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Serebii.net Pokédex

April 1, 2024 by admin Category: Top

You are viewing the article Serebii.net Pokédex  at Tnhelearning.edu.vn you can quickly access the necessary information in the table of contents of the article below.

How to Catch Kadabra, Alakazam, and Palossand in Pokemon Sword and Shield Isle of Armor
How to Catch Kadabra, Alakazam, and Palossand in Pokemon Sword and Shield Isle of Armor
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.

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
Locations

– In-Depth Details

Sword Transfer from Pokémon HOME or Trade with players with Expansion Pass

Max Raid Battles

Shield Transfer from Pokémon HOME or Trade with players with Expansion Pass

Max Raid Battles

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

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.
Attacks Level Up TM & HM Egg Moves
Standard Level Up
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
Sword & Shield Technical Machine Attacks
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.
  Pokemon Sword and Shield Alakazam
Technical Record Attacks
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.
  Pokémon Sword and Shield Evolution List – benefits of evolving Pokémon, how to prevent Pokémon evolution and Pokémon acquired by levelling up explained
BDSP Technical Machine Attacks
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.
  List of Pokemon Sword and Shield trade codes to get version exclusives
Egg Moves

(Details)

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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Isle of Armor Move Tutor Attacks
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.
Usable Max Moves
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
150(Phy)/150(Spe) 101 10 —
This is a Normal-type attack Dynamax Pokémon use. This lowers the target’s Speed stat.
Max Knuckle
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
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.
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Transfer Only Moves
Click here to see all transfer exclusive moves
Stats
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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