Abra
Sun

It sleeps 18 hours a day. Even while sleeping, it will teleport itself to treetops and pick and eat berries there.

Moon

It can teleport itself to safety while it’s asleep, but when it wakes, it doesn’t know where it is, so it panics.

Ultra Sun

It uses various psychic powers even while it’s sleeping, so you can’t tell whether or not it’s awake.

Ultra Moon

It can read others’ minds and will teleport away when danger approaches. You must clear your mind if you want to catch it.

Lets Go Pikachu/Lets Go Eevee

Sleeps 18 hours a day. If it senses danger, it will teleport itself to safety even as it sleeps.

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex Data

Classification Psi Pokémon
Height 0.9 m (2'11")
Weight 19.5 kg (43.0 lbs)
Abilities

Held Items

Game Locations

  • Alola Route 2 South
  • Hauoli City Shopping District

Training

EV Yield +1 Sp. Atk
Catch Rate 200
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Humanshape

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Teleport
20 Immediately ends wild battles. No effect otherwise.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Teleport
20 Immediately ends wild battles. No effect otherwise.
Let's Go
Lvl Name Class Power Acc. PP Effect
1 Teleport
20 Immediately ends wild battles. No effect otherwise.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
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.
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.
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.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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.
TM99 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM02 Taunt
100% 20 For the next few turns, the target can only use damaging moves.
TM04 Teleport
20 Immediately ends wild battles. No effect otherwise.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM09 Reflect
20 Reduces damage from physical attacks by half.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM16 Thunder Wave
90% 20 Paralyzes the target.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM21 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
TM23 Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM28 Tri Attack
80 100% 10 Has a 20% chance to burn, freeze, or paralyze the target.
TM31 Fire Punch
75 100% 15 Has a 10% chance to burn the target.
TM32 Dazzling Gleam
80 100% 10 Inflicts regular damage with no additional effect.
TM33 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM43 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM59 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Shock Wave
60 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
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.

Egg Moves

Sun/Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Guard Split
10 Averages Defense and Special Defense with the target.
Guard Swap
10 User swaps Defense and Special Defense changes with 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.
Power Trick
10 User swaps Attack and Defense.
Psycho Shift
100% 10 Transfers the user's major status effect to the target.
Skill Swap
10 User and target swap abilities.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
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.
Guard Split
10 Averages Defense and Special Defense with the target.
Guard Swap
10 User swaps Defense and Special Defense changes with 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.
Power Trick
10 User swaps Attack and Defense.
Psychic Terrain
10 Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
Psycho Shift
100% 10 Transfers the user's major status effect to the target.
Skill Swap
10 User and target swap abilities.
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