Table of Contents
Hau & Raichu (Alola Form)
Trainer
Pokemon Info
Pokemon Description
It focuses psychic energy into its tail and rides it like it’s surfing. Another name for this Pokémon is “hodad.”
Table of Contents
Stats
Table of Contents
Pokemon Analysis
Overview
Raichu is a very lively Pokémon that is able to obliterate all opponents through his high AoE damage output. He can also inflict Paralyze and massively boost his own Speed, making sure he can keep up a constant stream of attacks against his weakened enemies.
Strengths
Leaving them Shocked
Discharge is Raichu’s main offensive move and it’s easy to understand why. Its AoE Damage allows Raichu to quickly wipe out multiple opponents. Furthermore, it’s highly effective when magnified by Sp.Atk boosts like Hau & Raichu's own X Sp.Atk. Lastly, Discharge has a moderate chance to inflict Paralysis to each Pokémon it hits. With Raichu's speed and th AoE nature of Discharge, this adds up to a significant chance to leave one or more enemy Pokémon Paralyzed quite fast.
Eat my Dust!
Raichu is naturally quite fast, and “Feel the Alolan Breeze!” boosts his Speed even further, potentially making Raichu one of the fastest Pokémon in the game. It also increases his Evasiveness, which helps with his otherwise low durability.
Weaknesses
Take Care of Me
To contrast with Raichu's offensive prowess, his HP is awful, meaning that Raichu is most likely going to be taken out quickly by direct hits in hard stages. Luckily for our little surge surfer, the game’s Bulk aggro mechanic allows him to not get targeted by AI opponents while the main allied tank is still on the field, but expect bad things to happen quickly if the tank faints at any point of the battle.
Team Synergy
Blasters
Raichu should be paired with someone that can boost Sp.Atk and someone to draw enemy attacks. A notable (and free!) Sync Pair that fits both roles is Rosa & Serperior, since she has significant Bulk, and can boost his Sp.Atk while refilling the Move Gauge, allowing Raichu to cast multiple continuous Discharges. This pairing works really well against “Very Hard Supercourses”, the current top-end game content.
Table of Contents
Moves
Type |
Electric |
Category |
 |
Power |
17 / 20
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a very small chance of leaving the target paralyzed.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s Sp. Atk.
Type |
Electric |
Category |
 |
Power |
92 / 110
|
Accuracy |
100 |
Target |
All opponents |
Cost |
|
Has a moderate chance of leaving the target paralyzed.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Drastically raises the user’s Speed. Raises the user’s evasiveness.
Type |
Electric |
Category |
|
Power |
250 / 300 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
First Aid 4
Once per battle, restores the user’s HP when in a pinch.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises allies’ Attack and Sp. Atk by [Value] when using Electric-type attacks.
- Lv1: +15
- Lv2: +20
- Lv3: +25
- Lv4: +30
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +2
- Lv2: +4
- Lv3: +6
- Lv4: +8
Sync Grid
Sync Grid for Hau & Raichu (Alola Form)
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+10
|
36 |
3 |
|
(-3,-5) |
|
HP
+10
|
36 |
3 |
|
(-3,-7) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
|
(1,-1) |
|
Sp. Atk
+5
|
36 |
3 |
2 |
(-3,3) |
|
Sp. Atk
+5
|
36 |
3 |
|
(-1,-5) |
|
Sp. Atk
+20
|
120 |
10 |
3 |
(-2,6) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(2,4) |
|
Speed
+5
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
24 |
2 |
|
(-1,-3) |
|
Speed
+5
|
36 |
3 |
2 |
(-2,-8) |
|
Speed
+5
|
36 |
3 |
|
(2,-2) |
|
Speed
+5
|
36 |
3 |
|
(-2,-6) |
|
Speed
+5
|
36 |
3 |
|
(2,0) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
36 |
3 |
|
(-1,3) |
|
Defense
+10
|
60 |
5 |
3 |
(-1,-9) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(-2,0) |
|
Sp. Def
+5
|
36 |
3 |
|
(-3,1) |
|
Sp. Def
+10
|
60 |
5 |
2 |
(-2,4) |
|
Sp. Def
+10
|
60 |
5 |
2 |
(2,-4) |
|
Endless Summer Gigavolt Havoc
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Endless Summer Gigavolt Havoc
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Thunder Shock
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
2 |
(2,8) |
|
Thunder Shock
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
|
(2,6) |
|
Thunder Shock
:
Ramming Speed
- The more the user’s Speed has been raised, the more it powers up moves.
|
96 |
8 |
3 |
(2,10) |
|
Discharge
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
84 |
7 |
3 |
(2,-6) |
|
Feel the Alolan Breeze!
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,-4) |
|
X Sp. Atk
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,2) |
|
Stamina Reserves 6
- Once per battle, charges the user’s move gauge by six when the user is in a pinch.
|
120 |
10 |
3 |
(-2,-10) |
|
Agile Entry 2
- Sharply raises the user’s evasiveness when the Pokémon enters a battle.
|
120 |
10 |
2 |
(-3,-9) |
|
Speedy Entry 1
- Raises the user’s Speed when the Pokémon enters a battle.
|
120 |
10 |
2 |
(-1,-7) |
|
Inertia
- The higher the user’s Speed, the more it powers up sync moves.
|
120 |
10 |
2 |
(-1,5) |
|
Last Dash 6
- Once per battle, radically raises the user’s Speed when in a pinch.
|
120 |
10 |
3 |
(-3,5) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Thunder Shock
:
Power
+4
|
36 |
3 |
|
(3,5) |
|
Thunder Shock
:
Power
+4
|
36 |
3 |
|
(1,5) |
|
Thunder Shock
:
Power
+4
|
36 |
3 |
|
(3,7) |
|
Thunder Shock
:
Power
+4
|
36 |
3 |
2 |
(1,7) |
|
Thunder Shock
:
Power
+4
|
48 |
4 |
2 |
(3,9) |
|
Thunder Shock
:
Power
+4
|
48 |
4 |
3 |
(1,9) |
|
Discharge
:
Power
+4
|
60 |
5 |
2 |
(1,-5) |
|
Discharge
:
Power
+4
|
60 |
5 |
|
(3,-1) |
|
Discharge
:
Power
+4
|
60 |
5 |
3 |
(3,-5) |
|
Discharge
:
Power
+4
|
60 |
5 |
|
(1,-3) |
|
Discharge
:
Power
+4
|
60 |
5 |
2 |
(3,-3) |