alakazam #65 alakazam

Datos del Pokémon

psychic
Altura: 1.5 m
Peso: 48 kg

Habilidades

  • synchronize

    Copies burns, paralysis, and poison received onto the Pokémon that inflicted them.

  • inner-focus

    Prevents flinching.

  • magic-guard

    Protects against damage not directly caused by a move.

Movimientos Descripción
mega-punch Inflicts regular damage with no additional effect.
fire-punch Has a 10% chance to burn the target.
ice-punch Has a 10% chance to freeze the target.
thunder-punch Has a 10% chance to paralyze the target.
mega-kick Inflicts regular damage with no additional effect.
headbutt Has a 30% chance to make the target flinch.
body-slam Has a 30% chance to paralyze the target.
take-down User receives 1/4 the damage it inflicts in recoil.
double-edge User receives 1/3 the damage inflicted in recoil.
disable Disables the target’s last used move for 1-8 turns.
psybeam Has a 10% chance to confuse the target.
hyper-beam User foregoes its next turn to recharge.
submission User receives 1/4 the damage it inflicts in recoil.
counter Inflicts twice the damage the user received from the last physical hit it took.
seismic-toss Inflicts damage equal to the user’s level.
thunder-wave Paralyzes the target.
dig User digs underground, dodging all attacks, and hits next turn.
toxic Badly poisons the target, inflicting more damage every turn.
confusion Has a 10% chance to confuse the target.
psychic Has a 10% chance to lower the target’s Special Defense by one stage.
hypnosis Puts the target to sleep.
rage If the user is hit after using this move, its Attack rises by one stage.
teleport Immediately ends wild battles. No effect otherwise.
night-shade Inflicts damage equal to the user’s level.
mimic Copies the target’s last used move.
double-team Raises the user’s evasion by one stage.
recover Heals the user by half its max HP.
barrier Raises the user’s Defense by two stages.
light-screen Reduces damage from special attacks by 50% for five turns.
reflect Reduces damage from physical attacks by half.
bide User waits for two turns, then hits back for twice the damage it took.
metronome Randomly selects and uses any move in the game.
swift Never misses.
skull-bash Raises the user’s Defense by one stage. User charges for one turn before attacking.
kinesis Lowers the target’s accuracy by one stage.
dream-eater Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
flash Lowers the target’s accuracy by one stage.
psywave Inflicts damage between 50% and 150% of the user’s level.
rest User sleeps for two turns, completely healing itself.
tri-attack Has a 20% chance to burn, freeze, or paralyze the target.
substitute Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
thief Takes the target’s item.
nightmare Target loses 1/4 its max HP every turn as long as it’s asleep.
snore Has a 30% chance to make the target flinch. Only works if the user is sleeping.
curse Ghosts pay half their max HP to hurt the target every turn. Others decrease Speed but raise Attack and Defense.
protect Prevents any moves from hitting the user this turn.
zap-cannon Has a 100% chance to paralyze the target.
endure Prevents the user’s HP from lowering below 1 this turn.
swagger Raises the target’s Attack by two stages and confuses the target.
attract Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
sleep-talk Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
return Power increases with happiness, up to a maximum of 102.
frustration Power increases as happiness decreases, up to a maximum of 102.
safeguard Protects the user’s field from major status ailments and confusion for five turns.
dynamic-punch Has a 100% chance to confuse the target.
encore Forces the target to repeat its last used move every turn for 2 to 6 turns.
iron-tail Has a 30% chance to lower the target’s Defense by one stage.
hidden-power Power and type depend upon user’s IVs. Power can range from 30 to 70.
rain-dance Changes the weather to rain for five turns.
sunny-day Changes the weather to sunny for five turns.
psych-up Discards the user’s stat changes and copies the target’s.
shadow-ball Has a 20% chance to lower the target’s Special Defense by one stage.
future-sight Hits the target two turns later.
torment Prevents the target from using the same move twice in a row.
facade Power doubles if user is burned, paralyzed, or poisoned.
focus-punch If the user takes damage before attacking, the attack is canceled.
taunt For the next few turns, the target can only use damaging moves.
trick User and target swap items.
role-play Copies the target’s ability.
magic-coat Reflects back the first effect move used on the user this turn.
recycle User recovers the item it last used up.
knock-off Target drops its held item.
skill-swap User and target swap abilities.
imprison Prevents the target from using any moves that the user also knows.
snatch Steals the target’s move, if it’s self-targeted.
secret-power Has a 30% chance to inflict a status effect which depends upon the terrain.
signal-beam Has a 10% chance to confuse the target.
calm-mind Raises the user’s Special Attack and Special Defense by one stage.
shock-wave Never misses.
gravity Disables moves and immunities that involve flying or levitating for five turns.
miracle-eye Forces the target to have no evasion, and allows it to be hit by Psychic moves even if it’s Dark.
natural-gift Power and type depend on the held berry.
embargo Target cannot use held items.
fling Throws held item at the target; power depends on the item.
power-swap User swaps Attack and Special Attack changes with the target.
guard-swap User swaps Defense and Special Defense changes with the target.
drain-punch Drains half the damage inflicted to heal the user.
focus-blast Has a 10% chance to lower the target’s Special Defense by one stage.
energy-ball Has a 10% chance to lower the target’s Special Defense by one stage.
giga-impact User foregoes its next turn to recharge.
nasty-plot Raises the user’s Special Attack by two stages.
psycho-cut Has an increased chance for a critical hit.
zen-headbutt Has a 20% chance to make the target flinch.
trick-room For five turns, slower Pokémon will act before faster Pokémon.
captivate Lowers the target’s Special Attack by two stages if it’s the opposite gender.
grass-knot Inflicts more damage to heavier targets, with a maximum of 120 power.
charge-beam Has a 70% chance to raise the user’s Special Attack by one stage.
wonder-room All Pokémon’s Defense and Special Defense are swapped for 5 turns.
psyshock Inflicts damage based on the target’s Defense, not Special Defense.
telekinesis Moves have 100% accuracy against the target for three turns.
magic-room Negates held items for five turns.
foul-play Calculates damage with the target’s attacking stat.
round Has double power if it’s used more than once per turn.
stored-power Power is higher the more the user’s stats have been raised, to a maximum of 31×.
ally-switch User switches places with the friendly Pokémon opposite it.
confide Lowers the target’s Special Attack by one stage.
dazzling-gleam Inflicts regular damage with no additional effect.
laser-focus Guarantees a critical hit with the user’s next move.
psychic-terrain Protects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
speed-swap Exchanges the user’s Speed with the target’s.
expanding-force Inflicts regular damage with no additional effect.

Estadísticas Base

hp 55
attack 50
defense 45
special attack 135
special defense 95
speed 120