#065 Alakazam
General Location Attacks Stats Egg Moves
Gen VII 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
Alakazam
Japan: Foodin
フーディン
French: Alakazam
German: Simsala
Korean: 후딘
National: #065
Alola: #051
Melemele: #051
Akala: #---
Ula'ula: #---
Poni: #---
Male :75.4%
Female :24.6%
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 4'11"
1.5m
105.8lbs
48kg
505,120
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
1,059,860 Points
Medium Slow
70 3 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 Item Egg Groups
 
Twisted Spoon
- 5%
Human-like
Evolutionary Chain
Gender Differences
MaleFemale
Locations
Sun Evolve Kadabra
Moon Evolve Kadabra
Ultra Sun Evolve Kadabra
Ultra Moon Evolve Kadabra
Trainer Locations  Details
Flavor Text
SunIt is said to have an IQ of approximately 5,000. Its overflowing psychokinetic powers cause headaches to anyone nearby.
MoonIts brain cells continue to increase in number until its death. The older the Alakazam, the larger its head.
Ultra SunAlakazam uses its psychic powers to make the spoons it carries. Each spoon is an original that there’s only one of in the whole world.
Ultra MoonIf it trusts someone deeply, it will let them have one of its spoons. Anything you eat with that spoon is apparently delicious.
SunAs a result of Mega Evolution, its power has been entirely converted into psychic energy, and it has lost all strength in its muscles.
MoonIts hidden psychic power has been unleashed. A glance at someone gives it knowledge of the course of that person’s life, from birth to death.
Ultra SunIt sends out psychic power from the red organ on its forehead to foresee its opponents’ every move.
Ultra MoonHaving traded away its muscles, Alakazam’s true power has been unleashed. With its psychic powers, it can foresee all things.

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 Calm Mind -- -- 20 --
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
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.
TM15 Hyper Beam 150 90 5 --
The target is attacked with a powerful beam. The user can't move on the next turn.
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.
TM52 Focus Blast 120 70 5 10
The user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
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.
TM68 Giga Impact 150 90 5 --
The user charges at the target using every bit of its power. The user can't move on the next turn.
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.
Laser Focus----30--
The user concentrates intensely. The attack on the next turn always results in a critical hit.
Usable Z Moves
Attack NameTypeCat.Max Att.Acc.PPEffect %
Breakneck Blitz 200(Phy)/200(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(Phy)/190(Spe) -- 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 %
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.


Pre-Evolution Only Moves
Attack NameTypeCat.Att.Acc.PPEffect % Method
Role Play -- -- 10 --
Lv. 41
The user mimics the target completely, copying the target's natural Ability.


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: 500 55 50 45 135 95 120
Max Stats
Hindering Nature
Lv. 50 115 - 162 49 - 91 45 - 87 126 - 168 90 - 132 112 - 154
Lv. 100 220 - 314 94 - 179 85 - 170 247 - 332 175 - 260 220 - 305
Max Stats
Neutral Nature
Lv. 50 115 - 162 55 - 102 50 - 97 140 - 187 100 - 147 125 - 172
Lv. 100 220 - 314 105 - 199 95 - 189 275 - 369 195 - 289 245 - 339
Max Stats
Beneficial Nature
Lv. 50 115 - 162 60 - 112 55 - 106 154 - 205 110 - 161 137 - 189
Lv. 100 220 - 314 115 - 218 104 - 207 302 - 405 214 - 317 269 - 372


Mega Evolution
Picture Name Other Names No. Gender Ratio Type
Mega Alakazam
Japan: MegaFudin
メガフーディン
French: MegaAlakazam
German: Mega-Simsala
Korean: 메가후딘
National: #065
Male :75.4%
Female :24.6%
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 3'11"
1.2m
105.8lbs
48kg
50 5,120
Abilities: Trace
Trace: Ability becomes the same as that of the opponent. Switching this Pokémon out of battle restores its original ability. In a Double/Triple Battle, a random opponent’s ability will be copied.
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1 *1

Stats - Mega Evolution
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 55 50 65 175 105 150
Max Stats
Hindering Nature
Lv. 50 115 - 162 49 - 91 63 - 105 162 - 204 99 - 141 139 - 181
Lv. 100 220 - 314 94 - 179 121 - 206 319 - 404 193 - 278 274 - 359
Max Stats
Neutral Nature
Lv. 50 115 - 162 55 - 102 70 - 117 180 - 227 110 - 157 155 - 202
Lv. 100 220 - 314 105 - 199 135 - 229 355 - 449 215 - 309 305 - 399
Max Stats
Beneficial Nature
Lv. 50 115 - 162 60 - 112 77 - 128 198 - 249 121 - 172 170 - 222
Lv. 100 220 - 314 115 - 218 148 - 251 390 - 493 236 - 339 335 - 438

<--- #064
Kadabra
#066
Machop
--->

 
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