Competitive Information for Pikachu [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Pikachu pikachu
Base Stats for Pikachu

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.

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 PikachuVisit Serebii's Pokedex for location, breeding, and other game details about PikachuVisit Bulbapedia for more information about PikachuVisit Pikalytics for competitive usage stats on Pikachu

Movesets for Singles


What is a good competitive moveset for Pikachu? 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.


Common team mates for Pikachu in Pokemon Sun/Moon:

BlastoiseSnorlaxVenusaurMachampCharizard-Mega-YEspeonCharizard-Mega-XCharizardRhydonTalonflameMiltankRaichu-Alola


Pikachu is a notable Electric-typed Pokemon. Pikachu is not a Pokemon anyone usually expects sees on the battlefield. Pikachu's only type-related weakness is Ground.


Species: Pikachu
Item: Light Ball / Focus Sash
Ability: Static
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 SpD / 252 Spe
Moveset:
- Volt Tackle / Nuzzle
- Iron Tail
- Extreme Speed
- Fake Out / Endeavor

Physical Sweeper Pikachu (Analytic)

Pikachu is a wonderful Physical Sweeper. It's goal 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. With Static, 30% chance a pokemon making contact with Pikachu will be paralyzed.

Volt Tackle is a physical STAB-boosted 120-base power Electric-type move (has 33% recoil. 10% chance to paralyze target).
Nuzzle is a physical STAB-boosted 20-base power Electric-type move (100% chance to paralyze the target).
Iron Tail is a physical 100-base power Steel-type move (30% chance to lower the target's defense by 1 stage).
Extreme Speed is a physical priority-increased 80-base power Normal-type move (nearly always goes first).
Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).
Endeavor is a physical 0-base power Normal-type move (lowers the target's hp to your Pikachu's hp).




Species: Pikachu
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
- Knock Off
- Brick Break

Physical Sweeper Pikachu (Lightning Rod)

Pikachu is a notable Physical Sweeper. It attempts 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).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).




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

Special Sweeper Pikachu (Lightning Rod)

Pikachu is a remarkable Special Sweeper. It's primary goal is 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).
Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
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).




Species: Pikachu
Item: Light Ball
Ability: Static
Nature: Naughty (+Atk, -SpD)
EVs: 252 Hp / 33 Atk / 225 Def
Moveset:
- Brick Break
- Endure
- Reversal
- Agility

Pikachu Physical Wall (Light Ball Pika)

Pikachu is an awesome Physical Wall. It is primarily designed to take a large amount of physical hits while dealing some decent damage. With Static, 30% chance a pokemon making contact with Pikachu will be paralyzed.

Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).
Endure is a status move (Pikachu survives attacks this turn with at least 1 hp).
Reversal is a physical 0-base power Fighting-type move (more power the less hp your Pikachu has left).
Agility is a status move (raises your Pikachu's speed by 2 stages).




Species: Pikachu
Item: Light Ball
Ability: Static
Nature: Mild (+SpA, -Def)
EVs: 128 Atk / 128 SpA / 252 Spe
Moveset:
- Electro Ball
- Volt Tackle
- Quick Attack
- Thunderbolt

Pikachu Mixed Sweeper (Pikachuuuuuuuuuuuuuuuuu)

Pikachu is a remarkable Mixed Sweeper. With Static, 30% chance a pokemon making contact with Pikachu will be paralyzed. This is the pikachu used by ash:same moves and ability, just edited to make it usable.

Electro Ball is a special STAB-boosted 0-base power Electric-type move (more power the faster your Pikachu is than the target).
Volt Tackle is a physical STAB-boosted 120-base power Electric-type move (has 33% recoil. 10% chance to paralyze target).
Quick Attack is a physical priority-increased 40-base power Normal-type move (usually goes first).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).




Species: Pikachu
Item: Light Ball
Ability: Lightning Rod
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 4 Def / 252 Spe
Moveset:
- Nuzzle
- Grass Knot
- Volt Tackle
- Fake Out

Pikachu Physical Sweeper (Volt Tackle )

Pikachu is an interesting Physical Sweeper. It's purpose is to take down the opponent's team with brute physical power. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity.

Nuzzle is a physical STAB-boosted 20-base power Electric-type move (100% chance to paralyze the target).
Grass Knot is a special 0-base power Grass-type move (more power the heavier the target).
Volt Tackle is a physical STAB-boosted 120-base power Electric-type move (has 33% recoil. 10% chance to paralyze target).
Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).



Movesets for Doubles


What is a good doubles moveset for Pikachu? 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.


Common team mates for Pikachu in Pokemon Sun/Moon:

BlastoiseSnorlaxVenusaurMachampCharizard-Mega-YEspeonCharizard-Mega-XCharizardRhydonTalonflameMiltankRaichu-Alola


Species: Pikachu
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
- Knock Off
- Brick Break

Doubles Physical Sweeper Pikachu (Lightning Rod)

Pikachu is a spectacular Physical Sweeper. It tries 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).
Knock Off is a physical 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Brick Break is a physical 75-base power Fighting-type move (destroys screens, unless the target is immune).




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

Doubles Special Sweeper Pikachu (Lightning Rod)

Pikachu is a phenomenal 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.

Discharge is a special STAB-boosted 80-base power Electric-type move (30% chance to paralyze adjacent pokemon).
Electroweb is a special STAB-boosted 55-base power Electric-type move (100% chance to lower the foes speed by 1 stage).
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).




Species: Pikachu
Item: Light Ball
Ability: Lightning Rod
Nature: Naive (+Spe, -SpD)
EVs: 4 Atk / 252 SpA / 252 Spe
Moveset:
- Grass Knot
- Fake Out
- Protect
- Thunderbolt / Thunder

Pikachu Special Sweeper (Double-battle Pikachu)

Pikachu is a marvelous Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. With Lightning Rod, Pikachu draws electric moves to itself to raise sp. atk by 1; electric immunity. This Pikachu is really more of a 2v2 style build. Use Fake Out first to allows your partner to use a support moves (Tailwind, Icy Wind, or Spore) for an easier second turn. Thunderbolt is Pikachu's main STAB move, which does plenty of damage to anything that doesn't resist it. The alternative Thunder is a harder-hitting option should only be used with rain teams since its horrible accuracy without the rain isn't worth the extra damage. Grass Knot is an excellent way for Pikachu to smack a wide variety of Pokemon with super effective damage Especially those super heavy Ground- and Rock-types likes Rhyperior, Gastrodon, Tyranitar, and Terrakion. Protect is useful to allows Pikachu to last longer during battle, and it allows your teammates to give Pikachu to power up and go on the offensive.

Grass Knot is a special 0-base power Grass-type move (more power the heavier the target).
Fake Out is a physical priority-increased 40-base power Normal-type move (hits first. first turn out only. 100% flinch chance).
Protect is a status move (prevents moves from affecting your Pikachu this turn).
Thunderbolt is a special STAB-boosted 90-base power Electric-type move (10% chance to paralyze the target).
Thunder is a special STAB-boosted 110-base power Electric-type move (30% chance to paralyze. can't miss in rain).



Movepool


Wondering what moves can Pikachu 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.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Echoed Voice
40
100%
15
Power increases when used on consecutive turns.
Electro Ball
--
100%
10
More power the faster the user is than the target.
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.
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.
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 Slap
15
85%
10
Hits 2-5 times in one turn.
Double-Edge
120
100%
15
Has 33% recoil.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Endeavor
--
100%
5
Lowers the target's HP to the user's HP.
Extreme Speed
80
100%
5
Nearly always goes first.
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.
Feint
30
100%
10
Nullifies Detect, Protect, and Quick/Wide Guard.
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.
Fly
90
95%
15
Flies up on first turn, then strikes the next turn.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Headbutt
70
100%
15
30% chance to flinch the target.
Heart Stamp
60
100%
25
30% chance to flinch the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Last Resort
140
100%
5
Fails unless each known move has been used.
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.
Nuzzle
20
100%
20
100% chance to paralyze the target.
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.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Smash
40
100%
15
50% chance to lower the target's Defense by 1.
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.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Slam
80
75%
20
No additional effect.
Spark
65
100%
20
30% chance to paralyze the target.
Strength
80
100%
15
No additional effect.
Submission
80
80%
20
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
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.
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.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Celebrate
--
--
40
No competitive use.
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.
Happy Hour
--
--
30
No competitive use.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Hold Hands
--
--
40
No competitive use.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
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.
Play Nice
--
--
20
Lowers the target's Attack by 1.
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.
Refresh
--
--
20
User cures its burn, poison, or paralysis.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Sing
--
55%
15
Causes the target to fall asleep.
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.
Sweet Scent
--
100%
20
Lowers the foe(s) evasiveness by 2.
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.
Yawn
--
--
10
Puts the target to sleep after 1 turn.

Combo List


These are a list of several common move combinations Pikachu 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

Create a build


Have an idea in mind for Pikachu 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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