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 #065 Alakazam
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Alakazam
Japan: Fudin
フーディン
French: Alakazam
German: Simsala
Korean: 후딘
National: #065
Central Kalos: #104
Coastal Kalos: #---
Mountain Kalos: #---
Male :75%
Female :25%
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 4'11"
1.5m
105.8lbs
48kg
505,120
Abilities: Synchronize - Inner Focus - Magic Guard (Hidden Ability)
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch.
Hidden Ability (Available):
Magic Guard: Prevents all damage except from direct-attack moves.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,059,860 Points
Medium Slow
70 3 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Human-like
Evolutionary Chain
Gender Differences
MaleFemale
Locations
X Evolve Kadabra
Y Evolve Kadabra
Omega Ruby Evolve Kadabra
Alpha Sapphire Evolve Kadabra
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Teleport  
Prevents the user from being startled until the turn ends.
Kinesis  
An appealing move that can be used repeatedly without boring the audience.
Confusion  
Quite an appealing move.
16 Confusion  
Quite an appealing move.
18 Disable  
Makes the remaining Pokémon nervous.
22 Miracle Eye  
Works great if the user goes first this turn.
24 Ally Switch  
Scrambles the order in which Pokémon will move on the next turn.
28 Psybeam  
Makes audience expect little of other contestants.
30 Reflect  
Prevents the user from being startled one time this turn.
34 Telekinesis  
Makes the remaining Pokémon nervous.
36 Recover  
Works well if it is the same type as the move used by the last Pokémon.
40 Psycho Cut  
Quite an appealing move.
42 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
46 Psychic  
Quite an appealing move.
48 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
50 Trick
Badly startles Pokémon that used a move of the same type.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Teleport  
Prevents the user from being startled until the turn ends.
Kinesis  
An appealing move that can be used repeatedly without boring the audience.
Confusion  
Quite an appealing move.
16 Confusion  
Quite an appealing move.
18 Disable  
Makes the remaining Pokémon nervous.
21 Psybeam  
Makes audience expect little of other contestants.
23 Miracle Eye  
Works great if the user goes first this turn.
26 Reflect  
Prevents the user from being startled one time this turn.
28 Psycho Cut  
Quite an appealing move.
31 Recover  
Works well if it is the same type as the move used by the last Pokémon.
33 Telekinesis  
Makes the remaining Pokémon nervous.
36 Ally Switch  
Scrambles the order in which Pokémon will move on the next turn.
38 Psychic  
Quite an appealing move.
41 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
43 Future Sight  
Works well if it is the same type as the move used by the last Pokémon.
46 Trick
Badly startles Pokémon that used a move of the same type.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM46 Thief  
Shows off the Pokémon’s appeal about as well as the move used just before it.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM63 Embargo  
Brings down the energy of any Pokémon that have already used a move this turn.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM99 Dazzling Gleam  
Quite an appealing move.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Ally Switch   Details
Scrambles the order in which Pokémon will move on the next turn.
Barrier   Details
Prevents the user from being startled until the turn ends.
Encore   Details
Makes the remaining Pokémon nervous.
Fire Punch   Details
Quite an appealing move.
Guard Split   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Guard Swap   Details
Shows off the Pokémon’s appeal about as well as all the moves before it this turn.
Ice Punch   Details
Quite an appealing move.
Knock Off Details
Badly startles all of the Pokémon to act before the user.
Power Trick   Details
Works well if it is the same type as the move used by the last Pokémon.
Psycho Shift   Details
Works great if the user goes last this turn.
Skill Swap   Details
Shows off the Pokémon’s appeal about as well as the move used just before it.
Thunder Punch   Details
Quite an appealing move.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Foul Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Gravity  
Makes the remaining Pokémon nervous.
Ice Punch  
Quite an appealing move.
Iron Tail  
Quite an appealing move.
Knock Off
Badly startles all of the Pokémon to act before the user.
Magic Coat  
Works great if the user goes last this turn.
Magic Room  
Temporarily stops the crowd from growing excited.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.
Pre-Evolution Only Moves
Attack NameTypeAppealJam Method
Role Play  
Lv. 41
Shows off the Pokémon’s appeal about as well as the move used just before it.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Counter   Move Tutor - FRLG
Works great if the user goes last this turn.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Metronome   Move Tutor - FRLG
Effectiveness varies depending on when it is used.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Nightmare Move Tutor - XD
Startles all of the Pokémon to act before the user.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 500 55 50 45 135 95 120
Max Stats
Hindering Nature
Lv. 50 115 - 162 49 - 91 45 - 87 126 - 168 90 - 132 112 - 154
Lv. 100 220 - 314 94 - 179 85 - 170 247 - 332 175 - 260 220 - 305
Max Stats
Neutral Nature
Lv. 50 115 - 162 55 - 102 50 - 97 140 - 187 100 - 147 125 - 172
Lv. 100 220 - 314 105 - 199 95 - 189 275 - 369 195 - 289 245 - 339
Max Stats
Beneficial Nature
Lv. 50 115 - 162 60 - 112 55 - 106 154 - 205 110 - 161 137 - 189
Lv. 100 220 - 314 115 - 218 104 - 207 302 - 405 214 - 317 269 - 372


Mega Evolution
Picture Name Other Names No. Gender Ratio Type
Mega Alakazam
Japan: MegaFudin
メガフーディン
French: MegaAlakazam
German: Mega-Simsala
Korean: 메가후딘
National: #065
Male :75%
Female :25%
Classification Height Weight Capture Rate Base Egg Steps
Psi Pokémon 1'08"
0.5m
15.0lbs
6.8kg
50 5,120
Abilities: Trace
Trace: Ability becomes the same as that of the opponent. Switching this Pokémon out of battle restores its original ability. In a Double/Triple Battle, a random opponent’s ability will be copied.
Damage Taken
*1 *1 *1 *1 *1 *1 *0.5 *1 *1 *1 *0.5 *2 *1 *2 *1 *2 *1 *1

Stats - Mega Evolution
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 590 55 50 65 175 95 150
Max Stats
Hindering Nature
Lv. 50 115 - 162 49 - 91 63 - 105 162 - 204 90 - 132 139 - 181
Lv. 100 220 - 314 94 - 179 121 - 206 319 - 404 175 - 260 274 - 359
Max Stats
Neutral Nature
Lv. 50 115 - 162 55 - 102 70 - 117 180 - 227 100 - 147 155 - 202
Lv. 100 220 - 314 105 - 199 135 - 229 355 - 449 195 - 289 305 - 399
Max Stats
Beneficial Nature
Lv. 50 115 - 162 60 - 112 77 - 128 198 - 249 110 - 161 170 - 222
Lv. 100 220 - 314 115 - 218 148 - 251 390 - 493 214 - 317 335 - 438

<--- #064
Kadabra
#066
Machop
--->

 
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