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Z-A / Pokédex

Malamar

Back to Pokédex

Malamar

Lumiose City #160 in the Pokémon Legends: Z-A Pokédex

Malamar in the National Pokédex

It wields the most compelling hypnotic powers of any Pokémon, and it forces others to do whatever it wants.

Details

Types

DarkPsychic

Category

-

Height

1.5 m (4'11")

Weight

47 kg (103.6 lbs)

National Pokédex

#0687

Pokédex

Lumiose City #160

Malamar in Other Games

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

Min

Max

HP

86

282

376

Attack

92

170

311

Defense

88

162

302

Sp. Atk

68

126

258

Sp. Def

75

139

273

Speed

73

135

269

Total

482

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.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Lumiose City #160
EV yield
2 Atk
Catch rate
80
Base Exp.
169
Gender
50% male
50% female
Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Inkay

Inkay

Lumiose City #159

Reach level 30 or higher and hold the console/controller upside down when selecting Evolve. Select Evolve from the party menu when eligible; evolution is not automatic.

Malamar

Malamar

Lumiose City #160

Ordinary Abilities are not active in Legends: Z-A.

Base cooldowns vary with Speed. Plus Moves unlock at the listed level or with the Z-A Seed of Mastery; their effects depend on the move.

MoveLearned byTypeClassPowerBase cooldownPlus
Octolock

The user locks targets in and prevents them from fleeing. This move also continually lowers the targets' Defense and Sp. Def stats for a while.

Level: Evo.

Fighting—12sLevel 10 or Seed of Mastery
Peck

The user attacks by jabbing targets with a sharply pointed beak or horn.

Level: Start

Flying356sLevel 10 or Seed of Mastery
Tackle

The user attacks by charging forward and slamming into targets with its whole body.

Level: Start

Normal404sLevel 10 or Seed of Mastery
Hypnosis

The user employs hypnotic suggestion to make targets drowsy.

Level: 3

Psychic—10sLevel 6 or Seed of Mastery
Fake Tears

The user feigns crying to fluster targets, which lowers their Sp. Def stats for a while.

Level: 6

Dark—10sLevel 9 or Seed of Mastery
Knock Off

The user attacks by slapping targets' held items away, making the items unusable for the rest of the battle. This move does more damage to targets holding items.

Level: 14

Dark6510sLevel 17 or Seed of Mastery
Psybeam

The user attacks by shooting targets with a peculiar ray. This may also leave targets confused.

Level: 15

Psychic656sLevel 18 or Seed of Mastery
Slash

The user attacks by slashing with claws, scythes, or the like. This move has a heightened chance of landing a critical hit.

Level: 21

Normal707sLevel 24 or Seed of Mastery
Night Slash

The user attacks by slashing the instant an opportunity arises. This move has a heightened chance of landing a critical hit.

Level: 24

Dark707sLevel 27 or Seed of Mastery
Psycho Cut

The user attacks by tearing at targets with blades formed from psychic power. This move has a heightened chance of landing a critical hit.

Level: 33

Psychic707sLevel 36 or Seed of Mastery
Psyshock

The user attacks by materializing a mysterious psychic wave. This move deals physical damage.

Level: 37

Psychic808sLevel 40 or Seed of Mastery
Topsy-Turvy

The user turns all the stat changes affecting targets topsy-turvy so that they become the opposite of what they were.

Level: 42

Dark—10sLevel 45 or Seed of Mastery
Close Combat

The user attacks by abandoning defense and charging in close to targets. This lowers the user's Defense and Sp. Def stats for a short time.

Level: 54

Fighting12012sLevel 57 or Seed of Mastery
Bulk Up

The user boosts its Attack and Defense stats for a short time by tensing its muscles to bulk up its body.

TM011

Fighting—18sNot established
Calm Mind

The user boosts its Sp. Atk and Sp. Def stats for a short time by quietly focusing its mind and calming its spirit.

TM006

Psychic—18sNot established
Circle Throw

The user attacks by hurling targets far away from itself. This may also lower targets' Defense stats.

TM129

Fighting606sNot established
Close Combat

The user attacks by abandoning defense and charging in close to targets. This lowers the user's Defense and Sp. Def stats for a short time.

TM107

Fighting12012sLevel 57 or Seed of Mastery
Comet Punch

The user attacks with a flurry of five punches, one after the other.

TM108

Normal306sNot established
Dark Pulse

The user attacks by releasing a horrible aura rife with ill intent. This may also make targets flinch.

TM090

Dark808sNot established
Double Hit

The user attacks with two strikes dealt with a tail or the like, one after the other.

TM132

Normal506sNot established
Double Team

The user moves so quickly that it creates illusory copies of itself, allowing the user to evade incoming attacks.

TM032

Normal—15sNot established
Endure

The user takes a ready stance to endure any attack. While in this stance, the user will be able to take a hit and be left with at least 1 HP without fail.

TM035

Normal—12sNot established
Facade

The user attacks with a power that is doubled if the user is poisoned, paralyzed, burned, or drowsy.

TM109

Normal707sNot established
Flamethrower

The user attacks with a stream of fierce flames. This may also leave targets with a burn.

TM062

Fire908sNot established
Future Sight

A short time after this move is used, a blast of psychic energy will strike the spot where the target was.

TM060

Psychic12010sNot established
Giga Impact

The user attacks by charging into targets using every bit of its power. The recoil will leave the user unable to move for a short time.

TM055

Normal15020sNot established
Headbutt

The user attacks by leaning forward and charging headfirst into targets. This may also make targets flinch.

TM001

Normal707sNot established
Heal Block

The user prevents targets from recovering HP through moves or items for a while.

TM097

Psychic—12sNot established
Hyper Beam

The user attacks by shooting a powerful beam at targets. The recoil will leave the user unable to move for a short time.

TM044

Normal15020sNot established
Knock Off

The user attacks by slapping targets' held items away, making the items unusable for the rest of the battle. This move does more damage to targets holding items.

TM045

Dark6510sLevel 17 or Seed of Mastery
Light Screen

The user constructs a wondrous wall of light that will reduce damage taken from special moves for a while. This effect continues even if the user is switched out.

TM016

Psychic—12sNot established
Liquidation

The user attacks by slamming into targets using a full- force blast of water. This may also lower targets' Defense stats.

TM076

Water858sNot established
Mimic

The user attacks by mimicking the last move that a target used, unleashing that same move back upon it.

TM125

Normal—6sNot established
Nasty Plot

The user boosts its Sp. Atk stat for a while by thinking bad thoughts to stimulate its brain.

TM083

Dark—15sNot established
Night Slash

The user attacks by slashing the instant an opportunity arises. This move has a heightened chance of landing a critical hit.

TM034

Dark707sLevel 27 or Seed of Mastery
Poison Jab

The user attacks by stabbing targets with a poison- soaked tentacle, arm, or the like. This may also leave targets poisoned.

TM077

Poison808sNot established
Protect

The user takes on a protective stance that prevents incoming attacks from landing.

TM017

Normal—15sNot established
Psychic

The user attacks by directing a strong telekinetic force toward targets. This may also lower targets' Sp. Def stats.

TM063

Psychic908sNot established
Psyshock

The user attacks by materializing a mysterious psychic wave. This move deals physical damage.

TM003

Psychic808sLevel 40 or Seed of Mastery
Reflect

The user constructs a wondrous wall of light that will reduce damage taken from physical moves for a while. This effect continues even if the user is switched out.

TM031

Psychic—12sNot established
Rock Slide

The user attacks by hurling large boulders. This may also make targets flinch.

TM012

Rock757sNot established
Stealth Rock

The user lays a trap of levitating stones in front of itself. The stones will damage opposing Pokémon that touch them.

TM037

Rock—10sNot established
Substitute

The user sacrifices a small amount of HP to create a substitute for itself.

TM085

Normal—10sNot established
Swagger

The user enrages targets, leaving them confused but boosting their Attack stats for a while.

TM139

Normal—10sNot established
Taunt

The user taunts targets, sending them into a rage that will allow them to use only damage-dealing moves for a short time.

TM095

Dark—12sNot established
Thunderbolt

The user attacks with a strong electric blast. This may also leave targets paralyzed.

TM067

Electric908sNot established
Torment

The user torments and enrages the target, making it harder for the same move to be used in quick succession.

TM121

Dark—12sNot established
Trailblaze

The user attacks suddenly as if leaping out from tall grass. The user's nimble footwork also increases its movement speed for a short time.

TM115

Grass406sNot established
Zen Headbutt

The user attacks by focusing all its willpower into a fierce headbutt. This may also make targets flinch.

TM059

Psychic808sNot established
Nintendo Switch and Switch 2 Edition, including Mega Dimension. Capture levels are separate from temporary Hyperspace battle levels.

Overall spawn chances are unknown. Any cluster or Alpha percentages in the conditions apply only to that named context. Exact spawn points, time/weather and progression details have source gaps.

Temporary battle levels reflect the listed zone’s star rank; caught Pokémon return to their base capture levels. Donut boosts to your party are separate from these wild Pokémon levels.

17 acquisition contexts · showing 17

Location and methodCapture levelHyperspace battle levelConditions

Wild Zone 20

Wild spawn

Base game
54–55—

Various spawn points in Wild Zone 20; availability can vary by time and weather. Unlock: complete the main story at Rank A. Ordinary spawn variant.

Overall chance unknown.

Wild Zone 20

Wild spawn

Base gameAlpha
63–64—

Various spawn points in Wild Zone 20; availability can vary by time and weather. Unlock: complete the main story at Rank A. Alpha variant: 5% conditional on this spawn slot. Random Alpha spawns unlock after Main Mission 5.

Overall chance unknown.

Wild Zone 20

Wild spawn

Base gameAlpha
64–65—

Various spawn points in Wild Zone 20; availability can vary by time and weather. Unlock: complete the main story at Rank A. Fixed Alpha spawn.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 10

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 10. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 10

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 10. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 2

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 2. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 2

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 2. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 4

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 4. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Dark-type Hyperspace Wild Zones

4★ Dark-type · Hyperspace Wild Zone 4

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Dark-type · Hyperspace Wild Zone 4. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 1

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 1. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 1

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 1. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 2

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 2. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 2

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 2. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 4

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 4. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 4

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 4. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 6

Hyperspace spawn

Mega Dimension
39–41164–166

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 6. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Ordinary spawn variant.

Overall chance unknown.

Psychic-type Hyperspace Wild Zones

4★ Psychic-type · Hyperspace Wild Zone 6

Hyperspace spawn

Mega DimensionAlpha
48–50173–175

Mega Dimension DLC; enter an applicable Hyperspace Wild Zone using an Ansha/Hoopa donut. 4★ Psychic-type · Hyperspace Wild Zone 6. Published levels are base/capture levels; temporary hyperspace battle levels are higher. 20% within the indicated spawn cluster; overall zone/species selection chance unknown. Alpha variant: 1% conditional on this spawn slot.

Overall chance unknown.

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