
#65 · Psi Pokémon
Alakazam
psychicThe longer Alakazam lives, the larger and heavier its head becomes. Our tests have shown that the strength of its psychic powers correlates positively to the weight of its head.

Alakazam
psychicBase stats
HP55
Attack50
Defense45
Sp. Atk135
Sp. Def95
Speed120
Total500
Abilities
- Synchronize
If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
- Inner Focus
This Pokemon cannot be made to flinch. Immune to Intimidate.
- Magic Guard Hidden
This Pokemon can only be damaged by direct attacks.
Learnable moves 60
| Move | Type | Class | Power | Acc | PP | Forms |
|---|---|---|---|---|---|---|
| Ally Switch Priority +2: usually moves first. | psychic | status | — | — | 15 | All |
| Attract Infatuates the target. | normal | status | — | 100% | 15 | All |
| Body Slam 30% chance to paralyze the target. | normal | physical | 85 | 100% | 15 | All |
| Calm Mind Raises the user's Sp. Atk by 1 stage. Raises the user's Sp. Def by 1 stage. | psychic | status | — | — | 20 | All |
| Dazzling Gleam Inflicts regular damage with no additional effect. | fairy | special | 80 | 100% | 10 | All |
| Disable Disables the target's last move. | normal | status | — | 100% | 20 | All |
| Double Team Raises the user's evasion by 1 stage. | normal | status | — | — | 15 | All |
| Drain Punch User recovers 50% of the damage dealt. | fighting | physical | 75 | 100% | 10 | All |
| Encore Forces the target to repeat its last used move every turn for 2 to 6 turns. | normal | status | — | 100% | 5 | All |
| Endure Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Energy Ball 10% chance to lower the target's Sp. Def by 1 stage. | grass | special | 90 | 100% | 10 | All |
| Expanding Force If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%. | psychic | special | 80 | 100% | 10 | All |
| Facade Power doubles if user is burned, paralyzed, or poisoned. | normal | physical | 70 | 100% | 20 | All |
| Fire Punch 10% chance to burn the target. | fire | physical | 75 | 100% | 15 | All |
| Fling Throws held item at the target; power depends on the item. | dark | physical | — | 100% | 10 | All |
| Focus Blast 10% chance to lower the target's Sp. Def by 1 stage. | fighting | special | 120 | 70% | 5 | All |
| Foul Play Calculates damage with the target’s attacking stat. | dark | physical | 95 | 100% | 15 | All |
| Future Sight Hits the target two turns later. | psychic | special | 120 | 100% | 10 | All |
| Giga Impact User foregoes its next turn to recharge. | normal | physical | 150 | 90% | 5 | All |
| Grass Knot Inflicts more damage to heavier targets, with a maximum of 120 power. | grass | special | — | 100% | 20 | All |
| Guard Split Averages Defense and Special Defense with the target. | psychic | status | — | — | 10 | All |
| Guard Swap User swaps Defense and Special Defense changes with the target. | psychic | status | — | — | 10 | All |
| Hyper Beam User foregoes its next turn to recharge. | normal | special | 150 | 90% | 5 | All |
| Ice Punch 10% chance to freeze the target. | ice | physical | 75 | 100% | 15 | All |
| Imprison Prevents the target from using any moves that the user also knows. | psychic | status | — | — | 10 | All |
| Iron Tail 30% chance to lower the target's Defense by 1 stage. | steel | physical | 100 | 75% | 15 | All |
| Light Screen Reduces damage from special attacks by 50% for five turns. | psychic | status | — | — | 30 | All |
| Magic Room Negates held items for five turns. | psychic | status | — | — | 10 | All |
| Mega Kick Inflicts regular damage with no additional effect. | normal | physical | 120 | 75% | 5 | All |
| Nasty Plot Raises the user's Sp. Atk by 2 stages. | dark | status | — | — | 20 | All |
| Power Swap User swaps Attack and Special Attack changes with the target. | psychic | status | — | — | 10 | All |
| Protect Inflicts protect on the user. Priority +4: usually moves first. | normal | status | — | — | 10 | All |
| Psychic 10% chance to lower the target's Sp. Def by 1 stage. | psychic | special | 90 | 100% | 10 | All |
| Psychic Terrain Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | psychic | status | — | — | 10 | All |
| Psycho Cut Critical hit ratio raised by 1. | psychic | physical | 70 | 100% | 20 | All |
| Psyshock Inflicts damage based on the target’s Defense, not Special Defense. | psychic | special | 80 | 100% | 10 | All |
| Rain Dance Changes the weather to rain for five turns. | water | status | — | — | 5 | All |
| Recover Heals the user for 50% of max HP. | normal | status | — | — | 5 | All |
| Reflect Reduces damage from physical attacks by half. | psychic | status | — | — | 20 | All |
| Rest User sleeps for two turns, completely healing itself. | psychic | status | — | — | 5 | All |
| Role Play Copies the target’s ability. | psychic | status | — | — | 10 | All |
| Round Has double power if it’s used more than once per turn. | normal | special | 60 | 100% | 15 | All |
| Safeguard Protects the user’s field from major status ailments and confusion for five turns. | normal | status | — | — | 25 | All |
| Shadow Ball 20% chance to lower the target's Sp. Def by 1 stage. | ghost | special | 80 | 100% | 15 | All |
| Skill Swap User and target swap abilities. | psychic | status | — | — | 10 | All |
| Sleep Talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping. | normal | status | — | — | 10 | All |
| Snore 30% chance to make the target flinch. | normal | special | 50 | 100% | 15 | All |
| Speed Swap Exchanges the user’s Speed with the target’s. | psychic | status | — | — | 10 | All |
| Stored Power Power is higher the more the user’s stats have been raised, to a maximum of 31×. | psychic | special | 20 | 100% | 10 | All |
| Substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks. | normal | status | — | — | 10 | All |
| Sunny Day Changes the weather to sunny for five turns. | fire | status | — | — | 5 | All |
| Taunt For the next few turns, the target can only use damaging moves. | dark | status | — | 100% | 20 | All |
| Thief Takes the target’s item. | dark | physical | 60 | 100% | 25 | All |
| Thunder Punch 10% chance to paralyze the target. | electric | physical | 75 | 100% | 15 | All |
| Thunder Wave Paralyzes the target. | electric | status | — | 90% | 20 | All |
| Tri Attack Has a chance to burn, freeze, or paralyze the target. | normal | special | 80 | 100% | 10 | All |
| Trick User and target swap items. | psychic | status | — | 100% | 10 | All |
| Trick Room Priority -7: usually moves last. | psychic | status | — | — | 5 | All |
| Wonder Room All Pokémon’s Defense and Special Defense are swapped for 5 turns. | psychic | status | — | — | 10 | All |
| Zen Headbutt 20% chance to make the target flinch. | psychic | physical | 80 | 90% | 15 | All |
