Mega Raichu Y · Raichu
Mega Raichu Y · Data version 164 · Snapshot date 2026-10-22
₽850Buy the signature move
Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.
What changes in battle?
| Stats & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 18 | 18 |
| Single-target DPS | 25.71 | 25.21 |
| Range | 135px | 135px |
| Seconds per attack | 0.7s | 0.71s |
| Total placement and evolution cost | ₽1,075 | ₽1,925 |
| Attack type | Electric | Electric |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After learning |
|---|---|---|
| Maximum chain targets | 5 | 1 |
| Attack-speed growth during sustained attack / Growth gained per trigger | — | 0.01 |
| Attack-speed growth during sustained attack / Maximum effect or copies | — | 6 |
| Attack-speed growth during sustained attack / Growth lost while idle | — | 0.02 |
Budget the full build
Other choices for this Pokémon
Full battle details
Conditional effects
- Maximum chain targets
- 1
- Hit-damage multiplier
- 0.909
- Attack-interval multiplier
- 1.02
- Attack-speed growth during sustained attack › Growth gained per trigger
- 0.01
- Attack-speed growth during sustained attack › Maximum effect or copies
- 6
- Attack-speed growth during sustained attack › Growth lost while idle
- 0.02
Result
- Purchase or upgrade cost
- 650
- Damage per hit
- 18
- Attack range (px)
- 135
- Seconds between attacks
- 0.714
- Maximum chain targets
- 1
- Attack or effect type
- Electric
- Can detect hidden Ghost enemies
- —
- Attack-speed growth during sustained attack › Growth gained per trigger
- 0.01
- Attack-speed growth during sustained attack › Maximum effect or copies
- 6
- Attack-speed growth during sustained attack › Growth lost while idle
- 0.02
Conditional effects
The first hit jumps between nearby eligible enemies, with damage weakening on each jump. A chain cannot repeatedly bounce through the same enemy. It benefits from tightly packed groups; the listed target limit is not that many full-strength hits against one boss.
Damage growth or attack-speed growth builds with successive attacks, whichever ramp field is present. Idle time reduces the accumulated benefit, and each new wave starts the ramp again. Give the unit sustained access to compatible targets; the maximum in the table is a cap, not its starting output.