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Alakazam3
It has an IQ of 5000. It calculates many things in order to gain the edge in every battle.
~ Alakazam's Pokédex entry

Summary

Alakazam is a Psychic-type Pokémon introduced in Generation I. It evolves from Kadabra when traded. It is the final form of Abra. Alakazam can Mega Evolve into Mega Alakazam using the Alakazite. Alakazam is able to use all forms of psychic abilities. The overflow of its psychic powers can cause headaches to those nearby. These powers are used to move its body, as opposed to its weak muscles. It also uses its psychic powers to hold up its head, which is too heavy to be supported by its neck. Due to its continually growing brain, its head becomes larger with age. It is said to have an excellent memory and can remember everything that it has experienced since hatching as an Abra, to the time of its death, and has an IQ that exceeds 5,000.

Abra
Sleeps 18 hours a day. If it senses danger, it will teleport itself to safety even as it sleeps.
~ Abra's Pokédex entry

Summary

Abra is a Psychic-type Pokémon introduced in Generation I. It evolves into Kadabra starting at level 16, which evolves into Alakazam when traded. Abra can sense danger through a telepathic radar. When it does, it teleports to a safe location. However, it sometimes becomes panicked if it wakes in an unknown location. By hypnotizing itself, Abra is able to teleport itself even while sleeping. It can use other extrasensory abilities while sleeping as well and can even teleport into the treetops to pick and eat berries. The deeper Abra sleeps, the farther it teleports. Due to the strain of its telepathic powers, however, Abra sleeps 18 hours each day. If it fails to rest long enough, it will become unable to use its powers. The contents in Abra's dream can affect its powers. Abra lives in urban areas, but has been observed to teleport to a different location once per hour. If it teleports randomly, it can create illusory copies.

Kadabra
It emits special alpha waves from its body that induce headaches just by being close by.
~ Kadabra's Pokédex entry

Summary

Kadabra is a Psychic-type Pokémon introduced in Generation I. It evolves from Abra starting at level 16 and evolves into Alakazam when traded. Kadabra is always seen carrying a silver spoon, which amplifies its telekinetic powers. A gold spoon does not work as an amplifier and Kadabra is only half as strong without a spoon. It is able to bend its spoon to use Kinesis, its signature move. Kadabra emits alpha waves strong enough to induce headaches, and can even cause clocks to run backwards, machines to malfunction, and delicate devices to cease functioning altogether. The waves increase further in strength the more danger Kadabra faces. By closing its eyes, it can double the number of alpha particles it emits. When it has a headache, the alpha waves become unusual. All of Kadabra's brain cells work in unison while it uses its powers. It sleeps while levitating, using its springy tail like a pillow. It can store up psychic energy inside its star in preparation for its evolution. There is a theory that Kadabra was born from a transformed human child who could not control his powers.

Mega Alakazam
As a result of Mega Evolution, its power has been entirely converted into psychic energy, and it has lost all strength in its muscles.
~ Pokémon Sun
Its hidden psychic power has been unleashed. A glance at someone gives it knowledge of the course of that person's life, from birth to death.
~ Pokémon Moon
It sends out psychic power from the red organ on its forehead to foresee its opponents' every move.
~ Pokémon Ultra Sun
Having traded away its muscles, Alakazam's true power has been unleashed. With its psychic powers, it can foresee all things.
~ Pokémon Ultra Moon
It's adept at precognition. When attacks completely miss Alakazam, that's because it's seeing the future.
~ Let's Go Pikachu and Eevee

Powers and Stats

Tier: At most Low 7-B | 7-B | High 7-A | 6-C

Key: Abra | Kadabra | Alakazam | Mega Alakazam

Name: Abra, The Psi Pokémon | Kadabra, The Psi Pokémon | Alakazam, The Psi Pokémon | Mega Alakazam, The Psi Pokémon

Origin: Pokémon

Gender: Can be Male or Female (Mostly Male)

Age: Varies

Classification: Psychic-type Pokémon, Basic Pokémon | Psychic-type Pokémon, First Stage Pokémon | Psychic-type Pokémon, Second Stage Pokémon | Psychic-type Pokémon, Mega-Evolved Pokémon

Powers and Abilities:

Superhuman Physical Characteristics, Natural Weaponry (Claws), Telepathy (Able to read minds and possesses a telepathic radar that detects the minds of everything around it), Telekinesis, Teleportation, Levitation, Instinctive Reaction (Able to use its powers on instinct even while asleep, further enhanced with Foresight), Extrasensory Perception, Enhanced Senses (Able to sense enemies and incoming attacks while asleep), Illusion Creation (Able to create illusory copies of itself), Forcefield Creation (Has numerous moves that create barriers and forcefields), Sound Manipulation (Able to create soundproof barriers), Status Effect Inducement (Via Synchronize, Psycho Shift, Fire Punch, Ice Punch, Thunder Punch, and Confuse Ray), Power Nullification (Via Magic Guard and Foresight), Resistance Negation (Via Foresight), Regeneration (Mid-Low), Self-Healing (Via Life Force and Self-Curer), Limited Accelerated Development (Via Exp. Elite), Limited Probability Manipulation (Via Type-Advantage Master and Sharpshooter), Fire Manipulation (Via Fire Punch), Ice Manipulation (Via Ice Punch), Electricity Manipulation (Via Thunder Punch and Charge Beam), Paralysis Inducement (Via Thunder Punch), Statistics Reduction/Statistics Amplification (Via Guard Split, Guard Swap, and Power Trick), Empowerment (Via Psychic Terrain), Power Modification (Via Skill Swap), Attack Reflection (Via Magic Coat), Energy Projection (Via Signal Beam and Psyshock), Darkness Manipulation (Via Shadow Ball), Non-Physical Interaction (Via Foresight), Light Manipulation (Via Confuse Ray), Mind Manipulation (Via Confuse Ray), Dynamax, Resistance to Fighting-type and Psychic-type moves (includes Mind Manipulation and Telepathy, Energy Manipulation, Telekinesis), and Sleep Manipulation

All previous abilities plus Radiation Manipulation (Passively emits powerful alpha waves and alpha particles), Technology Manipulation (Kadabra's presence causes machines around it to malfunction), Reactive Power Level (The more danger Kadabra is in the stronger its psychic power becomes), Limited Pain Manipulation (It emits special alpha waves from its body that induce headaches just by being close by), Energy Manipulation, Precognition, Time Manipulation (Future Sight allows the user to observe and attack the target in the future, bypassing Force fields and Precognition in the process), Ectoplasm Manipulation (Via Night Shade), Illusion Creation (Via Night Shade), Limited Soul Manipulation (Via Night Shade), Power Modification (Via Role Play), Statistics Reduction (Via Kinesis and Psychic), Mind Manipulation (Via Confusion and Psybeam), Power Nullification (Via Disable and Future Sight), Energy Projection (Via Psybeam and Psycho Cut), Resistance Negation (Via Miracle Eye), Self-Healing (Via Recover), Duplication (Via Substitute), Light Manipulation (Via Flash)

All previous abilities plus Genius Intelligence, Photographic Memory, Information Analysis (Able to instantly identify an opponent's weakness by looking at them), Creation (Its spoons were created by its psychic power), Weather Manipulation (An Alakazam created a rainstorm), Chi Manipulation (Via Focus Blast), Transformation (Can Mega-Evolve)

Attack Potency: At most Small City level (Comparable to Pokémon like Horsea). | City level (Comparable to other Mid-Stage Pokémon such as Charmeleon) | Large Mountain level+ (Comparable to final stage Pokemon such as Tyranitar. Completely unfazed by Defog) | Island level (Mega Evolution gives Alakazam a massive boost. Stronger than Pure/Huge Power Pokémon and Marowak holding a Thick Club, should be comparable to other mega evolved Pokémon such as Mega Charizard)

Speed: Massively Hypersonic+ (Can dodge attacks from Pokémon such as Magnemite) | Massively Hypersonic+ (Can react to other Pokémon of this caliber, such as Charmeleon, and is faster than before) | FTL (Comparable to other Fully-Evolved Pokémon, such as Poliwrath) | FTL (Much faster than before)

Lifting Strength: Unknown physically, Class K via telekinesis | Unknown physically, Class K via telekinesis | Unknown physically, Class G via telekinesis (Should be superior to Slowking and Meowstic) | Below Average Human physically (gave up all of it's physical strength), At least Class G via telekinesis

Striking Strength: Below Average (Alakazam's muscles are so weak that it can't support its own body weight without using its psychic powers)

Durability: Wall level normally. At most Small City level with psychic powers that are always active | Building level normally. City level with psychic powers that are always active | At most Small City level normally (Should be at least comparable to Pidgey). Large Mountain level+ with psychic powers that are always active (Which aren't bypassed by Feint and the like) | Unknown normally (All of its physical strength was turned into psychic power). Island level with psychic powers that are always active (Which are not bypassed by Feint and the like)

Stamina: Superhuman (The average pokemon is hardwired for battle and can go on fighting for lots of time despite being injured. Capable of spending a day on foot while fighting hordes of enemies in mystery dungeons with little to no breaks)

Range: Standard Melee Range to Hundreds of Meters, Hundreds of Kilometers with Teleportation | Standard Melee Range to Hundreds of Meters, Hundreds of Kilometers with Teleportation | Standard Melee Range to Tens of Kilometers with most attacks, Hundreds of Kilometers with Teleportation | Standard Melee Range to Tens of Kilometers with most attacks, Hundreds of Kilometers with Teleportation

Standard Equipment: Twisted Spoon (Boosts the power of Psychic-type attacks by 20%) | Alakazite

Intelligence: Extraordinary Genius. Alakazam is extremely intelligent, smart enough to outperform a supercomputer and perform complex calculations to gain an edge in battles. It is said to have an IQ of 5,000, and never forgets what it learns

Weaknesses: Dark-type, Ghost-type, and Bug-type moves

Notable Attacks/Techniques:

  • Synchronize: The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
  • Inner Focus: Cannot be made to flinch.
  • Magic Guard: Can only be damaged by attacks. Outside forces and status conditions aren't effective.
  • Instinct: A Conquest ability. The Pokémon's instinct and precognition makes it so it swiftly evades attacks.
  • Life Force: A Conquest ability. The Pokémon heals every so often.
  • Share: A Conquest ability. The Pokémon benefits from allied Skills.

  • Teleport: Abra teleports, getting away from the opponent.
  • Max Mindstorm This is a Psychic-type attack Dynamax Pokémon use. The user deals damage and turns the ground into Psychic Terrain for five turns.

  • Fire Punch: Abra attacks with a flaming fist that can burn a foe.
  • Ice Punch: Abra attacks with a icy punch that can freeze a foe.
  • Thunder Punch: Abra attacks with a electric punch. Can paralyze a foe.
  • Guard Split: Abra can split the defense of him and his foe evenly between themselves.
  • Guard Swap: Abra swaps the defense of himself and his foe.
  • Barrier: Abra creates a barrier that increases his defense by two stages
  • Encore: Abra cheers for the opponent, which magically forces the opponent to only be capable of using the last move that it did, even if its effects won't work.
  • Knock Off: Abra slaps down the target's held item, and that item can't be used in that battle. The move deals double the damage if the target has a held item.
  • Psychic Terrain: Abra creates a purple dome that surrounds itself and its enemies. The dome makes attacks with priority fails and increase the damage of Psychic attacks by 50%, if the user is grounded.
  • Psycho Shift: Using its psychic power of suggestion, Abra transfers its status conditions to the target.
  • Skill Swap: Abra employs its psychic power to exchange Abilities with the target.
  • Power Trick: Abra employs its psychic power to switch its Attack stat with its Defense stat.
  • Light Screen: Abra creates a wall of light that blocks special attacks.
  • Magic Coat: Abra creates a barrier that reflects status moves back onto the opponent.

  • Zen Headbutt: Abra's head glows blue and becomes surrounded in a light blue reflective shield. It then slams its head into the opponent.
  • Charge Beam: Abra shoots a beam of electricity that may also raise Abra's Special Attack.
  • Signal Beam: Abra shoots a multi-color beam at the opponent that may also confuse the character.
  • Psyshock: Abra materializes an odd psychic wave to attack the target. It attacks the enemy's defense, instead of the special defense
  • Shadow Ball: Abra projects a blob of shadow energy at the opponent.

  • Foresight: Abra "identifies" the opponent, allowing non-corporeal entities to be hit, this also enables an evasive target to be hit. Foresight can also negate illusions and make visible invisible objects and beings.

  • Confuse Ray: Abra releases a sinister ray of light which mentally disorientates the opponent.
  • Pound: One of Abra's arm glows white and it strikes the opponent with it.
  • Scratch: Abra's claws glows white and it scratches the opponent with them.

  • (Can be disabled at will unless stated otherwise.)

    • Course Checker: A skill all partners must know, regardless of IQ Group or amount of IQ Points, and exclusive to them. If targeting an enemy, Abra will instinctively check for things that will get in the way, and will stop if such an obstacle exists in an effort to conserve stamina.
    • Status Checker: Abra knows to not beat a dead horse and use a status move that'll cause a status effect that the opponent already has.
    • Non-Traitor: Abra, if confused or cowering, will not damage allies with out-of-control attacks.
    • PP Saver: Abra will occasionally use a move without consuming PP.
    • Self-Curer: Abra recovers faster than usual from status problems.
    • Type-Advantage Master: Abra's critical hit rate skyrockets if attacking one with a type disadvantage.
    • Weak-Type Picker: When near several enemies, Abra will target the one that have a type disadvantage.
    • Gap Prober: Abra can send thrown items and deliver moves through team members to target only enemies.
    • Wary Fighter: If Abra misses its attack, it takes a step back to distance itself from its target.
    • Sharpshooter: Boosts the critical-hit ratios of Abra's moves and attacks.
    • Hit-and-Runner: Abra may avoid a counter-attack that the enemy uses in response to being struck with an attack or move.
    • Multitalent: Adds 5 to Abra's max PP. Cannot be turned off.
    • Exp. Elite: Abra earns extra Exp. Points after defeating enemies.
    • All-Terrain Hiker: Abra can walk on water, lava and valleys.
    • Stair Sensor: When they reaches a new floor, Abra uses its intuition to know where the floor's stairway is.
    • No-Charger: The Pokémon charges then unleashes any move that normally requires 2 turns in only one turn. Powering up these charge-up moves so quickly consumes 2 PP, however.
    • Pierce Hurler: Throwing items hurled by Abra pierces through walls and other Pokémon, without showing signs of stopping.

    • Synchronize: The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
    • Inner Focus: Cannot be made to flinch.
    • Magic Guard: Can only be damaged by attacks. Outside forces and status conditions aren't effective.
    • Instinct: A Conquest ability. The Pokémon's instinct and precognition makes it so it swiftly evades attacks.
    • Life Force: A Conquest ability. The Pokémon heals every so often.
    • Share: A Conquest ability. The Pokémon benefits from allied Skills.
    • Perception: A Conquest ability. Anticipates an ally's attack and dodges it.

  • Teleport: Kadabra teleports, getting away from the opponent.
  • Role Play: Kadabra exchanges its passive ability with that of the opponent. Can only be learned as a Kadabra.
  • Psychic: Kadabra uses a strong psychokinesis for offensive, defensive, and supplementary means such as lifting the target in question, control it or simply blasting them. It may also lower their special defense.
  • Kinesis: Kadabra's signature move. Kadabra bends one of its spoons, lowering the opponent's accuracy.
  • Confusion: Kadabra releases a weak telekinetic burst that can potentially confuse the opponent.
  • Disable: Kadabra nullifies the use of the attack last used by the opponent.
  • Psybeam: Kadabra shoots a psychic energy beam that can potentially confuse the opponent.
  • Miracle Eye: Kadabra stares at the opponent, which forces the next move of Kadabra's to hit and makes the opponent no longer immune to Kadabra's psychic moves.
  • Reflect: Kadabra erects a barrier that lowers the effect of physical attacks.
  • Psycho Cut: Kadabra tears at the opponent with blades of psychic power. This move has a high critical hit ratio.
  • Recover: Kadabra mends itself, restoring its health.
  • Telekinesis: Kadabra levitates the opponent, making them easier to hit for a while.
  • Ally Switch: Kadabra switches its position with one of its allies through teleportation. Outside of game mechanics, this shouldn't be limited to allies.
  • Future Sight: Kadabra predicts an attack, and slightly later, a move hits them. This move bypasses defensive boosts and forcefields/barriers.
  • Psychic: Kadabra attacks the opponent with a strong telekinetic force. It may also reduce the foe's durability.
  • Trick: Kadabra somehow swaps held items with the opponent.
  • Night Shade: Kadabra projects a mirage of itself that attacks the opponent, dealing a fixed amount of damage depending on how powerful Kadabra is.
  • Substitute: Kadabra creates a clone that looks exactly like itself, when the clone gets hit, it disappears. Sound moves will bypass the substitute and hit Kadabra
  • Flash: Kadabra creates a bright light that lower the foe's accuracy.

  • Fire Punch: Kadabra attacks with a flaming fist that can burn a foe.
  • Ice Punch: Kadabra attacks with a icy punch that can freeze a foe.
  • Thunder Punch: Kadabra attacks with a electric punch. Can paralyze a foe.
  • Guard Split: Kadabra can split the defense of him and his foe evenly between themselves.
  • Guard Swap: Kadabra swaps the defense of himself and his foe.
  • Barrier: Kadabra creates a barrier that increases his defense by two stages
  • Encore: Kadabra cheers for the opponent, which magically forces the opponent to only be capable of using the last move that it did, even if its effects won't work.
  • Knock Off: Kadabra slaps down the target's held item, and that item can't be used in that battle. The move deals double the damage if the target has a held item.
  • Psychic Terrain: Kadabra creates a purple dome that surrounds itself and its enemies. The dome makes attacks with priority fails and increase the damage of Psychic attacks by 50%, if the user is grounded.
  • Psycho Shift: Using its psychic power of suggestion, Kadabra transfers its status conditions to the target.
  • Skill Swap: Kadabra employs its psychic power to exchange Abilities with the target.
  • Power Trick: Kadabra employs its psychic power to switch its Attack stat with its Defense stat.
  • Light Screen: Kadabra creates a wall of light that blocks special attacks.
  • Magic Coat: Kadabra creates a barrier that reflects status moves back onto the opponent.

  • Zen Headbutt: Kadabra's head glows blue and becomes surrounded in a light blue reflective shield. It then slams its head into the opponent.
  • Charge Beam: Kadabra shoots a beam of electricity that may also raise Kadabra's Special Attack.
  • Signal Beam: Kadabra shoots a multi-color beam at the opponent that may also confuse the character.
  • Psyshock: Kadabra materializes an odd psychic wave to attack the target. It attacks the enemy's defense, instead of the special defense
  • Shadow Ball: Kadabra projects a blob of shadow energy at the opponent.
  • Dazzling Gleam: Kadabra creates a rainbow colored sphere around its body and slams into the opponent. This move hit all enemies.

  • Foresight: Kadabra "identifies" the opponent, allowing non-corporeal entities to be hit, this also enables an evasive target to be hit. Foresight can also negate illusions and make visible invisible objects and beings.

  • Confuse Ray: Kadabra releases a sinister ray of light which mentally disorientates the opponent.
  • Pound: One of Kadabra's arm glows white and it strikes the opponent with it.
  • Scratch: Kadabra's claws glows white and it scratches the opponent with them.

  • (Can be disabled at will unless stated otherwise.)

    • Course Checker: A skill all partners must know, regardless of IQ Group or amount of IQ Points, and exclusive to them. If targeting an enemy, Kadabra will instinctively check for things that will get in the way, and will stop if such an obstacle exists in an effort to conserve stamina.
    • Status Checker: Kadabra knows to not beat a dead horse and use a status move that'll cause a status effect that the opponent already has.
    • Non-Traitor: Kadabra, if confused or cowering, will not damage allies with out-of-control attacks.
    • PP Saver: Kadabra will occasionally use a move without consuming PP.
    • Self-Curer: Kadabra recovers faster than usual from status problems.
    • Type-Advantage Master: Kadabra's critical hit rate skyrockets if attacking one with a type disadvantage.
    • Weak-Type Picker: When near several enemies, Kadabra will target the one that have a type disadvantage.
    • Gap Prober: Kadabra can send thrown items and deliver moves through team members to target only enemies.
    • Wary Fighter: If Kadabra misses its attack, it takes a step back to distance itself from its target.
    • Sharpshooter: Boosts the critical-hit ratios of Kadabra's moves and attacks.
    • Hit-and-Runner: Kadabra may avoid a counter-attack that the enemy uses in response to being struck with an attack or move.
    • Multitalent: Adds 5 to Kadabra 's max PP. Cannot be turned off.
    • Exp. Elite: Kadabra earns extra Exp. Points after defeating enemies.
    • All-Terrain Hiker: Kadabra can walk on water, lava and valleys.
    • Stair Sensor: When she reaches a new floor, Kadabra uses its intuition to know where the floor's stairway is.
    • No-Charger: The Pokémon charges then unleashes any move that normally requires 2 turns in only one turn. Powering up these charge-up moves so quickly consumes 2 PP, however.
    • Pierce Hurler: Throwing items hurled by Kadabra pierces through walls and other Pokémon, without showing signs of stopping.

    • Synchronize: The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.
    • Inner Focus: Cannot be made to flinch.
    • Magic Guard: Can only be damaged by attacks. Outside forces and status conditions aren't effective.
    • Instinct: A Conquest ability. Alakazam's instinct and precognition makes it so it swiftly evades attacks.
    • Life Force: A Conquest ability. Alakazam heals every so often.
    • Share: A Conquest ability. The Pokémon benefits from allied Skills.
    • Perception: A Conquest ability. Anticipates an ally's attack and dodges it.
    • Trace: Mega Alakazam ability. Once Alakazam mega evolves, it copies the opponent's ability.

  • Teleport: Alakazam teleports, getting away from the opponent.
  • Psychic: Alakazam uses a strong psychokinesis for offensive, defensive, and supplementary means such as lifting the target in question, control it or simply blasting them. It may also lower their special defense.
  • Role Play: Alakazam exchanges its passive ability with that of the opponent. Can only be learned as a Kadabra.
  • Kinesis: Alakazam's signature move. Kadabra bends one of its spoons, lowering the opponent's accuracy.
  • Confusion: Alakazam releases a weak telekinetic burst that can potentially confuse the opponent.
  • Disable: Alakazam nullifies the use of the attack last used by the opponent.
  • Psybeam: Alakazam shoots a psychic energy beam that can potentially confuse the opponent.
  • Miracle Eye: Alakazam stares at the opponent, which forces the next move of Alakazam's to hit and makes the opponent no longer immune to Alakazam's psychic moves.
  • Reflect: Alakazam erects a barrier that lowers the effect of physical attacks.
  • Psycho Cut: Alakazam tears at the opponent with blades of psychic power. This move has a high critical hit ratio.
  • Recover: Alakazam mends itself, restoring its health.
  • Telekinesis: Alakazam levitates the opponent, making them easier to hit for a while.
  • Ally Switch: Alakazam switches its position with one of its allies through teleportation. Outside of game mechanics, this shouldn't be limited to allies.
  • Future Sight: Alakazam predicts an attack, and slightly later, a move hits them. This move bypasses defensive boosts and forcefields/barriers.
  • Psychic: Alakazam attacks the opponent with a strong telekinetic force. It may also reduce the foe's durability.
  • Trick: Alakazam somehow swaps held items with the opponent.
  • Night Shade: Alakazam projects a mirage of itself that attacks the opponent, dealing a fixed amount of damage depending on how powerful Alakazam is.
  • Substitute: Alakazam creates a clone that looks exactly like itself, when the clone gets hit, it disappears. Sound moves will bypass the substitute and hit Alakazam.
  • Flash: Alakazam creates a bright light that lower the foe's accuracy.
  • Calm Mind: Alakazam calms itself, upping its special attack and special defense.

  • Fire Punch: Abra attacks with a flaming fist that can burn a foe.
  • Ice Punch: Abra attacks with a icy punch that can freeze a foe.
  • Thunder Punch: Abra attacks with a electric punch. Can paralyze a foe.
  • Guard Split: Abra can split the defense of him and his foe evenly between themselves.
  • Guard Swap: Abra swaps the defense of himself and his foe.
  • Barrier: Abra creates a barrier that increases his defense by two stages
  • Encore: Abra cheers for the opponent, which magically forces the opponent to only be capable of using the last move that it did, even if its effects won't work.
  • Knock Off: Abra slaps down the target's held item, and that item can't be used in that battle. The move deals double the damage if the target has a held item.
  • Psychic Terrain: Abra creates a purple dome that surrounds itself and its enemies. The dome makes attacks with priority fails and increase the damage of Psychic attacks by 50%, if the user is grounded.
  • Psycho Shift: Using its psychic power of suggestion, Abra transfers its status conditions to the target.
  • Skill Swap: Abra employs its psychic power to exchange Abilities with the target.
  • Power Trick: Abra employs its psychic power to switch its Attack stat with its Defense stat.
  • Light Screen: Abra creates a wall of light that blocks special attacks.
  • Magic Coat: Abra creates a barrier that reflects status moves back onto the opponent.

  • Zen Headbutt: Alakazam's head glows blue and becomes surrounded in a light blue reflective shield. It then slams its head into the opponent.
  • Charge Beam: Alakazam shoots a beam of electricity that may also raise Alakazam's Special Attack.
  • Signal Beam: Alakazam shoots a multi-color beam at the opponent that may also confuse the character.
  • Psyshock: Alakazam materializes an odd psychic wave to attack the target. It attacks the enemy's defense, instead of the special defense
  • Shadow Ball: Alakazam projects a blob of shadow energy at the opponent.
  • Dazzling Gleam: Alakazam creates a rainbow colored sphere around its body and slams into the opponent. This move hit all enemies.
  • Focus Blast: Alakazam makes an light blue ball of energy. It then fires it at the opponent, it may also lower the target's Special Defense
  • Counter: Alakazam counters and retaliates a physical attack, inflicting double the damage taken.

  • Foresight: Alakazam "identifies" the opponent, allowing non-corporeal entities to be hit, this also enables an evasive target to be hit. Foresight can also negate illusions and make visible invisible objects and beings.

  • Confuse Ray: Alakazam releases a sinister ray of light which mentally disorientates the opponent.
  • Pound: One of Alakazam's arm glows white and it strikes the opponent with it.
  • Scratch: Alakazam's claws glows white and it scratches the opponent with them.

  • (Can be disabled at will unless stated otherwise.)

    • Course Checker: A skill all partners must know, regardless of IQ Group or amount of IQ Points, and exclusive to them. If targeting an enemy, Alakazam will instinctively check for things that will get in the way, and will stop if such an obstacle exists in an effort to conserve stamina.
    • Status Checker: Alakazam knows to not beat a dead horse and use a status move that'll cause a status effect that the opponent already has.
    • Non-Traitor: Alakazam, if confused or cowering, will not damage allies with out-of-control attacks.
    • PP Saver: Alakazam will occasionally use a move without consuming PP.
    • Self-Curer: Alakazam recovers faster than usual from status problems.
    • Type-Advantage Master: Alakazam's critical hit rate skyrockets if attacking one with a type disadvantage.
    • Weak-Type Picker: When near several enemies, Alakazam will target the one that have a type disadvantage.
    • Gap Prober: Alakazam can send thrown items and deliver moves through team members to target only enemies.
    • Wary Fighter: If Alakazam misses its attack, it takes a step back to distance itself from its target.
    • Sharpshooter: Boosts the critical-hit ratios of Alakazam's moves and attacks.
    • Hit-and-Runner: Alakazam may avoid a counter-attack that the enemy uses in response to being struck with an attack or move.
    • Multitalent: Adds 5 to Alakazam's max PP. Cannot be turned off.
    • Exp. Elite: Alakazam earns extra Exp. Points after defeating enemies.
    • All-Terrain Hiker: Alakazam can walk on water, lava and valleys.
    • Stair Sensor: When she reaches a new floor, Alakazam uses its intuition to know where the floor's stairway is.
    • No-Charger: The Pokémon charges then unleashes any move that normally requires 2 turns in only one turn. Powering up these charge-up moves so quickly consumes 2 PP, however.
    • Pierce Hurler: Throwing items hurled by Alakazam pierces through walls and other Pokémon, without showing signs of stopping.

    Gallery

    Notable Matchups

    Notable Victories:

    Espeon (Pokémon) Espeon's Profile (This was base Alakazam)

    The Spirit (Care Bears) The Spirit's Profile (This was base Alakazam, Speed Equalized)

    Itachi Uchiha (Naruto) Itachi's Profile (This was base Alakazam, against Edo Tensei Itachi, with equalized speed)

    Dingodile (Crash Bandicoot (Verse)) Dingodile’s Profile (Both were 7-B, and speed was equalized)

    Notable Losses:

    Xatu (Pokémon) Xatu's Profile (Xatu was used for this battle)

    Inconclusive Matches:

    Discussions

    Discussion threads involving Alakazam
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