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243 - Raikou

Note

This Pokémon can be obtained through a special event. Find out more here.

Type

Version Type
All

Defenses

Immune ×0 Resistant ×¼ Resistant ×½ Normal ×1 Weak ×2 Weak ×4
   

















 

Ability

Version Ability
All Pressure / Inner Focus

Base Stats

Version HP Atk Def SAtk SDef Spd BST
All 90 85 75 115 100 115 580

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Description
1 Zap Cannon 120 50% 5 Has a 100% chance to paralyze the target.
1 Extreme Speed 80 100% 5 Inflicts regular damage with no additional effect.
1 Bite 60 100% 25 Has a 30% chance to make the target flinch.
1 Leer - 100% 30 Lowers the target's Defense by one stage.
1 Roar - - 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
6 Thunder Shock 40 100% 30 Has a 10% chance to paralyze the target.
10 Quick Attack 40 100% 30 Inflicts regular damage with no additional effect.
14 Spark 65 100% 20 Has a 30% chance to paralyze the target.
18 Reflect - - 20 Reduces damage from physical attacks by half.
22 Crunch 80 100% 15 Has a 20% chance to lower the target's Defense by one stage.
26 Thunder Fang 65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
30 Discharge 80 100% 15 Has a 30% chance to paralyze the target.
34 Extrasensory 80 100% 20 Has a 10% chance to make the target flinch.
38 Rain Dance - - 5 Changes the weather to rain for five turns.
42 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
46 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
50 Aura Sphere 80 - 20 Never misses.

Learnable Moves

Machine Name Power Accuracy PP Type Damage Class Description
TM04 Calm Mind - - 20 Raises the user's Special Attack and Special Defense by one stage.
TM05 Roar - - 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic - 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power 60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11 Sunny Day - - 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam 150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen - - 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect - - 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance - - 5 Changes the weather to rain for five turns.
TM21 Frustration - 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail 100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM24 Thunderbolt 90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder 110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return - 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig 80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM30 Shadow Ball 80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team - - 15 Raises the user's evasion by one stage.
TM33 Reflect - - 20 Reduces damage from physical attacks by half.
TM34 Shock Wave 60 - 20 Never misses.
TM37 Sandstorm - - 10 Changes the weather to a sandstorm for five turns.
TM42 Facade 70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power 70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest - - 10 User sleeps for two turns, completely healing itself.
TM55 Scald 80 100% 15 Has a 30% chance to burn the target. Does not thaw target.
TM57 Wild Charge 100 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM58 Endure - - 10 Prevents the user's HP from lowering below 1 this turn.
TM68 Giga Impact 150 90% 5 User foregoes its next turn to recharge.
TM70 Flash - 100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave - 90% 20 Paralyzes the target.
TM77 Psych Up - - 10 Discards the user's stat changes and copies the target's.
TM82 Sleep Talk - - 10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM87 Swagger - 85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute - - 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.
HM01 Cut 60 100% 25 Has an increased chance for a critical hit.
HM04 Strength 100 100% 15 Has a 10% chance to raise the user's Attack by one stage.
HM06 Rock Smash 60 100% 15 Has a 50% chance to lower the target's Defense by one stage.
HM08 Rock Climb 80 95% 10 Has a 20% chance to confuse the target.
Move Tutor Helping Hand - - 20 Ally's next move inflicts half more damage.
Move Tutor Iron Head 80 100% 15 Has a 30% chance to make the target flinch.
Move Tutor Magnet Rise - - 10 User is immune to Ground moves and effects for five turns.
Move Tutor Mud-Slap 20 100% 10 Has a 100% chance to lower the target's accuracy by one stage.
Move Tutor Signal Beam 75 100% 15 Has a 10% chance to confuse the target.
Move Tutor Snore 50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Move Tutor Swift 60 - 20 Never misses.