Pikachu (Starter) artwork
#025

Pikachu (Starter)

Electric
All data Standard/Form Gen 1

Use this page like a quick team check: read the role, check what attacks scare it, then open the full move pool only if you need deeper data.

Main jobFast pressure

Pikachu (Starter) reads as a mixed attacker from its current stats.

Speed readFast

Can pressure before many enemies move.

Watch outGround

These attack types are the first danger check before adding it to a team.

Battle Stats

HP45Atk80Def50Sp.Atk75Sp.Def60Speed120total430
HP 45
Atk 80
Def 50
Sp.Atk 75
Sp.Def 60
Speed 120
Type Check

What scares Pikachu (Starter)?

Read this before adding it to a team. Weak means the attack hits hard; resist or immune means it can switch in more safely.

Test in Builder
Weak to
Ground
Resists
ElectricFlyingSteel
Immune to
None

Abilities / Passives

Stat swing

Static

Detailed passive wording is still being verified.

This passive changes stats, so one turn can suddenly become stronger or safer.
Passive effect

Lightning Rod

Detailed passive wording is still being verified.

This is always-on help. Check when it activates before building around it.
Move Pool

Skills and Moves

Showing the most useful or most complete move cards first. The full move pool is folded below to keep this page lighter.

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Protect
Status · Normal Pow - · Acc - · PP 8

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Helping Hand
Status · Normal Pow - · Acc - · PP 20

The user assists an ally by boosting the power of that ally's attack.

Calm Mind
Status · Psychic Pow - · Acc - · PP 20

The user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.

Thunderbolt
Special · Electric PP 16

The user attacks the target with a strong electric blast. This may also leave the target with paralysis.

Quick Attack
Physical · Normal PP 20

The user lunges at the target to inflict damage, moving at blinding speed. This move always goes first.

Light Screen
Status · Psychic Pow - · Acc - · PP 20

A wondrous wall of light is put up to reduce damage from special moves for five turns.

Agility
Damage

Used to take knockouts or put enemies into finishing range.

Brick Break
Damage

Used to take knockouts or put enemies into finishing range.

Dig
Damage

Used to take knockouts or put enemies into finishing range.

Double Kick
Damage

Used to take knockouts or put enemies into finishing range.

Double Team
Damage

Used to take knockouts or put enemies into finishing range.

Facade
Damage

Used to take knockouts or put enemies into finishing range.

Floaty Fall
Damage

Used to take knockouts or put enemies into finishing range.

Growl
Damage

Used to take knockouts or put enemies into finishing range.

Headbutt
Damage

Used to take knockouts or put enemies into finishing range.

Iron Tail
Damage

Used to take knockouts or put enemies into finishing range.

Pay Day
Damage

Used to take knockouts or put enemies into finishing range.

Reflect
Damage

Used to take knockouts or put enemies into finishing range.

Browse moves (30 total, 30 at a time)

Data Source

Base stats, abilities, and move names are generated from Pokemon Champions data sources. Regulation and meta pages should be reviewed separately before ranked recommendations.

Open Sources