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Mega Raichu Y · Raichu
Signature moves

Mega Raichu Y · Raichu

Mega Raichu Y · Data version 164 · Snapshot date 2026-10-22

RaichuRaichu
Electric

₽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 & mechanicsBefore learningAfter learning
Damage per hit1818
Single-target DPS25.7125.21
Range135px135px
Seconds per attack0.7s0.71s
Total placement and evolution cost₽1,075₽1,925
Attack typeElectricElectric

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Maximum chain targets51
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

Pikachu₽425Raichu₽1,075Pichu₽150
Mega Raichu Y+₽850₽1,925

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.