Rotom’s Poké dex
#065 Mega Alakazam ~ Alakazite
1.2 m
(3'11") —
48.0 kg
(105.8 lbs.)
Psi Pokémon
Ability #1
• Trace - When it enters a battle, the Pokémon copies an
opposing Pokémon’s Ability.
Your browser does not support the audio element.
#065 Mega Alakazam
• Evolution
Basic
Stage 1
Stage 2
➔
➔
#065 Mega Alakazam
• Type efficacy
(Move Power × [4 | 2 | 1 |
0.5 | 0.25 | 0 ])
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
1
½
1
1
1
1
2
2
1
1
1
1
1
½
1
1
2
1
This table ignores the ability.
#065 Mega Alakazam
• Statistics, Effort values & Experience
(MIN–MAX: [0 IV, 0 EV, Nat.-10%] — [31 IV, 252 EV, Nat.+10%])
< Mega Alakazam >
HP
Attack
Defense
Special Attack
Special Defense
Speed
Base Stats
55
50
65
175
105Gen. VI: 95
150
Level 50
115-162
49-112
63-128
162-249
99-172Gen. VI: 90-161
139-222
Level 100
220-314
94-218
121-251
319-493
193-339Gen. VI: 175-317
274-438
Tot. Base Stats : 600 ; Gen. VI: 590
Effort values (3 )
0
0
0
3
0
0
Experience : 270 ; Before Sun and Moon : 266
#065 Mega Alakazam
• Pokédex Entries
X Its brain cells multiply continually until it dies.
As a result, it remembers everything.
Y Its brain can outperform a supercomputer. Its IQ
(intelligence quotient) is said to be around 5,000.
Omega Ruby Alakazam’s brain continually grows, making its head far too
heavy to support with its neck. This Pokémon holds its head up
using its psychokinetic power instead.
Alpha Sapphire Alakazam’s brain continually grows, infinitely multiplying
brain cells. This amazing brain gives this Pokémon an
astoundingly high IQ of 5,000. It has a thorough memory
of everything that has occurred in the world.
Sun It is said to have an IQ of approximately 5,000.
Its overflowing psychokinetic powers
cause headaches to anyone nearby.
Moon Its brain cells continue to increase in number
until its death. The older the Alakazam, the
larger its head.
Ultra Sun Alakazam uses its psychic powers to make the
spoons it carries. Each spoon is an original that
there’s only one of in the whole world.
Ultra Moon If it trusts someone deeply, it will let them have
one of its spoons. Anything you eat with that
spoon is apparently delicious.
Alakazam
Mega Alakazam
Sun As a result of Mega Evolution, its power has
been entirely converted into psychic energy,
and it has lost all strength in its muscles.
Moon 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.
Ultra Sun It sends out psychic power from the red organ
on its forehead to foresee its opponents’
every move.
Ultra Moon Having traded away its muscles, Alakazam’s
true power has been unleashed. With its
psychic powers, it can foresee all things.
#065 Mega Alakazam
Held item
#065 Mega Alakazam
• Egg Groups
#065 Mega Alakazam
• Moves, Learnset of Mega Alakazam
By TM/HM
X and Y
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Omega Ruby and Alpha Sapphire
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Normal
--
100%
20
0
The user flashes a bright light that cuts the
target’s accuracy.
Electric
--
100%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
90%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Normal
70
100%
20
0
The additional effects of this attack depend upon
where it was used.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Sun and Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
By TM/HM
Ultra Sun and Ultra Moon
Move
Power
Accuracy
PP
Priority
Psychic
80
100%
10
0
The user materializes an odd psychic wave to attack
the target. This attack does physical damage.
Psychic
--
--
20
0
The user quietly focuses its mind and calms its
spirit to raise its Sp. Atk and Sp. Def stats.
Poison
--
90%
10
0
A move that leaves the target badly poisoned.
Its poison damage worsens every turn.
Normal
60
100%
15
0
A unique attack that varies in type depending on the
Pokémon using it.
Fire
--
--
5
0
The user intensifies the sun for five turns, powering
up Fire-type moves. It lowers the power of
Water-type moves.
Dark
--
100%
20
0
The target is taunted into a rage that allows it to use
only attack moves for three turns.
Normal
150
90%
5
0
The target is attacked with a powerful beam.
The user can’t move on the next turn.
Psychic
--
--
30
0
A wondrous wall of light is put up to reduce damage
from special attacks for five turns.
Normal
--
--
10
4
Enables the user to evade all attacks. Its chance of
failing rises if it is used in succession.
Water
--
--
5
0
The user summons a heavy rain that falls for five
turns, powering up Water-type moves. It lowers
the power of Fire-type moves.
Normal
--
--
25
0
The user creates a protective field that prevents
status conditions for five turns.
Normal
--
100%
20
0
This full-power attack grows more powerful the
less the user likes its Trainer.
Normal
--
100%
20
0
This full-power attack grows more powerful the
more the user likes its Trainer.
Psychic
90
100%
10
0
The target is hit by a strong telekinetic force.
This may also lower the target’s Sp. Def stat.
Ghost
80
100%
15
0
The user hurls a shadowy blob at the target.
This may also lower the target’s Sp. Def stat.
Normal
--
--
15
0
By moving rapidly, the user makes illusory copies of
itself to raise its evasiveness.
Psychic
--
--
20
0
A wondrous wall of light is put up to reduce damage
from physical attacks for five turns.
Dark
--
100%
15
0
The user torments and enrages the target, making it
incapable of using the same move twice in a row.
Normal
70
100%
20
0
This attack move doubles its power if the user is
poisoned, burned, or paralyzed.
Psychic
--
--
10
0
The user goes to sleep for two turns. This fully
restores the user’s HP and heals any
status conditions.
Normal
--
100%
15
0
If it is the opposite gender of the user, the target
becomes infatuated and less likely to attack.
Dark
60
100%
25
0
The user attacks and steals the target’s held item
simultaneously. The user can’t steal anything if it
already holds an item.
Normal
60
100%
15
0
The user attacks the target with a song. Others can
join in the Round to increase the power of
the attack.
Fighting
120
70%
5
0
The user heightens its mental focus and unleashes
its power. This may also lower the target’s
Sp. Def stat.
Grass
90
100%
10
0
The user draws power from nature and fires it at the
target. This may also lower the target’s Sp. Def stat.
Dark
--
100%
10
0
The user flings its held item at the target to attack.
This move’s power and effects depend on the item.
Electric
50
90%
10
0
The user attacks with an electric charge. The user
may use any remaining electricity to raise its
Sp. Atk stat.
Dark
--
100%
15
0
This move prevents the target from using its held
item for five turns. Its Trainer is also prevented from
using items on it.
Normal
150
90%
5
0
The user charges at the target using every bit of its
power. The user can’t move on the next turn.
Electric
--
90%
20
0
The user launches a weak jolt of electricity that
paralyzes the target.
Normal
--
--
10
0
The user hypnotizes itself into copying any stat
change made by the target.
Psychic
100
100%
15
0
The user eats the dreams of a sleeping target. It
absorbs half the damage caused to heal its own HP.
Grass
--
100%
20
0
The user snares the target with grass and trips it.
The heavier the target, the greater the
move’s power.
Normal
--
85%
15
0
The user enrages and confuses the target. However,
this also sharply raises the target’s Attack stat.
Normal
--
--
10
0
While it is asleep, the user randomly uses one of the
moves it knows.
Normal
--
--
10
0
The user makes a copy of itself using some of its HP.
The copy serves as the user’s decoy.
Psychic
--
--
5
-7
The user creates a bizarre area in which slower
Pokémon get to move first for five turns.
Fairy
80
100%
10
0
The user damages opposing Pokémon by emitting a
powerful flash.
Normal
--
--
20
0
The user tells the target a secret, and the target
loses its ability to concentrate. This lowers
the target’s Sp. Atk stat.
#065 Mega Alakazam
• Sprites & extra info…