Sun
It is said to have an IQ of approximately 5,000. Its overflowing psychokinetic powers cause headaches to anyone nearby.
Moon
Its brain cells continue to increase in number until its death. The older the Alakazam, the larger its head.
Ultra Sun
Alakazam uses its psychic powers to make the spoons it carries. Each spoon is an original that there’s only one of in the whole world.
Ultra Moon
If it trusts someone deeply, it will let them have one of its spoons. Anything you eat with that spoon is apparently delicious.
Lets Go Pikachu/Lets Go Eevee
A Pokémon that can memorize anything. It never forgets what it learns—that’s why this Pokémon is smart.
Pokédex Data
Classification
Psi Pokémon
Height
1.5 m (4'11")
Weight
48.0 kg (105.8 lbs)
Abilities
- Synchronize
- Inner Focus
- Magic Guard (Hidden)
Held Items
Training
EV Yield
+3 Sp. Atk
Catch Rate
50
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 | 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. | |
21 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
23 | Miracle Eye | — | — | 40 | Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark. | |
26 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
28 | Psycho Cut | 70 | 100% | 20 | Has an increased chance for a critical hit. | |
31 | Recover | — | — | 5 | Heals the user by half its max HP. | |
33 | Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
36 | Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
38 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
41 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
46 | Trick | — | 100% | 10 | User and target swap items. |
Ultra Sun/Ultra Moon
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. | |
21 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
23 | Miracle Eye | — | — | 40 | Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark. | |
26 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
28 | Psycho Cut | 70 | 100% | 20 | Has an increased chance for a critical hit. | |
31 | Recover | — | — | 5 | Heals the user by half its max HP. | |
33 | Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |
36 | Ally Switch | — | — | 15 | User switches places with the friendly Pokémon opposite it. | |
38 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |
41 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |
46 | Trick | — | 100% | 10 | User and target swap items. |
Let's Go
Lvl | Name | Class | Power | Acc. | PP | Effect |
---|---|---|---|---|---|---|
1 | Disable | — | 100% | 20 | Disables the target's last used move for 1-8 turns. | |
1 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |
1 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |
1 | Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |
1 | Barrier | — | — | 20 | Raises the user's Defense by two stages. | |
1 | Kinesis | — | 80% | 15 | Lowers the target's accuracy by one stage. | |
1 | Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
1 | Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | |
1 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |
6 | Disable | — | 100% | 20 | Disables the target's last used move for 1-8 turns. | |
13 | Flash | — | 100% | 20 | Lowers the target's accuracy by one stage. | |
19 | Night Shade | — | 100% | 15 | Inflicts damage equal to the user's level. | |
26 | 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. | |
32 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |
39 | Recover | — | — | 5 | Heals the user by half its max HP. | |
45 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. |
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. | |
TM15 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
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. | |
TM52 Focus Blast | 120 | 70% | 5 | Has a 10% chance to lower the target's Special Defense by one stage. | |
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. | |
TM68 Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
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. | |
TM10 Dig | 80 | 100% | 10 | User digs underground, dodging all attacks, and hits next turn. | |
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. | |
TM48 Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |
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. | |
Laser Focus | — | — | 30 | Guarantees a critical hit with the user's next move. | |
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. |
Base Stats
Hp
55
Attack
50
Defense
45
Sp. Atk
135
Sp. Def
95
Speed
120
Total
500
Type Defenses
(vs. Gen 6+ rules)
Mega Alakazam

Hp
55
Attack
50
Defense
65
Sp. Atk
175
Sp. Def
105
Speed
150
Total
600