Name |
Other Names |
No. |
Gender Ratio |
Type |
Pachirisu |
Japan: | Pachirisu パチリス |
French: | Pachirisu |
German: | Pachirisu |
Korean: | 파치리스 |
|
National: | #417 |
BW Unova: | #--- |
B2W2 Unova: | #--- |
|
|
|
Abilities: Run Away - Pickup - Volt Absorb (Hidden Ability) |
Run Away: Except for trainer battles, can always run from battle. Cannot run during Mean Look or Block or when the opponent is trapping with the Arena Trap, Magnet Pull, or Shadow Tag ability.
Pickup: Has a 10% chance of finding and holding an item after battle. Will not work if this Pokémon is already holding an item. In Black & White, it allows for the user to pick up the item of its opponent or ally if they used up the item in battle.
Hidden Ability (Available): Volt Absorb: The Pokémon heals up to 1/4 of it’s maximum Hit Points when hit with Electric-type moves. |
Classification |
Height |
Weight |
Capture Rate |
Base Egg Steps |
EleSquirrel Pokémon |
1’04”
0.4m |
8.6lbs
3.9kg |
200 |
2,560 |
Experience Growth |
Base Happiness |
Effort Values Earned |
Flee Flag | Entree Forest Level |
1,000,000 Points Medium Fast |
100 |
1 Speed Point(s)
|
10 |
Level 10 |
Black/White/Black 2/White 2 Level Up |
|
— |
Growl |
|
|
-- |
100 |
40 |
-- |
The user growls in an endearing way, making the opposing team less wary. The foes' Attack stats are lowered. |
— |
Bide |
|
|
?? |
-- |
10 |
-- |
The user endures attacks for two turns, then strikes back to cause double the damage taken. |
5 |
Quick Attack |
|
|
40 |
100 |
30 |
-- |
The user lunges at the target at a speed that makes it almost invisible. It is sure to strike first. |
9 |
Charm |
|
|
-- |
100 |
20 |
-- |
The user gazes at the target rather charmingly, making it less wary. The target's Attack is harshly lowered. |
13 |
Spark |
|
|
65 |
100 |
20 |
30 |
The user throws an electrically charged tackle at the target. It may also leave the target with paralysis. |
17 |
Endure |
|
|
-- |
-- |
10 |
-- |
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
21 |
Swift |
|
|
60 |
-- |
20 |
-- |
Star-shaped rays are shot at the opposing team. This attack never misses. |
25 |
Electro Ball |
|
|
?? |
100 |
10 |
-- |
The user hurls an electric orb at the target. The faster the user is than the target, the greater the damage. |
29 |
Sweet Kiss |
|
|
-- |
75 |
10 |
-- |
The user kisses the target with a sweet, angelic cuteness that causes confusion. |
33 |
Thunder Wave |
|
|
-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
37 |
Super Fang |
|
|
?? |
90 |
10 |
-- |
The user chomps hard on the target with its sharp front fangs. It cuts the target's HP to half. |
41 |
Discharge |
|
|
80 |
100 |
15 |
30 |
A flare of electricity is loosed to strike the area around the user. It may also cause paralysis. |
45 |
Last Resort |
|
|
140 |
100 |
5 |
-- |
This move can be used only after the user has used all the other moves it knows in the battle. |
49 |
Hyper Fang |
|
|
80 |
90 |
15 |
-- |
The user bites hard on the target with its sharp front fangs. It may also make the target flinch. |
TM & HM Attacks |
|
TM06 |
Toxic |
|
|
-- |
90 |
10 |
-- |
A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
TM10 |
Hidden Power |
|
|
?? |
100 |
15 |
-- |
A unique attack that varies in type and intensity depending on the Pokémon using it. |
TM16 |
Light Screen |
|
|
-- |
-- |
30 |
-- |
A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
TM17 |
Protect |
|
|
-- |
-- |
10 |
-- |
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
TM18 |
Rain Dance |
|
|
-- |
-- |
5 |
-- |
The user summons a heavy rain that falls for five turns, powering up Water-type moves. |
TM21 |
Frustration |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the less the user likes its Trainer. |
TM24 |
Thunderbolt |
|
|
95 |
100 |
15 |
10 |
A strong electric blast is loosed at the target. It may also leave the target with paralysis. |
TM25 |
Thunder |
|
|
120 |
70 |
10 |
30 |
A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis. |
TM27 |
Return |
|
|
?? |
100 |
20 |
-- |
A full-power attack that grows more powerful the more the user likes its Trainer. |
TM28 |
Dig |
|
|
80 |
100 |
10 |
-- |
The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
TM32 |
Double Team |
|
|
-- |
-- |
15 |
-- |
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
TM42 |
Facade |
|
|
70 |
100 |
20 |
-- |
An attack move that doubles its power if the user is poisoned, burned, or has paralysis. |
TM44 |
Rest |
|
|
-- |
-- |
10 |
-- |
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. |
TM45 |
Attract |
|
|
-- |
100 |
15 |
-- |
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. |
TM48 |
Round |
|
|
60 |
100 |
15 |
-- |
The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. |
TM49 |
Echoed Voice |
|
|
40 |
100 |
15 |
-- |
The user attacks the target with an echoing voice. If this move is used every turn, it does greater damage. |
TM56 |
Fling |
|
|
?? |
100 |
10 |
-- |
The user flings its held item at the target to attack. Its power and effects depend on the item. |
TM57 |
Charge Beam |
|
|
50 |
90 |
10 |
-- |
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. |
TM70 |
Flash |
|
|
-- |
100 |
20 |
-- |
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves. |
TM72 |
Volt Switch |
|
|
70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM73 |
Thunder Wave |
|
|
-- |
100 |
20 |
-- |
A weak electric charge is launched at the target. It causes paralysis if it hits. |
TM86 |
Grass Knot |
|
|
?? |
100 |
20 |
-- |
The user snares the target with grass and trips it. The heavier the target, the greater the damage. |
TM87 |
Swagger |
|
|
-- |
90 |
15 |
-- |
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. |
TM89 |
U-turn |
|
|
70 |
100 |
20 |
-- |
After making its attack, the user rushes back to switch places with a party Pokémon in waiting. |
TM90 |
Substitute |
|
|
-- |
-- |
10 |
-- |
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy. |
HM01 |
Cut |
|
|
50 |
95 |
30 |
-- |
The target is cut with a scythe or a claw. It can also be used to cut down thin trees. |
Egg Moves (Details) |
Covet |
|
|
60 |
100 |
40 |
-- |
Details |
The user endearingly approaches the target, then steals the target's held item. |
Bite |
|
|
60 |
100 |
25 |
-- |
Details |
The target is bitten with viciously sharp fangs. It may make the target flinch. |
Fake Tears |
|
|
-- |
100 |
20 |
-- |
Details |
The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. |
Defense Curl |
|
|
-- |
-- |
40 |
-- |
Details |
The user curls up to conceal weak spots and raise its Defense stat. |
Rollout |
|
|
30 |
90 |
20 |
-- |
Details |
The user continually rolls into the target over five turns. It becomes stronger each time it hits. |
Flatter |
|
|
-- |
100 |
15 |
-- |
Details |
Flattery is used to confuse the target. However, it also raises the target's Sp. Atk stat. |
Flail |
|
|
?? |
100 |
15 |
-- |
Details |
The user flails about aimlessly to attack. It becomes more powerful the less HP the user has. |
Iron Tail |
|
|
100 |
75 |
15 |
-- |
Details |
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat. |
Tail Whip |
|
|
-- |
100 |
30 |
-- |
Details |
The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stat. |
Follow Me |
|
|
-- |
-- |
20 |
-- |
Details |
The user draws attention to itself, making all targets take aim only at the user. |
Charge |
|
|
-- |
-- |
20 |
-- |
Details |
The user boosts the power of the Electric move it uses on the next turn. It also raises the user's Sp. Def stat. |
Bestow |
|
|
-- |
-- |
15 |
-- |
Details |
The user passes its held item to the target when the target isn't holding an item. |