#172 - Pichu

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pokeball.png The Basics
Damage Taken
normal 1 × fighting 1 ×
flying ½ × poison 1 ×
ground 2 × rock 1 ×
bug 1 × ghost 1 ×
steel ½ × fire 1 ×
water 1 × grass 1 ×
electric ½ × psychic 1 ×
ice 1 × dragon 1 ×
dark 1 ×
Pichu's Stats
Max Med Min
HP:
20
244 244 244
Attack:
40
196 179 161
Defense:
15
141 129 116
Special Attack:
35
185 169 152
Special Defense:
35
185 169 152
Speed:
60
240 219 197
Average:
34.2
Base Stat Total: 205
Abilities
Static Has a 30% chance of paralyzing attacking Pokémon on contact.
Dream World Abilities
Lightningrod Redirects single-target Electric moves to this Pokémon where possible. Absorbs Electric moves, raising Special Attack one stage.
Micellaneous
Effort Points 1 Speed
Wild Hold Items 50% - Oran Berry
Gender Rate 50% male
50% female
Capture Rate 190
Base Happiness 70
Base Experience 42
Growth Rate medium
lucky-egg.png Breeding and Evolution
Evolution Chain
Baby Base Stage 1
Pichu
Pichu
Baby form
Pikachu
Pikachu
Level up with at least 220 happiness
Raichu
Raichu
Use item: Thunderstone
Breeding
Gender Rate 50% male
50% female
Growth Rate medium
Steps to Hatch 2805 / 1530
Hatch Counter 10
Egg Groups No Eggs
Compatibility
Pichu Pichu cannot breed!
oran-berry.png Flavor
Pichu's Sprites
Normal Shiny
Front Pichu Pichu
Back Pichu Pichu
See more Pichu sprites
Flavor Text
Versions Flavor Text
White, Black The electric sacs in its cheeks are small. If even a little electricity leaks, it becomes shocked.
SoulSilver Despite its small size, it can zap even adult humans. However, if it does so, it also surprises itself.
HeartGold It is not yet skilled at storing electricity. It may send out a jolt if amused or startled.
Platinum The electric sacs in its cheeks are small. If even a little electricity leaks, it becomes shocked.
Pearl It plays with others by touching tails and setting off sparks. This appears to be a test of courage.
Diamond The electric pouches on its cheeks are still small. They cannot store much electricity yet.
Flavor Data
Species Tiny Mouse
Color Yellow
Height 0.3 m or 0' 11"
Weight 2 kg or 4.41 lb
Habitat Forest
Bodyshape Quadruped
Footprint 172.png
Cry Download
All Pokemon Cries
tm-electric.png
Pichu's Moves
Level Up Moves
Level Name Type Class Power Accuracy PP Effect
1 ThunderShock electric special 40 100% 30 Has a 10% chance to paralyze the target.
1 Charm normal non-damaging -- 100% 20 Lowers the target's Attack by two stages.
5 Tail Whip normal non-damaging -- 100% 30 Lowers the target's Defense by one stage.
10 Thunder Wave electric non-damaging -- 100% 20 Paralyzes the target.
13 Sweet Kiss normal non-damaging -- 75% 10 Confuses the target.
18 Nasty Plot dark non-damaging -- -- 20 Raises the user's Special Attack by two stages.
Egg Moves
Name Type Class Power Accuracy PP Effect
DoubleSlap normal physical 15 85% 10 Hits 2-5 times in one turn.
ThunderPunch electric physical 75 100% 15 Has a 10% chance to paralyze the target.
Bide normal physical 1 -- 10 User waits for 2-3 turns, then hits back for twice the damage it took.
Flail normal physical 1 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Reversal fighting physical 1 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
Endure normal non-damaging -- -- 10 Prevents the user's HP from lowering below 1 this turn.
Present normal physical 1 90% 15 Randomly inflicts damage with power from 40 to 120 or heals the target for 1/4 its max HP.
Encore normal non-damaging -- 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fake Out normal physical 40 100% 10 Can only be used as the first move after the user enters battle. Causes the target to flinch.
Charge electric non-damaging -- -- 20 Raises the user's Special Defense by one stage. User's Electric moves have doubled power next turn.
Wish normal non-damaging -- -- 10 User will recover half its max HP at the end of the next turn.
Tickle normal non-damaging -- 100% 20 Lowers the target's Attack and Defense by one stage.
Lucky Chant normal non-damaging -- -- 30 Prevents the target from scoring critical hits for five turns.
Bestow normal non-damaging -- -- 15 Gives the user's held item to the target.
Machine Moves
Name Type Class Power Accuracy PP Effect
Wild Charge electric physical 90 100% 15 User receives 1/4 the damage it inflicts in recoil.
Facade normal physical 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
Rain Dance water non-damaging -- -- 5 Changes the weather to rain for five turns.
Hidden Power normal special 1 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
Frustration normal physical 1 100% 20 Power increases as happiness decreases, up to a maximum of 102.
Return normal physical 1 100% 20 Power increases with happiness, up to a maximum of 102.
Volt Switch electric special 70 100% 20 User must switch out after attacking.
Echoed Voice normal special 40 100% 15 Power increases by 100% for each consecutive use by any friendly Pokémon, to a maximum of 200.
Round normal special 60 100% 15 Has double power if it's used more than once per turn.
Charge Beam electric special 50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
Grass Knot grass special 1 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Fling dark physical 1 100% 10 Throws held item at the target; power depends on the item.
Attract normal non-damaging -- 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Swagger normal non-damaging -- 90% 15 Raises the target's Attack by two stages and confuses the target.
Thunderbolt electric special 95 100% 15 Has a 10% chance to paralyze the target.
Light Screen psychic non-damaging -- -- 30 Reduces damage from special attacks by 50% for five turns..
Thunder Wave electric non-damaging -- 100% 20 Paralyzes the target.
Thunder electric special 120 70% 10 Has a 30% chance to paralyze the target.
Toxic poison non-damaging -- 90% 10 Badly poisons the target, inflicting more damage every turn.
Double Team normal non-damaging -- -- 15 Raises the user's evasion by one stage.
Flash normal non-damaging -- 100% 20 Lowers the target's accuracy by one stage.
Protect normal non-damaging -- -- 10 Prevents any moves from hitting the user this turn.
Substitute normal non-damaging -- -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Rest psychic non-damaging -- -- 10 User sleeps for two turns, completely healing itself.
Tutor Moves
Games Name Type Class Power Accuracy PP Effect
E Mega Punch normal physical 80 85% 20 Inflicts regular damage with no additional effect.
E Mega Kick normal physical 120 75% 5 Inflicts regular damage with no additional effect.
E Body Slam normal physical 85 100% 15 Has a 30% chance to paralyze the target.
E Double-Edge normal physical 120 100% 15 User receives 1/3 the damage inflicted in recoil.
E Counter fighting physical 1 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
E Seismic Toss fighting physical 1 100% 20 Inflicts damage equal to the user's level.
E Thunder Wave electric non-damaging -- 100% 20 Paralyzes the target.
E Mimic normal non-damaging -- -- 10 Copies the target's last used move.
E Defense Curl normal non-damaging -- -- 40 Raises user's Defense by one stage.
E Swift normal special 60 -- 20 Never misses.
E Substitute normal non-damaging -- -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
E Snore normal special 40 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
E Mud-Slap ground special 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
E Endure normal non-damaging -- -- 10 Prevents the user's HP from lowering below 1 this turn.
E Rollout rock physical 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
E Swagger normal non-damaging -- 90% 15 Raises the target's Attack by two stages and confuses the target.
E Sleep Talk normal non-damaging -- -- 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
FRLG Mega Punch normal physical 80 85% 20 Inflicts regular damage with no additional effect.
FRLG Mega Kick normal physical 120 75% 5 Inflicts regular damage with no additional effect.
FRLG Body Slam normal physical 85 100% 15 Has a 30% chance to paralyze the target.
FRLG Double-Edge normal physical 120 100% 15 User receives 1/3 the damage inflicted in recoil.
FRLG Counter fighting physical 1 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
FRLG Seismic Toss fighting physical 1 100% 20 Inflicts damage equal to the user's level.
FRLG Thunder Wave electric non-damaging -- 100% 20 Paralyzes the target.
FRLG Mimic normal non-damaging -- -- 10 Copies the target's last used move.
FRLG Substitute normal non-damaging -- -- 10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Pt Swift normal special 60 -- 20 Never misses.
Pt Snore normal special 40 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Pt Mud-Slap ground special 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Pt Rollout rock physical 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
Pt Uproar normal special 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
Pt Helping Hand normal non-damaging -- -- 20 Ally's next move inflicts half more damage.
Pt Signal Beam bug special 75 100% 15 Has a 10% chance to confuse the target.
Pt Magnet Rise electric non-damaging -- -- 10 User is immune to Ground moves and effects for five turns.
HGSS Headbutt normal physical 70 100% 15 Has a 30% chance to make the target flinch.
HGSS Swift normal special 60 -- 20 Never misses.
HGSS Snore normal special 40 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
HGSS Mud-Slap ground special 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
HGSS Rollout rock physical 30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
HGSS Uproar normal special 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
HGSS Helping Hand normal non-damaging -- -- 20 Ally's next move inflicts half more damage.
HGSS Signal Beam bug special 75 100% 15 Has a 10% chance to confuse the target.
HGSS Magnet Rise electric non-damaging -- -- 10 User is immune to Ground moves and effects for five turns.
BW2 Snore normal special 40 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
BW2 Sleep Talk normal non-damaging -- -- 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
BW2 Iron Tail steel physical 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
BW2 Uproar normal special 90 100% 10 Forced to use this move for several turns. Pokémon cannot fall asleep in that time.
BW2 Helping Hand normal non-damaging -- -- 20 Ally's next move inflicts half more damage.
BW2 Signal Beam bug special 75 100% 15 Has a 10% chance to confuse the target.
BW2 Covet normal physical 60 100% 40 Takes the target's item.
BW2 Magnet Rise electric non-damaging -- -- 10 User is immune to Ground moves and effects for five turns.
Other Moves
Name Type Class Learned by Power Accuracy PP Effect
Volt Tackle electric physical Volt Tackle Pichu 120 100% 15 User takes 1/3 the damage inflicted in recoil. Has a 10% chance to paralyze the target.
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