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Raikou Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Raikou is an Electric type creature first seen in Generation 2. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Raikou #0243
Thunder Pokémon
Pokemon Profile
Pokédex Data
National No. #0243
Type electric
Species Thunder Pokémon
Height 1.9 m (6'24")
Weight 178.0 kg (392.5 lbs)
Abilities Pressure,Inner focus
Color Yellow
Introduced in Generation 2
Egg Group no-eggs
Shiny
Pokemon Profile

Base Stats

Hp 90 16%
Attack 85 15%
Defense 75 13%
Sp. Atk 115 20%
Sp. Def 100 18%
Speed 115 20%
Total 580
Evolution

Raikou does not evolve.

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Raikou learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Leer The user gives opposing Pokémon an intimidating leer that lowers the Defense stat. Status Normal 0 100 30
1 Bite The target is bitten with viciously sharp fangs. This may also make the target flinch. Physical Dark 60 100 25
21 Roar The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon. Status Normal 0 0 20
11 Thunder Shock A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis. Special Electric 40 100 30
71 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
31 Quick Attack The user lunges at the target at a speed that makes it almost invisible. This move always goes first. Physical Normal 40 100 30
51 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
41 Spark The user throws an electrically charged tackle at the target. This may also leave the target with paralysis. Physical Electric 65 100 20
61 Crunch The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat. Physical Dark 80 100 15
1 Extreme Speed The user charges the target at blinding speed. This move always goes first. Physical Normal 80 100 5
1 Charge The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat. Status Electric 0 0 20
64 Extrasensory The user attacks with an odd, unseeable power. This may also make the target flinch. Special Psychic 80 100 20
36 Howl The user howls loudly to raise its spirit, which raises its Attack stat. Status Normal 0 0 40
81 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
50 Thunder Fang The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis. Physical Electric 65 95 15
57 Discharge The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis. Special Electric 80 100 15

Raikou Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Cut The target is cut with a scythe or claw. This can also be used to cut down thin trees. Physical Normal 50 95 30
0 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Strength The target is slugged with a punch thrown at maximum power. This can also be used to move heavy boulders. Physical Normal 80 100 15
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Agility The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. Status Psychic 0 0 30
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Mud Slap The user hurls mud in the target’s face to inflict damage and lower its accuracy. Special Ground 20 100 10
0 Zap Cannon The user fires an electric blast like a cannon to inflict damage and cause paralysis. Special Electric 120 50 5
0 Detect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Fighting 0 0 5
0 Sandstorm A five-turn sandstorm is summoned to hurt all combatants except the Rock, Ground, and Steel types. Status Rock 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. Physical Steel 100 75 15
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Rock Smash The user attacks with a punch. This may also lower the target’s Defense stat. This move can also shatter rocks in the field. Physical Fighting 40 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Helping Hand The user assists an ally by boosting the power of that ally’s attack. Status Normal 0 0 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Weather Ball An attack move that varies in power and type depending on the weather. Special Normal 50 100 10
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Aura Sphere The user lets loose a blast of aura power from deep within its body at the target. This attack never misses. Special Fighting 80 0 20
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Rock Climb The user attacks the target by smashing into it with incredible force. This may also confuse the target. Physical Normal 90 85 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Scald The user shoots boiling hot water at its target. This may also leave the target with a burn. Special Water 80 100 15
0 Quash The user suppresses the target and makes its move go last. Status Dark 0 100 15
0 Volt Switch After making its attack, the user rushes back to switch places with a party Pokémon in waiting. Special Electric 70 100 20
0 Bulldoze The user strikes everything around it by stomping down on the ground. This lowers the Speed stat of those hit. Physical Ground 60 100 20
0 Wild Charge The user shrouds itself in electricity and smashes into its target. This also damages the user a little. Physical Electric 90 100 15
0 Snarl The user yells as if it’s ranting about something, which lowers the Sp. Atk stat of opposing Pokémon. Special Dark 55 95 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Eerie Impulse The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat. Status Electric 0 100 15
0 Electric Terrain The user electrifies the ground under everyone’s feet for five turns. Pokémon on the ground no longer fall asleep. Status Electric 0 0 10

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