Alakazam

Alakazam

Rank #71Psychic

HP
130
Atk
70
Def
65
SpA
155
SpD
115
Spe
140
Total675

Usage Format

Alakazam Abilities

All Alakazam Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
AlakazamAlakazam
Psychic130706515511514067548
Mega AlakazamMega AlakazamPsychic130708519512517077548

Alakazam Type Effectiveness

Weak to

Bug2×Ghost2×Dark2×

Resistant to

Fighting½×Psychic½×

Immune to

—

Damaged normally by

Normal1×Flying1×Poison1×Ground1×Rock1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Fairy1×

Alakazam Moves

Usage Move Type Category Target Power Acc PP Prio Description
89.1%Expanding ForcePsychicSpecialSingle80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
72.4%ProtectNormalStatusSelf—∞8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
43.7%Focus BlastFightingSpecialSingle1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
40.8%Shadow BallGhostSpecialSingle80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
39.1%Dazzling GleamFairySpecialAll Foes80100120—
20.9%Speed SwapPsychicStatusSingle—∞120The user and the target swap their Speed stats.
15.5%PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
13.8%Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
11%Energy BallGrassSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
9.8%EncoreNormalStatusSingle—10080Gives the target the Encore status.
—Fire PunchFirePhysicalSingle75100160Has a 10% chance of burning the target.
—Ice PunchIcePhysicalSingle75100160Has a 10% chance of freezing the target.
—Thunder PunchElectricPhysicalSingle75100160Has a 10% chance of paralyzing the target.
—Mega KickNormalPhysicalSingle1207580—
—Body SlamNormalPhysicalSingle85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
—DisableNormalStatusSingle—100200Gives the target the Move Disabled status for 4 turns.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—Thunder WaveElectricStatusSingle—90200Paralyzes the target. Ground-type Pokemon are unaffected.
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—RecoverNormalStatusSelf—∞80Restores 1/2 of the user’s max HP.
—Light ScreenPsychicStatusOwn Side—∞200Gives the user’s side the Light Screen status for 5 turns.
—ReflectPsychicStatusOwn Side—∞200Gives the user’s side the Reflect status for 5 turns.
—RestPsychicStatusSelf—∞80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
—Tri AttackNormalSpecialSingle80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
—SubstituteNormalStatusSelf—∞120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. Sound-based moves will hit the user through the substitute.
—ThiefDarkPhysicalSingle60100200If the user is not already holding an item, it steals the target’s held item.
—SnoreNormalSpecialSingle50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
—EndureNormalStatusSelf—∞12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—AttractNormalStatusSingle—100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—SafeguardNormalStatusOwn Side—∞200Gives the user’s side the Safeguard status for 5 turns.
—Iron TailSteelPhysicalSingle10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
—Rain DanceWaterStatusField—∞80Summons rain for 5 turns.
—Sunny DayFireStatusField—∞80Summons harsh sunlight for 5 turns.
—Future SightPsychicSpecialSingle120100120Gives the target’s spot the Future Attack status.
—FacadeNormalPhysicalSingle70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
—TauntDarkStatusSingle—100200Gives the target the Taunted status.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Role PlayPsychicStatusSingle—∞120Changes the user’s Ability to be the same as the target’s.
—Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
—ImprisonPsychicStatusSelf—∞120The user gains the Sealing Off status.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—Power SwapPsychicStatusSingle—∞120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
—Guard SwapPsychicStatusSingle—∞120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
—Drain PunchFightingPhysicalSingle75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Psycho CutPsychicPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
—Grass KnotGrassSpecialSingle—100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
—Guard SplitPsychicStatusSingle—∞120The user adds its Defense stat to the target’s Defense stat, then splits the total in half for them to share. It does the same with each of their Sp. Def stats.
—Wonder RoomPsychicStatusField—∞120Gives the entire field the Wonder Room status for 5 turns.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—Magic RoomPsychicStatusField—∞120Gives the entire field the Magic Room status for 5 turns.
—Foul PlayDarkPhysicalSingle95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
—RoundNormalSpecialSingle60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
—Stored PowerPsychicSpecialSingle20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
—Ally SwitchPsychicStatusSelf—∞16+2The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
—Psychic TerrainPsychicStatusField—∞120Turns the entire field into Psychic Terrain for 5 turns.