Alakazam

Alternate Forms

alakazam
Base
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.

Evolution Chain

abra
Abra
Level 16
kadabra
Kadabra
🔄
Trade
alakazam
Alakazam

Pokédex Data

Classification Psi Pokémon
Height 1.5 m (4'11")
Weight 48.0 kg (105.8 lbs)
Abilities

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)

0.5x
0.5x
2x
2x
2x

Mega Alakazam

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