Alakazam
Red/Blue

Its brain can out­ perform a super­ computer. Its intelligence quotient is said to be 5,000.

Yellow

A POKéMON that can memorize anything. It never forgets what it learns-- that's why this POKéMON is smart.

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex Data

Classification Psi Pokémon
Height 1.5 m (4'11")
Weight 48.0 kg (105.8 lbs)
Abilities N/A in Gen I

Held Items

None in this generation.

Training

EV Yield +3 Sp. Atk
Catch Rate 50
Base Friendship 70
Growth Rate medium slow

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Disable
100% 20 Disables the target's last used move for 1-8 turns.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Teleport
20 Immediately ends wild battles. No effect otherwise.
16 Confusion
50 100% 25 Has a 10% chance to confuse the target.
20 Disable
100% 20 Disables the target's last used move for 1-8 turns.
27 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
31 Recover
5 Heals the user by half its max HP.
38 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
42 Reflect
20 Reduces damage from physical attacks by half.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Teleport
20 Immediately ends wild battles. No effect otherwise.
1 Kinesis
80% 15 Lowers the target's accuracy by one stage.
16 Confusion
50 100% 25 Has a 10% chance to confuse the target.
20 Disable
100% 20 Disables the target's last used move for 1-8 turns.
27 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
31 Recover
5 Heals the user by half its max HP.
38 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
42 Reflect
20 Reduces damage from physical attacks by half.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM05 Flash
100% 20 Lowers the target's accuracy by one stage.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM31 Mimic
10 Copies the target's last used move.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM34 Bide
10 User waits for two turns, then hits back for twice the damage it took.
TM35 Metronome
10 Randomly selects and uses any move in the game.
TM40 Skull Bash
130 100% 10 Raises the user's Defense by one stage. User charges for one turn before attacking.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Thunder Wave
90% 20 Paralyzes the target.
TM46 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
TM49 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM50 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 55
Attack 50
Defense 45
Sp. Atk 135
Sp. Def 95
Speed 120
Total 500

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x