#064 Kadabra
General Location Attacks Stats Egg Moves
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex

Picture Name Other Names No. Gender Ratio Type
Kadabra
Japan: Yunghelor
ユンゲラー
French: Kadabra
German: Kadabra
Korean: 윤겔라
National: #064
Central Kalos: #103
Coastal Kalos: #---
Mountain Kalos: #---
Male :75%
Female :25%
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 4'03"
1.3m
124.6lbs
56.5kg
1005,120
Abilities: Synchronize - Inner Focus - Magic Guard (Hidden Ability)
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch.
Hidden Ability (Available):
Magic Guard: Prevents all damage except from direct-attack moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 2 Sp. Attack Point(s)
Not Eligible/Known
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1 *1
Wild Hold Item Egg Groups
 
Human-like
Evolutionary Chain
Gender Differences
MaleFemale
Locations
X Evolve Abra
Y Evolve Abra
Trainer Locations  Details
Flavor Text
X When it uses its psychic power, it emits strong alpha waves that can ruin precision devices.
Y If it uses its abilities, it emits special alpha waves that cause machines to malfunction.

X / Y Level Up
LevelAttack NameTypeCat.Att.Acc.PPEffect %
Teleport -- -- 20 --
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
Kinesis -- 80 15 --
The user distracts the target by bending a spoon. It lowers the target's accuracy.
Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
16 Confusion 50 100 25 10
The target is hit by a weak telekinetic force. It may also leave the target confused.
18 Disable -- 100 20 --
For four turns, this move prevents the target from using the move it last used.
22 Miracle Eye -- -- 40 --
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
24 Ally Switch -- -- 15 --
The user teleports using a strange power and switches its place with one of its allies.
28 Psybeam 65 100 20 10
The target is attacked with a peculiar ray. It may also cause confusion.
30 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
34 Telekinesis -- -- 15 --
The user makes the target float with its psychic power. The target is easier to hit for three turns.
36 Recover -- -- 10 --
Restoring its own cells, the user restores its own HP by half of its max HP.
40 Psycho Cut 70 100 20 --
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
42 Role Play -- -- 10 --
The user mimics the target completely, copying the target's natural Ability.
46 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
48 Future Sight 120 100 10 --
Two turns after this move is used, a hunk of psychic energy attacks the target.
50 Trick -- 100 10 --
The user catches the target off guard and swaps its held item with its own.
TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
TM03 Psyshock 80 100 10 --
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
TM04 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic -- 90 10 --
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10 Hidden Power 60 100 15 --
A unique attack that varies in type depending on the Pokémon using it.
TM11 Sunny Day -- -- 5 --
The user intensifies the sun for five turns, powering up Fire-type moves.
TM12 Taunt -- 100 20 --
The target is taunted into a rage that allows it to use only attack moves for three turns.
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.
TM20 Safeguard -- -- 25 --
The user creates a protective field that prevents status problems for five turns.
TM21 Frustration ?? 100 20 --
A full-power attack that grows more powerful the less the user likes its Trainer.
TM27 Return ?? 100 20 --
A full-power attack that grows more powerful the more the user likes its Trainer.
TM29 Psychic 90 100 10 10
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
TM30 Shadow Ball 80 100 15 20
The user hurls a shadowy blob at the target. It may also lower the target's Sp. Def stat.
TM32 Double Team -- -- 15 --
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM33 Reflect -- -- 20 --
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM41 Torment -- 100 15 --
The user torments and enrages the target, making it incapable of using the same move twice in a row.
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.
TM46 Thief 60 100 25 --
The user attacks and steals the target's held item simultaneously. It can't steal if the user holds an item.
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.
TM53 Energy Ball 90 100 10 10
The user draws power from nature and fires it at the target. It may also lower the target's Sp. Def.
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 70
The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.
TM63 Embargo -- 100 15 --
It prevents the target from using its held item. Its Trainer is also prevented from using items on it.
TM70 Flash -- 100 20 --
The user flashes a bright light that cuts the target's accuracy. It can also be used to illuminate caves.
TM73 Thunder Wave -- 100 20 --
A weak electric charge is launched at the target. It causes paralysis if it hits.
TM77 Psych Up -- -- 10 --
The user hypnotizes itself into copying any stat change made by the target.
TM85 Dream Eater 100 100 15 --
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
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.
TM88 Sleep Talk -- -- 10 --
While it is asleep, the user randomly uses one of the moves it knows.
TM90 Substitute -- -- 10 --
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92 Trick Room -- -- 5 --
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
TM99 Dazzling Gleam 80 100 10 --
The user damages opposing Pokémon by emitting a powerful flash.
TM100 Confide -- -- 20 100
The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
Egg Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %  
Ally Switch -- -- 15 -- Details
The user teleports using a strange power and switches its place with one of its allies.
Barrier -- -- 20 -- Details
The user throws up a sturdy wall that sharply raises its Defense stat.
Encore -- 100 5 -- Details
The user compels the target to keep using only the move it last used for three turns.
Fire Punch 75 100 15 10 Details
The target is punched with a fiery fist. It may also leave the target with a burn.
Guard Split -- -- 10 -- Details
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.
Guard Swap -- -- 10 -- Details
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
Ice Punch 75 100 15 10 Details
The target is punched with an icy fist. It may also leave the target frozen.
Knock Off 65 100 25 -- Details
The user slaps down the target's held item, preventing that item from being used in the battle.
Power Trick -- -- 10 -- Details
The user employs its psychic power to switch its Attack with its Defense stat.
Psycho Shift -- 100 10 -- Details
Using its psychic power of suggestion, the user transfers its status problems to the target.
Skill Swap -- -- 10 -- Details
The user employs its psychic power to exchange Abilities with the target.
Thunder Punch 75 100 15 10 Details
The target is punched with an electrified fist. It may also leave the target with paralysis.

Transfer Only Moves (Details)
Attack NameTypeCat.Att.Acc.PPEffect %Method
Drain Punch 75 100 10 -- Move Tutor - B2W2
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
Foul Play 95 100 15 -- Move Tutor - B2W2
The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
Gravity -- -- 5 -- Move Tutor - B2W2
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.
Iron Tail 100 75 15 30 Move Tutor - B2W2
The target is slammed with a steel-hard tail. It may also lower the target's Defense stat.
Magic Coat -- -- 15 -- Move Tutor - B2W2
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
Magic Room -- -- 10 -- Move Tutor - B2W2
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
Recycle -- -- 10 -- Move Tutor - B2W2
The user recycles a held item that has been used in battle so it can be used again.
Signal Beam 75 100 15 10 Move Tutor - B2W2
The user attacks with a sinister beam of light. It may also confuse the target.
Snatch -- -- 10 -- Move Tutor - B2W2
The user steals the effects of any healing or stat-changing move the opponent attempts to use.
Snore 50 100 15 30 Move Tutor - B2W2
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Wonder Room -- -- 10 -- Move Tutor - B2W2
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
Zen Headbutt 80 90 15 20 Move Tutor - B2W2
The user focuses its willpower to its head and attacks the target. It may also make the target flinch.
Focus Punch 150 100 20 -- Gen IV TM01
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
Shock Wave 60 -- 20 -- Gen IV TM34
The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.
Secret Power 70 100 20 30 Gen IV TM43
The user attacks the target with a secret power. Its added effects vary depending on the user's environment.
Endure -- -- 10 -- Gen IV TM58
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Captivate -- 100 20 -- Gen IV TM78
If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.
Natural Gift ?? 100 15 -- Gen IV TM83
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Headbutt 70 100 15 30 Move Tutor - HGSS
The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.
Mega Punch 80 85 20 -- Move Tutor - FRLG
The target is slugged by a punch thrown with muscle-packed power.
Mega Kick 120 75 5 -- Move Tutor - FRLG
The target is attacked by a kick launched with muscle-packed power.
Body Slam 85 100 15 30 Move Tutor - FRLG
The user drops onto the target with its full body weight. It may also leave the target with paralysis.
Double-edge 120 100 15 -- Move Tutor - FRLG
A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.
Counter ?? 100 20 -- Move Tutor - FRLG
A retaliation move that counters any physical attack, inflicting double the damage taken.
Seismic Toss ?? 100 20 -- Move Tutor - FRLG
The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
Mimic -- -- 10 -- Move Tutor - FRLG
The user copies the target's last move. The move can be used during battle until the Pokémon is switched out.
Metronome -- -- 10 -- Move Tutor - FRLG
The user waggles a finger and stimulates its brain into randomly using nearly any move.
Dream Eater 100 100 15 -- Move Tutor - FRLG
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
Thunder Wave -- 100 20 -- Move Tutor - FRLG
A weak electric charge is launched at the target. It causes paralysis if it hits.
Substitute -- -- 10 -- Move Tutor - FRLG
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
Dynamic Punch 100 50 5 100 Move Tutor - Emerald
The user punches the target with full, concentrated power. It confuses the target if it hits.
Psych Up -- -- 10 -- Move Tutor - Emerald
The user hypnotizes itself into copying any stat change made by the target.
Snore 50 100 15 30 Move Tutor - Emerald
An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.
Endure -- -- 10 -- Move Tutor - Emerald
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
Ice Punch 75 100 15 10 Move Tutor - Emerald
The target is punched with an icy fist. It may also leave the target frozen.
Swagger -- 90 15 -- Move Tutor - Emerald
The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
Sleep Talk -- -- 10 -- Move Tutor - Emerald
While it is asleep, the user randomly uses one of the moves it knows.
Thunder Punch 75 100 15 10 Move Tutor - Emerald
The target is punched with an electrified fist. It may also leave the target with paralysis.
Fire Punch 75 100 15 10 Move Tutor - Emerald
The target is punched with a fiery fist. It may also leave the target with a burn.
Nightmare -- 100 15 -- Move Tutor - XD
A sleeping target sees a nightmare that inflicts some damage every turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 400 40 35 30 120 70 105
Max Stats
Hindering Nature
Lv. 50 100 - 147 36 - 78 31 - 73 112 - 154 67 - 109 99 - 141
Lv. 100 190 - 284 67 - 152 58 - 143 220 - 305 130 - 215 193 - 278
Max Stats
Neutral Nature
Lv. 50 100 - 147 40 - 87 35 - 82 125 - 172 75 - 122 110 - 157
Lv. 100 190 - 284 75 - 169 65 - 159 245 - 339 145 - 239 215 - 309
Max Stats
Beneficial Nature
Lv. 50 100 - 147 44 - 95 38 - 90 137 - 189 82 - 134 121 - 172
Lv. 100 190 - 284 82 - 185 71 - 174 269 - 372 159 - 262 236 - 339

<--- #063
Abra
#065
Alakazam
--->

 
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