monball.net
1·0/6
Back to dex

Mega Raichu X

Mega Raichu X
Electric

Height 1.2 m·Weight 38.0 kg

  • Raichu
  • Alolan Raichu

Base stats

HP
60
Atk
135
Def
95
SpA
90
SpD
95
Spe
110
Total530

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

  • Electric Surge

    sets Electric Terrain for 5 turns on entry · grounded Pokémon's Electric-type moves ×1.3 · prevents sleep

Learnable moves

66 moves
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • user's evasiveness +1

    PowerAcc.PP16
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • target repeats its last move for 3 turns

    PowerAcc.100PP8
  • [Priority +3] flinch · usable only on the user's first turn out

    Power40Acc.100PP12
    Contact
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • Wish

    end of next turn: restores 1/2 of max HP · also heals a replacement

    PowerAcc.PP8
  • cuts the target's HP down to the user's HP

    PowerAcc.100PP8
    Contact
  • target's Attack/Defense −1

    PowerAcc.100PP20
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • Surf

    also hits targets underwater

    Power90Acc.100PP16
  • rain for 5 turns

    PowerAcc.PP8
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: paralysis

    Power90Acc.100PP16
  • paralysis

    PowerAcc.90PP20
  • 30% chance: paralysis · never misses in rain

    Power110Acc.70PP12
  • paralysis

    Power120Acc.50PP8
    Ball & bomb
  • user's Sp. Def +1

    PowerAcc.PP20
  • 10% chance: paralysis · recoil 1/3 of damage dealt

    Power120Acc.100PP16
    Contact
  • 30% chance: paralysis

    Power80Acc.100PP16
  • 70% chance: user's Sp. Atk +1

    Power50Acc.90PP12
  • more power the faster the user is than the target (max 150)

    PowerAcc.100PP12
    Ball & bomb
  • user switches out after attacking

    Power70Acc.100PP20
  • target's Speed −1

    Power55Acc.95PP16
  • recoil 1/4 of damage dealt

    Power90Acc.100PP16
    Contact
  • target's Sp. Atk −2

    PowerAcc.100PP16
  • Electric Terrain for 5 turns · grounded Pokémon can't sleep · Electric-type moves boosted

    PowerAcc.PP12
  • paralysis

    Power20Acc.100PP20
    Contact
  • target on Electric Terrain: power ×2

    Power70Acc.100PP20
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • user's Speed +2

    PowerAcc.PP20
  • 5 turns · special damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • 5 turns · physical damage ×1/2 (Singles) ×2/3 (Doubles)

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • steals the target's item · not if the user holds one

    Power60Acc.100PP20
    Contact
  • removes the target's item · power ×1.5 if it holds one

    Power65Acc.100PP20
    Contact
  • target's Sp. Def −2

    PowerAcc.100PP20
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • user's Sp. Atk +2

    PowerAcc.PP20
  • Power60Acc.100PP20
    Contact
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • confusion

    PowerAcc.75PP12
  • target's Attack −2

    PowerAcc.100PP20
  • restores 3/4 of damage dealt

    Power50Acc.100PP12
    Contact
  • 10% chance: target's Attack −1

    Power90Acc.90PP12
    Contact
  • Power80Acc.100PP12
  • confusion · only if target's stats rose this turn

    Power80Acc.100PP12
    Sound