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 | 65 | Introduced in | 1 | |
Shape | Footprint | Color | Brown | |||
Height | 1.5 m | Weight | 48 kg |
Breeding & Training | ||||||
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Egg groups | Human-Like | Hatch counter | 20 | Capture rate | 50 | |
Base EXP | 225 | 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 Il cervello di Alakazam cresce in continuazione rendendo la sua testa troppo pesante per il collo. Pertanto è costretto a usare i suoi poteri psicocinetici per sostenerla. |
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Alpha Sapphire Il cervello di Alakazam cresce in continuazione, moltiplicando all’infinito le cellule cerebrali. Questo gli assegna un sorprendente QI di 5000. Ricorda nei minimi dettagli ogni evento accaduto nel mondo. |
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Y Il suo cervello può superare un supercomputer. Il suo quoziente intellettivo è di 5000. |
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X Le sue cellule cerebrali si moltiplicano di continuo. Perciò ricorda qualsiasi cosa gli accada. |
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Black 2, White 2 Si dice che abbia creato i cucchiai che tiene in mano grazie ai suoi poteri psichici. |
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Black, White Si dice che abbia creato i cucchiai che tiene in mano grazie ai suoi poteri psichici. |
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SoulSilver Le sue cellule cerebrali si moltiplicano di continuo. Perciò ricorda qualsiasi cosa gli accada. |
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HeartGold Se chiude gli occhi potenzia gli altri sensi. Così può sfruttare al meglio le sue capacità. |
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Platinum Si dice che abbia creato i cucchiai che tiene in mano grazie ai suoi poteri psichici. |
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Pearl Il suo cervello molto sviluppato è simile a un supercomputer. Può usare ogni tipo di abilità psichica. |
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Diamond La sua incredibile memoria gli fa ricordare ogni evento fin dalla nascita. Il suo QI supera 5000. |
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LeafGreen Il suo cervello può superare un supercomputer. Il suo quoziente intellettivo è di 5.000. |
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FireRed Non ama gli attacchi fisici. Preferisce attaccare i nemici servendosi dei suoi poteri extrasensoriali. |
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Emerald ALAKAZAM è dotato di un’intelligenza e di poteri psichici fuori dal comune, dei quali si serve per muoversi. I suoi muscoli, invece, sono molto deboli. |
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Ruby Il cervello di ALAKAZAM cresce in continuazione rendendo la sua testa troppo pesante per il collo. Pertanto è costretto ad usare i suoi poteri psicocinetici per sostenerla. |
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Sapphire Il cervello di ALAKAZAM cresce in continuazione, moltiplicando all’infinito le cellule cerebrali. Questo gli assegna un sorprendente QI di 5.000. Ricorda nei minimi dettagli ogni evento accaduto nel mondo. |
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 | 29.7 | 314 | ||||
Attacco | 17 | 199 | ||||
Difesa | 16.7 | 189 | ||||
Attacco Speciale | 95.2 | 369 | ||||
Difesa Speciale | 79.5 | 289 | ||||
Velocità | 95.3 | 339 | ||||
Media | 70.3 | — | — | — |
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. | ||||||||
0 | Kinesis | — | 80% | 15 | Lowers the target's accuracy by one stage. | |||
— | Kinesis | — | 80% | 15 | Lowers the target's accuracy by one stage. | |||
— | Teleport | — | — | 20 | Immediately ends wild battles. No effect otherwise. | |||
— | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
16 | Confusion | 50 | 100% | 25 | Has a 10% chance to confuse the target. | |||
18 | Disable | — | 100% | 20 | Disables the target's last used move for 1-8 turns. | |||
21 | Psybeam | 65 | 100% | 20 | Has a 10% chance to confuse the target. | |||
23 | Miracle Eye | — | — | 40 | Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it's Dark. | |||
26 | Reflect | — | — | 20 | Reduces damage from physical attacks by half. | |||
28 | Psycho Cut | 70 | 100% | 20 | Has an increased chance for a critical hit. | |||
31 | Recover | — | — | 10 | Heals the user by half its max HP. | |||
33 | Telekinesis | — | — | 15 | Moves have 100% accuracy against the target for three turns. | |||
36 | Ally Switch | — | — | 15 | +2 | User switches places with the friendly Pokémon opposite it. | ||
38 | Psychic | 90 | 100% | 10 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
41 | Calm Mind | — | — | 20 | Raises the user's Special Attack and Special Defense by one stage. | |||
43 | Future Sight | 120 | 100% | 10 | Hits the target two turns later. | |||
46 | Trick | — | 100% | 10 | User and target swap items. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Level up: Imparata da Kadabra ma non da Alakazam. Learned when a Pokémon reaches a certain level. | ||||||||
41 | Role Play | — | — | 10 | Copies the target's ability. | |||
Name | Type | Class | Power | Acc | PP | Pri | Effect | |
Egg: Imparata da Abra ma non da Alakazam. 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. | |||
— | Laser Focus | — | — | 30 | Guarantees a critical hit with the user's next move. | |||
— | 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. | |||
15 | Hyper Beam | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
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. | |||
52 | Focus Blast | 120 | 70% | 5 | Has a 10% chance to lower the target's Special Defense by one stage. | |||
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. | |||
68 | Giga Impact | 150 | 90% | 5 | User foregoes its next turn to recharge. | |||
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.