Kadabra
Black/WhiteBlack 2/White 2

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

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex & Training Data

Classification Psi Pokémon
Height 1.3 m (4'03")
Weight 56.5 kg (124.6 lbs)
Abilities
EV Yield +2 Sp. Atk
Catch Rate 100
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Humanshape

Pokédex Numbers

Kanto (R/B/Y) #064
Johto (G/S/C) #090
Hoenn (R/S/E) #040
Sinnoh (D/P) #021
Sinnoh (Plat.) #021
Johto (HG/SS) #090
Kalos (Central) #103
Hoenn (OR/AS) #041
Alola (S/M) #043
Alola (US/UM) #050
Hisui #059
National #064
Isle of Armor #032

Held Items

Learned Moves

Level Up Moves

Black/White
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 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
30 Reflect
— — 20 Reduces damage from physical attacks by half.
34 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
36 Recover
— — 5 Heals the user by half its max HP.
40 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
42 Role Play
— — 10 Copies the target’s ability.
46 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
48 Future Sight
120 100% 10 Hits the target two turns later.
52 Trick
— 100% 10 User and target swap items.
Black 2/White 2
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 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
28 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
30 Reflect
— — 20 Reduces damage from physical attacks by half.
34 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
36 Recover
— — 5 Heals the user by half its max HP.
40 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
42 Role Play
— — 10 Copies the target’s ability.
46 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
48 Future Sight
120 100% 10 Hits the target two turns later.
52 Trick
— 100% 10 User and target swap items.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three 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.
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.
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.
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 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM51 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
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.
TM63 Embargo
— 100% 15 Target cannot use held items.
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.
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

Black 2/White 2
Name Class Power Acc. PP Effect
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
Gravity
— — 5 Disables moves and immunities that involve flying or levitating for five turns.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
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.
Magic Room
— — 10 Negates held items for five turns.
Recycle
— — 10 User recovers the item it last used up.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snatch
— — 10 Steals the target’s move, if it’s self-targeted.
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.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
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