Malamar

Malamar

Rank #78DarkPsychic

HP
161
Atk
112
Def
108
SpA
88
SpD
95
Spe
93
Total657

Usage Format

Malamar Abilities

All Malamar Forms

Name Type HP Atk Def SpA SpD Spe Total Wt
MalamarMalamar
DarkPsychic16111210888959365747
Mega MalamarMega MalamarDarkPsychic16112210811814010875769.8

Malamar Type Effectiveness

Weak to

Bug4×Fairy2×

Resistant to

—

Immune to

Psychic0×

Damaged normally by

Normal1×Fighting1×Flying1×Poison1×Ground1×Rock1×Ghost1×Steel1×Fire1×Water1×Grass1×Electric1×Ice1×Dragon1×Dark1×

Malamar Moves

Usage Move Type Category Target Power Acc PP Prio Description
87.7%SuperpowerFightingPhysicalSingle12010080Lowers the user’s Attack and Defense stats by 1 stage.
52.8%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.
51.7%Knock OffDarkPhysicalSingle65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
39.2%Trick RoomPsychicStatusField—∞8-7Gives the entire field the Trick Room status for 5 turns.
32.9%Skill SwapPsychicStatusSingle—∞120The user and the target swap their Abilities.
23.8%Psycho CutPsychicPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
17.6%Throat ChopDarkPhysicalSingle80100160Gives the target the Throat Chopped status.
11.3%Topsy-TurvyDarkStatusSingle—∞200Inverts all stat changes affecting the target.
9.3%Night SlashDarkPhysicalSingle70100200This move has a 1-stage Critical-Hit Ratio Boost.
7.9%Psych UpNormalStatusSingle—∞120The user copies the target’s stat changes.
—WrapNormalPhysicalSingle1590200Gives the target the Bound status.
—DisableNormalStatusSingle—100200Gives the target the Move Disabled status for 4 turns.
—FlamethrowerFireSpecialSingle90100160Has a 10% chance of burning the target.
—Hyper BeamNormalSpecialSingle1509080The user gains the Recharging status on the turn after this move is used.
—ThunderboltElectricSpecialSingle90100160Has a 10% chance of paralyzing the target.
—PsychicPsychicSpecialSingle90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
—HypnosisPsychicStatusSingle—60200Puts the target to sleep.
—Double TeamNormalStatusSelf—∞160Boosts the user’s evasiveness by 1 stage.
—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.
—Rock SlideRockPhysicalAll Foes7590120Has a 30% chance of making targets flinch.
—SlashNormalPhysicalSingle80100200This move has a 1-stage Critical-Hit Ratio Boost.
—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.
—ReversalFightingPhysicalSingle—100160The less HP the user has left, the greater this move’s power (ranging between 20 and 200).
—SpiteGhostStatusSingle—100120Removes 4 PP from the move last used by the target.
—Scary FaceNormalStatusSingle—100120Lowers the target’s Speed stat by 2 stages.
—Destiny BondGhostStatusSelf—∞80The user gains the Destiny Bound status. This move fails if used in succession.
—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.
—SwaggerNormalStatusSingle—85160Boosts the target’s Attack stat by 2 stages and confuses it.
—Sleep TalkNormalStatusSelf—∞120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
—Baton PassNormalStatusSelf—∞200The user switches out of battle to be replaced by another party Pokemon. If the user had any stat changes, a substitute, or other such effects, they will be passed on to the Pokemon switching in.
—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.
—TormentDarkStatusSingle—100160Gives the target the Unable to Repeat 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.
—Helping HandNormalStatusAlly—∞20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
—TrickPsychicStatusSingle—100120The user and the target swap their held items.
—Fake TearsDarkStatusSingle—100200Lowers the target’s Sp. Def stat by 2 stages.
—Aerial AceFlyingPhysicalSingle60∞200This move never misses.
—Calm MindPsychicStatusSelf—∞200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
—GravityPsychicStatusField—∞80Gives the entire field the Gravity status for 5 turns.
—PluckFlyingPhysicalSingle60100200If the target is holding a Berry, the user eats that Berry and gains its effect.
—AcupressureNormalStatusAlly—∞200Boosts the Attack, Defense, Sp. Atk, Sp. Def, Speed, accuracy, or evasiveness of the user or an ally by 2 stages.
—PaybackDarkPhysicalSingle50100120This move’s power is doubled if the user attacks after the target.
—FlingDarkPhysicalSingle—100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
—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.
—Poison JabPoisonPhysicalSingle80100200Has a 30% chance of poisoning the target.
—Dark PulseDarkSpecialSingle80100160Has a 20% chance of making the target flinch.
—SwitcherooDarkStatusSingle—100120The user and the target swap their held items.
—Giga ImpactNormalPhysicalSingle1509080The user gains the Recharging status on the turn after this move is used.
—Nasty PlotDarkStatusSelf—∞200Boosts the user’s Sp. Atk stat by 2 stages.
—Zen HeadbuttPsychicPhysicalSingle8090160Has a 20% chance of making the target flinch.
—Double HitNormalPhysicalSingle3590120The user attacks twice in a row.
—PsyshockPsychicSpecialSingle80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
—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.
—LungeBugPhysicalSingle80100160Lowers the target’s Attack stat by 1 stage.
—Brutal SwingDarkPhysicalAll60100200—
—LiquidationWaterPhysicalSingle85100120Has a 20% chance of lowering the target’s Defense stat by 1 stage.
—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.
—Lash OutDarkPhysicalSingle7510080This move’s power is doubled if the user’s stats were lowered during the turn this move is used.
—TrailblazeGrassPhysicalSingle50100200Boosts the user’s Speed stat by 1 stage.
—Psychic NoisePsychicSpecialSingle75100120Gives the target the Healing Prevented status for 2 turns.