Abra
Ruby

ABRA sleeps for eighteen hours a day. However, it can sense the presence of foes even while it is sleeping. In such a situation, this POKéMON immediately teleports to safety.

Sapphire

ABRA needs to sleep for eighteen hours a day. If it doesn’t, this POKéMON loses its ability to use telekinetic powers. If it is attacked, ABRA escapes using TELEPORT while it is still sleeping.

Emerald

A POKéMON that sleeps 18 hours a day. Observation revealed that it uses TELEPORT to change its location once every hour.

Firered

It sleeps for 18 hours a day. It uses a variety of extrasensory powers even while asleep.

Leafgreen

Using its ability to read minds, it will sense impending danger and TELEPORT to safety.

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex & Training Data

Classification Psi Pokémon
Height 0.9 m (2'11")
Weight 19.5 kg (43.0 lbs)
EV Yield +1 Sp. Atk
Catch Rate 200
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Kanto (R/B/Y) #063
Johto (G/S/C) #089
Hoenn (R/S/E) #039
Sinnoh (D/P) #020
Sinnoh (Plat.) #020
Johto (HG/SS) #089
Kalos (Central) #102
Hoenn (OR/AS) #040
Alola (S/M) #042
Alola (US/UM) #049
Hisui #058
National #063
Isle of Armor #031

Held Items

Game Locations

Granite Cave 1f
Granite Cave 1fsmall Room
Granite Cave B1f
Granite Cave B2f
Hoenn Route 116 Area
Kanto Route 24 Area
Kanto Route 25 Area

Learned Moves

Level Up Moves

Ruby/Sapphire
Lvl Name Class Power Acc. PP Effect
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
Emerald
Lvl Name Class Power Acc. PP Effect
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.
FireRed/LeafGreen
Lvl Name Class Power Acc. PP Effect
1 Teleport
— — 20 Immediately ends wild battles. No effect otherwise.

TM/HM Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
HM05 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM12 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM20 Safeguard
— — 25 Protects the user’s field from major status ailments and confusion for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM33 Reflect
— — 20 Reduces damage from physical attacks by half.
TM34 Shock Wave
60 — 20 Never misses.
TM41 Torment
— 100% 15 Prevents the target from using the same move twice in a row.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Skill Swap
— — 10 User and target swap abilities.
TM49 Snatch
— — 10 Steals the target’s move, if it’s self-targeted.

Tutor Moves

Emerald
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Dynamic Punch
100 50% 5 Has a 100% chance to confuse the target.
Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
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.
Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Thunder Wave
— 90% 20 Paralyzes the target.
FireRed/LeafGreen
Name Class Power Acc. PP Effect
Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
Metronome
— — 10 Randomly selects and uses any move in the game.
Mimic
— — 10 Copies the target’s last used move.
Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
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.
Thunder Wave
— 90% 20 Paralyzes the target.

Egg Moves

Ruby/SapphireEmeraldFireRed/LeafGreen
Name Class Power Acc. PP Effect
Barrier
— — 20 Raises the user’s Defense by two stages.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.

Base Stats

Hp 25
Attack 20
Defense 15
Sp. Atk 105
Sp. Def 55
Speed 90
Total 310

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x