#063 Abra
General Location Attacks TMs

Pokémon Game Picture National No. Regional No. English name Japanese Name

Ranger 2
#063 Almia: R-183
PokéPark: P-179
Abra ケーシィ
Ability: Synchronize & Inner Focus
Synchronize: When this Pokémon becomes POISON, PARALYZE, or BURN, 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.
Gender Ratio
Male: 75 % Female: 25 %
Classification Type 1 Type 2 Height Weight
Psi Pokémon
2'11" 43.0 lbs
Evolution Chain
--Lv. 16-->---->

Mystery Dungeon 2 Info
Body Size IQ Group
Group F

Ranger Shadows of Almia Info
Type Group Field Ability Pkmn Assist
Psychic Tackle * 1 Psychic

PokéPark Wii - Pikachu's Adventure Info
Attraction Score to Beat
Rotom's Spooky Shoot-'em-Up 5,000

Game Get Rate Obtainable Location
Time & Darkness
Easy Lost Wilderness - B1F-B17F
Easy Lost Wilderness - B1F-B17F
Ranger Shadows of Almia - Chroma Highlands
Blazing Adventure Squad
- Not in Game
Stormy Adventure Squad
- Not in Game
Light Adventure Squad
- Chocolate Field 1F-10F
PokéPark Wii - Pikachu's Adventure Open West Wing of House Meeting Place
Haunted Zone

Dungeon Level Up
LevelAttack NameTypeCat.Att.Acc.PPCritical Rate
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.

TM & HM Attacks
TM/HM #Attack NameTypeCat.Att.Acc.PPCritical Rate
TM01Focus Punch
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
TM04Calm Mind
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10Hidden Power
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM11Sunny Day
The user intensifies the sun for five turns, powering up Fire-type moves.
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM16Light Screen
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
TM18Rain Dance
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
The user creates a protective field that prevents status problems for five turns.
A full-power attack that grows more powerful the less the user likes its Trainer.
TM23Iron Tail
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
A full-power attack that grows more powerful the more the user likes its Trainer.
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30Shadow Ball
The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.
TM32Double Team
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
TM34Shock Wave
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
The user torments and enrages the foe, making it incapable of using the same move twice in a row.
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43Secret Power
The user attacks with a secret power. Its added effects vary depending on the user's environment.
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48Skill Swap
The user employs its psychic power to exchange abilities with the foe.
The user steals the effects of any healing or stat- changing move the foe attempts to use.
TM53Energy Ball
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57Charge Beam
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
TM60Drain Punch
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.
The user recycles a held item that has been used in battle so it can be used again.
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73Thunder Wave
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77Psych Up
The user hypnotizes itself into copying any stat change made by the foe.
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82Sleep Talk
While it is asleep, the user randomly uses one of the moves it knows.
TM83Natural Gift
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85Dream Eater
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86Grass Knot
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
TM92Trick Room
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Possible Egg Moves
Attack NameTypeCat.Att.Acc.PPCritical Rate
The user compels the foe to keep using only the move it last used for three to seven turns.
The user throws up a sturdy wall that sharply raises its Defense stat.
Knock Off
The user slaps down the foe's held item, preventing the item from being used during the battle.
Fire Punch
The foe is punched with a fiery fist. It may leave the target with a burn.
The foe is punched with an electrified fist. It may leave the target with paralysis.
Ice Punch
The foe is punched with an icy fist. It may leave the target frozen.
Power Trick
The user employs its psychic power to switch its Attack with its Defense stat.
Guard Swap
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.

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