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Kadabra

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Kadabra in Pokémon Brilliant Diamond & Shining Pearl

#21 in the Brilliant Diamond and Shining Pearl Pokédex • Psi Pokémon

Kadabra in the National Pokédex

Pokédex entries

Brilliant Diamond

If one is nearby, an eerie shadow appears on TV screens. Seeing the shadow is said to bring bad luck.

Shining Pearl

When it uses its psychic power, it emits strong ha waves that can ruin precision devices.

Pokémon details

Type

Psychic

Category

Psi Pokémon

Height

1.3 m (4'03")

Weight

56.5 kg (124.6 lbs)

National Pokédex

#0064

Pokédex

#21

Kadabra in Other Games

National Dex page

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

Min

Max

HP

40

190

284

Attack

35

67

185

Defense

30

58

174

Sp. Atk

120

220

372

Sp. Def

70

130

262

Speed

105

193

339

Total

400

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.

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

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Sinnoh #21
EV yield
2 SpA
Catch rate
100
Base Exp.
140

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

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

Abra

#20

Level 16

Kadabra

Kadabra

#21

Kadabra

Kadabra

#21

Trade

Alakazam

Alakazam

#22

Known encounter locations for this Pokémon in this game.
Brilliant Diamond
LocationMethodLevelChanceConditions

Route 215

Walking20-2215%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Route 215

Walking20-2215%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Route 215

Walking20-2215%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Grand Underground

Grand Underground — Dazzling Cave

Grand Underground hideaway--

Hideaway catalog unlock: Defog Obtained., Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Grand Underground

Grand Underground — Stargleam Cavern

Grand Underground hideaway--

Hideaway catalog unlock: Defog Obtained., Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Victory Road

Victory Road — 2F

Walking45-4725%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Shining Pearl
LocationMethodLevelChanceConditions

Route 215

Walking20-2215%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Morning (04:00–09:59)., Ordinary encounter table; active special replacements can alter the pool.

Route 215

Walking20-2215%

Day (10:00–19:59)., Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Route 215

Walking20-2215%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Night (20:00–03:59)., Ordinary encounter table; active special replacements can alter the pool.

Grand Underground

Grand Underground — Dazzling Cave

Grand Underground hideaway--

Hideaway catalog unlock: Defog Obtained., Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Grand Underground

Grand Underground — Stargleam Cavern

Grand Underground hideaway--

Hideaway catalog unlock: Defog Obtained., Levels scale with progress: 1 badge 16–20; 2 badges 25–29; 3 badges 29–33; 4 badges 33–37; 5 badges 36–40; 6 badges 39–43; 7 badges 42–46; 8 badges 50–55; League cleared 58–63., Species pool depends on progression and Secret Base statue type boosts; overall spawn probability is unspecified.

Victory Road

Victory Road — 2F

Walking45-4725%

Level ranges show publisher minimum/maximum bounds; not every intermediate level necessarily occurs. Exact slot levels and conditional pool replacements are not fully verified., Ordinary encounter table; active special replacements can alter the pool.

Items this Pokémon may hold when encountered in the wild.

Base reference rates; lead abilities can change held-item chances.

Brilliant Diamond
5%
Shining Pearl
5%

Moves this Pokémon learns naturally by reaching specific levels.
Class
Evo.Confusion

Psychic5010025
StartDisable

Normal-10020
StartConfusion

Psychic5010025
StartTeleport

Psychic--20
StartKinesis

Psychic-8015
5Psybeam

Psychic6510020
10Reflect

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

Psychic--20
15Ally Switch

Psychic--15
20Psycho Cut

Psychic7010020
25Recover

Normal--10
30Psyshock

Psychic8010010
35Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
40Role Play

Psychic--10
45Future Sight

Psychic12010010
50Calm Mind

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

Psychic--20

Moves this Pokémon can learn from Technical Machines in Pokémon Brilliant Diamond and Shining Pearl.
Class
TM01Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Fighting15010020
TM04Calm Mind

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

Psychic--20
TM11Sunny Day

The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves.

Fire--5
TM12Taunt

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

Dark-10020
TM16Light Screen

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

Psychic--30
TM17Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM20Safeguard

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

Normal--25
TM21Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM23Iron Tail

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

Steel1007515
TM29Psychic

The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat.

Psychic9010010
TM30Shadow Ball

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

Ghost8010015
TM32Double Team

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

Normal--15
TM33Reflect

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

Psychic--20
TM34Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
TM41Torment

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

Dark-10015
TM42Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM44Rest

The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions.

Psychic--10
TM45Attract

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

Normal-10015
TM46Thief

The user attacks and steals the target's held item simultaneously. The user can't steal anything if it already holds an item.

Dark6010025
TM48Skill Swap

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

Psychic--10
TM53Energy Ball

The user draws power from nature and fires it at the target. This may also lower the target's Sp. Def stat.

Grass9010010
TM56Fling

The user flings its held item at the target to attack. This move's power and effects depend on the item.

Dark-10010
TM57Charge Beam

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

Electric509010
TM58Endure

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

Normal--10
TM60Drain Punch

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

Fighting7510010
TM67Recycle

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

Normal--10
TM70Flash

The user flashes a light that lowers the target's accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM77Psych Up

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

Normal--10
TM82Sleep Talk

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

Normal--10
TM85Dream Eater

The user eats the dreams of a sleeping target. The user's HP is restored by half the damage taken by the target.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the move's power.

Grass-10020
TM87Swagger

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

Normal-8515
TM90Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user's decoy.

Normal--10
TM92Trick Room

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

Psychic--5

Each row is an individual acquisition option, not proof that every four-move combination is legal. Pokémon HOME uses destination-specific movesets; earlier-game moves are not automatically retained in BDSP.
Class
Encore

The user compels the target to keep using the move it encored for three turns.

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Normal-1005
Encore

The user compels the target to keep using the move it encored for three turns.

Learn before evolving, then retain the move.

Normal-1005
Fire Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Fire7510015
Fire Punch

Learn before evolving, then retain the move.

Fire7510015
Guard Split

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Guard Split

Learn before evolving, then retain the move.

Psychic--10
Guard Swap

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Guard Swap

Learn before evolving, then retain the move.

Psychic--10
Ice Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Ice7510015
Ice Punch

Learn before evolving, then retain the move.

Ice7510015
Knock Off

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Dark6510020
Knock Off

Learn before evolving, then retain the move.

Dark6510020
Magic Coat

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--15
Magic Coat

Learn before evolving, then retain the move.

Psychic--15
Power Trick

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic--10
Power Trick

Learn before evolving, then retain the move.

Psychic--10
Psycho Shift

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Psychic-10010
Psycho Shift

Learn before evolving, then retain the move.

Psychic-10010
Thunder Punch

Nursery sharing: two Pokémon of the same species, with an empty move slot on the recipient.

Electric7510015
Thunder Punch

Learn before evolving, then retain the move.

Electric7510015

Ability options available to this Pokémon in this game.

Synchronize

Ability Slot 1

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

Inner Focus

Ability Slot 2

Prevents flinching and prevents Intimidate from lowering Attack.

Magic Guard(Hidden Ability)

Protects against damage not directly caused by a move.

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