 Lowers the target's Attack stat by 2 stages.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Discharge special 80 16 Has a 30% chance of paralyzing targets.
Double Team status - 16 Boosts the user's evasiveness by 1 stage.
Draining Kiss special 50 12 The user's HP is restored by 3/4 of the damage dealt by this move.
Eerie Impulse status - 16 Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain status - 12 Turns the entire field into Electric Terrain for 5 turns.
Electro Ball special - 12 The higher the user's Speed stat compared to the target's, the greater this move's power (ranging between 40 and 150).
Electroweb special 55 16 Lowers targets Speed stats by 1 stage.
Encore status - 8 Gives the target the Encore status, where the Pokémon can only use whichever move it last used before gaining the status.
Endeavor physical - 8 Deals damage to the target equal to its remaining HP minus the user's remaining HP. This move fails if the target's HP is the same as or lower than the user's.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Fake Out physical 40 12 Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears status - 20 Lowers the target's Sp. Def stat by 2 stages.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Flail physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Grass Knot special - 20 The heavier the target, the greater this move’s power (ranging between 20 and 120).
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off physical 65 20 This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
Light Screen status - 20 Gives the user’s side the Light Screen status for 5 turns, where damage taken from special moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Mega Kick physical 120 8 —
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Nuzzle physical 20 20 Paralyzes the target.
Play Rough physical 90 12 Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Quick Attack physical 40 20 —
Rain Dance status - 8 Summons rain for 5 turns.
Reflect status - 20 Gives the user's side the Reflect status for 5 turns, where damage taken from physical moves are reduced by 1/2 in Singles and 1/3 in Doubles.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Rising Voltage special 70 20 This move's power is doubled if the target is under the effect of Electric Terrain.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Surf special 90 16 This move's power is doubled against targets that have the Submerged status.
Sweet Kiss status - 12 Confuses the target.
Thief physical 60 20 If the user is not already holding an item, it steals the target's held item.
Thunder special 110 12 Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Thunder Wave status - 20 Paralyzes the target.
Thunderbolt special 90 16 Has a 10% chance of paralyzing the target.
Tickle status - 20 Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Volt Switch special 70 20 After attacking, the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle physical 120 16 Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Wild Charge physical 90 16 The user takes 1/4 of the damage dealt by this move.
Wish status - 12 Gives the user's spot the Wish status. At the end of the next turn after the Wish status is activated, the HP of the Pokémon in the affected spot will be restored by 1/2 of the max HP of the Pokémon that caused the status.
Zap Cannon special 120 8 Paralyzes the target.