Malamar
Sword

Gazing at its luminescent spots will quickly induce a hypnotic state, putting the observer under Malamar’s control.

Evolution Chain

inkay
Inkay
Level 30
malamar
Malamar

Pokédex & Training Data

Classification Overturning Pokémon
Height 1.5 m (4'11")
Weight 47.0 kg (103.6 lbs)
Abilities
EV Yield +2 attack
Catch Rate 80
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Water2

Pokédex Numbers

Kalos (Coastal) #011
Alola (US/UM) #027
Galar (Sw/Sh) #291
National #687
Isle of Armor #109
Blueberry #081

Learned Moves

Level Up Moves

Sword/Shield
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
1 Peck
35 100% 35 Inflicts regular damage with no additional effect.
1 Hypnosis
— 60% 20 Puts the target to sleep.
1 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
9 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
12 Pluck
60 100% 20 If target has a berry, inflicts double damage and uses the berry.
15 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
18 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
21 Slash
70 100% 20 Has an increased chance for a critical hit.
24 Night Slash
70 100% 15 Has an increased chance for a critical hit.
27 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
33 Switcheroo
— 100% 10 User and target swap items.
37 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
42 Topsy Turvy
— — 20 Inverts the target’s stat modifiers.
47 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM08 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM09 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM18 Reflect
— — 20 Reduces damage from physical attacks by half.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM22 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM23 Thief
60 100% 25 Takes the target’s item.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM26 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM34 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM47 Fake Tears
— 100% 20 Lowers the target’s Special Defense by two stages.
TM57 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM59 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM61 Guard Swap
— — 10 User swaps Defense and Special Defense changes with the target.
TM69 Psycho Cut
70 100% 20 Has an increased chance for a critical hit.
TM70 Trick Room
— — 5 For five turns, slower Pokémon will act before faster Pokémon.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM79 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM97 Brutal Swing
60 100% 20 Inflicts regular damage with no additional effect.
TR02 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TR08 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR20 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.
TR21 Reversal
— 100% 15 Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR29 Baton Pass
— — 40 Allows the trainer to switch out the user and pass effects along to its replacement.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR37 Taunt
— 100% 20 For the next few turns, the target can only use damaging moves.
TR39 Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR58 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
TR68 Nasty Plot
— — 20 Raises the user’s Special Attack by two stages.
TR81 Foul Play
95 100% 15 Calculates damage with the target’s attacking stat.
TR82 Stored Power
20 100% 10 Power is higher the more the user’s stats have been raised, to a maximum of 31×.
TR83 Ally Switch
— — 15 User switches places with the friendly Pokémon opposite it.
TR95 Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.
TR98 Liquidation
85 100% 10 Has a 20% chance to lower the target’s Defense by one stage.

Tutor Moves

Sword/Shield
Name Class Power Acc. PP Effect
Expanding Force
80 100% 10 Inflicts regular damage with no additional effect.
Lash Out
75 100% 5 Inflicts regular damage with no additional effect.

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