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General | Location | Attacks | Stats | Egg Moves |
Gen VIII Dex | Gen VII Dex | Gen VI Dex | Gen V Dex |
Gen IV Dex | Gen III Dex | Gen II Dex | Gen I Dex |
Picture |
Abilities: Synchronize – Inner Focus – Magic Guard (Hidden Ability) | |||
Synchronize: When this Pokémon becomes Poisoned, Paralyzed, or Burned, so does the opponent. However, Fire-type and Water Veil ability Pokémon cannot be Burned, Poison-type and Steel-type and Immunity ability Pokémon cannot be Poisoned, and Limber ability Pokémon cannot be Paralyzed.
Inner Focus: This Pokémon will not flinch. Does not prevent flinching with Focus Punch. Also prevents stats from being lowered by the ability Intimidate Hidden Ability: Magic Guard: Prevents all no damage except from direct-attack moves, excluding damage self inflicted from Substitute, Belly Drum, Curse & Pain Split. |
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Experience Growth | Base Happiness | Effort Values Earned | Dynamax Capable? |
1,059,862 Points
Medium Slow |
50 | 3 Sp. Attack Point(s) | Alakazam can Dynamax |
Wild Hold Item | Egg Groups |
Sword & Shield
Twisted Spoon – 5% Brilliant Diamond & Shining Pearl Twisted Spoon – 5% Legends: Arceus Alpha |
Evolutionary Chain |
Gender Differences |
– In-Depth Details |
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Sword | Transfer from Pokémon HOME or Trade with players with Expansion Pass
Max Raid Battles |
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Shield | Transfer from Pokémon HOME or Trade with players with Expansion Pass
Max Raid Battles |
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Isle of Armor | Sword | Loop Lagoon, Insular Sea
Max Raid Battles: Soothing Wetlands, Challenge Beach, Training Lowlands, Stepping-Stone Sea |
Details |
Shield | Loop Lagoon, Insular Sea
Max Raid Battles: Soothing Wetlands, Challenge Beach, Training Lowlands, Stepping-Stone Sea |
Details | |
Brilliant Diamond | Evolve Kadabra | ||
Shining Pearl | Evolve Kadabra | ||
Legends: Arceus | Obsidian Fieldlands: Sandgem Flats or nearby
Obsidian Fieldlands: Massive Mass Outbreak Alabaster Icelands: Massive Mass Outbreak |
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Trainer Locations | Details |
Flavor Text | |
Sword | It has an incredibly high level of intelligence. Some say that Alakazam remembers everything that ever happens to it, from birth till death. |
Shield | Alakazam wields potent psychic powers. It’s said that this Pokémon used these powers to create the spoons it holds. |
Brilliant Diamond | Its superb memory lets it recall everything it has experienced from birth. Its IQ exceeds 5,000. |
Shining Pearl | Its highly developed brain is on par with a supercomputer. It can use all forms of psychic abilities. |
Legends: Arceus | The 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. |
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Level Up | TM & HM | Egg Moves |
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Level | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
— | Confusion | 50 | 100 | 25 | 10 | ||
The target is hit by a weak telekinetic force. This may also confuse the target. | |||||||
— | Kinesis | — | 80 | 15 | — | ||
The user distracts the target by bending a spoon. This lowers the target’s accuracy. | |||||||
— | Disable | — | 100 | 20 | — | ||
For four turns, this move prevents the target from using the move it last used. | |||||||
— | Teleport | — | 101 | 20 | — | ||
The user switches places with a party Pokémon in waiting, if any. If a wild Pokémon uses this move, it flees. | |||||||
5 | Psybeam | 65 | 100 | 20 | 10 | ||
The target is attacked with a peculiar ray. This may also leave the target confused. | |||||||
10 | Reflect | — | 101 | 20 | — | ||
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | |||||||
15 | Ally Switch | — | 101 | 15 | — | ||
The user teleports using a strange power and switches places with one of its allies. | |||||||
20 | Psycho Cut | 70 | 100 | 20 | — | ||
The user tears at the target with blades formed by psychic power. Critical hits land more easily. | |||||||
25 | Recover | — | 101 | 10 | — | ||
Restoring its own cells, the user restores its own HP by half of its max HP. | |||||||
30 | Psyshock | 80 | 100 | 10 | — | ||
The user materializes an odd psychic wave to attack the target. This attack does physical damage. | |||||||
35 | Psychic | 90 | 100 | 10 | 10 | ||
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | |||||||
40 | Role Play | — | 101 | 10 | — | ||
The user mimics the target completely, copying the target’s Ability. | |||||||
45 | Future Sight | 120 | 100 | 10 | — | ||
Two turns after this move is used, a hunk of psychic energy attacks the target. | |||||||
50 | Calm Mind | — | 101 | 20 | — | ||
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
TM Anchors | Sword/Shield | Brilliant Diamond/Shining Pearl |
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TM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
TM00 | Mega Punch | 80 | 85 | 20 | — | ||
The target is slugged by a punch thrown with muscle-packed power. | |||||||
TM01 | Mega Kick | 120 | 75 | 5 | — | ||
The target is attacked by a kick launched with muscle-packed power. | |||||||
TM03 | Fire Punch | 75 | 100 | 15 | 10 | ||
The target is punched with a fiery fist. This may also leave the target with a burn. | |||||||
TM04 | Ice Punch | 75 | 100 | 15 | 10 | ||
The target is punched with an icy fist. This may also leave the target frozen. | |||||||
TM05 | Thunder Punch | 75 | 100 | 15 | 10 | ||
The target is punched with an electrified fist. This may also leave the target with paralysis. | |||||||
TM08 | Hyper Beam | 150 | 90 | 5 | — | ||
The target is attacked with a powerful beam. The user can’t move on the next turn. | |||||||
TM09 | Giga Impact | 150 | 90 | 5 | — | ||
The user charges at the target using every bit of its power. The user can’t move on the next turn. | |||||||
TM14 | Thunder Wave | — | 90 | 20 | — | ||
The user launches a weak jolt of electricity that paralyzes the target. | |||||||
TM17 | Light Screen | — | 101 | 30 | — | ||
A wondrous wall of light is put up to reduce damage from special attacks for five turns. | |||||||
TM18 | Reflect | — | 101 | 20 | — | ||
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | |||||||
TM19 | Safeguard | — | 101 | 25 | — | ||
The user creates a protective field that prevents status conditions for five turns. | |||||||
TM21 | Rest | — | 101 | 10 | — | ||
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | |||||||
TM23 | Thief | 60 | 100 | 25 | — | ||
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | |||||||
TM24 | Snore | 50 | 100 | 15 | 30 | ||
This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | |||||||
TM25 | Protect | — | 101 | 10 | — | ||
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | |||||||
TM31 | Attract | — | 100 | 15 | — | ||
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | |||||||
TM33 | Rain Dance | — | 101 | 5 | — | ||
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | |||||||
TM34 | Sunny Day | — | 101 | 5 | — | ||
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | |||||||
TM39 | Facade | 70 | 100 | 20 | — | ||
This attack move doubles its power if the user is poisoned, burned, or paralyzed. | |||||||
TM40 | Swift | 60 | 101 | 20 | — | ||
Star-shaped rays are shot at opposing Pokémon. This attack never misses. | |||||||
TM44 | Imprison | — | 101 | 10 | — | ||
If opposing Pokémon know any move also known by the user, they are prevented from using it. | |||||||
TM59 | Fling | ?? | 100 | 10 | — | ||
The user flings its held item at the target to attack. This move’s power and effects depend on the item. | |||||||
TM60 | Power Swap | — | 101 | 10 | — | ||
The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | |||||||
TM61 | Guard Swap | — | 101 | 10 | — | ||
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | |||||||
TM62 | Speed Swap | — | 101 | 10 | — | ||
The user exchanges Speed stats with the target. | |||||||
TM63 | Drain Punch | 75 | 100 | 10 | — | ||
An energy-draining punch. The user’s HP is restored by half the damage taken by the target. | |||||||
TM69 | Psycho Cut | 70 | 100 | 20 | — | ||
The user tears at the target with blades formed by psychic power. Critical hits land more easily. | |||||||
TM70 | Trick Room | — | 101 | 5 | — | ||
The user creates a bizarre area in which slower Pokémon get to move first for five turns. | |||||||
TM71 | Wonder Room | — | 101 | 10 | — | ||
The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. | |||||||
TM72 | Magic Room | — | 101 | 10 | — | ||
The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns. | |||||||
TM76 | Round | 60 | 100 | 15 | — | ||
The user attacks the target with a song. Others can join in the Round to increase the power of the attack. | |||||||
TM91 | Psychic Terrain | — | 101 | 10 | — | ||
This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. |
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TR # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
TR01 | Body Slam | 85 | 100 | 15 | 30 | ||
The user drops onto the target with its full body weight. This may also leave the target with paralysis. | |||||||
TR11 | Psychic | 90 | 100 | 10 | 10 | ||
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | |||||||
TR14 | Metronome | — | 101 | 10 | — | ||
The user waggles a finger and stimulates its brain into randomly using nearly any move. | |||||||
TR19 | Tri Attack | 80 | 100 | 10 | 20 | ||
The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. | |||||||
TR20 | Substitute | — | 101 | 10 | — | ||
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | |||||||
TR25 | Psyshock | 80 | 100 | 10 | — | ||
The user materializes an odd psychic wave to attack the target. This attack does physical damage. | |||||||
TR26 | Endure | — | 101 | 10 | — | ||
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | |||||||
TR27 | Sleep Talk | — | 101 | 10 | — | ||
While it is asleep, the user randomly uses one of the moves it knows. | |||||||
TR30 | Encore | — | 100 | 5 | — | ||
The user compels the target to keep using the move it encored for three turns. | |||||||
TR31 | Iron Tail | 100 | 75 | 15 | 30 | ||
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. | |||||||
TR33 | Shadow Ball | 80 | 100 | 15 | 20 | ||
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. | |||||||
TR34 | Future Sight | 120 | 100 | 10 | — | ||
Two turns after this move is used, a hunk of psychic energy attacks the target. | |||||||
TR37 | Taunt | — | 100 | 20 | — | ||
The target is taunted into a rage that allows it to use only attack moves for three turns. | |||||||
TR38 | Trick | — | 100 | 10 | — | ||
The user catches the target off guard and swaps its held item with its own. | |||||||
TR40 | Skill Swap | — | 101 | 10 | — | ||
The user employs its psychic power to exchange Abilities with the target. | |||||||
TR49 | Calm Mind | — | 101 | 20 | — | ||
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | |||||||
TR64 | Focus Blast | 120 | 70 | 5 | 10 | ||
The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat. | |||||||
TR65 | Energy Ball | 90 | 100 | 10 | 10 | ||
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. | |||||||
TR68 | Nasty Plot | — | 101 | 20 | — | ||
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat. | |||||||
TR69 | Zen Headbutt | 80 | 90 | 15 | 20 | ||
The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | |||||||
TR77 | Grass Knot | ?? | 100 | 20 | — | ||
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. | |||||||
TR81 | Foul Play | 95 | 100 | 15 | — | ||
The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals. | |||||||
TR82 | Stored Power | 20 | 100 | 10 | — | ||
The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. | |||||||
TR83 | Ally Switch | — | 101 | 15 | — | ||
The user teleports using a strange power and switches places with one of its allies. | |||||||
TR92 | Dazzling Gleam | 80 | 100 | 10 | — | ||
The user damages opposing Pokémon by emitting a powerful flash. |
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TM # | Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
TM01 | Focus Punch | 150 | 100 | 20 | — | ||
The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. | |||||||
TM04 | Calm Mind | — | 101 | 20 | — | ||
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | |||||||
TM11 | Sunny Day | — | 101 | 5 | — | ||
The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | |||||||
TM12 | Taunt | — | 100 | 20 | — | ||
The target is taunted into a rage that allows it to use only attack moves for three turns. | |||||||
TM15 | Hyper Beam | 150 | 90 | 5 | — | ||
The target is attacked with a powerful beam. The user can’t move on the next turn. | |||||||
TM16 | Light Screen | — | 101 | 30 | — | ||
A wondrous wall of light is put up to reduce damage from special attacks for five turns. | |||||||
TM17 | Protect | — | 101 | 10 | — | ||
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | |||||||
TM18 | Rain Dance | — | 101 | 5 | — | ||
The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | |||||||
TM20 | Safeguard | — | 101 | 25 | — | ||
The user creates a protective field that prevents status conditions for five turns. | |||||||
TM21 | Dazzling Gleam | 80 | 100 | 10 | — | ||
The user damages opposing Pokémon by emitting a powerful flash. | |||||||
TM23 | Iron Tail | 100 | 75 | 15 | 30 | ||
The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. | |||||||
TM29 | Psychic | 90 | 100 | 10 | 10 | ||
The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | |||||||
TM30 | Shadow Ball | 80 | 100 | 15 | 20 | ||
The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. | |||||||
TM32 | Double Team | — | 101 | 15 | — | ||
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | |||||||
TM33 | Reflect | — | 101 | 20 | — | ||
A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | |||||||
TM34 | Shock Wave | 60 | 101 | 20 | — | ||
The user strikes the target with a quick jolt of electricity. This attack never misses. | |||||||
TM41 | Torment | — | 100 | 15 | — | ||
The user torments and enrages the target, making it incapable of using the same move twice in a row. | |||||||
TM42 | Facade | 70 | 100 | 20 | — | ||
This attack move doubles its power if the user is poisoned, burned, or paralyzed. | |||||||
TM44 | Rest | — | 101 | 10 | — | ||
The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | |||||||
TM45 | Attract | — | 100 | 15 | — | ||
If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. | |||||||
TM46 | Thief | 60 | 100 | 25 | — | ||
The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | |||||||
TM48 | Skill Swap | — | 101 | 10 | — | ||
The user employs its psychic power to exchange Abilities with the target. | |||||||
TM52 | Focus Blast | 120 | 70 | 5 | 10 | ||
The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat. | |||||||
TM53 | Energy Ball | 90 | 100 | 10 | 10 | ||
The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. | |||||||
TM56 | Fling | ?? | 100 | 10 | — | ||
The user flings its held item at the target to attack. This move’s power and effects depend on the item. | |||||||
TM57 | Charge Beam | 50 | 90 | 10 | 70 | ||
The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. | |||||||
TM58 | Endure | — | 101 | 10 | — | ||
The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. | |||||||
TM60 | Drain Punch | 75 | 100 | 10 | — | ||
An energy-draining punch. The user’s HP is restored by half the damage taken by the target. | |||||||
TM63 | Nasty Plot | — | 101 | 20 | — | ||
The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat. | |||||||
TM67 | Recycle | — | 101 | 10 | — | ||
The user recycles a held item that has been used in battle so it can be used again. | |||||||
TM68 | Giga Impact | 150 | 90 | 5 | — | ||
The user charges at the target using every bit of its power. The user can’t move on the next turn. | |||||||
TM70 | Flash | — | 100 | 20 | — | ||
The user flashes a light that lowers the target’s accuracy. It can also be used to illuminate caves. | |||||||
TM73 | Thunder Wave | — | 90 | 20 | — | ||
The user launches a weak jolt of electricity that paralyzes the target. | |||||||
TM77 | Psych Up | — | 101 | 10 | — | ||
The user hypnotizes itself into copying any stat change made by the target. | |||||||
TM82 | Sleep Talk | — | 101 | 10 | — | ||
While it is asleep, the user randomly uses one of the moves it knows. | |||||||
TM85 | Dream Eater | 100 | 100 | 15 | — | ||
The user eats the dreams of a sleeping target. The user’s HP is restored by half the damage taken by the target. | |||||||
TM86 | Grass Knot | ?? | 100 | 20 | — | ||
The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. | |||||||
TM87 | Swagger | — | 85 | 15 | — | ||
The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. | |||||||
TM90 | Substitute | — | 101 | 10 | — | ||
The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | |||||||
TM92 | Trick Room | — | 101 | 5 | — | ||
The user creates a bizarre area in which slower Pokémon get to move first for five turns. |
(Details) |
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Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % | |
Confusion | 50 | 100 | 25 | 10 | Details | ||
The target is hit by a weak telekinetic force. This may also confuse the target. | |||||||
Guard Split | — | 101 | 10 | — | Details | ||
The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | |||||||
Magic Coat | — | 101 | 15 | — | Details | ||
Moves like Leech Seed and moves that inflict status conditions are blocked by a barrier and reflected back to the user of those moves. | |||||||
Encore
BDSP Only |
— | 100 | 5 | — | Details | ||
The user compels the target to keep using the move it encored for three turns. | |||||||
Knock Off
BDSP Only |
65 | 100 | 20 | — | Details | ||
The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. | |||||||
Fire Punch
BDSP Only |
75 | 100 | 15 | 10 | Details | ||
The target is punched with a fiery fist. This may also leave the target with a burn. | |||||||
Thunder Punch
BDSP Only |
75 | 100 | 15 | 10 | Details | ||
The target is punched with an electrified fist. This may also leave the target with paralysis. | |||||||
Ice Punch
BDSP Only |
75 | 100 | 15 | 10 | Details | ||
The target is punched with an icy fist. This may also leave the target frozen. | |||||||
Power Trick
BDSP Only |
— | 101 | 10 | — | Details | ||
The user employs its psychic power to switch its Attack stat with its Defense stat. | |||||||
Guard Swap
BDSP Only |
— | 101 | 10 | — | Details | ||
The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | |||||||
Psycho Shift
BDSP Only |
— | 100 | 10 | — | Details | ||
Using its psychic power of suggestion, the user transfers its status conditions to the target. | |||||||
Ally Switch
BDSP Only |
— | 101 | 15 | — | Details | ||
The user teleports using a strange power and switches places with one of its allies. |
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Attack Name | Type | Cat. | Att. | Acc. | PP | Effect % |
Expanding Force | 80 | 100 | 10 | — | ||
The user attacks the target with its psychic power. This move’s power goes up and damages all opposing Pokémon on Psychic Terrain. |
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Attack Name | Type | Cat. | Max Att. | Acc. | PP | Effect % |
Max Flare | 130 | 101 | 10 | — | ||
This is a Fire-type attack Dynamax Pokémon use. The user intensifies the sun for five turns. | ||||||
Max Lightning | 130 | 101 | 10 | — | ||
This is an Electric-type attack Dynamax Pokémon use. The user turns the ground into Electric Terrain for five turns. | ||||||
Max Strike |
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150(Phy)/150(Spe) | 101 | 10 | — | |
This is a Normal-type attack Dynamax Pokémon use. This lowers the target’s Speed stat. | ||||||
Max Knuckle |
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90(Phy)/95(Spe) | 101 | 10 | — | |
This is a Fighting-type attack Dynamax Pokémon use. This raises ally Pokémon’s Attack stats. | ||||||
Max Phantasm | 130 | 101 | 10 | — | ||
This is a Ghost-type attack Dynamax Pokémon use. This lowers the target’s Defense stat. | ||||||
Max Hailstorm | 130 | 101 | 10 | — | ||
This is an Ice-type attack Dynamax Pokémon use. The user summons a hailstorm lasting five turns. | ||||||
Max Starfall | 130 | 101 | 10 | — | ||
This is a Fairy-type attack Dynamax Pokémon use. The user turns the ground into Misty Terrain for five turns. | ||||||
Max Mindstorm |
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130(Phy)/140(Spe) | 101 | 10 | — | |
This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||||||
Max Darkness | 130 | 101 | 10 | — | ||
This is a Dark-type attack Dynamax Pokémon use. This lowers the target’s Sp. Def stat. | ||||||
Max Overgrowth | 130 | 101 | 10 | — | ||
This is a Grass-type attack Dynamax Pokémon use. The user turns the ground into Grassy Terrain for five turns. | ||||||
Max Steelspike | 130 | 101 | 10 | — | ||
This is a Steel-type attack Dynamax Pokémon use. This raises ally Pokémon’s Defense stats. | ||||||
Max Guard | 101 | 10 | — | |||
This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. |
Transfer Only Moves |
Click here to see all transfer exclusive moves |
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HP | Attack | Defense | Sp. Attack | Sp. Defense | Speed | ||
Base Stats – Total: 500 | 55 | 50 | 45 | 135 | 95 | 120 | |
Max Stats
Hindering Nature |
Lv. 50 | 115 – 162 | 49 – 91 | 45 – 87 | 126 – 168 | 90 – 132 | 112 – 154 |
Lv. 100 | 220 – 314 | 94 – 179 | 85 – 170 | 247 – 332 | 175 – 260 | 220 – 305 | |
Max Stats
Neutral Nature |
Lv. 50 | 115 – 162 | 55 – 102 | 50 – 97 | 140 – 187 | 100 – 147 | 125 – 172 |
Lv. 100 | 220 – 314 | 105 – 199 | 95 – 189 | 275 – 369 | 195 – 289 | 245 – 339 | |
Max Stats
Beneficial Nature |
Lv. 50 | 115 – 162 | 60 – 112 | 55 – 106 | 154 – 205 | 110 – 161 | 137 – 189 |
Lv. 100 | 220 – 314 | 115 – 218 | 104 – 207 | 302 – 405 | 214 – 317 | 269 – 372 |
55
50
45
120
95
135
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