Last updated: 2026-07-27

Related Pokemon
Doubles the Pokémon’s Speed stat on Electric Terrain.
Season: M-4 (2026-07-27)
Moves
Item
Ability
Nature
AP Spreads
Sash Special Attacker
Paralysis + Endeavor combo for stable opening.
Alolan Raichu
| HP | 137 | 2 | |
|---|---|---|---|
| Atk↓ | 94 | - | |
| Def | 70 | - | |
| SpA | 147 | 32 | |
| SpD | 105 | - | |
| Spe↑ | 178 | 32 |
An Alolan Raichu matchup-oriented special attacker build that specializes in Sp. Atk and Speed and fights with Focus Sash as a shield. After surviving a hit, combines Endeavor with Nuzzle to Forcibly chips opponents head-on — its composition.
Has a wide variety of secondary moves
Recommended options are Grass Knot / Surf, which provide damage against unfavorable Ground-types, and Focus Blast, which yields the widest super-effective coverage when combined with Thunderbolt. Since Alolan Raichu's Sp. Atk isn't very high, Choose with super-effective coverage in mind do so.
Changing support moves to boost setup performance
Besides Nuzzle, which chips the opponent's Focus Sash and inflicts paralysis, Encore (which locks the opponent's move) and Light Screen / Reflect (which reduce damage to backup Pokémon) are recommended.
Its main role is to come in as the lead or after a faint and spam STAB special moves from high Speed. After surviving with Focus Sash, it uses Endeavor and Nuzzle to Sets up a board favorable for backup Pokémon also performs setup-like duties.
Pokémon that can't leverage Focus Sash
This build depends heavily on Focus Sash for guaranteed turns, so Fake Out, multi-hit moves, weather damage, etc. can prevent Focus Sash from working, in which case it cannot perform well. Carefully check the opponent's team to identify the right timing.
Example Threats
Sash Special Attacker
Sash shield for attacks + paralysis chance.
Raichu
| HP | 135 | - | |
|---|---|---|---|
| Atk↓ | 99 | - | |
| Def | 77 | 2 | |
| SpA | 142 | 32 | |
| SpD | 100 | - | |
| Spe↑ | 178 | 32 |
Invests EVs in Sp. Atk and Speed,
Focus SashRaichu special attacker build that grants action assurance via this item. With the Ability Lightning Rod nullifies opponents' Electric moves while raising Sp. Atk, so Reads Electric moves and switches in to go on the offensive.
Leverages high Speed to attack first, and Thunderbolt or Grass Knot chips a wide range of opponents as the main role. Even against unfavorable matchups, Nuzzle viaParalysis inflicts, and Alluring Voice uses, Performs backup support and opponent disruption — its role.
Fast Physical Attacker
A build that forces Electric moves boosted by the ability Electric Surge
Mega Raichu X
| HP | 137 | 2 | |
|---|---|---|---|
| Atk | 187 | 32 | |
| Def | 115 | - | |
| SpA | 110 | - | |
| SpD↓ | 103 | - | |
| Spe↑ | 178 | 32 |
the ability Electric Surge with Electric Terrain is set up to boost its own Electric moves and fight — a Physical Attacker Mega Raichu X.Encore or Volt Switch is used to play flexibly by locking the opponent's actions and manipulating matchups — its composition.
Play Rough and Encore slot can run Fake Out or Substitute is also recommended. Fake Out, Volt Switch combined, lets it chip the opponent while avoiding incoming damage, and Substitute is handy for stalling out favorable matchups.
From its high Speed, Electric Terrain boosted Volt Tackle is its main role of forcing them on. Against unfavorable opponents, Volt Switch switches out, and in response to the opponent's support moves, Encore locks down its moves, so that it maintains a favorable board while compensating for its low bulk — its role.
Pokémon that don't resist Electric moves
Mega Raichu X's Volt Tackle hits extremely hard, and against opponents that take Electric moves at neutral or worse, it can deal a fatal blow all at once.Against Pokémon it can't knock out in one hit, Volt Switch chips them down before switching, then finish them off with the attack on its next entry.
Example Favorable Matchups
Ground-type Pokémon
Ground types are troublesome because they hit a weakness, and Electric moves don't work on them.Breaking through with Mega Raichu X is difficult, so when facing a Ground-type Pokémon, don't force it — switch to a benched Pokémon.
Example Threats
Never-Miss Special Attacker
a high-power attacker that can repeatedly fire shaky-accuracy moves like Zap Cannon and Focus Blast thanks to the ability No Guard
Mega Raichu Y
| HP | 137 | 2 | |
|---|---|---|---|
| Atk↓ | 108 | - | |
| Def | 75 | - | |
| SpA | 212 | 32 | |
| SpD | 100 | - | |
| Spe↑ | 200 | 32 |
Max Sp.Atk/Spe EVs, and the ability No Guard is leveraged to reliably land high-power, shaky-accuracy moves — a Special Attacker Mega Raichu Y. The never-miss Zap Cannon applies pressure, and reliably paralyzes the opponent to steal its Speed.
Becomes a setup ace with Nasty Plot
Mega Raichu Y learns the powerful setup move Nasty Plot.Encore locks down the opponent's movement while raising Sp.Atk to aim for a sweep — a strong play.
From its high Speed it forces never-miss, high-power special moves to finish off whatever it faces — the role of an ace. With excellent type synergy, Focus Blast reliably lands to chip a wide range of opponents, and locks down unfavorable opponents' status moves with Encore to disrupt their plans — viable playstyle.
Ground-type Pokémon
Mega Raichu Y has its main weapon, , so it struggles against Ground-type Pokémon that take Electric moves with immunity. Since it may be knocked out by a returning Ground move, switch to a Pokémon such as a Flying type to handle it.
Example Threats
Doubles-oriented physical attacker
A Doubles build that sets up Electric Terrain with its ability and uses powerful Electric-type moves
Mega Raichu X
| HP | 153 | 18 | |
|---|---|---|---|
| Atk | 170 | 15 | |
| Def | 116 | 1 | |
| SpA↓ | 99 | - | |
| SpD | 115 | - | |
| Spe↑ | 178 | 32 |
With heavy Atk/Spe EVs, the ability Electric Surge via A physical attacker build that boosts power through terrain setup Mega Raichu X. Nature ようき raises its Speed, and エレキフィールド状態-boosted Electric moves serve as its core to heavily pressure the opponent.
EV Allocation Intent
EVs raise Atk and Speed; move first and knock out the opponent. However,
Choice Scarf Pokémon like Basculegion holding it may move first and attack, so EVs are also allocated to HP.
Encore or Feint are also recommended
Encore or Feint is also recommended. Running Encore lets it counter status moves common in Doubles such as Protect and similar status moves. Additionally, Feint breaks the opponent's Protect and lets your allies land their moves.
Moves that attack while lowering Speed are also recommended
moves that attack while lowering Speed, such as Electroweb or Nuzzle are also recommended. Electroweb can lower the Speed of both opposing Pokémon. Additionally, Nuzzle
White Herb or Defiant cannot be countered by it, which is a strength.
Fake Out supporting allies' actions through flinching while also pushing in with its own high Attack — its role. It covers its low bulkProtect with, and controls the board from above by weaving in physical moves with great coverage — viable playstyle.
Ground-type Pokémon
Ground types are troublesome because they hit its weakness and are immune to Electric moves. When facing a Pokémon it struggles against, Protect or switch to avoid taking the hit, then counterattack with your allies' moves. Additionally, against Garchomp, Play Rough can hit its weakness.
Special Attacker Build for Doubles
A Doubles build where powerful but inaccurate moves like Zap Cannon always hit thanks to its ability
Mega Raichu Y
| HP | 155 | 20 | |
|---|---|---|---|
| Atk↓ | 108 | - | |
| Def | 75 | - | |
| SpA | 194 | 14 | |
| SpD | 100 | - | |
| Spe↑ | 200 | 32 |
With Sp.Atk/Spe EVs, the ability No Guard with A special attacker build that fights by making low-accuracy moves never miss Mega Raichu Y.Fake Out, disrupting the opponent while Zap Cannon's excellent secondary effects are reliably imposed to take control of the board.
EV Allocation Intent
EVs raise Sp.Atk and Speed so it can move first and Zap Cannon deal heavy damage and aim for Paralysis. However, since boosting Speed still cannot avoid taking priority moves, EVs are also allocated to HP.
Disarming Voice and Grass Knot are also recommended
Alluring Voice or Grass Knot is recommended as a way to hit Pokémon that resist Electric moves. Running Disarming Voice lets you exploit the weaknesses of Garchomp and others. Also, Grass Knot hits Mega Swampert for 4x weakness.
Volt Switch, Electroweb, and Encore are also options
Volt Switch can switch out while dealing heavy damage.Electroweb lowers the Speed of both opposing Pokémon, making it a strong move in Double Battles. Additionally, Encore has a high usage rate in Double Battles, Protect and other status moves.
Fake Out supports allies by causing flinches, and takes on the role of firing high-power, never-miss special moves at opponents slower than itself. Its own low bulk is Protect, and while it lands never-miss Zap Cannon with damage, it restricts the opponent's actions, making it possible to create a favorable situation.
Ground types and Pokémon holding a Choice Scarf
Ground types are threats since they hit your weakness and resist Electric moves. Additionally,
Choice Scarf Pokémon that have boosted their Speed with it may move first and knock it out. When facing a Pokémon it struggles against, Protect or switching to avoid taking the move, then counterattack with an ally's move.
Example Threats
Type
Category
Target
Properties
76 / 76
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Fake Out | Normal | Phys | 40 | 100 | 12 | Contact | 1 Foe | Makes the target flinch. This move fails unless it is the first move used by the user after it enters a battle. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Feint | Normal | Phys | 30 | 100 | 12 | 1 Foe | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| Endeavor | Normal | Phys | - | 100 | 8 | Contact | 1 Foe | Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s. |
| Flail | Normal | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Tickle | Normal | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack and Defense stats by 1 stage. | |
| Wish | Normal | Stat | - | - | 12 | Self | Gives the user’s spot the Wish status. | |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Encore | Normal | Stat | - | 100 | 8 | 1 Foe | Gives the target the Encore status. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Double Team | Normal | Stat | - | - | 16 | Self | Boosts the user’s evasiveness by 1 stage. | |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Grass Knot | Grass | Spec | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Surf | Water | Spec | 90 | 100 | 16 | All | This move’s power is doubled against targets that have the Submerged status. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Volt Tackle | Electric | Phys | 120 | 100 | 16 | Contact | 1 Foe | Has a 10% chance of paralyzing the target. The user also takes 1/3 of the damage dealt by this move. |
| Wild Charge | Electric | Phys | 90 | 100 | 16 | Contact | 1 Foe | The user takes 1/4 of the damage dealt by this move. |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Nuzzle | Electric | Phys | 20 | 100 | 20 | Contact | 1 Foe | Paralyzes the target. |
| Zap Cannon | Electric | Spec | 120 | 50 | 8 | Ball | 1 Foe | Paralyzes the target. |
| Thunder | Electric | Spec | 110 | 70 | 12 | 1 Foe | Has a 30% chance of paralyzing the target. This move never misses in rain. Its accuracy is 50% in harsh sunlight. It can hit a target that has the Sky-High status. | |
| Thunderbolt | Electric | Spec | 90 | 100 | 16 | 1 Foe | Has a 10% chance of paralyzing the target. | |
| Discharge | Electric | Spec | 80 | 100 | 16 | All | Has a 30% chance of paralyzing targets. | |
| Rising Voltage | Electric | Spec | 70 | 100 | 20 | 1 Foe | This move’s power is doubled if the target is under the effect of Electric Terrain. | |
| Volt Switch | Electric | Spec | 70 | 100 | 20 | 1 Foe | After attacking, the user switches out of battle to be replaced by another party Pokémon. | |
| Electroweb | Electric | Spec | 55 | 95 | 16 | All Foes | Lowers targets’ Speed stats by 1 stage. | |
| Charge Beam | Electric | Spec | 50 | 90 | 12 | 1 Foe | Has a 70% chance of boosting the user’s Sp. Atk stat by 1 stage. | |
| Electro Ball | Electric | Spec | - | 100 | 12 | Ball | 1 Foe | The higher the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 40 and 150). |
| Electric Terrain | Electric | Stat | - | - | 12 | Whole Field | Turns the entire field into Electric Terrain for 5 turns. | |
| Eerie Impulse | Electric | Stat | - | 100 | 16 | 1 Foe | Lowers the target’s Sp. Atk stat by 2 stages. | |
| Charge | Electric | Stat | - | - | 20 | Self | Boosts the user’s Sp. Def stat by 1 stage. The user gains the Electric Boost status. | |
| Thunder Wave | Electric | Stat | - | 90 | 20 | 1 Foe | Paralyzes the target. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Reflect | Psychic | Stat | - | - | 20 | Ally Side | Gives the user’s side the Reflect status for 5 turns. | |
| Light Screen | Psychic | Stat | - | - | 20 | All Allies | Gives the user’s side the Light Screen status for 5 turns. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Knock Off | Dark | Phys | 65 | 100 | 20 | Contact | 1 Foe | This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item. |
| Brutal Swing | Dark | Phys | 60 | 100 | 20 | Contact | All | An ordinary attacking move. |
| Thief | Dark | Phys | 60 | 100 | 20 | Contact | 1 Foe | If the user is not already holding an item, it steals the target’s held item. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Fake Tears | Dark | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Play Rough | Fairy | Phys | 90 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of lowering the target’s Attack stat by 1 stage. |
| Alluring Voice | Fairy | Spec | 80 | 100 | 12 | Sound | 1 Foe | Confuses the target if its stats were boosted during the turn this move is used. |
| Dazzling Gleam | Fairy | Spec | 80 | 100 | 12 | All Foes | A regular attacking move. | |
| Draining Kiss | Fairy | Spec | 50 | 100 | 12 | Contact | 1 Foe | The user’s HP is restored by 3/4 of the damage dealt by this move. |
| Charm | Fairy | Stat | - | 100 | 20 | 1 Foe | Lowers the target’s Attack stat by 2 stages. | |
| Sweet Kiss | Fairy | Stat | - | 75 | 12 | 1 Foe | Confuses the target. | |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Expanding Force | Psychic | Spec | 80 | 100 | 12 | 1 Foe | If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents. | |
| Psyshock | Psychic | Spec | 80 | 100 | 12 | 1 Foe | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | |
| Psychic Noise | Psychic | Spec | 75 | 100 | 12 | Sound | 1 Foe | Gives the target the Healing Prevented status for 2 turns. |
| Stored Power | Psychic | Spec | 20 | 100 | 12 | 1 Foe | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | |
| Speed Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Speed stats. | |
| Psychic Terrain | Psychic | Stat | - | - | 12 | Whole Field | Turns the entire field into Psychic Terrain for 5 turns. | |
| Magic Room | Psychic | Stat | - | - | 12 | Whole Field | Gives the entire field the Magic Room status for 5 turns. Using it again while the Magic Room status is active ends the Magic Room status. | |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Skill Swap | Psychic | Stat | - | - | 12 | 1 Foe | The user and the target swap their Abilities. |