#064 Kadabra
General Location Attacks Stats Egg Moves
Gen VII Dex
Let's Go Dex
Gen VI Dex Gen V Dex Gen IV Dex Gen III Dex Gen II Dex Gen I Dex

Picture Name Other Names No. Gender Ratio Type
Kadabra
Japan: Yungerer
ユンゲラー
French: Kadabra
German: Kadabra
Korean: 윤겔라
National: #064
Alola: #050
Melemele: #050
Akala: #---
Ula'ula: #---
Poni: #---
Male :75.4%
Female :24.6%
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 S.O.S. Calling
1,059,862 Points
Medium Slow
70 2 Sp. Attack Point(s)
Not Wild
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1 *1
Wild Hold ItemCatch/Transfer Candy Egg Groups
 
Twisted Spoon
- 5%
Smart CandySmart Candy LSmart Candy XLAbra Candy
Human-like
Evolutionary Chain
Gender Differences
MaleFemale
Locations - In-Depth Details
Sun Evolve Abra
Moon Evolve Abra
Ultra Sun Evolve Abra
Ultra Moon Evolve Abra
Let's Go, Pikachu! Route 7, Route 8Details
Let's Go, Eevee! Route 7, Route 8Details
Trainer Locations  Details
Flavor Text
Sun A theory exists that this Pokémon was a young boy who couldn’t control his psychic powers and ended up transformed into this Pokémon.
Moon Kadabra’s presence infests televisions and monitors with creepy shadows that bring bad luck.
Ultra Sun It stares at a silver spoon to amplify its psychic powers before it lets loose. Apparently, gold spoons are no good.
Ultra Moon It possesses strong mental capabilities, but its psychic powers are halved when it’s not holding a silver spoon.
Let's Go, Pikachu! Many odd things happen if this Pokémon is close by. For example, it makes clocks run backward.
Let's Go, Eevee!

  • Generation VII Level Up
    LevelAttack NameTypeCat.Att.Acc.PPEffect %
    Evolve Kinesis -- 80 15 --
    The user distracts the target by bending a spoon. This lowers the target's accuracy.
    Teleport -- -- 20 --
    Use it to flee from any wild Pokémon.
    Confusion 50 100 25 10
    The target is hit by a weak telekinetic force. This may also confuse the target.
    16 Confusion 50 100 25 10
    The target is hit by a weak telekinetic force. This may also confuse the target.
    18 Disable -- 100 20 --
    For four turns, this move prevents the target from using the move it last used.
    21 Psybeam 65 100 20 10
    The target is attacked with a peculiar ray. This may also leave the target confused.
    23 Miracle Eye -- -- 40 --
    Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit.
    26 Reflect -- -- 20 --
    A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
    28 Psycho Cut 70 100 20 --
    The user tears at the target with blades formed by psychic power. Critical hits land more easily.
    31 Recover -- -- 10 --
    Restoring its own cells, the user restores its own HP by half of its max HP.
    33 Telekinesis -- -- 15 --
    The user makes the target float with its psychic power. The target is easier to hit for three turns.
    36 Ally Switch -- -- 15 --
    The user teleports using a strange power and switches places with one of its allies.
    38 Psychic 90 100 10 10
    The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
    41 Role Play -- -- 10 --
    The user mimics the target completely, copying the target's natural Ability.
    43 Future Sight 120 100 10 --
    Two turns after this move is used, a hunk of psychic energy attacks the target.
    46 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. It lowers the power of Water-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 reduce damage from special attacks for five turns.
    TM17 Protect -- -- 10 --
    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. It lowers the power of Fire-type moves.
    TM20 Safeguard -- -- 25 --
    The user creates a protective field that prevents status conditions for five turns.
    TM21 Frustration ?? 100 20 --
    This full-power attack grows more powerful the less the user likes its Trainer.
    TM27 Return ?? 100 20 --
    This full-power attack 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. This may also lower the target's Sp. Def stat.
    TM30 Shadow Ball 80 100 15 20
    The user hurls a shadowy blob at the target. This 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 reduce 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 --
    This attack move doubles its power if the user is poisoned, burned, or paralyzed.
    TM44 Rest -- -- 10 --
    The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
    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. The user can't steal anything if it already holds an item.
    TM48 Round 60 100 15 --
    The user attacks the target with a song. Others can join in the Round to increase the power of the attack.
    TM53 Energy Ball 90 100 10 10
    The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
    TM56 Fling ?? 100 10 --
    The user flings its held item at the target to attack. This move's 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 --
    This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.
    TM73 Thunder Wave -- 90 20 --
    The user launches a weak jolt of electricity that paralyzes the target.
    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 its own HP.
    TM86 Grass Knot ?? 100 20 --
    The user snares the target with grass and trips it. The heavier the target, the greater the move's power.
    TM87 Swagger -- 85 15 --
    The user enrages and confuses the target. However, this 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 %  
    Encore -- 100 5 -- Details
    The user compels the target to keep using the move it encored for three turns.
    Barrier -- -- 20 -- Details
    The user throws up a sturdy wall that sharply raises its Defense stat.
    Knock Off 65 100 20 -- Details
    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.
    Fire Punch 75 100 15 10 Details
    The target is punched with a fiery fist. This may also leave the target with a burn.
    Thunder Punch 75 100 15 10 Details
    The target is punched with an electrified fist. This may also leave the target with paralysis.
    Ice Punch 75 100 15 10 Details
    The target is punched with an icy fist. This may also leave the target frozen.
    Power Trick -- -- 10 -- Details
    The user employs its psychic power to switch its Attack stat with its Defense stat.
    Guard Swap -- -- 10 -- Details
    The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
    Skill Swap -- -- 10 -- Details
    The user employs its psychic power to exchange Abilities with the target.
    Guard Split -- -- 10 -- Details
    The user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
    Psycho Shift -- 100 10 -- Details
    Using its psychic power of suggestion, the user transfers its status conditions to the target.
    Ally Switch -- -- 15 -- Details
    The user teleports using a strange power and switches places with one of its allies.
    Psychic Terrain
    USUM Only
    -- -- 10 -- Details
    This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

    Ultra Sun/Ultra Moon Move Tutor Attacks
    Attack NameTypeCat.Att.Acc.PPEffect %
    Signal Beam751001510
    The user attacks with a sinister beam of light. This may also confuse the target.
    Thunder Punch751001510
    The target is punched with an electrified fist. This may also leave the target with paralysis.
    Fire Punch751001510
    The target is punched with a fiery fist. This may also leave the target with a burn.
    Ice Punch751001510
    The target is punched with an icy fist. This may also leave the target frozen.
    Magic Coat----15--
    A barrier reflects back to the target moves like Leech Seed and moves that damage status.
    Foul Play9510015--
    The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
    Gravity----5--
    Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can't be used.
    Zen Headbutt80901520
    The user focuses its willpower to its head and attacks the target. This may also make the target flinch.
    Iron Tail100751530
    The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
    Snore501001530
    This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
    Knock Off6510020--
    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.
    Role Play----10--
    The user mimics the target completely, copying the target's natural Ability.
    Drain Punch7510010--
    An energy-draining punch. The user's HP is restored by half the damage taken by the target.
    Focus Punch15010020--
    The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.
    Shock Wave60--20--
    The user strikes the target with a quick jolt of electricity. This attack never misses.
    Trick--10010--
    The user catches the target off guard and swaps its held item with its own.
    Magic Room----10--
    The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
    Wonder Room----10--
    The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
    Recycle----10--
    The user recycles a held item that has been used in battle so it can be used again.
    Snatch----10--
    The user steals the effects of any attempts to use a healing or stat-changing move.
    Skill Swap----10--
    The user employs its psychic power to exchange Abilities with the target.
    Telekinesis----15--
    The user makes the target float with its psychic power. The target is easier to hit for three turns.
    Ally Switch----15--
    The user teleports using a strange power and switches places with one of its allies.
    Usable Z Moves
    Attack NameTypeCat.Max Att.Acc.PPEffect %
    Breakneck Blitz 160(Phy)/120(Spe) -- 1 --
    The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
    All-Out Pummeling 200 -- 1 --
    The user rams an energy orb created by its Z-Power into the target with full force. The power varies, depending on the original move.
    Savage Spin-Out 140 -- 1 --
    The user binds the target with full force with threads of silk that the user spits using its Z-Power. The power varies, depending on the original move.
    Never-Ending Nightmare 160 -- 1 --
    Deep-seated grudges summoned by the user's Z-Power trap the target. The power varies, depending on the original move.
    Corkscrew Crash 180 -- 1 --
    The user spins very fast and rams into the target with the full force of its Z-Power. The power varies, depending on the original move.
    Inferno Overdrive 140 -- 1 --
    The user breathes a stream of intense fire toward the target with the full force of its Z-Power. The power varies depending on the original move.
    Bloom Doom 175 -- 1 --
    The user collects energy from plants using its Z-Power and attacks the target with full force. The power varies, depending on the original move.
    Gigavolt Havoc 140(Phy)/120(Spe) -- 1 --
    The user hits the target with a powerful electric current collected by its Z-Power. The power varies, depending on the original move.
    Shattered Psyche 160(Phy)/190(Spe) -- 1 --
    The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move.
    Subzero Slammer 140 -- 1 --
    The user dramatically drops the temperature using its Z-Power and freezes the target with full force. The power varies, depending on the original move.
    Black Hole Eclipse 175 -- 1 --
    The user gathers dark energy using its Z-Power and sucks the target into it. The power varies, depending on the original move.
    Twinkle Tackle 160 -- 1 --
    The user creates a very charming space using its Z-Power and totally toys with the target. The power varies, depending on the original move.
    Usable Z Moves (Transfer Only/Improved)
    Attack NameTypeCat.Max Att.Acc.PPEffect %
    Breakneck Blitz 195(Phy)/160(Spe) -- 1 --
    The user builds up its momentum using its Z-Power and crashes into the target at full speed. The power varies, depending on the original move.
    Tectonic Rage
    Gen I Only
    160 -- 1 --
    The user burrows deep into the ground and slams into the target with the full force of its Z-Power. The power varies, depending on the original move.


    Transfer Only Moves (Details)
    Attack NameTypeCat.Att.Acc.PPEffect %Method
    Flash -- 100 20 -- Gen VI TM70
    The user flashes a bright light that cuts the target's accuracy.
    Secret Power 70 100 20 30 Gen VI TM94 (ΪRαS)
    The additional effects of this attack depend upon where it was used.
    Secret Power 70 100 20 30 Gen IV TM43
    The additional effects of this attack depend upon where it was used.
    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 any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers 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 the move's 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. This 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. This may also leave the target with paralysis.
    Double-edge 120 100 15 -- Move Tutor - FRLG
    A reckless, life-risking tackle. This also damages the user quite a lot.
    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.
    Dynamic Punch 100 50 5 100 Move Tutor - Emerald
    The user punches the target with full, concentrated power. This confuses the target if it hits.
    Nightmare -- 100 15 -- Move Tutor - XD
    A sleeping target sees a nightmare that inflicts some damage every turn.
    Curse -- -- 10 -- Gen II TM03
    A move that works differently for the Ghost type than for all other types.
    Zap Cannon 120 50 5 100 Gen II TM07
    The user fires an electric blast like a cannon to inflict damage and cause paralysis.
    Dig 80 100 10 -- Gen II TM28
    The user burrows, then attacks on the next turn.
    Take Down 90 85 20 -- Gen I TM09
    A reckless, full-body charge attack for slamming into the target. This also damages the user a little.
    Submission 80 80 20 -- Gen I TM17
    The user grabs the target and recklessly dives for the ground. This also damages the user a little.
    Rage 20 100 20 -- Gen I TM20
    As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.
    Dig 80 100 10 -- Gen I TM28
    The user burrows, then attacks on the next turn.
    Bide ?? -- 10 -- Gen I TM34
    The user endures attacks for two turns, then strikes back to cause double the damage taken.
    Skull Bash 130 100 10 100 Gen I TM40
    The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.
    Psywave ?? 100 15 -- Gen I TM46
    The target is attacked with an odd psychic wave. The attack varies in intensity.
    Tri Attack 80 100 10 20 Gen I TM49
    The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.


    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

  • Let's Go Level Up
    LevelAttack NameTypeCat.Att.Acc.PPEffect %
    Evolve Kinesis -- 80 15 --
    The user distracts the target by bending a spoon. This lowers the target's accuracy.
    Evolve Psybeam 65 100 20 10
    The target is attacked with a peculiar ray. This may also leave the target confused.
    Kinesis -- 80 15 --
    The user distracts the target by bending a spoon. This lowers the target's accuracy.
    Psybeam 65 100 20 10
    The target is attacked with a peculiar ray. This may also leave the target confused.
    Confusion 50 100 25 10
    The target is hit by a weak telekinetic force. This may also confuse the target.
    Teleport -- -- 20 --
    Use it to flee from any wild Pokémon.
    Disable -- 100 20 --
    For four turns, this move prevents the target from using the move it last used.
    Flash -- 100 20 --
    The user flashes a bright light that cuts the target's accuracy.
    6 Disable -- 100 20 --
    For four turns, this move prevents the target from using the move it last used.
    13 Flash -- 100 20 --
    The user flashes a bright light that cuts the target's accuracy.
    19 Night Shade ?? 100 15 --
    The user makes the target see a frightening mirage. It inflicts damage equal to the user's level.
    26 Substitute -- -- 10 --
    The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    32 Reflect -- -- 20 --
    A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
    39 Recover -- -- 10 --
    Restoring its own cells, the user restores its own HP by half of its max HP.
    45 Psychic 90 100 10 10
    The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
    TM & HM Attacks
    TM/HM #Attack NameTypeCat.Att.Acc.PPEffect %
    TM01 Headbutt 70 100 15 30
    The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.
    TM02 Taunt -- 100 20 --
    The target is taunted into a rage that allows it to use only attack moves for three turns.
    TM04 Teleport -- -- 20 --
    Use it to flee from any wild Pokémon.
    TM05 Rest -- -- 10 --
    The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.
    TM06 Light Screen -- -- 30 --
    A wondrous wall of light is put up to reduce damage from special attacks for five turns.
    TM07 Protect -- -- 10 --
    Enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    TM08 Substitute -- -- 10 --
    The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    TM09 Reflect -- -- 20 --
    A wondrous wall of light is put up to reduce damage from physical attacks for five turns.
    TM10 Dig 80 100 10 --
    The user burrows, then attacks on the next turn.
    TM12 Facade 70 100 20 --
    This attack move doubles its power if the user is poisoned, burned, or paralyzed.
    TM15 Seismic Toss ?? 100 20 --
    The target is thrown using the power of gravity. It inflicts damage equal to the user's level.
    TM16 Thunder Wave -- 90 20 --
    The user launches a weak jolt of electricity that paralyzes the target.
    TM19 Iron Tail 100 75 15 30
    The target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
    TM21 Foul Play 95 100 15 --
    The user turns the target's power against it. The higher the target's Attack stat, the greater the move's power.
    TM23 Thunder Punch 75 100 15 10
    The target is punched with an electrified fist. This may also leave the target with paralysis.
    TM27 Toxic -- 90 10 --
    A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    TM28 Tri Attack 80 100 10 20
    The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.
    TM31 Fire Punch 75 100 15 10
    The target is punched with a fiery fist. This may also leave the target with a burn.
    TM32 Dazzling Gleam 80 100 10 --
    The user damages opposing Pokémon by emitting a powerful flash.
    TM33 Calm Mind -- -- 20 --
    The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
    TM35 Ice Punch 75 100 15 10
    The target is punched with an icy fist. This may also leave the target frozen.
    TM40 Psychic 90 100 10 10
    The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.
    TM43 Shadow Ball 80 100 15 20
    The user hurls a shadowy blob at the target. This may also lower the target's Sp. Def stat.
    TM59 Dream Eater 100 100 15 --
    The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP.


    Stats
      HP Attack Defense Sp. Attack Sp. Defense Speed
    Base Stats - Total: 400 40 35 30 120 70 105
    Max Stats
    Hindering Nature
    Lv. 50No Candy 100 - 115 36 - 54 31 - 49 112 - 138 67 - 89 99 - 123
    Candy 100 - 315 36 - 254 31 - 249 112 - 338 67 - 289 99 - 323
    Lv. 100No Candy 190 - 221 67 - 104 58 - 95 220 - 273 130 - 174 193 - 243
    Candy 190 - 421 67 - 304 58 - 295 220 - 473 130 - 374 193 - 443
    Max Stats
    Neutral Nature
    Lv. 50No Candy 100 - 115 40 - 60 35 - 55 125 - 154 75 - 99 110 - 137
    Candy 100 - 315 40 - 260 35 - 255 125 - 354 75 - 299 110 - 337
    Lv. 100No Candy 190 - 221 75 - 116 65 - 105 245 - 303 145 - 193 215 - 270
    Candy 190 - 421 75 - 316 65 - 305 245 - 503 145 - 393 215 - 470
    Max Stats
    Beneficial Nature
    Lv. 50No Candy 100 - 115 44 - 66 38 - 60 137 - 169 82 - 108 121 - 151
    Candy 100 - 315 44 - 266 38 - 260 137 - 369 82 - 308 121 - 351
    Lv. 100No Candy 190 - 221 82 - 128 71 - 116 269 - 333 159 - 212 236 - 297
    Candy 190 - 421 82 - 328 71 - 316 269 - 533 159 - 412 236 - 497

    CP (Combat Points) - Toggle Full Details
    LevelMin CPMax CPMax CP With Candy
    Level 523 CP27 CP2,667 CP
    Level 501,443 CP1,887 CP6,687 CP
    Level 1005,568 CP7,368 CP10,000 CP

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

 
All Content is ©Copyright of Serebii.net 1999-2018. | Privacy Policy | Manage Cookie Settings
Pokémon And All Respective Names are Trademark & © of Nintendo 1996-2018