Stat | Amount | Bar Graph |
---|---|---|
Max CP | 485 | |
Attack | 90 | |
Special Attack | 90 | |
Defense | 55 | |
Special Defense | 80 | |
HP | 60 | |
Speed | 110 |
Overview
Pokemon Let's Go Raichu is a Electric Type pokemon also known as a Mouse Pokémon, first discovered in the Kanto region. it's weak against Ground type moves and has a Max CP of 485, 60 HP, 90 Attack, 90 SP Attack, 55 Defense, 80 SP Defense and 110 Speed. Considering it's stats, the best nature to have is Hasty, this will increase it's Speed and decrease it's Defense stats.
Pokedex Entry
If the electrical sacs become excessively charged, Raichu plants its tail in the ground and discharges. Scorched patches of ground will be found near this Pokémon’s nest.
Pokemon Lets Go Raichu Evolutions
What level does Pokemon Let's Go Raichu Evolve at?
The Unevolved Form Pikachu Evolves at level into Raichu.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Pikachu320 | NPC Trade → | Alolan Raichu485 | ||||
Pikachu320 | → | Raichu485 |
How to catch Raichu in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Raichu Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Raichu is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Raichu or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Viridian Forest | 5% | 03-06 | normal | 1F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Raichu.
Best Nature for Raichu
We recommend a Hasty Nature for Raichu, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Hasty | Speed | Defense | Pink | Yellow |
Pokemon Lets Go Raichu Moves
Level Up Moves
Pokemon Let's Go Raichu Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
0 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
1 | Encore | Normal | None | -- | 5 | 100% | forces the target to use the previously selected move for 3 turns. |
1 | Fake Out | Normal | Physical | 40 | 10 | 100% | attacks with a priority of +3 and causes the target to flinch if it hits. |
1 | Growl | Normal | None | -- | 40 | 100% | Lowers the target's Attack by one stage. |
1 | Quick Attack | Normal | Physical | 40 | 30 | 100% | Inflicts regular damage with no additional effect. |
1 | Tail Whip | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
1 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
1 | Thunder Shock | Electric | Special | 40 | 30 | 100% | deals damage and has a 10% chance of paralyzing the target. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Raichu can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM3 | Helping Hand | Normal | None | -- | 20 | -- | boosts the power of the partner's move. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM6 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 10 | -- | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. |
TM9 | Reflect | Psychic | None | -- | 20 | -- | Reduces damage from physical attacks by half. |
TM10 | Dig | Ground | Physical | 80 | 10 | 100% | User digs underground, dodging all attacks, and hits next turn. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM13 | Brick Break | Fighting | Physical | 75 | 15 | 100% | deals damage, but removes the effects of Reflect and Light Screen before attacking. |
TM15 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
TM16 | Thunder Wave | Electric | None | -- | 20 | 100% | Paralyzes the target. |
TM19 | Iron Tail | Steel | Physical | 100 | 15 | 75% | deals damage and has a 30% chance of lowering the target's Defense by one stage. |
TM23 | Thunder Punch | Electric | Physical | 75 | 15 | 100% | deals damage and has a 10% chance of paralyzing the target. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM33 | Calm Mind | Psychic | None | -- | 20 | -- | raises the user's Special Attack and Special Defense by one stage each. |
TM36 | Thunderbolt | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM38 | Thunder | Electric | Special | 95 | 15 | 100% | Has a 10% chance to paralyze the target. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |
TM57 | Pay Day | Normal | Physical | 40 | 20 | 100% | Scatters money on the ground worth five times the user's level. |