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Alakazam MEGA Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Alakazam, a Psychic type creature first seen in Generation 1. Alakazam has a Mega Evolution, available in Generation 6 games, and also, creature Go. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Alakazam MEGA #0065
Psi Pokémon
Pokemon Profile
Pokédex Data
National No. #0065
Type psychic
Species Psi Pokémon
Height 1.2 m (3'108")
Weight 48.0 kg (105.8 lbs)
Abilities Trace
Color Brown
Introduced in Generation 1
Egg Group humanshape
Shiny
Pokemon Profile
Alternate Forms
Pokemon Image 1

Base Stats

Hp 55 10%
Attack 50 9%
Defense 65 11%
Sp. Atk 175 30%
Sp. Def 105 18%
Speed 150 25%
Total 600
Evolution
Pokemon 1
#0063
Abra
Pokemon 1
#0064
Kadabra
Pokemon 1
#0065
Alakazam

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Alakazam MEGA learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
18 Disable For four turns, this move prevents the target from using the move it last used. Status Normal 0 100 20
28 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
46 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
1 Teleport Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. Status Psychic 0 0 20
19 Night Shade The user makes the target see a frightening mirage. It inflicts damage equal to the user’s level. Special Ghost 0 100 15
36 Recover Restoring its own cells, the user restores its own HP by half of its max HP. Status Normal 0 0 10
1 Barrier The user throws up a sturdy wall that sharply raises its Defense stat. Status Psychic 0 0 20
30 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
1 Kinesis The user distracts the target by bending a spoon. This lowers the target’s accuracy. Status Psychic 0 80 15
1 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
48 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
50 Trick The user catches the target off guard and swaps its held item with its own. Status Psychic 0 100 10
42 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
22 Miracle Eye Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. Status Psychic 0 0 40
40 Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily. Physical Psychic 70 100 20
34 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
24 Ally Switch The user teleports using a strange power and switches places with one of its allies. Status Psychic 0 0 15

Alakazam MEGA Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Seismic Toss The target is thrown using the power of gravity. It inflicts damage equal to the user’s level. Physical Fighting 0 100 20
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Dig The user burrows, then attacks on the next turn. It can also be used to exit dungeons. Physical Ground 80 100 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Tri Attack The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. Special Normal 80 100 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Focus Blast The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def. Special Fighting 120 70 5
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10

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