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B2/W2 / Pokédex

Alakazam

Back to Pokédex

Alakazam

#65 in the Black 2 and White 2 Pokédex • Psi Pokémon

Alakazam sprite

Normal

Shiny Alakazam sprite

Shiny

Pokédex entries

Pokémon Black 2

The spoons clutched in its hands are said to have been created by its psychic powers.

Pokémon White 2

The spoons clutched in its hands are said to have been created by its psychic powers.

Details

Type

Psychic

Category

Psi Pokémon

Height

1.5 m (4'11")

Weight

48 kg (105.8 lbs)

National Pokédex

#0065

Stats

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

55

220

314

Attack

50

94

218

Defense

45

85

207

Sp. Atk

135

247

405

Sp. Def

85

157

295

Speed

120

220

372

Total

490

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

It's Super Effective

Type-only matchups for Alakazam, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

Growth

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
-
EV yield
3 SpA
Catch rate
50
Base Exp.
221

Eggs

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
75% male
25% female
Egg cycles
20

Evolution

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Abra

Abra

#63

Level 16

Kadabra

Kadabra

#64

Kadabra

Kadabra

#64

Trade

Alakazam

Alakazam

#65

Encounters

Known encounter locations for this Pokémon in this game.
Black 2
LocationMethodLevelChanceConditions

Accumula Town

Accumula Town (NPC trade)

NPC trade40-

Diana offers Alakazam after completing her Excadrill-for-Ambipom trade and battling her again, Trade Hippowdon to Diana; received Pokémon has a fixed level of 40

White 2
LocationMethodLevelChanceConditions

Accumula Town

Accumula Town (NPC trade)

NPC trade40-

Diana offers Alakazam after completing her Excadrill-for-Ambipom trade and battling her again, Trade Hippowdon to Diana; received Pokémon has a fixed level of 40

Held Items

Items this Pokémon may hold when encountered in the wild.
Black 2
5%
White 2
5%

Moves

Moves this Pokémon learns naturally by reaching specific levels.
Class
Description
StartConfusionPsychicSpecial5010025

The target is hit by a weak telekinetic force. It may also leave the target confused.

StartTeleportPsychicStatus--20

Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.

StartKinesisPsychicStatus-8015

The user distracts the target by bending a spoon. It lowers the target’s accuracy.

16ConfusionPsychicSpecial5010025

The target is hit by a weak telekinetic force. It may also leave the target confused.

18DisableNormalStatus-10020

For four turns, this move prevents the target from using the move it last used.

22Miracle EyePsychicStatus--40

Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.

24Ally SwitchPsychicStatus--15

The user teleports using a strange power and switches its place with one of its allies.

28PsybeamPsychicSpecial6510020

The target is attacked with a peculiar ray. It may also cause confusion.

30ReflectPsychicStatus--20

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

34TelekinesisPsychicStatus--15

The user makes the target float with its psychic power. The target is easier to hit for three turns.

36RecoverNormalStatus--10

Restoring its own cells, the user restores its own HP by half of its max HP.

40Psycho CutPsychicPhysical7010020

The user tears at the target with blades formed by psychic power. Critical hits land more easily.

42Calm MindPsychicStatus--20

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

46PsychicPsychicSpecial9010010

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

48Future SightPsychicSpecial10010010

Two turns after this move is used, a hunk of psychic energy attacks the target.

52TrickPsychicStatus-10010

The user catches the target off guard and swaps its held item with its own.

Machines

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black 2 and White 2.
Class
Description
TM03PsyshockPsychicSpecial8010010

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

TM04Calm MindPsychicStatus--20

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

TM06ToxicPoisonStatus-9010

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

TM10Hidden Power

Varies

Special30–7010015

A unique attack that varies in type and intensity depending on the Pokémon using it.

TM11Sunny DayFireStatus--5

The user intensifies the sun for five turns, powering up Fire-type moves.

TM12TauntDarkStatus-10020

The target is taunted into a rage that allows it to use only attack moves for three turns.

TM15Hyper BeamNormalSpecial150905

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

TM16Light ScreenPsychicStatus--30

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

TM17ProtectNormalStatus--10

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

TM18Rain DanceWaterStatus--5

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

TM19TelekinesisPsychicStatus--15

The user makes the target float with its psychic power. The target is easier to hit for three turns.

TM20SafeguardNormalStatus--25

The user creates a protective field that prevents status problems for five turns.

TM21FrustrationNormalPhysical-10020

A full-power attack that grows more powerful the less the user likes its Trainer.

TM27ReturnNormalPhysical-10020

A full-power attack that grows more powerful the more the user likes its Trainer.

TM29PsychicPsychicSpecial9010010

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

TM30Shadow BallGhostSpecial8010015

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

TM32Double TeamNormalStatus--15

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

TM33ReflectPsychicStatus--20

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

TM41TormentDarkStatus-10015

The user torments and enrages the target, making it incapable of using the same move twice in a row.

TM42FacadeNormalPhysical7010020

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

TM44RestPsychicStatus--10

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

TM45AttractNormalStatus-10015

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

TM46ThiefDarkPhysical4010010

The user attacks and steals the target’s held item simultaneously. It can’t steal if the user holds an item.

TM48RoundNormalSpecial6010015

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

TM51Ally SwitchPsychicStatus--15

The user teleports using a strange power and switches its place with one of its allies.

TM52Focus BlastFightingSpecial120705

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

TM53Energy BallGrassSpecial8010010

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

TM56FlingDarkPhysical-10010

The user flings its held item at the target to attack. Its power and effects depend on the item.

TM57Charge BeamElectricSpecial509010

The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

TM63EmbargoDarkStatus-10015

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

TM68Giga ImpactNormalPhysical150905

The user charges at the target using every bit of its power. The user must rest on the next turn.

TM70FlashNormalStatus-10020

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

TM73Thunder WaveElectricStatus-10020

A weak electric charge is launched at the target. It causes paralysis if it hits.

TM77Psych UpNormalStatus--10

The user hypnotizes itself into copying any stat change made by the target.

TM85Dream EaterPsychicSpecial10010015

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

TM86Grass KnotGrassSpecial-10020

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

TM87SwaggerNormalStatus-9015

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

TM90SubstituteNormalStatus--10

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

TM92Trick RoomPsychicStatus--5

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Tutors

Moves this Pokémon can learn from move tutors in this game.
Class
Description
Drain PunchFightingPhysical7510010

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fire PunchFirePhysical7510015

The target is punched with a fiery fist. It may also leave the target with a burn.

Foul PlayDarkPhysical9510015

The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage.

GravityPsychicStatus--5

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Ice PunchIcePhysical7510015

The target is punched with an icy fist. It may also leave the target frozen.

Iron TailSteelPhysical1007515

The target is slammed with a steel-hard tail. It may also lower the target’s Defense stat.

Knock OffDarkPhysical2010020

The user slaps down the target’s held item, preventing that item from being used in the battle.

Magic CoatPsychicStatus--15

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Magic RoomPsychicStatus--10

The user creates a bizarre area in which Pokémon’s held items lose their effects for five turns.

RecycleNormalStatus--10

The user recycles a held item that has been used in battle so it can be used again.

Role PlayPsychicStatus--10

The user mimics the target completely, copying the target’s natural Ability.

Signal BeamBugSpecial7510015

The user attacks with a sinister beam of light. It may also confuse the target.

Skill SwapPsychicStatus--10

The user employs its psychic power to exchange Abilities with the target.

Sleep TalkNormalStatus--10

While it is asleep, the user randomly uses one of the moves it knows.

SnatchDarkStatus--10

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

SnoreNormalSpecial4010015

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Thunder PunchElectricPhysical7510015

The target is punched with an electrified fist. It may also leave the target with paralysis.

TrickPsychicStatus-10010

The user catches the target off guard and swaps its held item with its own.

Wonder RoomPsychicStatus--10

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Zen HeadbuttPsychicPhysical809015

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Learn these before evolving. The source column identifies the original method and level where applicable.
Class
AcquisitionDescription
BarrierPsychicStatus--30

Prior evolution: egg

The user throws up a sturdy wall that sharply raises its Defense stat.

EncoreNormalStatus-1005

Prior evolution: egg

The user compels the target to keep using only the move it last used for three turns.

Guard SplitPsychicStatus--10

Prior evolution: egg

The user employs its psychic power to average its Defense and Sp. Def stats with those of its target’s.

Guard SwapPsychicStatus--10

Prior evolution: egg

The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.

Power TrickPsychicStatus--10

Prior evolution: egg

The user employs its psychic power to switch its Attack with its Defense stat.

These moves require the labeled trade, transfer or historical gift route. Individual options do not establish that every combination is legal.
Class
AcquisitionDescription
Body SlamNormalPhysical8510015

Generation III → Pal Park → Generation IV → PokéTransfer

The user drops onto the target with its full body weight. It may also leave the target with paralysis.

CaptivateNormalStatus-10020

PokéTransfer from Generation IV

If it is the opposite gender of the user, the target is charmed into harshly lowering its Sp. Atk stat.

CounterFightingPhysical-10020

Generation III → Pal Park → Generation IV → PokéTransfer

A retaliation move that counters any physical attack, inflicting double the damage taken.

Double-EdgeNormalPhysical12010015

Generation III → Pal Park → Generation IV → PokéTransfer

A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.

Dynamic PunchFightingPhysical100505

Generation III → Pal Park → Generation IV → PokéTransfer

The user punches the target with full, concentrated power. It confuses the target if it hits.

EndureNormalStatus--10

PokéTransfer from Generation IV

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Focus PunchFightingPhysical15010020

PokéTransfer from Generation IV

The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.

HeadbuttNormalPhysical7010015

PokéTransfer from Generation IV

The user sticks out its head and attacks by charging straight into the target. It may also make the target flinch.

Mega KickNormalPhysical120755

Generation III → Pal Park → Generation IV → PokéTransfer

The target is attacked by a kick launched with muscle-packed power.

Mega PunchNormalPhysical808520

Generation III → Pal Park → Generation IV → PokéTransfer

The target is slugged by a punch thrown with muscle-packed power.

MetronomeNormalStatus--10

Generation III → Pal Park → Generation IV → PokéTransfer

The user waggles a finger and stimulates its brain into randomly using nearly any move.

MimicNormalStatus--10

Generation III → Pal Park → Generation IV → PokéTransfer

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Natural Gift

Varies

Physical-10015

PokéTransfer from Generation IV

The user draws power to attack by using its held Berry. The Berry determines its type and power.

Secret PowerNormalPhysical7010020

PokéTransfer from Generation IV

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Seismic TossFightingPhysical-10020

Generation III → Pal Park → Generation IV → PokéTransfer

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Shock WaveElectricSpecial60-20

PokéTransfer from Generation IV

The user strikes the target with a quick jolt of electricity. This attack cannot be evaded.

Traits

Ability options available to this Pokémon in this game.

Synchronize

Ability Slot 1

Passes a burn, poison, or paralysis to the foe.

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

Inner Focus

Ability Slot 2

The Pokémon is protected from flinching.

Prevents flinching.

Magic Guard(Hidden Ability)

The Pokémon only takes damage from attacks.

Protects against damage not directly caused by a move.

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