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General | Location | Attacks | Stats | Egg Moves |
Gen VIII Dex | 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 |
This Pokédex entry is for Generation VII Pokémon games. or Generation VI Pokémon games. Check out Alakazam Pokémon Sword & Shield data |
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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. |
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Experience Growth | Base Happiness | Effort Values Earned | S.O.S. Calling | ||
1,059,862 Points Medium Slow |
70 | 3 Sp. Attack Point(s) | Not Wild |
Weakness |
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*1 | *1 | *1 | *1 | *1 | *1 | *0.5 | *1 | *1 | *1 | *0.5 | *2 | *1 | *2 | *1 | *2 | *1 | *1 |
Wild Hold Item | Catch/Transfer Candy | Egg Groups | ||||||||||
![]() Twisted Spoon - 5% |
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Evolutionary Chain | |||||||
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Gender Differences | ||||
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Locations |
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Sun | Evolve Kadabra | |
Moon | Evolve Kadabra | |
Ultra Sun | Evolve Kadabra | |
Ultra Moon | Evolve Kadabra | |
Let's Go, Pikachu! | Evolve Kadabra | |
Let's Go, Eevee! | Evolve Kadabra | |
Trainer Locations | Details |
Flavor Text |
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![]() | Sun | It is said to have an IQ of approximately 5,000. Its overflowing psychokinetic powers cause headaches to anyone nearby. | Moon | Its brain cells continue to increase in number until its death. The older the Alakazam, the larger its head. | Ultra Sun | Alakazam 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 Moon | If it trusts someone deeply, it will let them have one of its spoons. Anything you eat with that spoon is apparently delicious. | Let's Go, Pikachu! | A Pokémon that can memorize anything. It never forgets what it learns—that’s why this Pokémon is smart. | Let's Go, Eevee! |
![]() | Sun | As a result of Mega Evolution, its power has been entirely converted into psychic energy, and it has lost all strength in its muscles. | Moon | Its 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 Sun | It sends out psychic power from the red organ on its forehead to foresee its opponents’ every move. | Ultra Moon | Having traded away its muscles, Alakazam’s true power has been unleashed. With its psychic powers, it can foresee all things. | Let's Go, Pikachu! | It’s adept at precognition. When attacks completely miss Alakazam, that’s because it’s seeing the future. | Let's Go, Eevee! |
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Attacks
Generation VII Level Up
Level Attack Name Type Cat. Att. Acc. PP Effect % 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 Name Type Cat. Att. Acc. PP Effect % 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 Name Type Cat. Att. Acc. PP Effect % 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 Name Type Cat. Att. Acc. PP Effect % Signal Beam 75 100 15 10 The user attacks with a sinister beam of light. This may also confuse the target. Thunder Punch 75 100 15 10 The target is punched with an electrified fist. This may also leave the target with paralysis. Fire Punch 75 100 15 10 The target is punched with a fiery fist. This may also leave the target with a burn. Ice Punch 75 100 15 10 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 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. 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 Headbutt 80 90 15 20 The user focuses its willpower to its head and attacks the target. This may also make the target flinch. Iron Tail 100 75 15 30 The target is slammed with a steel-hard tail. This may also lower the target's Defense stat. Snore 50 100 15 30 This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. Knock Off 65 100 20 -- 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 Punch 75 100 10 -- An energy-draining punch. The user's HP is restored by half the damage taken by the target. Focus Punch 150 100 20 -- The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Shock Wave 60 -- 20 -- The user strikes the target with a quick jolt of electricity. This attack never misses. Trick -- 100 10 -- 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 Name Type Cat. Max Att. Acc. PP Effect % 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 Name Type Cat. Max Att. Acc. PP Effect % Tectonic Rage
Gen I Only160 -- 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 Name Type Cat. Att. Acc. PP Effect % Method Role Play -- -- 10 -- Lv. 41 The user mimics the target completely, copying the target's natural Ability. Transfer Only Moves (Details)
Attack Name Type Cat. Att. Acc. PP Effect % 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 (ΩRαS) 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 NatureLv. 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 NatureLv. 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 NatureLv. 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"
1.2m105.8lbs
48kg50 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 NatureLv. 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 NatureLv. 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 NatureLv. 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 Let's Go Level Up
Level Attack Name Type Cat. Att. Acc. PP Effect % Evolve Calm Mind -- -- 20 -- The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. — Calm Mind -- -- 20 -- The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. — 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. — Barrier -- -- 20 -- The user throws up a sturdy wall that sharply raises its Defense stat. — Encore -- 100 5 -- The user compels the target to keep using the move it encored for three turns. — Confusion 50 100 25 10 The target is hit by a weak telekinetic force. This may also confuse the target. — Teleport -- -- 20 -- The user switches places with a different PokĂ©mon instantly, using telekinetic power. — 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 Name Type Cat. Att. Acc. PP Effect % 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 -- The user switches places with a different PokĂ©mon instantly, using telekinetic power. 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. TM48 Hyper Beam 150 90 5 -- The target is attacked with a powerful beam. The user can't move on the next turn. 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: 500 55 50 45 135 95 120 Max Stats
Hindering NatureLv. 50 No Candy 115 - 130 49 - 69 45 - 63 126 - 152 90 - 113 112 - 138 Candy 115 - 330 49 - 269 45 - 263 126 - 352 90 - 313 112 - 338 Lv. 100 No Candy 220 - 251 94 - 134 85 - 124 247 - 302 175 - 223 220 - 272 Candy 220 - 451 94 - 334 85 - 324 247 - 502 175 - 423 220 - 472 Max Stats
Neutral NatureLv. 50 No Candy 115 - 130 55 - 77 50 - 71 140 - 170 100 - 126 125 - 154 Candy 115 - 330 55 - 277 50 - 271 140 - 370 100 - 326 125 - 354 Lv. 100 No Candy 220 - 251 105 - 149 95 - 138 275 - 336 195 - 248 245 - 303 Candy 220 - 451 105 - 349 95 - 338 275 - 536 195 - 448 245 - 503 Max Stats
Beneficial NatureLv. 50 No Candy 115 - 130 60 - 84 55 - 79 154 - 188 110 - 139 137 - 169 Candy 115 - 330 60 - 284 55 - 279 154 - 388 110 - 339 137 - 369 Lv. 100 No Candy 220 - 251 115 - 163 104 - 151 302 - 369 214 - 272 269 - 333 Candy 220 - 451 115 - 363 104 - 351 302 - 569 214 - 472 269 - 533 CP (Combat Points) - Toggle Full Details
Level Min CP Max CP Max CP With Candy Level 5 26 CP 30 CP 2,670 CP Level 50 1,740 CP 2,214 CP 7,014 CP Level 100 6,750 CP 8,664 CP 10,000 CP 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"
1.2m105.8lbs
48kg50 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
HP Attack Defense Sp. Attack Sp. Defense Speed Base Stats - Total: 600 55 50 65 175 105 150 Max Stats
Hindering NatureLv. 50 No Candy 115 - 130 49 - 69 63 - 83 162 - 192 99 - 123 139 - 168 Candy 115 - 330 49 - 269 63 - 283 162 - 392 99 - 323 139 - 368 Lv. 100 No Candy 220 - 251 94 - 134 121 - 163 319 - 381 193 - 243 274 - 332 Candy 220 - 451 94 - 334 121 - 363 319 - 581 193 - 443 274 - 532 Max Stats
Neutral NatureLv. 50 No Candy 115 - 130 55 - 77 70 - 93 180 - 214 110 - 137 155 - 187 Candy 115 - 330 55 - 277 70 - 293 180 - 414 110 - 337 155 - 387 Lv. 100 No Candy 220 - 251 105 - 149 135 - 182 355 - 424 215 - 270 305 - 369 Candy 220 - 451 105 - 349 135 - 382 355 - 624 215 - 470 305 - 569 Max Stats
Beneficial NatureLv. 50 No Candy 115 - 130 60 - 84 77 - 103 198 - 236 121 - 151 170 - 205 Candy 115 - 330 60 - 284 77 - 303 198 - 436 121 - 351 170 - 405 Lv. 100 No Candy 220 - 251 115 - 163 148 - 200 390 - 466 236 - 297 335 - 405 Candy 220 - 451 115 - 363 148 - 400 390 - 666 236 - 497 335 - 605
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