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Raichu

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Raichu in Pokémon Sword & Shield

Galar Pokédex #195 • Mouse Pokémon

Raichu in the National Pokédex

Pokédex entries

Sword

Its long tail serves as a ground to protect itself from its own high-voltage power.

Shield

If its electric pouches run empty, it raises its tail to gather electricity from the atmosphere.

Pokémon details

Type

Electric

Category

Mouse Pokémon

Height

0.8 m (2'07")

Weight

30 kg (66.1 lbs)

National Pokédex

#0026

Pokédex

Galar #195

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
Galar #195Isle of Armor #86
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.

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters29-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-605%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-605%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Challenge Beach

Wild Pokémon

Special Overworld Encounters29-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Soothing Wetlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Giant's Cap

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Motostoke Riverbank

Max Raid Battles — pool 24 (common beam)

Max Raid Battle55-6010%

Permanent pool 24, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
Evo.Thunder Punch

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

Electric7510015
StartThunder Punch

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

Electric7510015
StartSlam

The target is slammed with a long tail, vines, or the like to inflict damage.

Normal807520
StartTail Whip

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

Normal-10030
StartGrowl

The user growls in an endearing way, making opposing Pokémon less wary. This lowers their Attack stats.

Normal-10040
StartThunder Shock

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

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

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
StartQuick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

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

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

Fairy-7510
StartCharm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
StartSpark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
StartFeint

This attack hits a target using a move such as Protect or Detect. This also lifts the effects of those moves.

Normal3010010
StartNasty Plot

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

Dark--20
StartDischarge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
StartElectro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
StartPlay Nice

The user and the target become friends, and the target loses its will to fight. This lowers the target’s Attack stat.

Normal--20
StartNuzzle

The user attacks by nuzzling its electrified cheeks against the target. This also leaves the target with paralysis.

Electric2010020

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

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

Normal808520
TM01Mega Kick

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

Normal120755
TM02Pay Day

Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.

Normal4010020
TM05Thunder Punch

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

Electric7510015
TM08Hyper Beam

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

Normal150905
TM09Giga Impact

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

Normal150905
TM14Thunder Wave

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

Electric-9020
TM15Dig

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

Ground8010010
TM17Light Screen

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

Psychic--30
TM18Reflect

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

Psychic--20
TM19Safeguard

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

Normal--25
TM21Rest

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

Psychic--10
TM23Thief

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

Dark6010025
TM24Snore

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

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM29Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers the target’s Attack stat.

Fairy-10020
TM31Attract

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

Normal-10015
TM33Rain 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
TM39Facade

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

Normal7010020
TM40Swift

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

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM43Brick Break

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

Fighting7510015
TM59Fling

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

Dark-10010
TM62Speed Swap

The user exchanges Speed stats with the target.

Psychic--10
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM80Volt Switch

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

Electric7010020
TM82Electroweb

The user attacks and captures opposing Pokémon using an electric net. This lowers their Speed stats.

Electric559515
TM87Draining Kiss

The user steals the target’s HP with a kiss. The user’s HP is restored by over half of the damage taken by the target.

Fairy5010010
TM90Electric Terrain

The user electrifies the ground for five turns, powering up Electric-type moves. Pokémon on the ground no longer fall asleep.

Electric--10
TM93Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
TM97Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
TR01Body Slam

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

Normal8510015
TR04Surf

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

Water9010015
TR08Thunderbolt

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

Electric9010015
TR09Thunder

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

Electric1107010
TR12Agility

The user relaxes and lightens its body to move faster. This sharply raises the Speed stat.

Psychic--30
TR20Substitute

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

Normal--10
TR21Reversal

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

Fighting-10015
TR26Endure

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

Normal--10
TR27Sleep Talk

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

Normal--10
TR30Encore

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

Normal-1005
TR31Iron Tail

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

Steel1007515
TR35Uproar

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

Normal9010010
TR64Focus Blast

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

Fighting120705
TR68Nasty Plot

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

Dark--20
TR77Grass Knot

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

Grass-10020
TR80Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
TR86Wild Charge

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

Electric9010015
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010

Moves this Pokémon can learn from move tutors in this game.
Class
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--20
Celebrate

The Pokémon congratulates you on your special day!

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Charge

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric--20
Charge

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

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

Electric--20
Charge

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

Learn as Pichu, then retain through evolution.

Electric--20
Charge Beam

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Counter

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Covet

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal6010025
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Defense Curl

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Detect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting--5
Disarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fairy40-15
Disarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

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

Fairy40-15
Disarming Voice

Letting out a charming cry, the user does emotional damage to opposing Pokémon. This attack never misses.

Learn as Pichu, then retain through evolution.

Fairy40-15
Double Kick

The target is quickly kicked twice in succession using both feet.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting3010030
Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal12010015
Dynamic Punch

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting100505
Echoed Voice

The user attacks the target with an echoing voice. If this move is used every turn, its power is increased.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010015
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010010
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

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

Normal4010010
Fake Out

This attack hits first and makes the target flinch. It only works the first turn each time the user enters battle.

Learn as Pichu, then retain through evolution.

Normal4010010
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10015
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

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

Normal-10015
Flail

The user flails about aimlessly to attack. The less HP the user has, the greater the move’s power.

Learn as Pichu, then retain through evolution.

Normal-10015
Fly

The user flies up into the sky and then strikes its target on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying909515
Focus Punch

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Happy Hour

Using Happy Hour doubles the amount of prize money received after battle.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Headbutt

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Hold Hands

The user and an ally hold hands. This makes them very happy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark6510020
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric--10
Mimic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Mud-Slap

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Present

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-9015
Present

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

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

Normal-9015
Present

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

Learn as Pichu, then retain through evolution.

Normal-9015
Rock Smash

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Rollout

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Rock309020
Seismic Toss

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Shock Wave

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Skull Bash

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Strength

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Submission

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Swagger

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Tickle

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Tickle

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

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

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Tickle

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

Learn as Pichu, then retain through evolution.

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Toxic

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

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Volt Tackle

The user electrifies itself and charges the target. This also damages the user quite a lot. This attack may leave the target with paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric12010015
Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

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Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

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

Normal--10
Wish

One turn after this move is used, the user’s or its replacement’s HP is restored by half the user’s max HP.

Learn as Pichu, then retain through evolution.

Normal--10
Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric120505

Ability options available to this Pokémon in this game.

Static

Ability Slot 1

The Pokémon is charged with static electricity, so contact with it may cause paralysis.

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

Lightning Rod(Hidden Ability)

The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.

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

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