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Mega Alakazam

Mega Alakazam

  • Trace

    Ability becomes the same as that of the opponent. Switching this Pokémon out of battle restores its original ability. In a Double Battle, a random opponent’s ability will be copied.

HP
55 / 130
Raw / Lvl 50
ATK
50 / 70
Raw / Lvl 50
DEF
65 / 85
Raw / Lvl 50
Sp. Atk
175 / 195
Raw / Lvl 50
Sp. Def
105 / 125
Raw / Lvl 50
SPD
150 / 170
Raw / Lvl 50
0/66 used(66 left)
Stat Points
600 / 775
Raw / Lvl 50 Total
Loading usage stats

Type

Damage Class

Move
Power
Accuracy
PP
PsychicAlly SwitchThe user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession.
--16
NormalAttractIf the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves.
-100%16
NormalBody SlamThe user attacks by dropping onto the target with its full body weight. This may also leave the target with paralysis.
85100%16
PsychicCalm MindThe user quietly focuses its mind and calms its spirit to boost its Sp. Atk and Sp. Def stats.
--20
FairyDazzling GleamThe user damages opposing Pokémon by emitting a powerful flash.
80100%12
NormalDisableFor four turns, the target will be unable to use whichever move it last used.
-100%20
NormalDouble TeamBy moving rapidly, the user makes illusory copies of itself to boost its evasiveness.
--16
FightingDrain PunchThe user attacks with an energy-draining punch. The user's HP is restored by up to half the damage taken by the target.
75100%12
NormalEncoreThe user compels the target to keep using the move it encored for three turns.
-100%8
NormalEndureThe user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession.
--12
GrassEnergy BallThe user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.
90100%12
PsychicExpanding ForceThe user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon.
80100%12
NormalFacadeThis move's power is doubled if the user is poisoned, burned, or paralyzed.
70100%20
FireFire PunchThe target is attacked with a fiery punch. This may also leave the target with a burn.
75100%16
DarkFlingThe user flings its held item at the target to attack. This move's power and effects depend on the item.
-100%12
FightingFocus BlastThe user heightens its mental focus and unleashes its power. This may also lower the target's Sp. Def stat.
12070%8
DarkFoul PlayThe user turns the target's strength against it. The higher the target's Attack stat, the greater the damage this move inflicts.
95100%16
PsychicFuture SightTwo turns after this move is used, a hunk of psychic energy attacks the target.
120100%12
NormalGiga ImpactThe user charges at the target using every bit of its power. The user can't move on the next turn.
15090%8
GrassGrass KnotThe user snares the target with grass and trips it. The heavier the target, the greater the move's power.
-100%20
PsychicGuard SplitThe user employs its psychic power to average its Defense and Sp. Def stats with those of the target.
--12
PsychicGuard SwapThe user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target.
--12
NormalHyper BeamThe target is attacked with a powerful beam. The user can't move on the next turn.
15090%8
IceIce PunchThe target is attacked with an icy punch. This may also leave the target frozen.
75100%16
PsychicImprisonIf opposing Pokémon know any move also known by the user, they are prevented from using it.
--12
SteelIron TailThe target is slammed with a steel-hard tail. This may also lower the target's Defense stat.
10075%16
PsychicLight ScreenA wondrous wall of light is put up to reduce damage from special moves for five turns.
--20
PsychicMagic RoomThe user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
--12
NormalMega KickThe target is attacked by a kick launched with muscle-packed power.
12075%8
DarkNasty PlotThe user stimulates its brain by thinking bad thoughts. This sharply boosts the user's Sp. Atk stat.
--20
PsychicPower SwapThe user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target.
--12
NormalProtectThis move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.
--8
PsychicPsychicThe target is hit with a strong telekinetic force to inflict damage. This may also lower the target’s Sp. Def stat.
90100%12
PsychicPsychic TerrainThis protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.
--12
PsychicPsycho CutThe user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit.
70100%20
PsychicPsyshockThe user materializes an odd psychic wave to attack the target. This move deals physical damage.
80100%12
WaterRain DanceThe user summons a heavy rain that falls for five turns, powering up Water-type attacks. The rain also lowers the power of Fire-type attacks.
--8
NormalRecoverThe user regenerates its cells, restoring its own HP by up to half its max HP.
--8
PsychicReflectA wondrous wall of light is put up to reduce damage from physical moves for five turns.
--20
PsychicRestThe user goes to sleep for two turns. This fully restores the user's HP and cures any status conditions.
--8
PsychicRole PlayThe user mimics the target completely, copying the target's Ability.
--12
NormalRoundThe user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted.
60100%16
NormalSafeguardThe user creates a protective field that prevents status conditions for five turns.
--20
GhostShadow BallThe user attacks by hurling a shadowy blob at the target. This may also lower the target’s Sp. Def stat.
80100%16
PsychicSkill SwapThe user employs its psychic power to exchange Abilities with the target.
--12
NormalSleep TalkThe user randomly uses one of the moves it knows. This move can only be used while the user is asleep.
--12
NormalSnoreThis attack can be used only if the user is asleep. The harsh noise may also make the target flinch.
50100%16
PsychicSpeed SwapThe user exchanges Speed stats with the target.
--12
PsychicStored PowerThe user attacks the target with stored power. The more the user's stats are boosted, the greater the move's power.
20100%12
NormalSubstituteThe user creates a substitute for itself using some of its own HP. The substitute serves as the user's decoy.
--12
FireSunny DayThe user intensifies the sun for five turns, powering up Fire-type attacks. The sunlight also lowers the power of Water-type attacks.
--8
DarkTauntThe target is taunted into a rage that allows it to use only attack moves for three turns.
-100%20
DarkThiefThe user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.
60100%20
ElectricThunder PunchThe target is attacked with an electrified punch. This may also leave the target with paralysis.
75100%16
ElectricThunder WaveThe user launches a weak jolt of electricity that paralyzes the target.
-90%20
NormalTri AttackThe user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target.
80100%12
PsychicTrickThe user catches the target off guard and swaps the target's held item with its own.
-100%12
PsychicTrick RoomThe user creates a bizarre area in which slower Pokémon get to move first for five turns.
--8
PsychicWonder RoomThe user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
--12
PsychicZen HeadbuttThe user focuses its willpower to its head and attacks the target. This may also make the target flinch.
8090%16
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