Kadabra
Diamond

If one is nearby, an eerie shadow appears on TV screens. Seeing the shadow is said to bring bad luck.

Pearl

When it uses its psychic power, it emits strong ha waves that can ruin precision devices.

Platinum

It stares at its silver spoon to focus its mind. It emits more alpha waves while doing so.

Heartgold

It possesses strong spiritual power. The more danger it faces, the stronger its psychic power.

Soulsilver

If it uses its abilities, it emits special alpha waves that cause machines to malfunction.

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex Data

Classification Psi Pokémon
Height 1.3 m (4'03")
Weight 56.5 kg (124.6 lbs)

Held Items

Game Locations

  • Cerulean Cave 2f
  • Cerulean Cave B1f
  • Kanto Route 8 Area
  • Sinnoh Route 215 Area
  • Sinnoh Victory Road 2f

Training

EV Yield +2 Sp. Atk
Catch Rate 100
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
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.
18 Disable
100% 20 Disables the target's last used move for 1-8 turns.
22 Miracle Eye
40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
24 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
28 Reflect
20 Reduces damage from physical attacks by half.
30 Recover
5 Heals the user by half its max HP.
34 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
36 Role Play
10 Copies the target's ability.
40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
42 Future Sight
120 100% 10 Hits the target two turns later.
46 Trick
100% 10 User and target swap items.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
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.
18 Disable
100% 20 Disables the target's last used move for 1-8 turns.
22 Miracle Eye
40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
24 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
28 Reflect
20 Reduces damage from physical attacks by half.
30 Recover
5 Heals the user by half its max HP.
34 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
36 Role Play
10 Copies the target's ability.
40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
42 Future Sight
120 100% 10 Hits the target two turns later.
46 Trick
100% 10 User and target swap items.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
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.
18 Disable
100% 20 Disables the target's last used move for 1-8 turns.
22 Miracle Eye
40 Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark.
24 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
28 Reflect
20 Reduces damage from physical attacks by half.
30 Recover
5 Heals the user by half its max HP.
34 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
36 Role Play
10 Copies the target's ability.
40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
42 Future Sight
120 100% 10 Hits the target two turns later.
46 Trick
100% 10 User and target swap items.

TM/HM Moves

Diamond/PearlPlatinumHeartGold/SoulSilver
Name Class Power Acc. PP Effect
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.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user's Special Attack by one stage.
TM58 Endure
10 Prevents the user's HP from lowering below 1 this turn.
TM60 Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
TM63 Embargo
100% 15 Target cannot use held items.
TM67 Recycle
10 User recovers the item it last used up.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM78 Captivate
100% 20 Lowers the target's Special Attack by two stages if it's the opposite gender.
TM82 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
TM83 Natural Gift
100% 15 Power and type depend on the held berry.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 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.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
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.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Role Play
10 Copies the target's ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 40
Attack 35
Defense 30
Sp. Atk 120
Sp. Def 70
Speed 105
Total 400

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x