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Pikachu


Main Pokédex page | Flavor text and images

General

Pikachu
electric

Abilities

Static
Enemy Pokémon have a 30% chance of becoming Paralyzed every time they touch this Pokémon.

Damage Taken

Dex Numbers

Generation
Red/Blue/Yellow RBY
Red/Blue/Yellow Kanto
25
Gold/Silver/Crystal Johto
22
Ruby/Sapphire/Emerald Hoenn
156
Diamond/Pearl Sinnoh
104

Names

Japanese
ピカチュウ
Romaji
Pikachuu

Flavor

Height
1'3.7" or 0.4 m
Weight
13.2 lb or 6 kg
Species
Mouse
Color
yellow
Cry
mp3 here
Fire Red/Leaf Green Habitat
Forest
Pawprint

Misc

R/B/Y code
84 or 0x54

Breeding

Gender
½ male; ½ female (code: 127 or 0x7f)
Breeding groups
5: Ground
6: Fairy
Steps to hatch
2,560
Compatible with
75 families; 166 total Pokémon

In the Wild

Base EXP
82 or 0x52
Capture rate
190 or 0xbe
Base happiness
70 or 0x46
Growth rate
medium
Effort points
2 Speed
Wild held items
Oran Berry (50%), Light Ball (5%)

Evolution Chain

See also: Comparison of this evolution chain

BasicStage 1Stage 2
172 Pichu Baby form 25 Pikachu Happiness 26 Raichu Use a Thunderstone

Stats

Stat Base Max Stat %ile
L50 L100
HP
35
142 274 4.9
Attack
55
107 209 26.8
Defense
30
82 159 2.8
Special Attack
50
102 199 27.8
Special Defense
40
92 179 10.3
Speed
90
142 279 77.1
Average
50
- - 15.8

Flavor

See also: All versions' flavor text and sprites

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.

Locations

Sorry, Pearl players! Only Diamond for the moment.

Area Section Level Method
Pokemon Mansion 18 Morning Daytime Night 10%

Move List

See also: This list in the move search

See also: Contest list

Pikachu's Attack is higher, so it will inflict more damage with physical () moves.

Pikachu gets the STAB from electric moves.

Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Move Type Dmg PP Power Acc.* Pri. Description
-- -- -- -- -- Growl normal none 40 -- 100% Lowers the target's Attack.
-- -- -- -- -- ThunderShock electric special 30 40 100% Has a 10% chance to Paralyze the target.
6 6 6 5 Tail Whip normal none 30 -- 100% Lowers the target's Defense.
9 8 8 8 10 Thunder Wave electric none 20 -- 100% Paralyzes the target.
16 11 11 11 13 Quick Attack normal physical 30 40 100% 1 Goes first. Inflicts regular damage.
15 15 15 18 Double Team normal none 15 -- 100% Raises the user's Evasion.
20 20 20 21 Slam normal physical 20 80 75% Inflicts regular damage.
26 Swift normal special 20 60 100% Never misses.
26 26 26 26 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
29 Feint normal physical 10 50 100% 2 Goes first. Only works if the target uses Protect or Detect on this turn.
33 33 33 33 34 Agility psychic none 30 -- 100% Raises the user's Speed by two levels.
37 Discharge electric special 15 80 100% Has a 30% chance to Paralyze the target.
42 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
43 43 41 41 45 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
50 50 50 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Tutored moves
EmeraldFire Red/Leaf Green Mega Punch normal physical 20 80 85% Inflicts regular damage.
Emerald ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Mega Kick normal physical 5 120 75% Inflicts regular damage.
EmeraldFire Red/Leaf Green Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
EmeraldFire Red/Leaf Green Counter fighting physical 20 varies 100% -5 Goes last. Inflicts twice the damage the user received from the last hit it took, if the move was Normal or Fighting.
EmeraldFire Red/Leaf Green Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Crystal Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
EmeraldFire Red/Leaf Green Thunder Wave electric none 20 -- 100% Paralyzes the target.
EmeraldFire Red/Leaf Green Mimic normal none 10 -- 100% Copies the target's last used move.
Emerald Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Emerald Swift normal special 20 60 100% Never misses.
EmeraldFire Red/Leaf Green Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Emerald Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Emerald Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Emerald Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Emerald Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Emerald Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Emerald Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Emerald DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl Miscellaneous moves
stadium1 Surf water special 15 95 100% Inflicts regular damage.
Red/Blue Yellow Gold/Silver/Crystal Ruby/Sapphire/Emerald/Fire/Leaf Diamond/Pearl TMs and HMs
Chains 45 45 45 Attract normal none 15 -- 100% Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
Chains 34 34 Bide normal physical 10 varies 100% 1 Goes first. User waits for 2-3 turns, then inflicts damage equal to twice the HP it lost while waiting.
Chains 08 08 Body Slam normal physical 15 85 100% Has a 30% chance to Paralyze the target.
Chains 31 31 Brick Break fighting physical 15 75 100% Cancels the effects of Reflect and Light Screen.
Chains 78 Captivate normal none 20 -- 100% Lowers the target's Special Attack by two levels if it is the opposite gender.
Chains 57 Charge Beam electric special 10 50 90% Has a 70% chance to raise the user's Special Attack.
Chains 03 Curse ????? none 10 -- 100% Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
Chains 40 Defense Curl normal none 40 -- 100% Raises user's Defense. Doubles Rollout's power if it's the next move used.
Chains 43 Detect fighting none 5 -- 100% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 28 28 Dig ground physical 10 80 100% User digs underground, dodging all attacks, and hits next turn.
Chains 32 32 32 32 32 Double Team normal none 15 -- 100% Raises the user's Evasion.
Chains 10 10 Double-Edge normal physical 15 120 100% User receives 1/3 the damage inflicted in recoil.
Chains 01 DynamicPunch fighting physical 5 100 50% Has a 100% chance to Confuse the target.
Chains 20 58 Endure normal none 10 -- 100% 3 Goes first. Prevents the user's HP from lowering below 1 this turn.
Chains 42 42 Facade normal physical 20 70 100% Power doubles if user is Burned, Paralyzed, or Poisoned.
Chains H5 H5 H5 H5 70 Flash normal none 20 -- 100% Lowers the target's Accuracy.
Chains 56 Fling dark physical 10 varies 100% Throws held item at the target; power depends on the item.
Chains 01 01 Focus Punch fighting physical 20 150 100% -3 Goes last. If the user takes damage before attacking, the attack is canceled.
Chains 21 21 21 Frustration normal physical 20 varies 100% Power increases as Happiness decreases, up to a maximum of 102.
Chains 86 Grass Knot grass special 20 varies 100% Inflicts more damage to heavier targets, with a maximum of 120 power.
Chains 02 Headbutt normal physical 15 70 100% Has a 30% chance to make the target Flinch.
Chains 10 10 10 Hidden Power normal special 15 varies 100% Power and type depend upon user's IVs. Power can range from 30 to 70.
Chains 23 23 23 Iron Tail steel physical 15 100 75% Has a 30% chance to lower the target's Defense.
Chains 16 16 Light Screen psychic none 30 -- 100% Reduces damage from special attacks by 50% for five turns..
Chains 05 05 Mega Kick normal physical 5 120 75% Inflicts regular damage.
Chains 01 01 Mega Punch normal physical 20 80 85% Inflicts regular damage.
Chains 31 31 Mimic normal none 10 -- 100% Copies the target's last used move.
Chains 31 Mud-Slap ground special 10 20 100% Has a 100% chance to lower the target's Accuracy.
Chains 83 Natural Gift normal physical 15 varies 100% Power and type depend on the held berry.
Chains 16 16 Pay Day normal physical 20 40 100% Scatters money on the ground worth twice the user's level.
Chains 17 17 17 Protect normal none 10 -- 0% 3 Goes first. Prevents any moves from hitting the user this turn.
Chains 20 20 Rage normal physical 20 20 100% User can only use this move until it wins or faints, but becomes stronger each time it is hit.
Chains 18 18 18 Rain Dance water none 5 -- 0% Changes the weather to rain for five turns.
Chains 33 33 Reflect psychic none 20 -- 100% Reduces damage from physical attacks by 50%.
Chains 44 44 44 44 44 Rest psychic none 10 -- 100% User Sleeps, completely healing itself.
Chains 27 27 27 Return normal physical 20 varies 100% Power increases with Happiness, up to a maximum of 102.
Chains H6 H6 Rock Smash fighting physical 15 40 100% Has a 50% chance to lower the target's Defense.
Chains 04 Rollout rock physical 20 30 90% Power doubles every turn this move is used in succession after the first, resetting after five turns.
Chains 43 43 Secret Power normal physical 20 70 100% Has a 30% chance to inflict a status effect which depends upon the terrain.
Chains 19 19 Seismic Toss fighting physical 20 varies 100% Inflicts damage equal to the user's level.
Chains 34 34 Shock Wave electric special 20 60 100% Never misses.
Chains 40 40 Skull Bash normal physical 15 100 100% Raises the user's Defense. User charges for one turn before attacking.
Chains 35 82 Sleep Talk normal none 10 -- 100% Randomly uses one of the user's other three moves. Only works if the user is Sleeping.
Chains 13 Snore normal special 15 40 100% Has a 30% chance to make the target Flinch. Only works if the user is Sleeping.
Chains H4 H4 H4 Strength normal physical 15 80 100% Inflicts regular damage.
Chains 17 17 Submission fighting physical 25 80 80% User receives 1/4 the damage it inflicts in recoil.
Chains 50 50 90 Substitute normal none 10 -- 100% Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
Chains 34 87 Swagger normal none 15 -- 90% Raises the target's Attack by two levels and Confuses the target.
Chains 39 39 39 Swift normal special 20 60 100% Never misses.
Chains 09 09 Take Down normal physical 20 90 85% User receives 1/4 the damage it inflicts in recoil.
Chains 25 25 25 25 25 Thunder electric special 10 120 70% Has a 30% chance to Paralyze the target.
Chains 45 45 73 Thunder Wave electric none 20 -- 100% Paralyzes the target.
Chains 41 ThunderPunch electric physical 15 75 100% Has a 10% chance to Paralyze the target.
Chains 24 24 24 24 Thunderbolt electric special 15 95 100% Has a 10% chance to Paralyze the target.
Chains 06 06 06 06 06 Toxic poison none 10 -- 85% Badly Poisons the target, inflicting more damage every turn.
Chains 07 Zap Cannon electric special 5 120 50% Has a 100% chance to Paralyze the target.

Pikachu in other Pokédexes