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Dex Entry

#065 Alakazam

pokemon art

Flavor Text


Heart Gold
Closing both its eyes heightens all its other senses. This enables it to use its abilities to their extremes.
Soul Silver
Its brain cells multiply continually until it dies. As a result, it remembers everything.

Name

English
Alakazam
Japanese
Foodin
French
Alakazam
German
Simsala

Number

National
Sinnoh
Hoenn
65 22 41

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Sprites

Evolutions

== Level 16 ==>
== Trade ==>

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General

Height
4 feet, 11 inches
Type
PSYCHIC
Weight
105.8 lbs
Gender Ratio
Male
75%
Egg Groups
HUMANSHAPE
Female
25%
Species
Psi
Color Group
BROWN
Steps to Hatch
5,120
Base Happiness
70
Catch Rate
50
Experience Obtained
186
Experience Rate
MEDIUM SLOW
Level 100 Experience
1,059,860
Wild Hold Items
5%
TwistedSpoon
50%
None

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Ability

Synchronize
Passes on a burn, poison, or paralysis to the foe.
Inner Focus
The Pokémon is protected from flinching.

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Stats

HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
55 50 45 135 85 120
Max Stats
314 219 208 406 296 373
EVs Obtained
0 0 0 3 0 0

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Moves

Level-Up Moves TM Moves Egg Moves

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Level-Up Moves

Level
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description
1 Teleport PSYCHIC Other 0 0 20 0
Use it to flee from any wild Pokémon. It may also be used to warp to the last Poké Center visited.

1 Kinesis PSYCHIC Other 0 80 15 0
The user distracts the foe by bending a spoon. It may lower the target’s accuracy.

1 Confusion PSYCHIC Special 50 100 25 10
The foe is hit by a weak telekinetic force. It may also leave the foe confused.

16 Confusion PSYCHIC Special 50 100 25 10
The foe is hit by a weak telekinetic force. It may also leave the foe confused.

18 Disable NORMAL Other 0 80 20 0
For several turns, this move prevents the foe from using the move it last used.

22 Miracle Eye PSYCHIC Other 0 0 40 0
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.

24 Psybeam PSYCHIC Special 65 100 20 10
The foe is attacked with a peculiar ray. It may also leave the target confused.

28 Reflect PSYCHIC Other 0 0 20 0
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

30 Recover NORMAL Other 0 0 10 0
A self-healing move. The user restores its own HP by up to half of its max HP.

34 Psycho Cut PSYCHIC Physical 70 100 20 0
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.

36 Calm Mind PSYCHIC Other 0 0 20 0
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

40 Psychic PSYCHIC Special 90 100 10 10
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.

42 Future Sight PSYCHIC Special 80 90 15 0
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.

46 Trick PSYCHIC Other 0 100 10 0
The user catches the foe off guard and swaps the foe’s held item with its own.

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Technical and Hidden Machines

TM/HM
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description
TM01 Focus Punch FIGHTING Physical 150 100 20 0
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

TM04 Calm Mind PSYCHIC Other 0 0 20 0
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM06 Toxic POISON Other 0 85 10 0
A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10 Hidden Power NORMAL Special 1 100 15 0
A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11 Sunny Day FIRE Other 0 0 5 0
The user intensifies the sun for five turns, powering up Fire-type moves.

TM12 Taunt DARK Other 0 100 20 0
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.

TM15 Hyper Beam NORMAL Special 150 90 5 0
The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM16 Light Screen PSYCHIC Other 0 0 30 0
A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17 Protect NORMAL Other 0 0 10 0
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18 Rain Dance WATER Other 0 0 5 0
The user summons a heavy rain that falls for five turns, powering up Water- type moves.

TM20 Safeguard NORMAL Other 0 0 25 0
The user creates a protective field that prevents status problems for five turns.

TM21 Frustration NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the less the user likes its Trainer.

TM23 Iron Tail STEEL Physical 100 75 15 30
The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

TM27 Return NORMAL Physical 1 100 20 0
A full-power attack that grows more powerful the more the user likes its Trainer.

TM29 Psychic PSYCHIC Special 90 100 10 10
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.

TM30 Shadow Ball GHOST Special 80 100 15 20
The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.

TM32 Double Team NORMAL Other 0 0 15 0
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33 Reflect PSYCHIC Other 0 0 20 0
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM34 Shock Wave ELECTRIC Special 60 0 20 0
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.

TM41 Torment DARK Other 0 100 15 0
The user torments and enrages the foe, making it incapable of using the same move twice in a row.

TM42 Facade NORMAL Physical 70 100 20 0
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.

TM43 Secret Power NORMAL Physical 70 100 20 30
The user attacks with a secret power. Its added effects vary depending on the user’s environment.

TM44 Rest PSYCHIC Other 0 0 10 0
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM45 Attract NORMAL Other 0 100 15 0
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.

TM46 Thief DARK Physical 40 100 10 0
The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item.

TM48 Skill Swap PSYCHIC Other 0 0 10 0
The user employs its psychic power to exchange abilities with the foe.

TM49 Snatch DARK Other 0 0 10 0
The user steals the effects of any healing or status- changing move the foe attempts to use.

TM52 Focus Blast FIGHTING Special 120 70 5 10
The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

TM53 Energy Ball GRASS Special 80 100 10 10
The user draws power from nature and fires it at the foe. It may also lower the target’s Sp. Def.

TM56 Fling DARK Physical 1 100 10 0
The user flings its held item at the foe to attack. Its power and effects depend on the item.

TM57 Charge Beam ELECTRIC Special 50 90 10 70
The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.

TM58 Endure NORMAL Other 0 0 10 0
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.

TM60 Drain Punch FIGHTING Physical 60 100 5 0
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

TM63 Embargo DARK Other 0 100 15 0
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.

TM67 Recycle NORMAL Other 0 0 10 0
The user recycles a single-use item that has been used in battle so it can be used again.

TM68 Giga Impact NORMAL Physical 150 90 5 0
The user charges at the foe using every bit of its power. The user must rest on the next turn.

TM70 Flash NORMAL Other 0 100 20 0
The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.

TM73 Thunder Wave ELECTRIC Other 0 100 20 0
A weak electric charge is launched at the foe. It causes paralysis if it hits.

TM77 Psych Up NORMAL Other 0 0 10 0
The user hypnotizes itself into copying any stat change made by the foe.

TM78 Captivate NORMAL Other 0 100 20 0
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.

TM82 Sleep Talk NORMAL Other 0 0 10 0
While it is asleep, the user randomly uses one of the moves it knows.

TM83 Natural Gift NORMAL Physical 1 100 15 0
The user draws power to attack by using its held Berry. The Berry determines its type and power.

TM85 Dream Eater PSYCHIC Special 100 100 15 0
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.

TM86 Grass Knot GRASS Special 1 100 20 0
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.

TM87 Swagger NORMAL Other 0 90 15 0
The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.

TM90 Substitute NORMAL Other 0 0 10 0
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM92 Trick Room PSYCHIC Other 0 0 5 0
The user creates a bizarre area in which slower Pokémon get to move first for five turns.

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Egg moves

Level
Name
Type
Category
Power
Accuracy
Power Points
% Effect
Description
-- Fire Punch FIRE Physical 75 100 15 10
The foe is punched with a fiery fist. It may leave the target with a burn.

-- Ice Punch ICE Physical 75 100 15 10
The foe is punched with an icy fist. It may leave the target frozen.

-- ThunderPunch ELECTRIC Physical 75 100 15 10
The foe is punched with an electrified fist. It may leave the target with paralysis.

-- Barrier PSYCHIC Other 0 0 30 0
The user throws up a sturdy wall that sharply raises its Defense stat.

-- Encore NORMAL Other 0 100 5 0
The user compels the foe to keep using only the move it last used for two to six turns.

-- Knock Off DARK Physical 20 100 20 0
The user slaps down the foe’s held item, preventing the item from being used during the battle.

-- Power Trick PSYCHIC Other 0 0 10 0
The user employs its psychic power to switch its Attack with its Defense stat.

-- Guard Swap PSYCHIC Other 0 0 10 0
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.

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