#025 Pikachu

General Location Attacks Stats Egg Moves
Gen IX Dex Gen VIII Dex Gen VII Dex Gen VI Dex Gen V Dex
Gen IV Dex Gen III Dex Gen II Dex Gen I Dex
Champions Pokédex

Picture
Normal Sprite
Pikachu Original Cap Hoenn Cap Sinnoh Cap Unova Cap Kalos Cap Alola Cap Partner Cap World Cap
Name Other Names No. Gender Ratio Type
Pikachu
Japan: Pikachu
ピカチュウ
French: Pikachu
German: Pikachu
Korean: 피카츄
National: #025
Male :50%
Female :50%
Electric-type
Classification Height Weight
Mouse Pokémon 1'04"
0.4m
13.2lbs
6kg
Abilities: Static - Lightning Rod
Static: The opponent has a 30% chance of being induced with PARALYZE when using an attack, that requires physical contact, against this Pokémon. :
Lightning Rod: Electric-type moves are drawn to this Pokémon. Electric-type moves will do no damage and the Pokémon's SP ATK is raised one stage.

Weakness

Attacking Move Type: Normal-type Attacking Move Type: Fire-type Attacking Move Type: Water-type Attacking Move Type: Electric-type Attacking Move Type: Grass-type Attacking Move Type: Ice-type Attacking Move Type: Fighting-type Attacking Move Type: Poison-type Attacking Move Type: Ground-type Attacking Move Type: Flying-type Attacking Move Type: Psychic-type Attacking Move Type: Bug-type Attacking Move Type: Rock-type Attacking Move Type: Ghost-type Attacking Move Type: Dragon-type Attacking Move Type: Dark-type Attacking Move Type: Steel-type Attacking Move Type: Fairy-type
*1 *1 *1 *0.5 *1 *1 *1 *1 *2 *0.5 *1 *1 *1 *1 *1 *1 *0.5 *1
Evolutionary Chain
Pikachu
Gender Differences
MaleFemale
Male Sprite Female Sprite
Alternate Forms
Original CapHoenn CapSinnoh CapUnova Cap
Original CapHoenn CapSinnoh CapUnova Cap
Kalos CapAlola CapPartner CapWorld Cap
Kalos CapAlola CapPartner CapWorld Cap
Pikachu's form are unique to a special distribution of Ash's Pikachu, each with a separate hat. These forms cannot breed or evolve, and do not get the benefit of the Eviolite.

Standard Moves

Attack NameTypeCat.Att.Acc.PPEffect %
Agility Agility - Psychic-type Agility: Other Move -- 101 --
Boosts the user's Speed stat by 2 stages.
Alluring Voice Alluring Voice - Fairy-type Alluring Voice: Special Move 80 100 --
Confuses the target if its stats were boosted during the turn this move is used.
Body Slam Body Slam - Normal-type Body Slam: Physical Move 85 100 30
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 Brick Break - Fighting-type Brick Break: Physical Move 75 100 --
Removes the Light Screen Reflect and Aurora Veil statuses on the target's side.
Charge Charge - Electric-type Charge: Other Move -- 101 --
Boosts the user's Sp. Def stat by 1 stage. The user gains the Electric Boost status.
Charge Beam Charge Beam - Electric-type Charge Beam: Special Move 50 90 70
Has a 70% chance of boosting the user's Sp. Atk stat by 1 stage.
Charm Charm - Fairy-type Charm: Other Move -- 100 --
Lowers the target's Attack stat by 2 stages.
Dig Dig - Ground-type Dig: Physical Move 80 100 --
The user gains the Underground status on the turn this move is used then attacks on the following turn.
Discharge Discharge - Electric-type Discharge: Special Move 80 100 30
Has a 30% chance of paralyzing targets.
Double Team Double Team - Normal-type Double Team: Other Move -- 101 --
Boosts the user's evasiveness by 1 stage.
Draining Kiss Draining Kiss - Fairy-type Draining Kiss: Special Move 50 100 --
The user's HP is restored by 3/4 of the damage dealt by this move.
Eerie Impulse Eerie Impulse - Electric-type Eerie Impulse: Other Move -- 100 --
Lowers the target's Sp. Atk stat by 2 stages.
Electric Terrain Electric Terrain - Electric-type Electric Terrain: Other Move -- 101 --
Turns the entire field into Electric Terrain for 5 turns.
Electro Ball Electro Ball - Electric-type Electro Ball: Special Move ?? 100 --
The higher the user's Speed stat compared to the target's the greater this move's power (ranging between 40 and 150).
Electroweb Electroweb - Electric-type Electroweb: Special Move 55 95 --
Lowers targets' Speed stats by 1 stage.
Encore Encore - Normal-type Encore: Other Move -- 100 --
Gives the target the Encore status.
Endeavor Endeavor - Normal-type Endeavor: Physical Move ?? 100 --
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 Endure - Normal-type Endure: Other Move -- 101 --
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 Facade - Normal-type Facade: Physical Move 70 100 --
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 Fake Out - Normal-type Fake Out: Physical Move 40 100 100
Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle.
Fake Tears Fake Tears - Dark-type Fake Tears: Other Move -- 100 --
Lowers the target's Sp. Def stat by 2 stages.
Feint Feint - Normal-type Feint: Physical Move 30 100 --
This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Flail Flail - Normal-type Flail: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Fling Fling - Dark-type Fling: Physical Move ?? 100 --
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 Focus Punch - Fighting-type Focus Punch: Physical Move 150 100 --
This move fails if the user has already taken damage from a move in the same turn.
Grass Knot Grass Knot - Grass-type Grass Knot: Special Move ?? 100 --
The heavier the target the greater this move's power (ranging between 20 and 120).
Helping Hand Helping Hand - Normal-type Helping Hand: Other Move -- 101 --
Boosts the power of an ally's move by 50% during the turn this move is used.
Iron Tail Iron Tail - Steel-type Iron Tail: Physical Move 100 75 30
Has a 30% chance of lowering the target's Defense stat by 1 stage.
Knock Off Knock Off - Dark-type Knock Off: Physical Move 65 100 --
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 Light Screen - Psychic-type Light Screen: Other Move -- 101 --
Gives the user's side the Light Screen status for 5 turns.
Mega Kick Mega Kick - Normal-type Mega Kick: Physical Move 120 75 --
Nasty Plot Nasty Plot - Dark-type Nasty Plot: Other Move -- 101 --
Boosts the user's Sp. Atk stat by 2 stages.
Nuzzle Nuzzle - Electric-type Nuzzle: Physical Move 20 100 100
Paralyzes the target.
Play Rough Play Rough - Fairy-type Play Rough: Physical Move 90 90 10
Has a 10% chance of lowering the target's Attack stat by 1 stage.
Protect Protect - Normal-type Protect: Other Move -- 101 --
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 Quick Attack - Normal-type Quick Attack: Physical Move 40 100 --
Rain Dance Rain Dance - Water-type Rain Dance: Other Move -- 101 --
Summons rain for 5 turns.
Reflect Reflect - Psychic-type Reflect: Other Move -- 101 --
Gives the user's side the Reflect status for 5 turns.
Rest Rest - Psychic-type Rest: Other Move -- 101 --
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 Reversal - Fighting-type Reversal: Physical Move ?? 100 --
The less HP the user has left the greater this move's power (ranging between 20 and 200).
Rising Voltage Rising Voltage - Electric-type Rising Voltage: Special Move 70 100 --
This move's power is doubled if the target is under the effect of Electric Terrain.
Round Round - Normal-type Round: Special Move 60 100 --
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 Sleep Talk - Normal-type Sleep Talk: Other Move -- 101 --
Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore Snore - Normal-type Snore: Special Move 50 100 30
Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Substitute Substitute - Normal-type Substitute: Other Move -- 101 --
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 Surf - Water-type Surf: Special Move 90 100 --
This move's power is doubled against targets that have the Submerged status.
Sweet Kiss Sweet Kiss - Fairy-type Sweet Kiss: Other Move -- 75 --
Confuses the target.
Thief Thief - Dark-type Thief: Physical Move 60 100 --
If the user is not already holding an item it steals the target's held item.
Thunder Thunder - Electric-type Thunder: Special Move 110 70 30
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 Thunder Punch - Electric-type Thunder Punch: Physical Move 75 100 10
Has a 10% chance of paralyzing the target.
Thunder Wave Thunder Wave - Electric-type Thunder Wave: Other Move -- 90 --
Paralyzes the target.
Thunderbolt Thunderbolt - Electric-type Thunderbolt: Special Move 90 100 10
Has a 10% chance of paralyzing the target.
Tickle Tickle - Normal-type Tickle: Other Move -- 100 --
Lowers the target's Attack and Defense stats by 1 stage.
Trailblaze Trailblaze - Grass-type Trailblaze: Physical Move 50 100 --
Boosts the user's Speed stat by 1 stage.
Upper Hand Upper Hand - Fighting-type Upper Hand: Physical Move 65 100 --
Makes the target flinch. This move fails if the target isn't about to use a priority move.
Volt Switch Volt Switch - Electric-type Volt Switch: Special Move 70 100 --
After attacking the user switches out of battle to be replaced by another party Pokémon.
Volt Tackle Volt Tackle - Electric-type Volt Tackle: Physical Move 120 100 10
Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move.
Wild Charge Wild Charge - Electric-type Wild Charge: Physical Move 90 100 --
The user takes 1/4 of the damage dealt by this move.
Wish Wish - Normal-type Wish: Other Move -- 101 --
Gives the user's spot the Wish status.
Zap Cannon Zap Cannon - Electric-type Zap Cannon: Special Move 120 50 100
Paralyzes the target.



Stats

  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 320 35 55 40 50 50 90
Max Stats
Hindering Nature
Standard 110 - 142 67 - 96 54 - 82 63 - 91 63 - 91 99 - 127
Max Stats
Neutral Nature
Standard 110 - 142 75 - 107 60 - 92 70 - 102 70 - 102 110 - 142
Max Stats
Beneficial Nature
Standard 110 - 142 82 - 117 66 - 101 77 - 112 77 - 112 121 - 156
35
55
40
90
50
50

<--- Arbok #024
Arbok
#026
Raichu
Raichu --->