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#025 - Pikachu

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Pikachu
Pikachu Pikachu
NormalShiny
Pikachu Pikachu
Female Sprites
Japanese Name:
ピカチュウ/Pikachuu
Dex Numbers:
National: 025
Johto: 022
Hoenn: 156
Sinnoh: 104
<-Arbok #024 Arbok electric #026 Raichu Raichu->

Pikachu's Stats
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Pokemon Base Stats



Max Med Min
HP:
35
274 274 274
Attack:
55
229 209 188
Defense:
30
174 159 143
Special Attack:
50
218 199 179
Special Defense:
40
196 179 161
Speed:
90
306 279 251
Average:
50
Base Stat Total: 300
Pokemon Abilities
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Static Contact with the Pokémon may cause paralysis.
Enemy Pokemon have a 30% chance of becoming Paralyzed every time they touch this Pokemon.
Flavor
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Species:Mouse Color:Yellow
Height:0.4 m or 1' 3" Weight:6 kg or 13.23 lbs
Habitat: Forest Pawprint: Pikachu's Footprint
Diamond: It lives in forests with others. It stores electricity in the pouches on its cheeks.
Pearl: If it loses crackling power from the electric pouches on its cheeks, it is being wary.
Platinum: It occasionally uses an electric shock to recharge a fellow PIKACHU that is in a weakened state.
As a Wild Pokemon
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Pal Park Location: Forest
Capture Rate: 190
Wild Held Items: Oran Berry - 50%
Light Ball - 5%
Base Happiness: 70
Base Experience: 82
Effort Points: 2 Speed
Evolution Chain
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Breeding
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Gender Ratio: 50% Fem., 50% Male
Steps to Hatch: 2,560
Exp to Level 100: 1,000,000 Points
Breeding Group: 5: Ground
Breeding Group 2: 6: Fairy
Compatible With:
Level Up Moves
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DP PT Attack Type Class Pwr. PP Acc. Description
1 1 Growl normal none -- 40 100% The user growls in an endearing way, making the foe less wary. The target's Attack stat is lowered.
1 1 ThunderShock electric special 40 30 100% A jolt of electricity is hurled at the foe to inflict damage. It may also leave the foe paralyzed.
5 5 Tail Whip normal none -- 30 100% The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.
10 10 Thunder Wave electric none -- 20 100% A weak electric charge is launched at the foe. It causes paralysis if it hits.
13 13 Quick Attack normal physical 40 30 100% The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
18 18 Double Team normal none -- 15 100% By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
21 21 Slam normal physical 80 20 75% The foe is slammed with a long tail, vines, etc., to inflict damage.
26 26 Thunderbolt electric special 95 15 100% A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
29 29 Feint normal physical 50 10 100% An attack that hits a foe using Protect or Detect. It also lifts the effects of those moves.
34 34 Agility psychic none -- 30 100% The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
37 37 Discharge electric special 80 15 100% A flare of electricity is loosed to strike all Pokémon in battle. It may also cause paralysis.
42 42 Light Screen psychic none -- 30 100% A wondrous wall of light is put up to suppress damage from special attacks for five turns.
45 45 Thunder electric special 120 10 70% A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM/HM Moves
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Item Attack Type Class Pwr. PP Acc. Description
TM01 Focus Punch fighting physical 150 20 100% The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM06 Toxic poison none -- 10 85% A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power normal special 1 15 100% A unique attack that varies in type and intensity depending on the Pokémon using it.
TM16 Light Screen psychic none -- 30 100% A wondrous wall of light is put up to suppress damage from special attacks for five turns.
TM17 Protect normal none -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18 Rain Dance water none -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves.
TM21 Frustration normal physical 1 20 100% A full-power attack that grows more powerful the less the user likes its Trainer.
TM23 Iron Tail steel physical 100 15 75% The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
TM24 Thunderbolt electric special 95 15 100% A strong electric blast is loosed at the foe. It may also leave the foe paralyzed.
TM25 Thunder electric special 120 10 70% A wicked thunderbolt is dropped on the foe to inflict damage. It may also leave the target paralyzed.
TM27 Return normal physical 1 20 100% A full-power attack that grows more powerful the more the user likes its Trainer.
TM28 Dig ground physical 80 10 100% The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
TM31 Brick Break fighting physical 75 15 100% The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect.
TM32 Double Team normal none -- 15 100% By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM34 Shock Wave electric special 60 20 100% The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM42 Facade normal physical 70 20 100% An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power normal physical 70 20 100% The user attacks with a secret power. Its added effects vary depending on the user's environment.
TM44 Rest psychic none -- 10 100% The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
TM45 Attract normal none -- 15 100% If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM56 Fling dark physical 1 10 100% The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57 Charge Beam electric special 50 10 90% The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58 Endure normal none -- 10 100% The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM70 Flash normal none -- 20 100% The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave electric none -- 20 100% A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM78 Captivate normal none -- 20 100% If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82 Sleep Talk normal none -- 10 100% While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift normal physical 1 15 100% The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM86 Grass Knot grass special 1 20 100% The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87 Swagger normal none -- 15 90% The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute normal none -- 10 100% The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
HM04 Strength normal physical 80 15 100% The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
HM06 Rock Smash fighting physical 40 15 100% The user slugs the foe with a shattering punch. It can also smash cracked boulders.
Egg Moves
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Attack Type Class Pwr. PP Acc. Description
DoubleSlap normal physical 15 10 85% The foe is slapped repeatedly, back and forth, two to five times in a row.
ThunderPunch electric physical 75 15 100% The foe is punched with an electrified fist. It may leave the target with paralysis.
Bide normal physical 1 10 100% The user endures attacks for two turns, then strikes back to cause double the damage taken.
Reversal fighting physical 1 15 100% An all-out attack that becomes more powerful the less HP the user has.
Present normal physical 1 15 90% The user attacks by giving the foe a booby-trapped gift. It restores HP sometimes, however.
Encore normal none -- 5 100% The user compels the foe to keep using only the move it last used for two to six turns.
Fake Out normal physical 40 10 100% An attack that hits first and makes the target flinch. This move works only on the first turn.
Charge electric none -- 20 100% The user boosts the power of the Electric move it uses next. It also raises the user's Sp. Def stat.
Wish normal none -- 10 100% A self-healing move. The user restores its own HP by up to half of its maximum HP in the next turn.
Tickle normal none -- 20 100% The user tickles the foe into laughing, reducing its Attack and Defense stats.
Move Tutor Moves
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Attack Type Class Pwr. PP Acc. Description
ThunderPunch electric physical 75 15 100% The foe is punched with an electrified fist. It may leave the target with paralysis.
Swift normal special 60 20 100% Star-shaped rays are shot at the foe. This attack never misses.
Snore normal special 40 15 100% An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
Mud-Slap ground special 20 10 100% The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Rollout rock physical 30 20 90% The user continually rolls into the foe over five turns. It becomes stronger each time it hits.
Helping Hand normal none -- 20 100% A move that boosts the power of the ally's attack in a Double Battle.
Knock Off dark physical 20 20 100% The user slaps down the foe's held item, preventing the item from being used during the battle.
Signal Beam bug special 75 15 100% The user attacks with a sinister beam of light. It may also confuse the target.
Magnet Rise electric none -- 10 -- The user levitates using electrically generated magnetism for five turns.

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