Competitive Information for Pikachu (starter) [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for 000 000
Base Stats for Pikachu-Starter

Electric

Abilities:
Lightning RodLightning Rod: This Pokemon draws Electric moves to itself to raise Sp. Atk by 1; Electric immunity.
,
StaticStatic: 30% chance a Pokemon making contact with this Pokemon will be paralyzed.


Evolutions / Family:
Pikachu

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for Pikachu-starterVisit Serebii's Pokedex for location, breeding, and other game details about Pikachu-starterVisit Bulbapedia for more information about Pikachu-starter

Movesets for Singles


What is a good competitive moveset for Pikachu-starter? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Pikachu is an astounding Electric-typed Pokemon. Pikachu is a pretty regular Pokemon to see in Generation 7. Pikachu's only type-related weakness is Ground.


Species: Pikachu-Starter
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Volt Tackle / Wild Charge
- Double-Edge / Return
- Floaty Fall
- Brick Break

Physical Sweeper Pikachu-Starter (Lightning Rod)

Pikachu is an awesome Physical Sweeper. It's meant to take down the opponent's team with brute physical power. Focus Sash helps protect Pikachu from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Pikachu's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity.

Volt Tackle is a physical STAB-boosted 120-base power Electric-type move (has 33% recoil. 10% chance to paralyze target).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Floaty Fall is a physical 90-base power Flying-type move (30% chance to flinch the target).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).




Species: Pikachu-Starter
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Thunderbolt / Volt Switch
- Splishy Splash / Surf
- Signal Beam
- Round

Special Sweeper Pikachu-Starter (Lightning Rod)

Pikachu is a sensational Special Sweeper. It's designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Pikachu from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Pikachu's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity.

Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Volt Switch is a special STAB-boosted 70-base power Electric-type move (Pikachu switches out after damaging the target).
Splishy Splash is a special 90-base power Water-type move (30% chance to paralyze the target).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).



Movesets for Doubles


What is a good doubles moveset for Pikachu-starter? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Species: Pikachu-Starter
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Volt Tackle / Wild Charge
- Double-Edge / Return
- Floaty Fall
- Brick Break

Doubles Physical Sweeper Pikachu-Starter (Lightning Rod)

Pikachu is a spectacular Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. Focus Sash helps protect Pikachu from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Pikachu's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity.

Volt Tackle is a physical STAB-boosted 120-base power Electric-type move (has 33% recoil. 10% chance to paralyze target).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Double-Edge is a physical 120-base power Normal-type move (has 33% recoil).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).
Floaty Fall is a physical 90-base power Flying-type move (30% chance to flinch the target).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).




Species: Pikachu-Starter
Item: Electrium Z / Life Orb
Ability: Lightning Rod
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Electroweb / Thunderbolt
- Surf / Splishy Splash
- Signal Beam
- Round

Doubles Special Sweeper Pikachu-Starter (Lightning Rod)

Pikachu is a remarkable Special Sweeper. It is primarily designed to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Pikachu from being one-shotted and allowing it to atleast use a crucial move when brought out. Life Orb boosts the power of Pikachu's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity.

Electroweb is a special STAB-boosted 55-base power Electric-type move (100% chance to lower the foes speed by 1 stage).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Surf is a special 90-base power Water-type move (hits adjacent pokemon. double damage on dive).
Splishy Splash is a special 90-base power Water-type move (30% chance to paralyze the target).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Round is a special 60-base power Normal-type move (power doubles if others used round this turn).



Movepool


Wondering what moves can Pikachu-starter learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Disarming Voice
40
--
15
This move does not check accuracy. Hits foes.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Electroweb
55
95%
15
100% chance to lower the foe(s) Speed by 1.
Grass Knot
--
100%
20
More power the heavier the target.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Pika Papow
--
--
20
Max happiness: 102 power. Can't miss.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Splishy Splash
90
100%
15
30% chance to paralyze the target.
Surf
90
100%
15
Hits adjacent Pokemon. Double damage on Dive.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Uproar
90
100%
10
Lasts 3 turns. Active Pokemon cannot fall asleep.
Volt Switch
70
100%
20
User switches out after damaging the target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Brick Break
75
100%
15
Destroys screens, unless the target is immune.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Covet
60
100%
25
If the user has no item, it steals the target's.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double Kick
30
100%
30
Hits 2 times in one turn.
Double Slap
15
85%
10
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fake Out
40
100%
10
Hits first. First turn out only. 100% flinch chance.
Flail
--
100%
15
More power the less HP the user has left.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Floaty Fall
90
95%
15
30% chance to flinch the target.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Pay Day
40
100%
20
Scatters coins.
Present
--
90%
15
40, 80, 120 power, or heals target 1/4 max HP.
Quick Attack
40
100%
30
Usually goes first.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rollout
30
90%
20
Power doubles with each hit. Repeats for 5 turns.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Slam
80
75%
20
No additional effect.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Volt Tackle
120
100%
15
Has 33% recoil. 10% chance to paralyze target.
Wild Charge
90
100%
15
Has 1/4 recoil.
Zippy Zap
50
100%
15
Nearly always goes first. Always crits.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Bestow
--
--
15
User passes its held item to the target.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Charm
--
100%
20
Lowers the target's Attack by 2.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Defense Curl
--
--
40
Raises the user's Defense by 1.
Detect
--
--
5
Prevents moves from affecting the user this turn.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Follow Me
--
--
20
The foes' moves target the user on the turn used.
Growl
--
100%
40
Lowers the foe(s) Attack by 1.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Lucky Chant
--
--
30
For 5 turns, shields user's party from critical hits.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Mimic
--
--
10
The last move the target used replaces this one.
Nasty Plot
--
--
20
Raises the user's Sp. Atk by 2.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Sweet Kiss
--
75%
10
Causes the target to become confused.
Tail Whip
--
100%
30
Lowers the foe(s) Defense by 1.
Teeter Dance
--
100%
20
Confuses adjacent Pokemon.
Thunder Wave
--
90%
20
Paralyzes the target.
Tickle
--
100%
20
Lowers the target's Attack and Defense by 1.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Wish
--
--
10
Next turn, 50% of the user's max HP is restored.

Combo List


These are a list of several common move combinations Pikachu-starter can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Pikachu-starter

Create a build


Have an idea in mind for Pikachu-starter that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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