Stats, type matchups, abilities, learnset, current usage, and build context for Raichu in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Psychic - status
Raises the user's Speed by 2.
Fairy - special / 80 BP / 100%
100% confuse target that had a stat rise this turn.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Dark - physical / 60 BP / 100%
No additional effect. Hits adjacent Pokemon.
Electric - status
+1 SpD, user's next Electric move 2x power.
Electric - special / 50 BP / 90%
70% chance to raise the user's Sp. Atk by 1.
Fairy - status / 100%
Lowers the target's Attack by 2.
Fairy - special / 80 BP / 100%
No additional effect. Hits adjacent foes.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Electric - special / 80 BP / 100%
30% chance to paralyze adjacent Pokemon.
Normal - status
Raises the user's evasiveness by 1.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Fairy - special / 50 BP / 100%
User recovers 75% of the damage dealt.
Electric - status / 100%
Lowers the target's Sp. Atk by 2.
Electric - status
5 turns. Grounded: +Electric power, can't sleep.
Electric - special / 40-150 BP / 100%
More power the faster the user is than the target.
Electric - special / 55 BP / 95%
100% chance to lower the foe(s) Speed by 1.
Normal - status / 100%
Target repeats its last move for its next 3 turns.
Normal - physical / 100%
Lowers the target's HP to the user's HP.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 40 BP / 100% / Priority +3
Hits first. First turn out only. 100% flinch chance.
Dark - status / 100%
Lowers the target's Sp. Def by 2.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Normal - physical / 20-200 BP / 100%
More power the less HP the user has left.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Grass - special / 20-120 BP / 100%
More power the heavier the target.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Normal - special / 150 BP / 90%
User cannot move next turn.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Dark - physical / 65-97.5 BP / 100%
1.5x damage if foe holds an item. Removes item.
Psychic - status
For 5 turns, special damage to allies is halved.
Normal - physical / 120 BP / 75%
No additional effect.
Dark - status
Raises the user's Sp. Atk by 2.
Electric - physical / 20 BP / 100%
100% chance to paralyze the target.
Fairy - physical / 90 BP / 90%
10% chance to lower the target's Attack by 1.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
For 5 turns, physical damage to allies is halved.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Electric - special / 70-140 BP / 100%
2x power if target is grounded in Electric Terrain.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Water - special / 90 BP / 100%
Hits adjacent Pokemon. Double damage on Dive.
Fairy - status / 75%
Causes the target to become confused.
Dark - physical / 60 BP / 100%
If the user has no item, it steals the target's.
Electric - special / 110 BP / 70%
30% chance to paralyze. Can't miss in rain.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Electric - status / 90%
Paralyzes the target.
Electric - special / 90 BP / 100%
10% chance to paralyze the target.
Normal - status / 100%
Lowers the target's Attack and Defense by 1.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Electric - special / 70 BP / 100%
User switches out after damaging the target.
Electric - physical / 120 BP / 100%
Has 33% recoil. 10% chance to paralyze target.
Electric - physical / 90 BP / 100%
Has 1/4 recoil.
Normal - status
Next turn, 50% of the user's max HP is restored.
Electric - special / 120 BP / 50%
100% chance to paralyze the target.