I'll Have To Raichu Up For That
Raichu@Focus Sash
Timid nature
Lightning Rod
252 Sp. Atk/252 Speed/4 HP
~Nasty Plot
~Thunderbolt
~Focus Blast/Signal Beam/Grass Knot
~Focus Blast/Signal Beam/Grass Knot
Oh, Raichu. Poor, poor Raichu. Not in terms of competitive usability, no, I mean in terms of popularity. Usually it's the pre-evolutions what that get overshadowed by the evolutions, and usually for good reason. But this? It's all backwards. Raichu has, since Generation Freaking I, been forever cursed to live in the shadow of its vastly overhyped, yet admittedly cute, pre-evolution. But yes, on to this- this is pretty standard stuff. Nasty Plot to boost Special Attack, Thunderbolt for STAB, and the final two moves you can pretty much pick from that selection there. They all got their uses.
Item helps Raichu survive the setup turn. Ability makes Electric moves an even safer switch-in than usual and also has potential for another Sp. Atk boost.
A Shocking Experience
Raichu@Life Orb
Timid nature
Lightning Rod
252 Sp. Atk/252 Speed/4 HP
~Thunderbolt
~Focus Blast
~Signal Beam
~Grass Knot
Don't want to bother with Nasty Plot, let Raichu's respectable Special Attack speak for itself? There's a set for that, and that set is here and now. This saves you the trouble of narrowing down the coverage moves to two, at the cost of Nasty Plot. Instead, the assistance comes in the form of the Life Orb.
Item and Ability both serve to power up Raichu.
Substichu
Raichu@Liechi Berry
Jolly nature
Lightning Rod
252 Attack/252 Speed/4 HP
~Substitute
~Focus Punch
~Thunder Punch
~Knock Off
Raichu's got some respectable Attack as well, so this is a pretty good set for it. The ideal scenario is, switch it in on a Choice-locked Electric move, Substitute on the switch, and let fly the Focus Punches! Thunder Punch is for STAB, and Knock Off is just all-around good.
Item powers up Raichu when its HP gets low (an inevitability with Substitute usage), Ability can incite switches under the right circumstances.
Other options:
*There is one benefit to Raichu being the evolved form of the series mascot- namely, access to all the event-exclusive moves they lavish upon Pikachu. Except the Cosplay Pikachu stuff. But anyway, yeah-
Surf is a good move to give to Raichu if you got the good fortune to get a Surfing Pikachu. Just bear in mind that it's illegal with Nasty Plot because some people don't think.
*Raichu also has access to its evolution line's signature
Volt Tackle technique, though I wouldn't advise it on the same set as Substitute, personally.
*There's also
Fake Out, which can be useful if you can fit it in.
*And if your need priority, Raichu's got
Quick Attack and
Feint to choose from.
*There's also
Endeavor. Outside of the horribly gimmicky F.E.A.R. strategy, I fail to see the use for this, but apparently I'm among the minority here, because so many people seemed to actually want the Endeavor Pikachu from the Pikachu Cup.
Abilities:
*
Static: Raichu has a 30% chance to paralyze any opponent that hits it with a contact move (provided it actually can be paralyzed in the first place, of course). Not a bad Ability in and of itself, but Raichu has no business taking hits in the first place. Besides which, Raichu's got a better option in...
*
Lightning Rod: Raichu's Hidden Ability. Raichu draws in all enemy Electric attacks in double and triple battles, and is also immune to them, gaining a one-stage boost to Special Attack instead of taking the attack's effects. This is what you want on your Raichu. Even if you don't give a Raticate's *** about Special Attack, this is the Ability of choice for Raichu.
Partners:
Raichu's Speed is decent, and better than it was in previous generations, but it's not foolproof. Sticky Web/Tailwind support is hard to argue with.
Counters:
Anything with Infiltrator or a sound-based move can bypass Substitute. Crobat in particular switches in on Focus Punch with impunity, outspeeds, and gets that Cross Poison right on past that Substitute. And if you don't predict Dugtrio and have something ready for it when it switches in, Raichu's as good as done.
Opinion:
I really like Raichu. It's a shame Pikachu overshadows it so thoroughly.
Pre-Evolution Corner:
Pre-Evolution Corner: Special Pikachu Edition
Pikachu@Light Ball
Timid nature
Lightning Rod
252 Sp. Atk/252 Speed/4 HP
~Thunderbolt
~Grass Knot
~Signal Beam
~Nasty Plot/Surf
Sigh... Yeah, OK, let's do this. Thunderbolt is STAB. Grass Knot and Signal Beam are the coverage this thing is dealt. Nasty Plot is on the off chance you get the opportunity to set up. If you got it, then Surf can replace Nasty Plot. Actually not bad when used right, it's finding the right situation in which to use it that's the hard part.
Item and Ability power up Pikachu.
Substichu Mini
Pikachu@Light Ball
Jolly nature
Lightning Rod
252 Attack/252 Speed/4 HP
~Substitute
~Focus Punch
~Thunder Punch
~Knock Off/Icicle Crash
This look familiar? Yeah, it's the Raichu SubPunch set, devolved, given a Light Ball, and with the added option for Icicle Crash because this is something the Cosplay Pikachu could conceivably pull off. While we have it, anyway- the implication's clear enough that it's not making it out of OR/AS, like the Spiky-Eared Pichu before it. Next thing we need is some kind of special variant Raichu, is what I think. But anyway, yeah, this all pretty much was covered earlier.
Item powers up Pikachu, Ability can incite switches under the right circumstances.
Other options:
*You can convert the SubPunch set into a straight-up attacking set with Pikachu Belle- give it
Wild Charge and
Brick Break, and have both Knock Off and Icicle Crash.
*
Volt Tackle is an option, just not with what I said in the previous thing because Cosplay Pikachu doesn't get Volt Tackle.
Abilities:
*
Static: Pikachu has a 30% chance to paralyze any opponent that hits it with a contact move (provided it actually can be paralyzed in the first place, of course). Not a bad Ability in and of itself, but Pikachu has the defenses of a wet paper bag.
*
Lightning Rod: Pikachu's Hidden Ability, and the one and only Ability of the Cosplay Pikachu. If you're actually gonna use Pikachu, you might as well give it the best Ability its kind can have, which this happens to be. Draws in Electric moves, nullifies effects, Special Attack boost, we've been here before, you know the drill. If you want to use Pikachu, this is the Ability to go with.
Partners:
Geez, where do I begin? Smashpassers. Tailwind. Sticky Web support. Stealth Rock, Spikes, Toxic Spikes support. I'm not listing possible options, I am listing all the things you are going to need if your Pikachu wants to stand a chance out there. The Light Ball only takes it so far.
Counters:
Just play normally. If you're competent at battling, odds are your team is already well-equipped to deal with Pikachu.
Opinion:
For all the flak I've given it, I actually kinda like Pikachu. I seriously do get the appeal, it's very cute, I love it, and whenever I play Yellow I generally do keep the starter Pikachu on the team, but all the same, there's such a thing as overdoing it.
Prediction for next week:
Stunfisk.