Malamar
Ultra Sun

When it comes to strong hypnosis, there’s an endless number of people who utilize Malamar for their nefarious deeds.

Ultra Moon

It flashes the pattern on its torso to control its prey and draw them in. The edges of its fins are supremely sharp.

Evolution Chain

inkay
Inkay
Level 30
malamar
Malamar

Pokédex Data

Classification Overturning Pokémon
Height 1.5 m (4'11")
Weight 47.0 kg (103.6 lbs)
Abilities

Training

EV Yield +2 attack
Catch Rate 80
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Water1, Water2

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Reflect
20 Reduces damage from physical attacks by half.
1 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
1 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
4 Reflect
20 Reduces damage from physical attacks by half.
8 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
12 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
13 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
15 Topsy Turvy
20 Inverts the target's stat modifiers.
18 Hypnosis
60% 20 Puts the target to sleep.
21 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Switcheroo
100% 10 User and target swap items.
27 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
31 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
35 Pluck
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
39 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
43 Slash
70 100% 20 Has an increased chance for a critical hit.
46 Night Slash
70 100% 15 Has an increased chance for a critical hit.
48 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Reflect
20 Reduces damage from physical attacks by half.
1 Constrict
10 100% 35 Has a 10% chance to lower the target's Speed by one stage.
1 Reversal
100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
4 Reflect
20 Reduces damage from physical attacks by half.
8 Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
12 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
13 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
15 Topsy Turvy
20 Inverts the target's stat modifiers.
18 Hypnosis
60% 20 Puts the target to sleep.
21 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
23 Switcheroo
100% 10 User and target swap items.
27 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
31 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
35 Pluck
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
39 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
43 Slash
70 100% 20 Has an increased chance for a critical hit.
46 Night Slash
70 100% 15 Has an increased chance for a critical hit.
48 Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.

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.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
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.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM40 Aerial Ace
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.
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.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM59 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TM63 Embargo
100% 15 Target cannot use held items.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
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.
TM97 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Ally Switch
15 User switches places with the friendly Pokémon opposite it.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Block
5 Prevents the target from leaving battle.
Foul Play
95 100% 15 Calculates damage with the target's attacking stat.
Knock Off
65 100% 20 Target drops its held item.
Role Play
10 Copies the target's ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
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.
Spite
100% 10 Lowers the PP of the target's last used move by 4.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Base Stats

Hp 86
Attack 92
Defense 88
Sp. Atk 68
Sp. Def 75
Speed 73
Total 482

Type Defenses

(vs. Gen 6+ rules)

0x
4x
2x