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Alakazam   

Regular Form Shiny Form
National Dex Number:
065
Sinnoh Dex Number:
022 
Hoenn Dex Number:
041 
Johto Dex Number:
091 
English Name:
Alakazam
Japanese Name:
Fudin
Species:
PSI
Footprint
Cry
Body Style
Gender Ratio:
Male: 50%Female: 50%
Type:
Psychic
Habitat:
Urban
Height:
4ft 11in1.5 m
Weight:
105.8 lbs48 kg
Colour:
Brown

Abilities:
RSE & FRLGSynchronize:
If this Pokemon is paralysed, burned or poisoned, the same status ailment is inflicted on the opponent [Field Action - EMERALD ONLY] If this Pokemon is in the lead spot, the rate of encountering a Pokemon with the same nature increases by 50%
RSE & FRLGInner Focus:
Negates flinching against this Pokemon
Diamond & PearlSynchronize:
If this Pokemon is paralysed, burned or poisoned, the same status ailment is inflicted on the opponent [Field Action] If this Pokemon is in the lead spot, the rate of encountering a Pokemon with the same nature increases by 50%
Diamond & PearlInner Focus:
Negates flinching against this Pokemon

Weaknesses:
Bug (x2)
Ghost (x2)
Dark (x2)
Resistances:
Fighting (x0.5)
Psychic (x0.5)
Immunities:
No immunities

Evolution Line:

Abra
lv16

Kadabra
Trade

Alakazam

Items Held:
Version Items
DP (Wild)TwistedSpoon 5%-

Pokedex Entries:
RedIts brain can outperform a supercomputer. Its intelligence quotient is said to be 5,000.
Blue
YellowA Pokémon that can memorize anything. It never forgets what it learns - that's why this Pokémon is smart.
GoldClosing both its eyes heightens all its other senses. This enables it to use its abilities to their extremes.
SilverIts brain cells multiply continually until it dies. As a result it remembers everything.
CrystalIt has an IQ of 5000. It calculates many things in order to gain the edge in every battle.
RubyALAKAZAM's brain constantly grows, making its head far too heavy to support with its neck. This POKéMON holds its head up using its psychokinetic powers instead.
SapphireALAKAZAM's brain continually grows, infinitely multiplying brain cells. This amazing brain gives this POKéMON an astoundingly high IQ of 5,000. It has a thorough memory of everything that has occurred in the world.
EmeraldWhile it has strong psychic abilities and high intelligence, an ALAKAZAM's muscles are very weak. It uses psychic power to move its body.
FireRedIt does not like physical attacks very much. Instead, it freely uses extra- sensory powers to defeat foes.
LeafGreenIts brain can outperform a supercomputer. Its intelligence quotient is said to be 5,000.
DiamondIts superb memory lets it recall everything it has experienced from birth. Its IQ exceeds 5,000.
PearlIts highly developed brain is on par with a supercomputer. It can use all forms of psychic abilities.
Stadium 1A POKéMON that uses psychic power. It is highly intelligent and capable of instantly identifying its foe's weakness.
Stadium 2Closing both its eyes heightens all its other senses. This enables it to use its abilities to their extremes.
TCGDark Alakazam: Almost as if it were being controlled by something else, it never changes expressions, even in the middle of battle.

DP Wild Locations:
VersionAreaMethodFrequency
No wild locations. See special locations.

DP Special Locations:
VersionAreaMethodFrequency
Diamond Evolve Kadabra Evolve
Evolve
-
Pearl Evolve Kadabra Evolve
Evolve
-

RSE Locations:
VersionAreaMethodFrequency
Ruby Evolve Kadabra Evolve
Evolve
-
Sapphire Evolve Kadabra Evolve
Evolve
-
Emerald Evolve Kadabra Evolve
Evolve
-

FRLG Locations:
VersionAreaMethodFrequency
FireRed Evolve Kadabra Evolve
Evolve
-
LeafGreen Evolve Kadabra Evolve
Evolve
-

GSC Locations:
VersionAreaTimeMethodFrequency
Gold Evolve Kadabra   Evolve
Evolve
-
Silver Evolve Kadabra   Evolve
Evolve
-
Crystal Evolve Kadabra   Evolve
Evolve
-

RBY Locations:
VersionAreaMethodFrequency
Red Evolve Kadabra Evolve
Evolve
-
Blue Evolve Kadabra Evolve
Evolve
-
Yellow Evolve Kadabra Evolve
Evolve
-

RBY GSC Level-Up Attacks:
RB Y GS C MoveEffectTypePwrAcc
1 1 1 1 Teleport Escapes from wild battles; fails automatically in trainer and link battles. [Field Move] The player instantly returns home, or to the last Pokemon Center that was used, from anywhere on the overworld screen. Psychic N/A N/A
1 1 1 1 Kinesis Lowers the target's Accuracy by 1 stage. Psychic N/A 80%
16 16 16 16 Confusion Has a ~10% chance to confuse the target. Psychic 50 100%
20 20 18 18 Disable The target cannot choose its last move for 2-5 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Normal N/A 55%
27 27 21 21 Psybeam Has a ~10% chance to confuse the target. Psychic 65 100%
42 42 45 45 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Psychic N/A N/A
31 31 26 26 Recover Restores 1/2 of the user's max HP. Normal N/A N/A
38 38 38 38 Psychic Has a ~10% chance to lower the target's Special Defense by 1 stage. Psychic 90 100%
- - 31 31 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight may be active at a time; because it occurs at the end of the round, it also hits through Protect, Detect and Endure. Psychic 80 90%

RSE FRLG DP Level-Up Attacks:
RS E FLDPMoveEffectDamageTypePwrAcc
1 1 1 1 Teleport Escapes from wild battles; fails automatically in trainer and link battles. [Field Move] The player instantly returns home, or to the last Pokemon Center that was used, from anywhere on the overworld screen. Other Damage Psychic N/A N/A
1 1 1 1 Kinesis Lowers the target's Accuracy by 1 stage. Other Damage Psychic N/A 80%
16 16 16 16 Confusion Has a 10% chance to confuse the target. Special Damage Psychic 50 100%
18 18 18 18 Disable The target cannot choose its last move for 4-7 turns. Disable only works on one move at a time and fails if the target has not yet used a move or if its move has run out of PP. The target does nothing if it is about to use a move that becomes disabled. Other Damage Normal N/A 80%
- - - 22 Miracle Eye Until the target faints or switches, the user's Accuracy modifiers and the target's Evasion modifiers are ignored. Dark-type targets also lose their immunity against Psychic-type moves. Other Damage Psychic N/A N/A
21 21 21 24 Psybeam Has a 10% chance to confuse the target. Special Damage Psychic 65 100%
23 23 23 28 Reflect All Pokemon in the user's party receive 1/2 damage from Physical attacks for 5 turns. Reflect will be removed from the user's field if an opponent's Pokemon uses Brick Break. It will also last for eight turns if its user is holding Light Clay. In double battles, both Pokemon are shielded, but damage protection is reduced from 1/2 to 1/3. Other Damage Psychic N/A N/A
25 25 25 30 Recover Restores 1/2 of the user's max HP. Other Damage Normal N/A N/A
- - - 34 Psycho Cut Has a high critical hit ratio. Physical Damage Psychic 70 100%
33 33 33 36 Calm Mind Raises the user's Special Attack and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
36 36 36 40 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
30 30 30 42 Future Sight This move, even if the user and/or the target switch out, will strike the active target at the end of the second turn after its use. This move cannot cause a Critical Hit and its damage is calculated by using the original user's Special Attack and the original target's Special Defense. The move's damage is typeless so it never receives STAB and ignores weaknesses, resistances and immunities against this move's type. Only one instance of Future Sight or Doom Desire may be active at a time; because Future Sight is typeless and occurs at the end of the round, it also hits through Protect, Detect, Endure and Wonder Guard. Special Damage Psychic 80 90%
43 43 43 46 Trick Exchanges items with the target unless it has Sticky Hold or Multitype. Items lost to this move cannot be recovered by using Recycle. Other Damage Psychic N/A 100%

Egg Group: Humanshape
Steps to Hatch:5120 #
# Step Formula: Steps to hatch is actually x*256+rand() where [x*256]=[Psydex Value]

Show GSC Egg Moves | Show RSE/FRLG Egg Moves | Show DP Egg Moves

Egg Moves (DP):
VersionMoveEffectDamageTypePwrAcc
DP Barrier Raises the user's Defense by 2 stages. Other Damage Psychic N/A N/A
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Encore The target is forced to use its last attack for the next 2-6 turns. The effects of this move will end immediately if the target runs out of PP for the repeated attack. In double battles, a Pokemon who has received an Encore will target a random opponent with single-target attacks. Other Damage Normal N/A 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Fire Punch Has a 10% chance to burn the target. Physical Damage Fire 75 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Guard Swap The user swaps Defense and Special Defense modifiers with its target. Other Damage Psychic N/A N/A
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents
DP Ice Punch Has a 10% chance to freeze the target. Physical Damage Ice 75 100%
Possible Chain | Level-Up Parents
Egg Move Parents | Tutor Parents