Pokemon Let's Go Pikachu is a Electric Type Mouse Pokémon with 35 HP, 55 Attack, 50 SP Attack, 40 Defense, 50 SP Defense, 90 Speed and 320 MAX CP. This Pokemon can learn the Static Ability.
Whenever Pikachu comes across something new, it blasts it with a jolt of electricity. If you come across a blackened berry, it’s evidence that this Pokémon mistook the intensity of its charge.
Pokemon Lets Go Pikachu Evolutions
What level does Pokemon Let's Go Pikachu Evolve at?
The Unevolved Form Pikachu Evolves at level into Raichu.
How to catch Pikachu in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Pikachu Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Pikachu is in the Viridian Forest zone, it will have a 05% chance to spawn in the area with a level range of 03-06. This also makes Viridian Forest the best place to Catch Combo Chain hunt Shiny Pikachu or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Pikachu.
Best Nature for Pikachu
We recommend a Hasty Nature for Pikachu, you can visit Madam Celadon to force encounter pokemon of Hasty Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Pikachu Moves
|Lightning Rod||forces all single-target Electric-type moves - used by any other Pokémon on the field - to target this Pokémon, and with 100% accuracy.|
|Static||Has a 30% chance of paralyzing attacking Pokemon on contact.|
Level Up Moves
Pokemon Let's Go Pikachu Partner Moves.
Special Moves taught by the tutor found in Celadon City PokeCenter.
|Move||Power||What it does|
|Pika Popow||1||The more Pikachu loves its Trainer, the greater the move’s power. It never misses.|
|Splishy Splash||90||The user charges a huge wave with electricity and hits the opposing Pokémon with the wave. This may also leave the opposing Pokémon with paralysis.|
|Zippy Zap||50||The user attacks the target with bursts of electricity at high speed. This move always goes first and results in a critical hit.|
|Floaty Fall||90||The user floats in the air, and then dives at a steep angle to attack the target. This may also make the target flinch.|
Pokemon Let's Go Pikachu Moves You Learn From Leveling Up.
|1||Growl||Normal||None||--||40||100%||Lowers the target's Attack by one stage.|
|1||Thunder Shock||Electric||Special||40||30||100%||deals damage and has a 10% chance of paralyzing the target.|
|3||Tail Whip||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|6||Quick Attack||Normal||Physical||40||30||100%||Inflicts regular damage with no additional effect.|
|9||Double Kick||Fighting||Physical||30||30||100%||Hits twice in one turn.|
|12||Double Team||Normal||None||--||15||--||Raises the user's evasion by one stage.|
|15||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|18||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|21||Thunderbolt||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|24||Slam||Normal||Physical||85||15||100%||Has a 30% chance to paralyze the target.|
|27||Agility||Psychic||None||--||30||--||Raises the user's Speed by two stages.|
|30||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Pikachu can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM3||Helping Hand||Normal||None||--||20||--||boosts the power of the partner's move.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM9||Reflect||Psychic||None||--||20||--||Reduces damage from physical attacks by half.|
|TM10||Dig||Ground||Physical||80||10||100%||User digs underground, dodging all attacks, and hits next turn.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM19||Iron Tail||Steel||Physical||100||15||75%||deals damage and has a 30% chance of lowering the target's Defense by one stage.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM36||Thunderbolt||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM38||Thunder||Electric||Special||95||15||100%||Has a 10% chance to paralyze the target.|
|TM57||Pay Day||Normal||Physical||40||20||100%||Scatters money on the ground worth five times the user's level.|