#243 Raikou
General Location Attacks Stats Egg Moves
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Picture Name Other Names No. Gender Ratio Type
Raikou
Japan: Raikou
ライコウ
French: Raikou
German: Raikou
Korean: 라이코
National: #243
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Raikou is Genderless
Classification Height Weight Capture Rate Base Egg Steps
Thunder Pokémon 6'03"
1.9m
392.4lbs
178.0kg
320,480
Abilities: Pressure - Volt Absorb (Hidden Ability)
Pressure: When this Pokémon is hit by a move, the opponent’s PP lowers by 2 rather than 1.
Hidden Ability (Not Available):
Volt Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Electric-type moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
35 2 Speed Point(s)
1 Sp. Attack Point(s)
Not Eligible/Known
Damage Taken
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Wild Hold Item Egg Groups
  Raikou cannot breed
Evolutionary Chain
Locations
X Transfer required
Y Transfer required
Flavor Text
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

X / Y Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Extrasensory 80 100 20 10
The user attacks with an odd, unseeable power. It may also make the target flinch.
Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
Bite 60 100 25 30
The target is bitten with viciously sharp fangs. It may make the target flinch.
Leer -- 100 30 100
The opposing team gains an intimidating leer with sharp eyes. The opposing team's Defense stats are reduced.
8 Thunder Shock 40 100 30 10
A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.
15 Roar -- -- 20 --
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
22 Quick Attack 40 100 30 --
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.
29 Spark 65 100 20 30
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis.
36 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
43 Crunch 80 100 15 20
The user crunches up the target with sharp fangs. It may also lower the target's Defense stat.
50 Thunder Fang 65 95 15 10
The user bites with electrified fangs. It may also make the target flinch or leave it with paralysis.
57 Discharge 80 100 15 30
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.
64 Extrasensory 80 100 20 10
The user attacks with an odd, unseeable power. It may also make the target flinch.
71 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
78 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
85 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM05 Roar -- -- 20 --
The target is scared off and replaced by another Pokémon in its party. In the wild, the battle ends.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
TM16 Light Screen -- -- 30 --
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect -- -- 10 --
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance -- -- 5 --
The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM24 Thunderbolt 90 100 15 10
A strong electric blast is loosed at the target. It may also leave the target with paralysis.
TM25 Thunder 110 70 10 30
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM28 Dig 80 100 10 --
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM37 Sandstorm -- -- 10 --
A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types.
TM42 Facade 70 100 20 --
An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
TM44 Rest -- -- 10 --
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM48 Round 60 100 15 --
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
TM57 Charge Beam 50 90 10 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM60 Quash -- 100 15 --
The user suppresses the target and makes its move go last.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user must rest on the next turn.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM72 Volt Switch 70 100 20 --
After making its attack, the user rushes back to switch places with a party Pokémon in waiting.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM78 Bulldoze 60 100 20 100
The user stomps down on the ground and attacks everything in the area. Hit Pokémon's Speed stat is reduced.
TM87 Swagger -- 90 15 --
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM93 Wild Charge 90 100 15 --
The user shrouds itself in electricity and smashes into its target. It also damages the user a little.
TM94 Rock Smash 40 100 15 50
The user attacks with a punch that can shatter a rock. It may also lower the target's Defense stat.
TM95 Snarl 55 95 15 100
The user yells as if it is ranting about something, making the target's Sp. Atk stat decrease.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
HM01 Cut 50 95 30 --
The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
HM04 Strength 80 100 15 --
The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.
Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Iron Head 80 100 15 30 Move Tutor - B2W2
The user slams the target with its steel-hard head. It may also make the target flinch.
Iron Tail 100 75 15 30 Move Tutor - B2W2
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
Magnet Rise -- -- 10 -- Move Tutor - B2W2
The user levitates using electrically generated magnetism for five turns.
Signal Beam 75 100 15 10 Move Tutor - B2W2
The user attacks with a sinister beam of light. It may also confuse the target.
Snore 50 100 15 30 Move Tutor - B2W2
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Swift 60 -- 20 -- Move Tutor - PtHGSS
Star-shaped rays are shot at the opposing team. This attack never misses.
Mud-slap 20 100 10 100 Move Tutor - PtHGSS
The user hurls mud in the target's face to inflict damage and lower its accuracy.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 580 90 85 75 115 100 115
Max Stats
Hindering Nature
Lv. 50 150 - 197 81 - 123 72 - 114 108 - 150 94 - 136 108 - 150
Lv. 100 290 - 384 157 - 242 139 - 224 211 - 296 184 - 269 211 - 296
Max Stats
Neutral Nature
Lv. 50 150 - 197 90 - 137 80 - 127 120 - 167 105 - 152 120 - 167
Lv. 100 290 - 384 175 - 269 155 - 249 235 - 329 205 - 299 235 - 329
Max Stats
Beneficial Nature
Lv. 50 150 - 197 99 - 150 88 - 139 132 - 183 115 - 167 132 - 183
Lv. 100 290 - 384 192 - 295 170 - 273 258 - 361 225 - 328 258 - 361

<--- #242
Blissey
#244
Entei
--->

 
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