#0065:
Alakazam
Types:
Psychic
Size:
1.50m, 47.99kgGrass Knot: 60
Magic Guard,
Synchronize,
Download (H)
Base Stats:
HP:
55
Attack:
50
Defense:
45
Sp.Atk:
135
Sp.Def:
95
Speed:
120
Total:
500
Locations:
Alakazam cannot be found in the wild. Try checking previous evolutions or alternative forms.
If you have checked previous evolutions and believe this to be an error, please report it to the Discord.
Additional Info:
Wild Held Items:
5%: Twisted Spoon
Egg Groups:
Human-Like
Gender ratio:
75.49% male, 24.51% female
Locations:
Alakazam cannot be found in the wild. Try checking previous evolutions or alternative forms.
If you have checked previous evolutions and believe this to be an error, please report it to the Discord.
Alternative Forms
Moves learnt via level-up
1
Teleport
Psychic
Accuracy
--
PP
32
The user switches places with another party Pokémon. It may also be used to warp to the last Pokémon Center visited. If a wild Pokémon uses this move, it flees.
1
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
1
Kinesis
Psychic
Accuracy
80
PP
24
The user distracts the target by bending a spoon. This lowers the target’s accuracy.
1
Confusion
Psychic
Power
50
Accuracy
100
PP
40
The target is hit by a weak telekinetic force. This may also confuse the target.
1
Encore
Normal
Accuracy
100
PP
8
The user compels the target to keep using the move it encored for three turns.
1
Barrier
Psychic
Accuracy
--
PP
32
The user throws up a sturdy wall that sharply raises its Defense stat.
15
Ally Switch
Psychic
Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
16
Psybeam
Psychic
Power
65
Accuracy
100
PP
32
The target is attacked with a peculiar ray. This may also leave the target confused.
19
Disable
Normal
Accuracy
100
PP
32
For four turns, this move prevents the target from using the move it last used.
22
Night Shade
Ghost
Power
1
Accuracy
100
PP
24
The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level.
28
Reflect
Psychic
Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
28
Light Screen
Psychic
Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
30
Psyshock
Psychic
Power
80
Accuracy
100
PP
16
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
31
Psycho Cut
Psychic
Power
70
Accuracy
100
PP
32
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
34
Recover
Normal
Accuracy
--
PP
16
Restoring its own cells, the user restores its own HP by half of its max HP.
37
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
40
Calm Mind
Psychic
Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
40
Role Play
Psychic
Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
43
Future Sight
Psychic
Power
120
Accuracy
100
PP
16
Two turns after this move is used, a hunk of psychic energy attacks the target.
46
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
49
Trick
Psychic
Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
52
Aura Sphere
Fighting
Power
80
Accuracy
--
PP
32
The user lets loose a blast of aura power from deep within its body at the target. This attack never misses.
Moves learnt via Technical Machine
Focus Punch
Fighting
Power
150
Accuracy
100
PP
32
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
Calm Mind
Psychic
Accuracy
--
PP
32
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Toxic
Poison
Accuracy
90
PP
16
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Hidden Power
Normal
Power
60
Accuracy
100
PP
24
A unique attack that varies in type depending on the Pokémon using it.
Sunny Day
Fire
Accuracy
--
PP
8
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.
Taunt
Dark
Accuracy
100
PP
32
The target is taunted into a rage that allows it to use only attack moves for three turns.
Hyper Beam
Normal
Power
150
Accuracy
90
PP
8
The target is attacked with a powerful beam. The user can’t move on the next turn.
Light Screen
Psychic
Accuracy
--
PP
48
A wondrous wall of light is put up to reduce damage from special attacks for five turns.
Protect
Normal
Accuracy
--
PP
16
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
Rain Dance
Water
Accuracy
--
PP
8
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.
Safeguard
Normal
Accuracy
--
PP
40
The user creates a protective field that prevents status conditions for five turns.
Dream Eater
Psychic
Power
100
Accuracy
100
PP
24
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target.
Iron Tail
Steel
Power
100
Accuracy
75
PP
24
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.
Psychic
Psychic
Power
90
Accuracy
100
PP
16
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.
Shadow Ball
Ghost
Power
80
Accuracy
100
PP
24
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
Double Team
Normal
Accuracy
--
PP
24
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Reflect
Psychic
Accuracy
--
PP
32
A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
Shock Wave
Electric
Power
60
Accuracy
--
PP
32
The user strikes the target with a quick jolt of electricity. This attack never misses.
Torment
Dark
Accuracy
100
PP
24
The user torments and enrages the target, making it incapable of using the same move twice in a row.
Facade
Normal
Power
70
Accuracy
100
PP
32
This attack move doubles its power if the user is poisoned, burned, or paralyzed.
Rest
Psychic
Accuracy
--
PP
16
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.
Attract
Normal
Accuracy
100
PP
24
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
Thief
Dark
Power
60
Accuracy
100
PP
40
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.
Skill Swap
Psychic
Accuracy
--
PP
16
The user employs its psychic power to exchange Abilities with the target.
Focus Blast
Fighting
Power
120
Accuracy
70
PP
8
The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.
Energy Ball
Grass
Power
90
Accuracy
100
PP
16
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat.
Fling
Dark
Power
1
Accuracy
100
PP
16
The user flings its held item at the target to attack. This move’s power and effects depend on the item.
Endure
Normal
Accuracy
--
PP
16
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Drain Punch
Fighting
Power
75
Accuracy
100
PP
16
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
Nasty Plot
Dark
Accuracy
--
PP
32
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat.
Recycle
Normal
Accuracy
--
PP
16
The user recycles a held item that has been used in battle so it can be used again.
Giga Impact
Normal
Power
150
Accuracy
90
PP
8
The user charges at the target using every bit of its power. The user can’t move on the next turn.
Flash
Normal
Accuracy
100
PP
32
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves.
Thunder Wave
Electric
Accuracy
90
PP
32
The user launches a weak jolt of electricity that paralyzes the target.
Psych Up
Normal
Accuracy
--
PP
16
The user hypnotizes itself into copying any stat change made by the target.
Sleep Talk
Normal
Accuracy
--
PP
16
While it is asleep, the user randomly uses one of the moves it knows.
Dazzling Gleam
Fairy
Power
80
Accuracy
100
PP
16
The user damages opposing Pokémon by emitting a powerful flash.
Grass Knot
Grass
Power
1
Accuracy
100
PP
32
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power.
Swagger
Normal
Accuracy
85
PP
24
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.
Substitute
Normal
Accuracy
--
PP
16
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.
Trick Room
Psychic
Accuracy
--
PP
8
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Charge Beam
Electric
Power
50
Accuracy
90
PP
16
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
Moves learnt via breeding
There are no moves here.
Moves learnt via Tutor
Snore
Normal
Power
50
Accuracy
100
PP
24
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
Ally Switch
Psychic
Accuracy
--
PP
24
The user teleports using a strange power and switches places with one of its allies.
Laser Focus
Normal
Accuracy
--
PP
48
The user concentrates intensely. The attack on the next turn always results in a critical hit.
Signal Beam
Bug
Power
75
Accuracy
100
PP
24
The user attacks with a sinister beam of light. This may also confuse the target.
Fire Punch
Fire
Power
75
Accuracy
100
PP
24
The target is punched with a fiery fist. This may also leave the target with a burn.
Ice Punch
Ice
Power
75
Accuracy
100
PP
24
The target is punched with an icy fist. This may also leave the target frozen.
Thunder Punch
Electric
Power
75
Accuracy
100
PP
24
The target is punched with an electrified fist. This may also leave the target with paralysis.
Magic Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.
Wonder Room
Psychic
Accuracy
--
PP
16
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.
Seismic Toss
Fighting
Power
1
Accuracy
100
PP
32
The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.
Role Play
Psychic
Accuracy
--
PP
16
The user mimics the target completely, copying the target’s Ability.
Zen Headbutt
Psychic
Power
80
Accuracy
90
PP
24
The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
Magic Coat
Psychic
Accuracy
--
PP
24
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves.
Swift
Normal
Power
60
Accuracy
--
PP
32
Star-shaped rays are shot at opposing Pokémon. This attack never misses.
Trick
Psychic
Accuracy
100
PP
16
The user catches the target off guard and swaps its held item with its own.
Gravity
Psychic
Accuracy
--
PP
8
This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can’t be used.
Knock Off
Dark
Power
65
Accuracy
100
PP
32
The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.
Zap Cannon
Electric
Power
120
Accuracy
50
PP
8
The user fires an electric blast like a cannon to inflict damage and cause paralysis.
Foul Play
Dark
Power
95
Accuracy
100
PP
24
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals.