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Pikachu

    Jump to Gen IV Pokédex

    Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Pikachu's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Fallarbor Town (Hoenn) or Two Island (Kanto).

    Ruby/Sapphire/Emerald/Fire Red/Leaf Green Level Up Moves
    Move NameLevelTypePw.Acc.PPEff.%C.TypeAppealJam
    ThundershockElectric401003010Cool40
    May induce paralysis.
    A highly appealing move.
    GrowlNormal--10040--Cute20
    Lowers opponent's ATTACK one stage.
    The appeal works great if performed last.
    Tail Whip6Normal--10030--Cute20
    Lowers opponent's DEFENSE one stage.
    The appeal works great if performed last.
    Thunder Wave8Electric--10020--Cool21
    Induces paralysis
    Badly startles all POKéMON that made good appeals.
    Quick Attack11Normal4010030--Cool30
    Always strikes first.
    The next appeal can be made earlier next turn.
    Double Team15Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    Slam20Normal807520--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    Thunderbolt26Electric951001510Cool40
    May induce paralysis.
    A highly appealing move.
    Agility33Psychic----30--Cool30
    Raises user's SPEED two stages.
    The next appeal can be made earlier next turn.
    Thunder41Electric120701030Cool22
    May induce paralysis.
    Startles all POKéMON that have done their appeals.
    Light Screen50Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    Machine Moves
    Move NameMachineTypePw.Acc.PPEff.%C.TypeAppealJam
    Focus PunchTM01Fighting15010020--Tough30
    User flinches if hit before attacking.
    The next appeal can be made later next turn.
    ToxicTM06Poison--8510100Smart30
    Induces severe poison.
    Worsens the condition of those that made appeals.
    Hidden PowerTM10Normal??10015--Smart30
    Power and type depend on user's IVs.
    Can be repeatedly used without boring the JUDGE.
    Light ScreenTM16Psychic----30--Beauty10
    Halves SP. ATK damage inflicted on user.
    Can avoid being startled by others.
    ProtectTM17Normal----10--Cute10
    Evades opponents next attack; the move's accuracy drops.
    Can avoid being startled by others.
    Rain DanceTM18Water----5--Tough10
    Causes Rain for 5 rounds.
    The appeal works best the more the crowd is excited.
    FrustrationTM21Normal??10020--Cute10
    The less happy the user, the stronger the attack. Power is (255-Tameness)*10/25.
    An appeal that excites the audience in any CONTEST.
    Iron TailTM23Steel100751530Cool14
    May lower opponent's DEFENSE one stage.
    Badly startles the POKéMON in front.
    ThunderboltTM24Electric951001510Cool40
    May induce paralysis.
    A highly appealing move.
    ThunderTM25Electric120701030Cool22
    May induce paralysis.
    Startles all POKéMON that have done their appeals.
    ReturnTM27Normal??10020--Cute10
    The happier the user, the stronger the attack. Power is Tameness*10/25.
    An appeal that excites the audience in any CONTEST.
    DigTM28Ground6010010--Smart10
    The user is protected the first turn, attacks the second turn.
    Can avoid being startled by others.
    Brick BreakTM31Fighting7510015--Cool14
    Destroys protective barriers.
    Badly startles the POKéMON in front.
    Double TeamTM32Normal----15--Cool20
    Raises user's EVASIVENESS one stage.
    Can avoid being startled by others once.
    Shock WaveTM34Electric60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    FacadeTM42Normal7010020--Cute20
    ATTACK is doubled when burned, paralyzed, or poisoned.
    The appeal works great if performed last.
    Secret PowerTM43Normal701002030Smart10
    Depends on battle location.
    The appeal works well if the user's condition is good.
    RestTM44Psychic----10--Cute20
    User restores health, then sleeps.
    Can avoid being startled by others once.
    AttractTM45Normal--10015--Cute20
    Induces ATTRACT.
    Makes all POKéMON after the user nervous.
    StrengthHM04Normal8010015--Tough21
    No effect.
    Startles POKéMON that made a same-type appeal.
    FlashHM05Normal--7020--Beauty30
    Lowers opponent's ACCURACY one stage.
    Shifts the JUDGE's attention from others.
    Rock SmashHM06Fighting201001550Tough10
    May lower opponent's DEFENSE one stage.
    The appeal works well if the user's condition is good.
    Fire Red/Leaf Green/Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    Mega PunchNormal808520--Tough40
    No effect.
    A highly appealing move.
    Mega KickNormal120755--Cool40
    No effect.
    A highly appealing move.
    Body SlamNormal851001530Tough14
    May induce paralysis.
    Badly startles the POKéMON in front.
    Double-edgeNormal12010015--Tough60
    User takes recoil damage.
    After this move, the user is more easily startled.
    CounterFighting??10020--Tough20
    If hit by a physical attack, deals double the damage received.
    Can avoid being startled by others once.
    Seismic TossFighting??10020--Tough21
    Inflicts damage equal to the user's level.
    Startles POKéMON that made a same-type appeal.
    MimicNormal--10010--Cute10
    Copies opponents last move.
    Makes the appeal as good as the one before it.
    Thunder WaveElectric--10020--Cool21
    Induces paralysis
    Badly startles all POKéMON that made good appeals.
    SubstituteNormal----10--Smart20
    Creates a decoy using 1/4 of the user's maximum HP.
    Can avoid being startled by others once.
    Emerald Tutor Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    DynamicpunchFighting100505100Cool21
    May induce CONFUSION.
    Startles the POKéMON that has the JUDGE's attention.
    RolloutRock309020--Tough30
    Uses the same move for 5 turns; move's power doubles every time it hits.
    Temporarily stops the crowd from growing excited.
    SnoreNormal401001530Cute40
    Can only be used while asleep.
    A highly appealing move.
    EndureNormal----10--Tough20
    Survives any attack for one turn leaving at least 1 HP but move's accuracy drops.
    Can avoid being startled by others once.
    Mud-slapGround2010010100Cute21
    May lower opponent's ACCURACY one stage.
    Startles the POKéMON that has the JUDGE's attention.
    SwaggerNormal--9015100Cute20
    Induces CONFUSE. Raises opponent's ATTACK two stages.
    The appeal works great if performed first.
    Sleep TalkNormal----10--Cute30
    Uses an own random move while asleep.
    Can be repeatedly used without boring the JUDGE.
    SwiftNormal60--20--Cool20
    Cannot miss.
    The appeal works great if performed first.
    Defense CurlNormal----40--Cool20
    Raises user's DEFENSE one stage. Damage from ROLLOUT will be higher.
    Can avoid being startled by others once.
    ThunderpunchElectric751001510Cool40
    May induce paralysis.
    A highly appealing move.
    Egg Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    ReversalFighting??10015--Cool20
    Inflicts more damage when the user's HP is down.
    The appeal works great if performed last.
    BideNormal??10010--Tough10
    User takes hits for 2 rounds, then strikes back.
    Can avoid being startled by others.
    PresentNormal??9015--Cute30
    Deals damage with a base power of 40 (40%), 80 (30%), or 120 (10%), or heals 1/4 of the opponent's maximum Hit Points (20%).
    Can be repeatedly used without boring the JUDGE.
    EncoreNormal--1005--Cute20
    Opponent repears the last move.
    Makes all POKéMON after the user nervous.
    DoubleslapNormal158510--Tough21
    Attacks 2-5 times in a row.
    Startles the POKéMON that has the JUDGE's attention.
    WishNormal--10010--Cute30
    Recovers HP. Delays 1 turn.
    Temporarily stops the crowd from growing excited.
    ChargeElectric--10020--Smart20
    Increases the power of the next ELECTRIC attack.
    Works well if it's the same type as the one before.
    Volt TackleElectric12010015--Cool60
    User takes recoil damage.
    After this move, the user is more easily startled.
    Special Moves
    Move NameTypePw.Acc.PPEff.%C.TypeAppealJam
    FlyFlying709515--Smart10
    ANA Airlines (December 2004)

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