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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 target must use its last successfully used move for the next 3 turns. Encore fails if the target has no valid last move or if its last move cannot be encored (such as Encore, Mimic, Mirror Move, Sketch, Struggle, or Transform). It also fails if the move has no remaining PP.
-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 ScreenHalves damage from special moves for the user’s side for 5 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
NormalProtectProtects the user from most targeted moves for the turn. Each consecutive use has a 1/3 chance of succeeding.
--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 DanceSummons rain for 5 turns, boosting Water-type moves by 50% and reducing Fire-type moves by 50%.
--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 with a song. If an ally also uses Round this turn, they act immediately after the first user, and each consecutive Round doubles in power, up to 240.
60100%16
NormalSafeguardThe user creates a protective field that prevents status conditions for five turns.
--20
GhostShadow BallHas a 20% chance to lower the target’s Sp. Def by 1 stage.
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 DaySummons harsh sunlight for 5 turns, boosting Fire-type moves by 50% and reducing Water-type moves by 50%.
--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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