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Pikachu

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Pikachu in Pokémon Black & White

#25 in the National Pokédex • Mouse Pokémon

Pikachu in the National Pokédex
Pikachu sprite

Normal

Shiny Pikachu sprite

Shiny

Pokédex entries

Pokémon Black

It occasionally uses an electric shock to recharge a fellow Pikachu that is in a weakened state.

Pokémon White

It occasionally uses an electric shock to recharge a fellow Pikachu that is in a weakened state.

Pokémon details

Type

Electric

Category

Mouse Pokémon

Height

0.4 m (1'04")

Weight

6 kg (13.2 lbs)

National Pokédex

#0025

Pikachu in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

35

180

274

Attack

55

103

229

Defense

30

58

174

Sp. Atk

50

94

218

Sp. Def

40

76

196

Speed

90

166

306

Total

300

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Pikachu, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
2 Spe
Catch rate
190
Base Exp.
105

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
10

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Pichu

Pichu

#172

Level up with friendship 220 or higher.

Pikachu

Pikachu

#25

Pikachu

Pikachu

#25

ThunderstoneUse Thunderstone
Raichu

Raichu

#26

Programmed wild held-item entries. Some species require imports and have no wild Black/White encounter.
Black
1%
White
1%
Black
50%
White
50%

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartGrowl

The user growls in an endearing way, making the opposing team less wary. The foes’ Attack stats are lowered.

Normal-10040
StartThunder Shock

A jolt of electricity is hurled at the target to inflict damage. It may also leave the target with paralysis.

Electric4010030
5Tail Whip

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat.

Normal-10030
10Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
13Quick Attack

The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first.

Normal4010030
18Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage.

Electric-10010
21Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
26Slam

The target is slammed with a long tail, vines, etc., to inflict damage.

Normal807520
29Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
34Feint

An attack that hits a target using Protect or Detect. It also lifts the effects of those moves.

Normal3010010
37Agility

The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.

Psychic--30
42Discharge

A flare of electricity is loosed to strike the area around the user. It may also cause paralysis.

Electric8010015
45Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
50Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM24Thunderbolt

A strong electric blast is loosed at the target. It may also leave the target with paralysis.

Electric9510015
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM28Dig

The user burrows, then attacks on the second turn. It can also be used to exit dungeons.

Ground8010010
TM31Brick Break

The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect.

Fighting7510015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM49Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage.

Normal4010015
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM57Charge Beam

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM72Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM93Wild Charge

The user shrouds itself in electricity and smashes into its target. It also damages the user a little.

Electric9010015
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Bestow

The user passes its held item to the target when the target isn’t holding an item.

Normal--15

Prior evolution: egg

Bide

The user endures attacks for two turns, then strikes back to cause double the damage taken.

Normal--10

Prior evolution: egg

Charge

The user boosts the power of the Electric move it uses on the next turn. It also raises the user’s Sp. Def stat.

Electric--20

Prior evolution: egg

Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020

Prior evolution: level-up (Lv. 1)

Double Slap

The target is slapped repeatedly, back and forth, two to five times in a row.

Normal158510

Prior evolution: egg

Encore

The user compels the target to keep using only the move it last used for three turns.

Normal-1005

Prior evolution: egg

Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10

Prior evolution: egg

Fake Out

An attack that hits first and makes the target flinch. It only works the first turn the user is in battle.

Normal4010010

Prior evolution: egg

Flail

The user flails about aimlessly to attack. It becomes more powerful the less HP the user has.

Normal-10015

Prior evolution: egg

Lucky Chant

The user chants an incantation toward the sky, preventing opposing Pokémon from landing critical hits.

Normal--30

Prior evolution: egg

Nasty Plot

The user stimulates its brain by thinking bad thoughts. It sharply raises the user’s Sp. Atk.

Dark--20

Prior evolution: level-up (Lv. 18)

Present

The user attacks by giving the target a gift with a hidden trap. It restores HP sometimes, however.

Normal-9015

Prior evolution: egg

Reversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015

Prior evolution: egg

Sweet Kiss

The user kisses the target with a sweet, angelic cuteness that causes confusion.

Normal-7510

Prior evolution: level-up (Lv. 13)

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

Prior evolution: egg

Tickle

The user tickles the target into laughing, reducing its Attack and Defense stats.

Normal-10020

Prior evolution: egg

Volt Tackle

The user electrifies itself, then charges. It causes considerable damage to the user and may leave the target with paralysis.

Electric12010015

Pichu egg: Light Ball parent

Wish

One turn after this move is used, the target’s HP is restored by half the user’s maximum HP.

Normal--10

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
Body Slam

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

Normal8510015

Generation III → Pal Park → Generation IV → PokéTransfer

Captivate

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

Normal-10020

PokéTransfer from Generation IV

Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Covet

The user endearingly approaches the target, then steals the target’s held item.

Normal6010040

Trade from Black 2 or White 2

Defense Curl

The user curls up to conceal weak spots and raise its Defense stat.

Normal--40

Generation III → Pal Park → Generation IV → PokéTransfer

Double-Edge

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Normal12010015

Generation III → Pal Park → Generation IV → PokéTransfer

Dynamic Punch

The user punches the target with full, concentrated power. It confuses the target if it hits.

Fighting100505

Generation III → Pal Park → Generation IV → PokéTransfer

Focus Punch

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

Fighting15010020

PokéTransfer from Generation IV

Headbutt

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Normal7010015

PokéTransfer from Generation IV

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

PokéTransfer from Generation IV

Iron Tail

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Steel1007515

PokéTransfer from Generation IV

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

PokéTransfer from Generation IV

Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Electric--10

PokéTransfer from Generation IV

Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755

Generation III → Pal Park → Generation IV → PokéTransfer

Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520

Generation III → Pal Park → Generation IV → PokéTransfer

Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Normal--10

Generation III → Pal Park → Generation IV → PokéTransfer

Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Ground2010010

PokéTransfer from Generation IV

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Varies

-10015

PokéTransfer from Generation IV

Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020

PokéTransfer from Generation IV

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

PokéTransfer from Generation IV

Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Fighting-10020

Generation III → Pal Park → Generation IV → PokéTransfer

Shock Wave

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Electric60-20

PokéTransfer from Generation IV

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

PokéTransfer from Generation IV

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

PokéTransfer from Generation IV

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

PokéTransfer from Generation IV

Swift

Star-shaped rays are shot at the opposing team. This attack never misses.

Normal60-20

PokéTransfer from Generation IV

Uproar

The user attacks in an uproar for three turns. Over that time, no one can fall asleep.

Normal9010010

PokéTransfer from Generation IV

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Static

Ability Slot 1

Contact with the Pokémon may cause paralysis.

Has a 30% chance of paralyzing attacking Pokémon on contact.

Lightning Rod(Hidden Ability)

Draws in all Electric-type moves to up Sp. Attack.

Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.

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