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Raichu

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Raichu in Pokémon Brilliant Diamond & Shining Pearl

#105 in the Brilliant Diamond and Shining Pearl Pokédex • Mouse Pokémon

Raichu in the National Pokédex

Pokédex entries

Brilliant Diamond

It turns aggressive if it has too much electricity in its body. It discharges power through its tail.

Shining Pearl

It can loose 100,000-volt bursts of electricity, instantly downing foes several times its size.

Pokémon details

Type

Electric

Category

Mouse Pokémon

Height

0.8 m (2'07")

Weight

30 kg (66.1 lbs)

National Pokédex

#0026

Pokédex

#105

Raichu in Other Games

National Dex page

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

Min

Max

HP

60

230

324

Attack

90

166

306

Defense

55

103

229

Sp. Atk

90

166

306

Sp. Def

80

148

284

Speed

110

202

350

Total

485

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 Raichu, 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
Original Sinnoh #105
EV yield
3 Spe
Catch rate
75
Base Exp.
243

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

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

Pichu

#103

Level up with friendship at least 160.

Pikachu

Pikachu

#104

Pikachu

Pikachu

#104

Thunder StoneUse Thunder Stone
Raichu

Raichu

#105

Moves this Pokémon learns naturally by reaching specific levels.
Class
Evo.Thunder Punch

Electric7510015
StartThunder Punch

Electric7510015
StartSlam

Normal807520
StartTail Whip

Normal-10030
StartGrowl

Normal-10040
StartThunder Shock

Electric4010030
StartThunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
StartThunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
StartThunder

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

Electric1107010
StartAgility

Psychic--30
StartQuick Attack

Normal4010030
StartDouble Team

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

Normal--15
StartLight Screen

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

Psychic--30
StartSweet Kiss

Fairy-7510
StartCharm

Fairy-10020
StartSpark

Electric6510020
StartFeint

Normal3010010
StartNasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
StartDischarge

Electric8010015
StartElectro Ball

Electric-10010
StartPlay Nice

Normal--20
StartNuzzle

Electric2010020

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM15Hyper Beam

The target is attacked with a powerful beam. The user can't move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from 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. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

The user creates a protective field that prevents status conditions for five turns.

Normal--25
TM23Iron Tail

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

Steel1007515
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TM25Thunder

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

Electric1107010
TM28Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM31Brick Break

The user attacks with a swift chop. It can also break barriers, 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
TM33Reflect

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

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM43Volt Switch

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

Electric7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.

Dark6010025
TM52Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.

Fighting120705
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM63Nasty Plot

The user stimulates its brain by thinking bad thoughts. This sharply raises the user's Sp. Atk stat.

Dark--20
TM68Giga Impact

The user charges at the target using every bit of its power. The user can't move on the next turn.

Normal150905
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM82Sleep Talk

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

Normal--10
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM95Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TM96Strength

The target is slugged with a punch thrown at maximum power.

Normal8010015
TM98Rock Smash

The user attacks with a punch. This may also lower the target's Defense stat.

Fighting4010015

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Charge

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Electric--20
Charge

Learn before evolving, then retain the move.

Electric--20
Disarming Voice

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fairy40-15
Disarming Voice

Learn before evolving, then retain the move.

Fairy40-15
Electric Terrain

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Electric--10
Electric Terrain

Learn before evolving, then retain the move.

Electric--10
Encore

The user compels the target to keep using the move it encored for three turns.

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-1005
Encore

The user compels the target to keep using the move it encored for three turns.

Learn before evolving, then retain the move.

Normal-1005
Fake Out

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal4010010
Fake Out

Learn before evolving, then retain the move.

Normal4010010
Flail

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10015
Flail

Learn before evolving, then retain the move.

Normal-10015
Present

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-9015
Present

Learn before evolving, then retain the move.

Normal-9015
Reversal

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fighting-10015
Reversal

Learn before evolving, then retain the move.

Fighting-10015
Tickle

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-10020
Tickle

Learn before evolving, then retain the move.

Normal-10020
Volt Tackle

Learn before evolving, then retain the move.

Electric12010015
Wish

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal--10
Wish

Learn before evolving, then retain the move.

Normal--10

Ability options available to this Pokémon in this game.

Static

Ability Slot 1

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

Lightning Rod(Hidden Ability)

Redirects eligible Electric-type moves, absorbs them and raises Special Attack.

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