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The best guide on how to play Pikachu in Pokemon UNITE for Nintendo Switch and Mobile. Check here for the best builds, Held and Battle items, movesets, as well as the latest nerfs, buffs, counters, matchups, and more!
List of Contents
Pikachu Move Changes (June 20) | |
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Stat Change | • HP recovery increased |
1.5.2.7 | HP recovery increased |
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1.2.1.8 | Damage dealt increased from 2947 to 3290 (+11.6) |
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1.2.1.11 | Fixed a bug that Thunder might not be activated when you quickly activate Volt Tackle ►Thunder ► Standard Attack in this order. |
1.3.1.7 | Damage increased from 1480 to 1575 (+6%) |
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1.2.1.8 | Damage dealt increased from 1015 to 1480 (+46%). |
1.3.1.7 | Damage increased from 481 to 519 (+8%) |
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1.3.1.7 | Damage increased from 1480 to 1575 (+6%) |
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1.2.1.8 | Damage dealt increased from 1015 to 1480 (+46%). |
1.3.1.7 | Unite Move charge rate increased. Charge time decreased from ~139s → ~88s (-45%). |
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Pikachu | ||
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Role: Attacker Attack Type: Ranged Damage Type: Special Difficulty: Novice Cost: |
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"Pikachu is a Pokémon that excels at attacking opponents from far away with electricity. Sometimes the attacks even leave opposing Pokémon paralyzed!" |
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Tips & Strategies for Every Lane
Strengths | Weaknesses |
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✔︎ Fast Unite Move recharge rate. ✔︎ Wide Attack Range. ✔︎ Moveset has AoE stuns for crowd control. |
✖︎ Very Fragile. ✖︎ Has no mobility moves. |
Builds | |
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The Best Build for Pikachu is the one with the gold crown!
CDR Build
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Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +63 Cooldown: -9.00% Unite Move Charge Rate: +6% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Sp. Atk Free Negative Stats: • Attack • Movement Speed • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This build focuses on reducing the cooldown of Pikachu's moves so it can consistently use them during battle. Assuming your Held Items are at max level, and you have cooldown reduction emblems, you can essentially reduce Electro Ball's cooldown to around 3 seconds. Since this build does not run items that increases Pikachu's durability, your gameplay should consist of staying behind your allies while attacking the enemy team from a safe distance. It is also important to farm Wild Pokemon and race to level 9 to learn Thunderstorm as early as possible.
Shell Bell gives more Sp. Attack Pikachu while providing the Pokemon sustain through HP recovery with every move hit. Energy Amplifier, on the other hand, adds a significant amount of damage to Pikachu's Unite Move faster recharge rate, durability, and damage increase after casting Thunderstorm while also decreasing its already low charge rate. Having both of these items equipped helps lower Pikachu's move cooldowns by a significant amount. Lastly, Choice Specs is your default offense item as it adds extra damage to your skill shot moves.
Eject Button is the best choice for this build, giving you the mobility to get aggressive or be defensive. However, if you feel you can maneuver well enough, you can equip X Attack instead for more damage and faster farming.
Your Boost Emblem loadout should consist of 7 Black Emblems to add more cooldown reduction to Pikachu's moves and2 Green Emblems for a bit more damage. For the last Emblem slot, you can equip any emblems that improve Sp. Atk or HP. However, we recommend using the Mewtwo emblem if you have it unlocked for more cooldown reduction. You can freely trade Attack, Critical-Hit Rate, and Movement Speed.
Disruptor Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +78 HP: +450 |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • Sp. Atk • Movement Speed Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This is a high-damage, single-target build great for supporting the team with stuns and slows. Since you will be more of a single-target assassin, your gameplay should be taking pinning down Pokemon using Electro Ball and Volt Tackle, particularly enemy Attackers and Speedsters. Taking out the enemy's damage dealers quickly makes it easier for your team to win fights.
Choice Specs and Wise Glasses are your primary damage items, boosting Pikachu's overall damage output. Buddy Barrier is your only defensive and team fight item, providing high bonus HP and decent shields when you cast Thunderstorm.
X Attack further adds damage to Pikachu's moves so you can pressure opponents better. If you prefer to have more mobility, consider running either Eject Button or X Speed.
Your Boost Emblem loadout should consist of 6 Green Emblems to maximize your moves' damage and 4 Emblems of any color. Equip Emblems that improve Sp. Atk since the build focuses on dealing high burst damage. You can freely trade **Attack and Critical-Hit Rate.
Artillery Build | Moveset | Held Items | |||
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Battle Item | |||||
Item Effects (at Level 30) |
Recommended Lane | ||||
Sp. Atk: +102 Cooldown: -4.50% |
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Emblem Color Combination | Target Emblem Stats | ||||
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Positive Stats: • HP • Sp. Atk • Movement Speed Free Negative Stats: • Attack • Critical-Hit Rate |
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Note: The emblem color and stats here are suggestions only. The builds are still viable even without the suggested emblems. |
This is an all-in damage build that takes advantage of Pikachu's long-ranged move. It has Pikachu situated at the back of the line and provides AoE damage and stuns via Thunder and Thunderbolt. Since this build does not run any defensive items, it will be best to play passively and stay behind your teammates all the time.
All your items boost Pikachu's Sp. Attack stat, which further increases the Pokemon's move damage. To compensate, X Speed is a must-have Battle Item for this build, allowing you to escape enemies when things go awry.
Your Boost Emblem loadout should consist of 6 Green Emblems for maximum damage and 4 emblems of any color .Equip Emblems that improve Sp. Atk, HP, or Movement Speed since you'll be providing firepower from the backlines. You can freely trade Attack and Critical-Hit Rate.
Item | Explanation |
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Buddy Barrier provides additional HP for Pikachu, allowing the Pokemon to have extra durability in battle. IT also synergizes well with the Thunderstorm as it gives extra shields when getting aggressive. |
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Energy Amplifier further decreases Pikachu's already low cooldown time. It synergizes well with Thunderstorm as it increases the move's AoE damage significantly. |
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Wise Glasses provides a straight boost to Piakchu's Sp. Attack stat. This further increases the Pokemon's overall damage output. |
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Shell Bell's cooldown reduction and healing effects makes Pikachu's moves more valuable and effective. Although it gives less Sp. Atk. stat compared to others, it's a decent item nonetheless. |
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Choice Specs functions similarly to Wise Glasses since both give the same flat Sp. Atk. boost, increasing its burst potential. |
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Slick Spoon improves Pikachu's damage output by ignoring a portion of its target's Sp. Def. stat, especially against high durability Pokemon. It also provides increased Sp. Atk. and HP, which are essential to the Pokemon. |
Item | Explanation |
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Eject Button provides Pikachu with an escape tool when things get awry and a chase tool to catch enemies. |
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X Speed allows Pikachu to maneuver around the battlefield with extra movement speed. It also gives Pikachu immunity from slows for a duration. |
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X Attack adds more damage to Pikachu's moves for a short time. This allows you to pressure opponents faster. |
Move | Explanation |
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Thunderbolt is essential for winning team battles since it locks down enemies in an area with a long stun. |
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Electro Ball can stun enemies and deal huge damage within an AOE when timed correctly. It's a great assassination tool since it deals more damage the lower the target's HP is. |
Thunderbolt is a must have for team battles as it locks down any enemies caught within the AOE with a long stun. Stopping enemies in teamfights is the top priority, if they are stunned they cannot use skills which is a huge advantage for you and your team.
Though not as huge as the Thunderbolt, the Electro Ball can stun enemies within an AOE as well as deal huge damage when timed correctly. The less health your enemy has, the more Electro Ball deals damage. Use this skill to chase down enemies on the run!
Though we chose Electro Ball as the best moveset, Thunder is a close second as the best choice between them depends on your playstyle. A chase-down Pikachu would prefer Electro Ball while a poking Pikachu would prefer Thunder.
Let us know why in the comments!
Jump to Section | |
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Pikachu has one of the best early-game kits because of its stuns and quick damage. While it is still recommended that you focus on farming Wild Pokemon during the early game before engaging the enemy, Pikachu is a dependable Attacker that can get easy kills it needs to.
Electroweb incapacitates a single target for a decent amount of time. It is best used for trapping over-extending opponents, especially when they are far from their goal zone. Since the move also deals damage when it lands on an opponent, it will be easier for you to knock them down once isolated, especially if you have an ally to help you.
Alternatively, you can also use Electroweb defensively by stopping the opponent in place while you pursued.
Electroweb: Pikachu Move Effect and Cooldown
Thunder Shock offers a decent amount of early-game damage. Since the move has a sure-hit type, you will be able to activate it easily without the need for much aiming. Use it to pressure your opponents or steal Wild Pokemon spawns to deny EXP from the enemy team.
Thunder Shock: Pikachu Move Effect and Cooldown
Pikachu is a glass cannon - high damage output, but can easily be shattered. So, it is important that you never fight alone. You will want to pair up with sturdy allies, preferably Defenders, and stun any enemies that get close and provide offense. Doing this will also allow Pikachu to support bulky Pokemon like Snorlax or Slowbro by compensating for their lack of range.
Once Pikachu reaches level 4, it will get to choose its damage move. While both choices are great in dealing high amounts of damage, the choice of Thunder or Electro Ball should be made based on the composition of the enemy team.
Thunder deals continuous damage within an affected area. The effect is great if you are looking to deploy Pikachu at safe distance and deal AoE damage. It is best suited for team fights when the enemy is grouped while contesting objectives.
Thunder: Pikachu Move Effect and Cooldown
Electro Ball is a sure hit move that is easy to use. It is great for fighting highly mobile enemies like Speedsters or All-Rounders with dash moves. Moreover, it has a short cooldown, allowing you to frequently pressure your target with attacks.
Electro Ball: Pikachu Move Effect and Cooldown
Pikachu has a strong arsenal of long-ranged stun moves that also packs a punch. Both moves have the same effect of stuns but differ in how they are controlled. One move may be best to pick depending on your desired playstyle.
Volt Tackle deals damage to a single target while locking them down in place for a short time. If you time it right, you can also disrupt and cancel enemy moves as they activate them. Be careful, as you tackle the target, you will be pulled toward their position, which may open you up for a counterattack. For safety, it is best to have an ally nearby to follow up on your attack or protect you if anything goes wrong.
Volt Tackle: Pikachu Move Effect and Cooldown
Unlike Volt Tackle, Thunderbolt have you shoot down a thunder strike at the designated area, dealing AoE damage and stunning opponents. A well-placed Thunderbolt will incapacitate opponents long enough for your allies to bombard them with attacks. Use this to hold enemies in place to defeat them in one go or simply deal damage AoE damage at long range.
Thunderbolt: Pikachu Move Effect and Cooldown
Since Pikachu's attack range is quite large, you can easily kite and poke enemies safely at the edge of the attack range, before stunning them and finishing them off with an Electro Ball or Thunder. Using Battle Items like Eject Button or X Speed can be used as an emergency retreat or X Attack to ensure a KO.
Thunderstorm's charge rate is relatively fast, allowing you to use it more freely and frequently. You can further improve it further by equipping Energy Amplifier with the bonus of dealing more damage for a short duration after using it.
Thunderstorm: Pikachu Move Effect and Cooldown
Since big team fights typically break out around important map objectives, Pikachu's Unite Move Thunderstorm should be saved until then. While the damage is not great, it has a large area of effect and can be used to finish off the enemy team at low health.
Alternatively, Thunderstorm can also be used as an escape mechanism for Pikachu when the need arises. Activating the Unite move will give Pikachu a window of invulnerability to escape, as well as shoot lightning bolts at nearby enemies. No matter the situation, it is best to save the Unite move for intense fights.
Level | Objectives |
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1 - 3 |
• Learn Thunder Shock first and secure as many Wild Pokemon spawns as you can to reach higher levels quickly. • Use Electroweb to trap over extending opponents near your goal zone for an easy knock down. You can also use the move to stop opponents from chasing you. |
4 - 9 | • Pressure your enemies out of the lane once you have Electro Ball or Thunder. Activate those moves at a safe distance. • When farming with grouped Wild Pokemon spawns like the Altaria and Swablu, make sure to target the Altaria in the middle so that you can maximaize your move's AoE damage. • Help your team get kills and push lanes once you have access to Volt Tackle or Thunderbolt, which are Pikachu's stun moves. • Help your team secure objectives. If possible, try to reach level 9 and get Thunderstorm before they spawn. If the enemy team is present, focus on them first by opening them up with stuns so your team can kn ock them down easily. |
10+ | • Stick with your allies to hunt targets, secure objectives, and push lanes. • Use Thunderstorm whenever you can to win teamfights, especially when taking objectives, but make sure it's available during the Rayquaza fight. |
Trap and Zap Combo | |
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Electroweb
►
Thunder Shock
►
Standard Attack
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This is Pikachu's early game combo that is great for setting up easy knock downs. When you are being chased down or you are in pursuit of an enemy, incapacitate them with Electroweb. Follow it up with Thunder Shock and Standard Attacks. |
Double Thunder Hit Combo | |
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Thunderbolt
►
Thunder
►
Standard Attack
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This combo focuses on stunning multiple enemies and dealing AoE tick damage using Thunder. Stun enemies with Thunderbolt, which makes sure that enemies will receive the full tick damage of Thunder. This enables Pikachu to be really efficient during clashes and setup kills for teammates at long range. |
Tackle Burst Combo | |
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Electro Ball
►
Volt Tackle
►
Standard Attack
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This is a quick, sure-hit burst combo. Use Volt Tackle to stun the target. When Pikachu lands, it will be at an exact range for Electro Ball, which you will use. Then, begin retreating away while still using Standard Attacks when you can. |
Tackle Burst Combo | |
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This combo utilizes the Tackle Burst combo, but adds Pikachu's Unite Move as a finisher. Use Volt Tackle to stun the target. When Pikachu lands, fire an Electro Ball, then quickly activate Thunderstorm and wreak havoc. |
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Matchup Notes | ||
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1. The chart is based on our own experience playing Pikachu. 2. Pokemon within each tier are unordered 3. Any Pokemon not shown here are still under investigation. |
Pikachu has no escape moves to rely on once its cornered. Closing the distance between you and Pikachu increases your chances of winning a fight. Most likely if you chase a Pikachu, it will either stun you and run or attempt to use its UNITE move as a ditch effort to burst you down. If you survive the fight, punish Pikachu accordingly.
Pokemon | Explanation |
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Rating: ★★★★★ • Can quickly get close to Pikachu and dodge its disables with Quick Attack, Extreme Speed or Power-Up Punch, and Bone Rush. • Can disrupt Pikachu's moves with its boosted attack • Can protect itself from Pikachu's burst damage with Steadfast. |
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Rating: ★★★★ • Can get close to Pikachu using Feint or Night Slash or Pursuit and Sucker Punch, and burst it down with its high critical-hit damage. • Can slow Pikachu and amplify its damage using Psycho Cut. |
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Rating: ★★★★ • Can directly dive Pikachu and burst it down with Brave Bird or Fly. • Can stay on top of Pikachu using Aerial Ace or Flame Charge. • Can shove Pikachu out of position using Flame Sweep. |
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Rating: ★★★ • Can approach Pikachu while ignoring its disables using Surf. • Can deal burst damage and displace Pikachu using Hydro Pump. • Can knock out Pikachu completely with a single Rapid Spin-Water Spout combo. |
Pikachu must be able to use its moves constantly from a safe distance in order to win against these Pokemon.
Fragile Damage Dealers |
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How to Beat |
• Strike first by disabling them with Volt Tackle or Thunderbolt, then dealing burst damage using Electro Ball or Thunder. • Use Thunderstorm to finish them off if neccessary • Disengage quickly if you miss your moves and wait for them to cooldown. |
Late-Bloomers |
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How to Beat |
• Cripple their progression by knocking them out and stealing their farm in the early game. • Disable them using Volt Tackle or Thunderbolt when they try to approach. • Use Thunderstorm when they commit to a head-on fight. • For Dragonite, quickly get to a safe spot when it uses Draco Impact near your position. • For Garchomp, you just need to dodge Dragon Rush or Dig and kite it to prevent it from stacking its boosted attacks. • For Tsareena, disrupt its attacks and moves to prevent it from triggering Queenly Majesty, and avoid getting caught by Queen Ascendant. |
Durable Pokemon with Strong Crowd Control |
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How to Beat |
• Keep a safe distance from them while bombarding them with your moves, disabling them with Volt Tackle or Thunderbolt when they approach. • If possible, get help from your allies to knock them out faster. • Immediately use Thunderstorm when they manage to get close. • For Wigglytuff, disable it immediately using Volt Tackle or Thunderbolt when it charges in with Sing. If it's using Rollout, dodge it and when for it to end, then counter with your moves. Make sure to use Thunderstorm before it activates Starlight Recital. |
Easy matchups are Pokemon that are susceptible to Pikachu's disables and burst damage.
Pokemon that Rely on Attacks |
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How to Beat |
• Disable and burst them quickly when they try to approach you to attack • Use Thunderstorm to finish them off if needed. • For Azumarill, use Eject Button or X Speed to disengage and distance yourself when it uses Belly Bash on you. • For Charizard, cripple its progression by knocking it out and stealing its farm in the early game. Once it reaches level 9, you only need to avoid getting caught by Seismic Slam to win against it. • For Decidueye, take advantage of the movement penalties when it uses Spirit Shackle or Nock Nock and burst it down quickly. • For Duraludon, bombard it with your moves once it's stationary from using Flash Cannon. If it's using Dragon Pulse, you need to burst it down before it can fully stack the damage. |
Pokemon that Need Good Positioning and Setup |
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How to Beat |
• Disable them using Volt Tackle or Thunderbolt to prevent them from getting into position and set up their moves. • For Crustle, don't engage when it uses Rubble Rouser, wait for the effects to expire before striking again. • For Mr. Mime, use Eject Button or X Speed to move away from Showtime's area. |
Pokemon that Always Sticks with an Ally |
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How to Beat |
• If you're using Volt Tackle and Electro Ball, target them first to take them out of the fight. • If you're using Thunderbolt and Thunder, catch as many enemies within your moves' area to punish them for grouping together. • Use Thunderstorm to finish them off. |
Pokemon with Special Mechanics |
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How to Beat |
• During the early game, use Electroweb to pin down these Pokemon and prevent them from maintaining momentum. You can also use to it to set up a quick knock down if you have an ally nearby. • Utilize Electro Ball's sure-hit type to get easy shots. The move also inflicts slow, which will be helpful for slowing down Dodrio's movement speed. |
Pokemon | Explanation |
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Easy enemy takedowns |
These Pokemon have powerful burst attacks and are capable of stunning enemies from a safe distance, allowing Pikachu to concentrate on dealing damage. | |
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Stuns and Debuffs |
These Pokemon have means of inflicting debuffs and shutting down targets with their moves. This allows Pikachu to catch up and take enemies down easier when pushing lanes. | |
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Tanky Disablers |
These Pokemon can lead the charge and help Pikachu setup its attacks with their disabling moves during a lane push or when securing objectives. | |
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High Burst Damagers |
These Pokemon help contribute damage through pinning down enemies with combos and burst attacks. While it's still recommended to go with either a Defender or Supporter ally, Speedsters are a huge help when trying to dominate lanes as early as possible. | |
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Hard-hitting Initiators |
These Pokemon are very dependable allies as they have means to buff or sustain themselves. Whether it's securing objectives or pushing lanes, Machamp and Urshifu are built to initiate clashes, stun enemies, and create openings for their teammates. |
Looking for teammates to synergize with you? Head over to our Friend Request Board to find other trainers to join you in your grind or just to hang out with!
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Move Type: Sure Hit Damage Type: Special Cooldown: 5s Total Damage: 427 / 519 |
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Fires electricity at a target area, damaging and stunning enemy Pokemon. | |
![]() (Lv. 4) Upgrade Lv. 11 |
Move Type: Area Damage Type: Special Cooldown: 8s Total Damage: 1280 / 3290 |
Drops wicked thunderbolts, dealing damage to opposing Pokemon in the area of effect. Upgrade: Increases the number of attacks for this move. | |
![]() (Lv. 4) Upgrade Lv. 11 |
Move Type: Sure Hit Damage Type: Special Cooldown: 5s Total Damage: 735 / 1869 |
Hurls an electric orb, dealing damage to opposing Pokemon in the area of effect and leaving them paralyzed for a short time. This move's damage increases the lower the opposing Pokemon's HP is. Upgrade: Increases damage dealth by this move. |
![]() (Lv. 1 or 3) |
Move Type: Hindrance Damage Type: Special Cooldown: 9s Total Damage: 368 / 465 |
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Attacks and captures opposing Pokemon using an electric net. leaving them unable to move. | |
![]() (Lv. 6) Upgrade Lv. 13 |
Move Type: Hindrance Damage Type: Special Cooldown: 8s Total Damage: 683 / 1358 |
Attacks with a strong electric blast, dealing damage to opposing Pokemon in the area of effect and leaving them unable to act. Upgrade: Increases damage dealt by this move. | |
![]() (Lv. 6) Upgrade Lv. 13 |
Move Type: Hindrance Damage Type: Special Cooldown: 10s Total Damage: 945 / 1575 |
Has the user electrify itself and charge ahead, throwing opposing Pokemon. Upgrade: Reduces this move's cooldown |
![]() (Lv. 9) |
Move Type: Area Damage Type: Special Cooldown: 88s Total Damage: 3096 / 4388 |
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Attacks the opposing team's Pokemon near the user with tremendous bolts of lightning.
After using Thunderstorm, the Pokemon gains the following buff(s) for a few seconds: Shield granted. Movement Speed increased and reduced move cooldowns for a short time. |
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Becomes a boosted attack with every third attack, dealing increased damage. This boosted attack also stuns opposing Pokemon for a short time when it hits. |
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All Evolution Stages
Paralyzes all opponents near the Pokemon for a short time when the Pokemon receives damage. The Ability goes on cooldown after it's triggered. |
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![]() This Pokemon does not evolve. |
Level | HP | Defense | Special Defense | Attack Damage |
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1 | 3292 | 35 | 27 | 134 |
2 | 3399 | 40 | 31 | 140 |
3 | 3517 | 45 | 35 | 146 |
4 | 3646 | 51 | 40 | 153 |
5 | 3788 | 58 | 45 | 160 |
6 | 3945 | 65 | 51 | 168 |
7 | 4117 | 73 | 57 | 177 |
8 | 4307 | 82 | 64 | 187 |
9 | 4516 | 92 | 72 | 198 |
10 | 4747 | 103 | 80 | 210 |
11 | 5001 | 115 | 89 | 223 |
12 | 5280 | 128 | 99 | 237 |
13 | 5588 | 142 | 110 | 253 |
14 | 5927 | 158 | 122 | 271 |
15 | 6300 | 175 | 135 | 290 |
Attack Damage is the damage of the Basic Attack as tested against the Training Dummy.
Offense | Endurance | Mobility | Scoring | Support |
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Holowear | |
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Event:
Season 1 Battle Pass |
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Zirco Trading:
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Zirco Trading:
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Event:
Season 4 Battle Pass |
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Zirco Trading:
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Event:
Season 9 Battle Pass |
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Zirco Trading:
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Upcoming Pokemon | |
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![]() June 08, 2023 |
![]() July 2023 |
All data is based on Season 11 Master Rank Top 100. Last Updated: May 30, 2023 |
Pokemon | Tier | Most Played % | Average Win % |
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22% | 75% |
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17% | 73% |
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12% | 78% |
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8% | 75% |
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8% | 73% |
Attacker | All- Rounder |
Supporter | Defender | Speedster |
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Master Rank: Top Ranked Win Rates
All Pokemon Roles | |||||
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Attack Type | |
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Stat Rankings | |
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