Alakazam
General Information - [Back to top ]
Sprites - View Gallery Page
Names
Pokédex Numbers
Male Female
English
Alakazam
National
65 (1st Gen.)
Japanese
Fuudin
Sinnoh
22
French
Alakazam
Hoenn
41
German
Simsala
Johto
91
Other Information
Species
Psi
Colour
Brown
Type(s)
Psychic
Gender
Male: 75% / Female: 25%
Height
1.5 m / 4'11"
Weight
48 kg / 105.8 lbs
Egg Groups
Humanshape
--------------------
Abra
Alakazam
Buneary
Cacnea
Cacturne
Chimchar
Croagunk
Drowzee
Electabuzz
Electivire
Hariyama
Hitmonchan
Hitmonlee
Hitmontop
Hypno
Illumise
Infernape
Jynx
Kadabra
Lopunny
Lucario
Machamp
Machoke
Machop
Magmar
Magmortar
Makuhita
Medicham
Meditite
Monferno
Mr. Mime
Sableye
Spinda
Toxicroak
Volbeat
Wild Item
Twistedspoon - 5%
Advanced Information
Tier
Over-Used (OU)
Steps to hatch
5 120
GK/LK Power
60
Max. EXP
1 059 860
Base Happiness
70
Catch Rate
50
Abilities
Synchronize
Users
--------------------
Abra
Alakazam
Espeon
Gardevoir
Kadabra
Kirlia
Mew
Natu
Ralts
Umbreon
Xatu
Battle effect: When user is inflicted with Poison, Burn, or Paralysis status, the opponent is also inflicted. Immunities to status are taken into account. Field effect: 1.5x chance of running into wild Pokémon with the same nature as the user when user is in the leading slot.
Inner Focus
Users
--------------------
Abra
Alakazam
Crobat
Dragonite
Farfetch'd
Girafarig
Glalie
Golbat
Kadabra
Lucario
Riolu
Sneasel
Snorunt
Zubat
Battle effect: User is immune to flinch.
Locations
Diamond
Evolve from Kadabra [Evolve]
Pearl
Evolve from Kadabra [Evolve]
Pokédex Flavour Text
Red/Blue
Its brain can outperform a supercomputer. Its intelligence quotient is said to be 5,000.
Yellow
A POKéMON that can memorize anything. It never forgets what it learns-that's why this POKéMON is smart.
Gold
Closing both its eyes heightens all its other senses. This enables it to use its abilities to their extremes.
Silver
Its brain cells multiply continually until it dies. As a result, it remembers everything.
Crystal
It has an IQ of 5000. It calculates many things in order to gain the edge in every battle.
Ruby
ALAKAZAM's brain continually grows, making its head far too heavy to support with its neck. This POKéMON holds its head up using its psychokinetic power instead.
Sapphire
ALAKAZAM's brain continually grows, infinitely multiplying brain cells. This amazing brain gives this POKéMON an astoundingly high IQ of 5,000. It has a thorough memory of everything that has occurred in the world.
Emerald
While it has strong psychic abilities and high intelligence, an ALAKAZAM's muscles are very weak. It uses psychic power to move its body.
Fire Red
It does not like physical attacks very much. Instead, it freely uses extra-sensory powers to defeat foes.
Leaf Green
Its brain can outperform a supercomputer. Its IQ (intelligence quotient) is said to be around 5,000.
Diamond
Its superb memory lets it recall everything it has experienced from birth. Its IQ exceeds 5,000.
Pearl
Its highly developed brain is on par with a supercomputer. It can use all forms of psychic abilities.
Level-Up Attacks - [Back to top ]
Lv.
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
0
Teleport
--
--
--
20
Use it to flee from any wild Pokémon. It may also be used to warp to the last Poké Center visited.
0
Kinesis
--
80
--
15
The user distracts the foe by bending a spoon. It may lower the target's accuracy.
0
Confusion
50
100
10
25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
16
Confusion
50
100
10
25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
18
Disable
--
80
--
20
For several turns, this move prevents the foe from using the move it last used.
22
Miracle Eye
--
--
--
40
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
24
Psybeam
65
100
10
20
The foe is attacked with a peculiar ray. It may also leave the target confused.
28
Reflect
--
--
--
20
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
30
Recover
--
--
--
10
A self-healing move. The user restores its own HP by up to half of its max HP.
34
Psycho Cut
70
100
--
20
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
36
Calm Mind
--
--
--
20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
40
Psychic
90
100
10
10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
42
Future Sight
80
90
--
15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
46
Trick
--
100
--
10
The user catches the foe off guard and swaps the foe's held item with its own.
TM/HM Attacks - [Back to top ]
TM/HM
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
TM01
Focus Punch
150
100
--
20
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
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
--
85
--
10
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
TM10
Hidden Power
??
100
--
15
A unique attack that varies in type and intensity 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 foe is taunted into a rage that allows it to use only attack moves for two to four turns.
TM15
Hyper Beam
150
90
--
5
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
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.
TM23
Iron Tail
100
75
30
15
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
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 foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
TM30
Shadow Ball
80
100
20
15
The user hurls a shadowy blob at the foe. It may also lower the foe'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.
TM34
Shock Wave
60
--
--
20
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
TM41
Torment
--
100
--
15
The user torments and enrages the foe, 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, paralyzed, or has a burn.
TM43
Secret Power
70
100
30
20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
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 foe becomes infatuated and less likely to attack.
TM46
Thief
40
100
--
10
The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.
TM48
Skill Swap
--
--
--
10
The user employs its psychic power to exchange abilities with the foe.
TM49
Snatch
--
--
--
10
The user steals the effects of any healing or status- changing move the foe attempts to use.
TM52
Focus Blast
120
70
10
5
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
TM53
Energy Ball
80
100
10
10
The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.
TM56
Fling
??
100
--
10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM57
Charge Beam
50
90
70
10
The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.
TM58
Endure
--
--
--
10
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
TM60
Drain Punch
60
100
--
5
An energy-draining punch. The user's HP is restored by half the damage taken by the target.
TM63
Embargo
--
100
--
15
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.
TM67
Recycle
--
--
--
10
The user recycles a single-use item that has been used in battle so it can be used again.
TM68
Giga Impact
150
90
--
5
The user charges at the foe using every bit of its power. The user must rest on the next turn.
TM70
Flash
--
100
--
20
The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
TM73
Thunder Wave
--
100
--
20
A weak electric charge is launched at the foe. It causes paralysis if it hits.
TM77
Psych Up
--
--
--
10
The user hypnotizes itself into copying any stat change made by the foe.
TM78
Captivate
--
100
--
20
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
TM82
Sleep Talk
--
--
--
10
While it is asleep, the user randomly uses one of the moves it knows.
TM83
Natural Gift
??
100
--
15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM85
Dream Eater
100
100
--
15
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.
TM86
Grass Knot
??
100
--
20
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
TM87
Swagger
--
90
--
15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
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.
Egg Moves - [Back to top ]
Name
Type
Cat.
C. Type
Power
Acc.
Eff. Acc.
PP
Effect
Encore
--
100
--
5
The user compels the foe to keep using only the move it last used for two to six turns.
Barrier
--
--
--
30
The user throws up a sturdy wall that sharply raises its Defense stat.
Knock Off
20
100
--
20
The user slaps down the foe's held item, preventing the item from being used during the battle.
Fire Punch
75
100
10
15
The foe is punched with a fiery fist. It may leave the target with a burn.
Thunderpunch
75
100
10
15
The foe is punched with an electrified fist. It may leave the target with paralysis.
Ice Punch
75
100
10
15
The foe is punched with an icy fist. It may leave the target frozen.