Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment.
This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from Toxic Spikes or the burn from a Flame Orb.
Overworld: If the lead Pokémon has this ability, wild Pokémon have a 50% chance of having the lead Pokémon's nature, and a 50% chance of being given a random nature as usual, including the lead Pokémon's nature. This does not work on Pokémon received outside of battle or roaming legendaries.
This Pokémon cannot flinch.
This Pokémon is immune to damage not directly caused by a move.
For example, this Pokémon takes no damage from from weather, recoil, status ailments, or Spikes, but it still suffers from the Attack cut when burned, and a Life Orb will still power up this Pokémon's moves without damaging it. Anything that directly depends on such damage will also not happen; for example, Leech Seed will neither hurt this Pokémon nor heal the opponent, and Pokémon with a Jaboca Berry or Rowap Berry will not consume the berry when hit by this Pokémon.
The following are unaffected: Struggle, Pain Split (whether used by or against this Pokémon), Belly Drum, Substitute, Curse, moves that knock the user out, and damage from confusion.
This Pokémon will neither lose nor regain HP if it drains HP from a Pokémon with Liquid Ooze.
If this Pokémon is badly poisoned, the poison counter is still increased each turn; if the Pokémon loses this ability, it will begin taking as much damage as it would be if it had been taking increasing damage each turn.
Work in progress ... Essentials | ||||||
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Species | Psi Pokémon | National Pokédex | 63 | Introduced in | 1 | |
Shape | Footprint | Color | Brown | |||
Height | 0.9 m | Weight | 19.5 kg |
Breeding & Training | ||||||
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Egg groups | Human-Like | Hatch counter | 20 | Capture rate | 200 | |
Base EXP | 62 | Growth rate | 1.059.860 | Base happiness | 70 | |
Gender |
Baby | Base | Fase 1 | Fase 2 |
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Abra | KadabraLevel up, starting at level 16 | AlakazamTrade |
Quick Sprite |
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Global Link Artwork |
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Flavor Text | |
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Omega Ruby Abra dorme per 18 ore al giorno, ma riesce a captare la presenza dei nemici anche durante il sonno. In questo caso il Pokémon si teletrasporta immediatamente al sicuro. |
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Alpha Sapphire Abra ha bisogno di 18 ore di sonno al giorno. In caso contrario perde le sue abilità telecinetiche. Se attaccato, Abra fugge usando Teletrasporto mentre dorme. |
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Y Avverte gli attacchi imminenti e si teletrasporta in salvo prima che l’attacco lo possa colpire. |
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X Dorme 18 ore al giorno. Anche da addormentato utilizza una serie di poteri extrasensoriali. |
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Black 2, White 2 L'utilizzo dei suoi poteri psichici è così stancante da costringerlo a dormire 18 ore al giorno. |
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Black, White L'utilizzo dei suoi poteri psichici è così stancante da costringerlo a dormire 18 ore al giorno. |
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HeartGold Avverte gli attacchi imminenti e si teletrasporta in salvo prima che l’attacco lo possa colpire. |
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SoulSilver Se inizia a teletrasportarsi a destra e a manca, si ha l’illusione che abbia creato delle copie di se stesso. |
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Platinum L’utilizzo dei suoi poteri psichici è così stancante da costringerlo a dormire 18 ore al giorno. |
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Pearl Anche mentre dorme tiene attivo il radar telepatico. Si teletrasporta quando si sente minacciato. |
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Diamond Dorme per 18 ore al giorno. Anche da sveglio, si teletrasporta rimanendo seduto. |
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LeafGreen Con la capacità di leggere nella mente, prevede i pericoli e si TELETRASPORTA in un luogo sicuro. |
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FireRed Dorme 18 ore al giorno. Anche da addormentato utilizza una serie di poteri extrasensoriali. |
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Emerald ABRA dorme 18 ore al giorno. Gli studiosi hanno osservato che si trasferisce da un posto all’altro ogni ora usando TELETRASPORTO. |
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Ruby ABRA dorme per 18 ore al giorno, ma riesce a captare la presenza dei nemici anche durante il sonno. In questo caso il POKéMON si teletrasporta immediatamente al sicuro. |
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Sapphire ABRA ha bisogno di 18 ore di sonno al giorno. In caso contrario perde le sue abilità telecinetiche. Se attaccato, ABRA fugge usando TELETRASPORTO mentre dorme. |
Modifica i campi per calcolare le statistiche del Pokémon | Livello Natura |
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Stat | Base | Rank | IV | EPs | Value | |
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Punti Salute | 1.1 | 254 | ||||
Attacco | 1.1 | 139 | ||||
Difesa | 0.5 | 129 | ||||
Attacco Speciale | 83.7 | 309 | ||||
Difesa Speciale | 30.1 | 209 | ||||
Velocità | 73.3 | 279 | ||||
Media | 18.2 | — | — | — |
Pokémon version Ultra Sun & Ultra Moon | ||||||||
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Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Learned when a Pokémon reaches a certain level. | ||||||||
— | Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Appears on a newly-hatched Pokémon, if the father had the same move. | ||||||||
Ally Switch | — | — | 15 | +2 | User switches places with the friendly Pokémon opposite it. | |||
Barrier | — | — | 20 | Raises the user's Defense by two stages. | ||||
Encore | — | 100% | 5 | Forces the target to repeat its last used move every turn for 2 to 6 turns. | ||||
Fire Punch | 75 | 100% | 15 | Has a 10% chance to burn the target. | ||||
Guard Split | — | — | 10 | Averages Defense and Special Defense with the target. | ||||
Guard Swap | — | — | 10 | User swaps Defense and Special Defense changes with the target. | ||||
Ice Punch | 75 | 100% | 15 | Has a 10% chance to freeze the target. | ||||
Knock Off | 65 | 100% | 20 | Target drops its held item. | ||||
Power Trick | — | — | 10 | User swaps Attack and Defense. | ||||
Psychic Terrain | — | — | 10 | Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%. | ||||
Psycho Shift | — | 100% | 10 | Transfers the user's major status effect to the target. | ||||
Skill Swap | — | — | 10 | User and target swap abilities. | ||||
Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | ||||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Tutor: Can be taught at any time by an NPC. | ||||||||
— | Ally Switch | — | — | 15 | +2 | User switches places with the friendly Pokémon opposite it. | ||
— | Drain Punch | 75 | 100% | 10 | Drains half the damage inflicted to heal the user. | |||
— | Fire Punch | 75 | 100% | 15 | Has a 10% chance to burn the target. | |||
— | Focus Punch | 150 | 100% | 20 | -3 | If the user takes damage before attacking, the attack is canceled. | ||
— | Foul Play | 95 | 100% | 15 | Calculates damage with the target's attacking stat. | |||
— | Gravity | — | — | 5 | Disables moves and immunities that involve flying or levitating for five turns. | |||
— | Ice Punch | 75 | 100% | 15 | Has a 10% chance to freeze the target. | |||
— | Iron Tail | 100 | 75% | 15 | Has a 30% chance to lower the target's Defense by one stage. | |||
— | Knock Off | 65 | 100% | 20 | Target drops its held item. | |||
— | Magic Coat | — | — | 15 | +4 | Reflects back the first effect move used on the user this turn. | ||
— | Magic Room | — | — | 10 | Negates held items for five turns. | |||
— | Recycle | — | — | 10 | User recovers the item it last used up. | |||
— | Role Play | — | — | 10 | Copies the target's ability. | |||
— | Shock Wave | 60 | — | 20 | Never misses. | |||
— | Signal Beam | 75 | 100% | 15 | Has a 10% chance to confuse the target. | |||
— | Skill Swap | — | — | 10 | User and target swap abilities. | |||
— | Snatch | — | — | 10 | +4 | Steals the target's move, if it's self-targeted. | ||
— | Snore | 50 | 100% | 15 | Has a 30% chance to make the target flinch. Only works if the user is sleeping. | |||
— | Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |||
— | Thunder Punch | 75 | 100% | 15 | Has a 10% chance to paralyze the target. | |||
— | Trick | — | 100% | 10 | User and target swap items. | |||
— | Wonder Room | — | — | 10 | All Pokémon's Defense and Special Defense are swapped for 5 turns. | |||
— | Zen Headbutt | 80 | 90% | 15 | Has a 20% chance to make the target flinch. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Machine: Can be taught at any time by using a TM or HM. | ||||||||
03 | Psyshock | 80 | 100% | 10 | Inflicts damage based on the target's Defense, not Special Defense. | |||
04 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |||
06 | Toxic | — | 90% | 10 | Badly poisons the target, inflicting more damage every turn. | |||
10 | Hidden Power | 60 | 100% | 15 | Power and type depend upon user's IVs. Power can range from 30 to 70. | |||
11 | Sunny Day | — | — | 5 | Changes the weather to sunny for five turns. | |||
12 | Taunt | — | 100% | 20 | For the next few turns, the target can only use damaging moves. | |||
16 | Light Screen | — | — | 30 | Reduces damage from special attacks by 50% for five turns. | |||
17 | Protect | — | — | 10 | +4 | Prevents any moves from hitting the user this turn. | ||
18 | Rain Dance | — | — | 5 | Changes the weather to rain for five turns. | |||
20 | Safeguard | — | — | 25 | Protects the user's field from major status ailments and confusion for five turns. | |||
21 | Frustration | * | 100% | 20 | Power increases as happiness decreases, up to a maximum of 102. | |||
27 | Return | * | 100% | 20 | Power increases with happiness, up to a maximum of 102. | |||
29 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
30 | Shadow Ball | 80 | 100% | 15 | Has a 20% chance to lower the target's Special Defense by one stage. | |||
32 | Double Team | — | — | 15 | Raises the user's evasion by one stage. | |||
33 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |||
41 | Torment | — | 100% | 15 | Prevents the target from using the same move twice in a row. | |||
42 | Facade | 70 | 100% | 20 | Power doubles if user is burned, paralyzed, or poisoned. | |||
44 | Rest | — | — | 10 | User sleeps for two turns, completely healing itself. | |||
45 | Attract | — | 100% | 15 | Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user. | |||
46 | Thief | 60 | 100% | 25 | Takes the target's item. | |||
48 | Round | 60 | 100% | 15 | Has double power if it's used more than once per turn. | |||
53 | Energy Ball | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
56 | Fling | * | 100% | 10 | Throws held item at the target; power depends on the item. | |||
57 | Charge Beam | 50 | 90% | 10 | Has a 70% chance to raise the user's Special Attack by one stage. | |||
63 | Embargo | — | 100% | 15 | Target cannot use held items. | |||
73 | Thunder Wave | — | 90% | 20 | Paralyzes the target. | |||
77 | Psych Up | — | — | 10 | Discards the user's stat changes and copies the target's. | |||
85 | Dream Eater | 100 | 100% | 15 | Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user. | |||
86 | Grass Knot | * | 100% | 20 | Inflicts more damage to heavier targets, with a maximum of 120 power. | |||
87 | Swagger | — | 85% | 15 | Raises the target's Attack by two stages and confuses the target. | |||
88 | Sleep Talk | — | — | 10 | Randomly uses one of the user's other three moves. Only works if the user is sleeping. | |||
90 | Substitute | — | — | 10 | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | |||
92 | Trick Room | — | — | 5 | -7 | For five turns, slower Pokémon will act before faster Pokémon. | ||
99 | Dazzling Gleam | 80 | 100% | 10 | Inflicts regular damage with no additional effect. | |||
100 | Confide | — | — | 20 | Lowers the target's Special Attack by one stage. |
Sono state visualizzate le mosse solo dei giochi Pokémon Ultrasole e Pokémon Ultraluna: clicca qui per visualizzare le mosse di tutti i giochi.