Mega Alakazam
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HP
130
Atk
70
Def
85
SpA
195
SpD
125
Spe
170
Total775
Usage Format
Mega Alakazam Abilities
All Alakazam Forms
| Name | Type | HP | Atk | Def | SpA | SpD | Spe | Total | Wt |
|---|
| 130 | 70 | 65 | 155 | 115 | 140 | 675 | 48 | ||
| 130 | 70 | 85 | 195 | 125 | 170 | 775 | 48 |
Mega Alakazam Type Effectiveness
Weak to
Resistant to
Immune to
—
Damaged normally by
Mega Alakazam Moves
| Usage | Move | Type | Category | Power | Acc | PP | Prio | Description |
|---|
| 65% | Protect | — | ∞ | 8 | +4 | The 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% | Psychic | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 46.8% | Expanding Force | 80 | 100 | 12 | 0 | If 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 Blast | 120 | 70 | 8 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 35.6% | Dazzling Gleam | 80 | 100 | 12 | 0 | — | ||
| 31.1% | Shadow Ball | 80 | 100 | 16 | 0 | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 22.1% | Speed Swap | — | ∞ | 12 | 0 | The user and the target swap their Speed stats. | ||
| 17% | Energy Ball | 90 | 100 | 12 | 0 | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | ||
| 12% | Trick Room | — | ∞ | 8 | -7 | Gives the entire field the Trick Room status for 5 turns. | ||
| 11.5% | Taunt | — | 100 | 20 | 0 | Gives the target the Taunted status. | ||
| — | Fire Punch | 75 | 100 | 16 | 0 | Has a 10% chance of burning the target. | ||
| — | Ice Punch | 75 | 100 | 16 | 0 | Has a 10% chance of freezing the target. | ||
| — | Thunder Punch | 75 | 100 | 16 | 0 | Has a 10% chance of paralyzing the target. | ||
| — | Mega Kick | 120 | 75 | 8 | 0 | — | ||
| — | Body Slam | 85 | 100 | 16 | 0 | Has 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. | ||
| — | Disable | — | 100 | 20 | 0 | Gives the target the Move Disabled status for 4 turns. | ||
| — | Hyper Beam | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Thunder Wave | — | 90 | 20 | 0 | Paralyzes the target. | ||
| — | Double Team | — | ∞ | 16 | 0 | Boosts the user’s evasiveness by 1 stage. | ||
| — | Recover | — | ∞ | 8 | 0 | Restores 1/2 of the user’s max HP. | ||
| — | Light Screen | — | ∞ | 20 | 0 | Gives the user’s side the Light Screen status for 5 turns. | ||
| — | Reflect | — | ∞ | 20 | 0 | Gives the user’s side the Reflect status for 5 turns. | ||
| — | Rest | — | ∞ | 8 | 0 | Fully 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 Attack | 80 | 100 | 12 | 0 | Has a 20% chance of leaving the target burned, frozen, or paralyzed. | ||
| — | Substitute | — | ∞ | 12 | 0 | The 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. | ||
| — | Thief | 60 | 100 | 20 | 0 | If the user is not already holding an item, it steals the target’s held item. | ||
| — | Snore | 50 | 100 | 16 | 0 | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. | ||
| — | Endure | — | ∞ | 12 | +4 | During 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. | ||
| — | Attract | — | 100 | 16 | 0 | Gives 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 Talk | — | ∞ | 12 | 0 | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | ||
| — | Safeguard | — | ∞ | 20 | 0 | Gives the user’s side the Safeguard status for 5 turns. | ||
| — | Encore | — | 100 | 8 | 0 | Gives the target the Encore status. | ||
| — | Iron Tail | 100 | 75 | 16 | 0 | Has a 30% chance of lowering the target’s Defense stat by 1 stage. | ||
| — | Rain Dance | — | ∞ | 8 | 0 | Summons rain for 5 turns. | ||
| — | Sunny Day | — | ∞ | 8 | 0 | Summons harsh sunlight for 5 turns. | ||
| — | Future Sight | 120 | 100 | 12 | 0 | Gives the target’s spot the Future Attack status. | ||
| — | Facade | 70 | 100 | 20 | 0 | This 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. | ||
| — | Trick | — | 100 | 12 | 0 | The user and the target swap their held items. | ||
| — | Role Play | — | ∞ | 12 | 0 | Changes the user’s Ability to be the same as the target’s. | ||
| — | Skill Swap | — | ∞ | 12 | 0 | The user and the target swap their Abilities. | ||
| — | Imprison | — | ∞ | 12 | 0 | The user gains the Sealing Off status. | ||
| — | Calm Mind | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | ||
| — | Fling | — | 100 | 12 | 0 | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | ||
| — | Power Swap | — | ∞ | 12 | 0 | The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats. | ||
| — | Guard Swap | — | ∞ | 12 | 0 | The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats. | ||
| — | Drain Punch | 75 | 100 | 12 | 0 | The user’s HP is restored by 1/2 of the damage dealt by this move. | ||
| — | Giga Impact | 150 | 90 | 8 | 0 | The user gains the Recharging status on the turn after this move is used. | ||
| — | Nasty Plot | — | ∞ | 20 | 0 | Boosts the user’s Sp. Atk stat by 2 stages. | ||
| — | Psycho Cut | 70 | 100 | 20 | 0 | This move has a 1-stage Critical-Hit Ratio Boost. | ||
| — | Zen Headbutt | 80 | 90 | 16 | 0 | Has a 20% chance of making the target flinch. | ||
| — | Grass Knot | — | 100 | 20 | 0 | The heavier the target, the greater this move’s power (ranging between 20 and 120). | ||
| — | Guard Split | — | ∞ | 12 | 0 | The 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 Room | — | ∞ | 12 | 0 | Gives the entire field the Wonder Room status for 5 turns. | ||
| — | Psyshock | 80 | 100 | 12 | 0 | This is a special move, but the damage it deals is calculated using the target’s Defense stat. | ||
| — | Magic Room | — | ∞ | 12 | 0 | Gives the entire field the Magic Room status for 5 turns. | ||
| — | Foul Play | 95 | 100 | 16 | 0 | The damage dealt by this move is calculated using the target’s Attack stat instead of the user’s Attack stat. | ||
| — | Round | 60 | 100 | 16 | 0 | If 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 Power | 20 | 100 | 12 | 0 | This move’s power is increased by 20 for each stage that the user’s stats have been boosted. | ||
| — | Ally Switch | — | ∞ | 16 | +2 | The 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 Terrain | — | ∞ | 12 | 0 | Turns the entire field into Psychic Terrain for 5 turns. |