Alakazam

Alakazam

Rank #107Psychic

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

BugGhostDark

Resistant to

Fighting½×Psychic½×

Immune to

Damaged normally by

NormalFlyingPoisonGroundRockSteelFireWaterGrassElectricIceDragonFairy

Alakazam Moves

Usage Move Type Category Power Acc PP Prio Description
65%ProtectNormalStatus8+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.
53.2%PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
46.8%Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
39.4%Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
35.6%Dazzling GleamFairySpecial80100120
31.1%Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
22.1%Speed SwapPsychicStatus120The user and the target swap their Speed stats.
17%Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
12%Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
11.5%TauntDarkStatus100200Gives the target the Taunted status.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Mega KickNormalPhysical1207580
Body SlamNormalPhysical85100160Has 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.
DisableNormalStatus100200Gives the target the Move Disabled status for 4 turns.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
Double TeamNormalStatus160Boosts the user’s evasiveness by 1 stage.
RecoverNormalStatus80Restores 1/2 of the user’s max HP.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
RestPsychicStatus80Fully 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 AttackNormalSpecial80100120Has a 20% chance of leaving the target burned, frozen, or paralyzed.
SubstituteNormalStatus120The 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.
ThiefDarkPhysical60100200If the user is not already holding an item, it steals the target’s held item.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
EndureNormalStatus12+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.
AttractNormalStatus100160Gives 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 TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
EncoreNormalStatus10080Gives the target the Encore status.
Iron TailSteelPhysical10075160Has a 30% chance of lowering the target’s Defense stat by 1 stage.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
FacadeNormalPhysical70100200This 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.
TrickPsychicStatus100120The user and the target swap their held items.
Role PlayPsychicStatus120Changes the user’s Ability to be the same as the target’s.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Power SwapPsychicStatus120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
Guard SwapPsychicStatus120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Nasty PlotDarkStatus200Boosts the user’s Sp. Atk stat by 2 stages.
Psycho CutPsychicPhysical70100200This move has a 1-stage Critical-Hit Ratio Boost.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Guard SplitPsychicStatus120The 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 RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
Magic RoomPsychicStatus120Gives the entire field the Magic Room status for 5 turns.
Foul PlayDarkPhysical95100160The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat.
RoundNormalSpecial60100160If 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 PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Ally SwitchPsychicStatus16+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 TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.