raichu
electric

#026 raichu

Mouse Pocket Monster — Its long tail serves as a ground to protect itself from its own high voltage power.

Base stats

HP 60
Attack 90
Defense 55
Sp. Atk 90
Sp. Def 80
Speed 110
Total 485

Profile

Height
0.8 m
Weight
30.0 kg
Capture rate
75 / 255
Growth
medium
Gender
50% ♂ / 50% ♀
Egg groups
ground, fairy
Base EXP
218

Evolution

pikachu raichu

use-item · Lv 20 · thunder stone

How hard is it to catch

Its capture rate of 75 is an input to the formula, not a chance — so here is what that number is actually worth with each ball you can get, thrown the way the game throws: at a wild you have already beaten.

Ball Chance With a type medal Gold per catch
Poké Ball (×0.65) 3.2% 6.3% 5,687
Great Ball (×1.5) 7.3% 14.6% 7,393
Ultra Ball (×2.0) 9.7% 19.5% 11,089

Every throw is an independent roll, and a miss spends the ball anyway. The medal column is a maxed type medal for this species' type — the one multiplier here you can grow. A shiny is far harder than any of these, and only the Master Ball ignores the roll entirely.

Gold per catch is the ball's shop price divided by its chance — what an average catch costs you. A stronger ball is usually not the cheaper one: what it buys is fewer throws, which on a hunt you leave running is time and bag space rather than money.

Moves

Learned by leveling up

Level Move Type Class Power
1 Growl Growl normal status Power Accuracy 100% Cooldown 6.0s Range (px) 140 AoE (px) 90 ATK -1 Lowers the target’s Attack by one stage. normal status
1 Thunder Shock Thunder Shock electric special Power 40 Accuracy 100% Cooldown 1.5s Range (px) 180 paralysis 10% Has a chance to paralyze the target. electric special 40
1 Thunder Wave Thunder Wave electric status Power Accuracy 90% Cooldown 14.0s Range (px) 140 paralysis Cast 1.5s Paralyzes the target. electric status

Learned by TM / HM

Move Type Class Power
Bide Bide normal physical Power Accuracy Cooldown 6.0s Range (px) 140 Bide Stores damage for 2 s, then strikes back for twice the total. normal physical
Body Slam Body Slam normal physical Power 85 Accuracy 100% Cooldown 3.5s Range (px) 90 paralysis 30% Has a chance to paralyze the target. Hits a Minimized target without fail, for double damage. normal physical 85
Double Edge Double Edge normal physical Power 120 Accuracy 100% Cooldown 4.6s Range (px) 90 Recoil 33% Cast 1.5s User receives 1/3 the damage inflicted in recoil. normal physical 120
Double Team Double Team normal status Power Accuracy Cooldown 6.0s Range (px) 140 EVA +1 Raises the user’s evasion by one stage. normal status
Flash Flash normal status Power Accuracy 100% Cooldown 6.0s Range (px) 140 ACC -1 Lowers the target’s accuracy by one stage. normal status
Hyper Beam Hyper Beam normal special Power 450 Accuracy 90% Cooldown 11.0s Range (px) 180 Cast 3s An enormous blast. Needs a long time before it can be used again. normal special 450
Mega Kick Mega Kick normal physical Power 120 Accuracy 75% Cooldown 3.7s Range (px) 90 Cast 1.5s Inflicts regular damage with no additional effect. normal physical 120
Mega Punch Mega Punch normal physical Power 80 Accuracy 85% Cooldown 2.7s Range (px) 90 Inflicts regular damage with no additional effect. normal physical 80
Mimic Mimic normal status Power Accuracy Cooldown 0.0s Range (px) 140 Mimic Borrows the target’s last used move into this slot. Once the borrowed move has been used and finished its cooldown, the slot goes back to Mimic. normal status
Pay Day Pay Day normal physical Power 40 Accuracy 100% Cooldown 1.5s Range (px) 140 Bonus gold per hit Each hit that lands earns bonus Gold when the foe is defeated, scaling with the foe's level (up to 2 hits per foe). normal physical 40
Rage Rage normal physical Power 20 Accuracy 100% Cooldown 7.0s Range (px) 90 Rage For 8 s, the user's Attack rises by one stage each time it is hit. normal physical 20
Reflect Reflect psychic status Power Accuracy Cooldown 22.0s Range (px) 140 Halves physical Halves incoming physical damage for 20 s. psychic status
Rest Rest psychic status Power Accuracy Cooldown 25.0s Range (px) 140 Channel 6s Full heal + sleep The user sleeps for 6 s, recovering 100% of its max HP as it sleeps. Waking early keeps only the HP already restored. psychic status
Seismic Toss Seismic Toss fighting physical Power Accuracy 100% Cooldown 4.5s Range (px) 140 Fixed dmg Inflicts damage equal to the attacking Pocket Monster’s own level, ignoring the target’s defences. fighting physical
Skull Bash Skull Bash normal physical Power 130 Accuracy 100% Cooldown 5.0s Range (px) 90 Cast 1.2s Charges for 1.2 s, then strikes. A hit that lands raises the user's Defense by one stage. normal physical 130
Submission Submission fighting physical Power 80 Accuracy 80% Cooldown 2.3s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. fighting physical 80
Substitute Substitute normal status Power Accuracy Cooldown 18.0s Range (px) 140 Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. normal status
Swift Swift normal special Power 60 Accuracy Cooldown 2.8s Range (px) 140 AoE (px) 90 Never misses. normal special 60
Take Down Take Down normal physical Power 90 Accuracy 85% Cooldown 2.8s Range (px) 90 Recoil 25% User receives 1/4 the damage it inflicts in recoil. normal physical 90
Thunder Thunder electric special Power 300 Accuracy 90% Cooldown 9.0s Range (px) 180 paralysis 30% Cast 2s Has a chance to paralyze the target. electric special 300
Thunder Wave Thunder Wave electric status Power Accuracy 90% Cooldown 14.0s Range (px) 140 paralysis Cast 1.5s Paralyzes the target. electric status
Thunderbolt Thunderbolt electric special Power 90 Accuracy 100% Cooldown 3.7s Range (px) 180 paralysis 10% Has a chance to paralyze the target. electric special 90
Toxic Toxic poison status Power Accuracy 90% Cooldown 18.0s Range (px) 140 poison Poisons the target, draining its HP for 16 s. poison status

Where to catch

Zone Levels Spawn weight
Power Plant (Gerador Central) 50–62 100