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Alakazam-Mega

Alakazam-Mega
Weak to
Resists
Base stats
Rank downRank up
H
55
A
50
0
B
65
0
C
175
0
D
105
0
S
150
0
MIN reducing·0·BASE neutral·0·HIGH neutral·252·MAX boosting·252
Excludes item and ability modifiers.
Physical bulk
MIN
24,038
BASE
26,885
HIGH
46,116
MAX
50,452
Special bulk
MIN
35,425
BASE
39,537
HIGH
61,883
MAX
67,795
Speed
MIN
153
BASE
170
HIGH
202
MAX
222
Movessorted by max damage
Future Sight120 · 100%
31,500
35,100
40,860
44,820
Hyper Beam150 · 90%
26,250
29,250
34,050
37,350
Psychic90 · 100%
23,625
26,325
30,645
33,615
Expanding Force80 · 100%
21,000
23,400
27,240
29,880
Focus Blast120 · 70%
21,000
23,400
27,240
29,880
Psyshock80 · 100%
21,000
23,400
27,240
29,880
Energy Ball90 · 100%
15,750
17,550
20,430
22,410
Dazzling Gleam80 · 100%
14,000
15,600
18,160
19,920
Shadow Ball80 · 100%
14,000
15,600
18,160
19,920
Tri Attack80 · 100%
14,000
15,600
18,160
19,920
Giga Impact150 · 90%
9,450
10,500
15,300
16,800
Round60 · 100%
10,500
11,700
13,620
14,940
Mega Kick120 · 75%
7,560
8,400
12,240
13,440
Zen Headbutt80 · 90%
7,560
8,400
12,240
13,440
Snore50 · 100%
8,750
9,750
11,350
12,450
Psycho Cut70 · 100%
6,615
7,350
10,710
11,760
Iron Tail100 · 75%
6,300
7,000
10,200
11,200
Foul Play95 · 100%
5,985
6,650
9,690
10,640
Body Slam85 · 100%
5,355
5,950
8,670
9,520
Drain Punch75 · 100%
4,725
5,250
7,650
8,400
Fire Punch75 · 100%
4,725
5,250
7,650
8,400
Ice Punch75 · 100%
4,725
5,250
7,650
8,400
Thunder Punch75 · 100%
4,725
5,250
7,650
8,400
Facade70 · 100%
4,410
4,900
7,140
7,840
Stored Power20 · 100%
5,250
5,850
6,810
7,470
Thief60 · 100%
3,780
4,200
6,120
6,720
Ally Switch

User and ally swap positions; using again can fail.

Attract100%

A target of the opposite gender gets infatuated.

Calm Mind

Raises the user's Sp. Atk and Sp. Def by 1.

Endure

User survives attacks this turn with at least 1 HP.

Double Team

Raises the user's evasiveness by 1.

Encore100%

Target repeats its last move for its next 3 turns.

Guard Split

Averages Defense and Sp. Def stats with target.

Guard Swap

Swaps Defense and Sp. Def changes with target.

Magic Room

For 5 turns, all held items have no effect.

Imprison

No foe can use any move known by the user.

Light Screen

For 5 turns, special damage to allies is halved.

Nasty Plot

Raises the user's Sp. Atk by 2.

Protect

Prevents moves from affecting the user this turn.

Psychic Terrain

5 turns. Grounded: +Psychic power, priority-safe.

Rain Dance

For 5 turns, heavy rain powers Water moves.

Reflect

For 5 turns, physical damage to allies is halved.

Rest

User sleeps 2 turns and restores HP and status.

Recover

Heals the user by 50% of its max HP.

Role Play

User replaces its Ability with the target's.

Power Swap

Swaps Attack and Sp. Atk stat stages with target.

Sleep Talk

User must be asleep. Uses another known move.

Speed Swap

Swaps Speed stat with target.

Skill Swap

The user and the target trade Abilities.

Substitute

User takes 1/4 its max HP to put in a substitute.

Sunny Day

For 5 turns, intense sunlight powers Fire moves.

Taunt100%

Target can't use status moves its next 3 turns.

Thunder Wave90%

Paralyzes the target.

Trick100%

User switches its held item with the target's.

Trick Room

Goes last. For 5 turns, turn order is reversed.

Wonder Room

For 5 turns, all Defense and Sp. Def stats switch.

Disable100%

For 4 turns, disables the target's last move used.

Safeguard

For 5 turns, protects user's party from status.