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Mega Alakazam

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Mega Alakazam in Pokémon Ultra Sun & Ultra Moon

#51 in the Ultra Sun & Ultra Moon Pokédex • Psi Pokémon

Mega Alakazam in the National Pokédex
Mega Alakazam sprite

Normal

Shiny Mega Alakazam sprite

Shiny

Pokédex entries

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.

Pokémon details

Type

Psychic

Category

Psi Pokémon

Abilities

Height

1.2 m (3'11")

Weight

48 kg (105.8 lbs)

National Pokédex

#0065

Pokédex

#51

Mega Alakazam in Other Games

National Dex page

Battle transformation: obtain the ordinary Pokémon and satisfy its battle requirements. This is not a separately catchable form.

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

Min

Max

HP

55

220

314

Attack

50

94

218

Defense

65

121

251

Sp. Atk

175

319

493

Sp. Def

105

193

339

Speed

150

274

438

Total

600

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 Mega Alakazam, 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
Alola #51Melemele #51
EV yield
3 SpA
Catch rate
50
Base Exp.
270

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

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

Abra

#49

Level 16

Kadabra

Kadabra

#50

Kadabra

Kadabra

#50

Trade

Alakazam

Alakazam

#51

Items this Pokémon may hold when encountered in the wild.
Ultra Moon
5%
Ultra Sun
5%

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

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

Psychic-8015
StartConfusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
StartTeleport

Use it to flee from any wild Pokémon.

Psychic--20
StartKinesis

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

Psychic-8015
16Confusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
18Disable

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

Normal-10020
21Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Psychic6510020
23Miracle Eye

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

Psychic--40
26Reflect

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

Psychic--20
28Psycho Cut

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

Psychic7010020
31Recover

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

Normal--10
33Telekinesis

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

Psychic--15
36Ally Switch

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

Psychic--15
38Psychic

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

Psychic9010010
41Calm Mind

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

Psychic--20
43Future Sight

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

Psychic12010010
46Trick

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

Psychic-10010

Moves this Pokémon can learn from Technical Machines in Pokémon Ultra Sun and Ultra Moon.
Class
TM03Psyshock

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

Psychic8010010
TM04Calm Mind

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

Psychic--20
TM06Toxic

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

Poison-9010
TM10Hidden Power

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

Normal6010015
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
TM15Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM16Light Screen

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

Psychic--30
TM17Protect

Enables the user to evade 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
TM21Frustration

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

Normal-10020
TM27Return

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

Normal-10020
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
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
TM48Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM52Focus Blast

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

Fighting120705
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 with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Electric509010
TM63Embargo

This move prevents the target from using its held item for five turns. Its Trainer is also prevented from using items on it.

Dark-10015
TM68Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
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
TM85Dream Eater

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

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
TM88Sleep Talk

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

Normal--10
TM90Substitute

The user makes a copy of itself using some of its HP. The copy 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
TM99Dazzling Gleam

The user damages opposing Pokémon by emitting a powerful flash.

Fairy8010010
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
Ally Switch

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

Psychic--15
Drain Punch

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

Fighting7510010
Fire Punch

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

Fire7510015
Focus Punch

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

Fighting15010020
Foul Play

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

Dark9510015
Gravity

Enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Flying moves can’t be used.

Psychic--5
Ice Punch

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

Ice7510015
Iron Tail

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

Steel1007515
Knock Off

The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item.

Dark6510020
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Normal--30
Magic Coat

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

Psychic--15
Magic Room

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

Psychic--10
Recycle

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

Normal--10
Role Play

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

Psychic--10
Shock Wave

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

Electric60-20
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snatch

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

Dark--10
Snore

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

Normal5010015
Telekinesis

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

Psychic--15
Thunder Punch

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

Electric7510015
Trick

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

Psychic-10010
Wonder Room

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

Psychic--10
Zen Headbutt

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

Psychic809015

Learn before evolving and retain the move. Breeding and prior stages have separate requirements.
Class
Acquisition source
Barrier

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

Psychic--20

Abra — breeding; retain through evolution

Encore

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

Normal-1005

Abra — breeding; retain through evolution

Guard Split

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

Psychic--10

Abra — breeding; retain through evolution

Guard Swap

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

Psychic--10

Abra — breeding; retain through evolution

Power Trick

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

Psychic--10

Abra — breeding; retain through evolution

Psychic Terrain

This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns.

Psychic--10

Abra — breeding; retain through evolution

Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Psychic-10010

Abra — breeding; retain through evolution

Imports, special breeding, event gifts and copied moves have separate requirements. Individual options do not guarantee every four-move combination; historical transfer services require eligible software and Pokémon.
Class
Acquisition source
Barrier

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

Psychic--20

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Barrier

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

Psychic--20

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Bide

The user endures attacks for two turns, then strikes back to cause double the damage taken.

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Body Slam

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

Normal8510015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Body Slam

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

Normal8510015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Captivate

If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Counter

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

Fighting-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Counter

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

Fighting-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Curse

A move that works differently for the Ghost type than for all other types.

Ghost--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Dig

The user burrows, then attacks on the next turn.

Ground8010010

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Double-Edge

A reckless, life-risking tackle. This also damages the user quite a lot.

Normal12010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Dynamic Punch

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

Fighting100505

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Dynamic Punch

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

Fighting100505

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Encore

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

Normal-1005

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Encore

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

Normal-1005

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Endure

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Endure

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Flash

The user flashes a bright light that cuts the target’s accuracy.

Normal-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Guard Split

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

Psychic--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Guard Swap

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

Psychic--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Headbutt

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

Normal7010015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Headbutt

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

Normal7010015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mega Kick

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

Normal120755

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mega Kick

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

Normal120755

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mega Punch

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

Normal808520

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mega Punch

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

Normal808520

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Metronome

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Metronome

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Mimic

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

Normal--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Mimic

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

Normal--10

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Natural Gift

The user draws power to attack by using its held Berry. The Berry determines the move’s type and power.

Normal-10015

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Nightmare

A sleeping target sees a nightmare that inflicts some damage every turn.

Ghost-10015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Power Trick

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

Psychic--10

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Psycho Shift

Using its psychic power of suggestion, the user transfers its status conditions to the target.

Psychic-10010

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Psywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-10015

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Rage

As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle.

Normal2010020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Secret Power

The additional effects of this attack depend upon where it was used.

Normal7010020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Seismic Toss

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

Fighting-10020

Import from compatible Generation III–VI games using the required transfer chain and Pokémon Bank; retain through evolution where applicable

Seismic Toss

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

Fighting-10020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Skull Bash

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Normal13010010

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Submission

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Fighting808020

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Normal908520

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Tri Attack

The user strikes with a simultaneous three-beam attack. May also burn, freeze, or paralyze the target.

Normal8010010

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Zap Cannon

The user fires an electric blast like a cannon to inflict damage and cause paralysis.

Electric120505

3DS Virtual Console import via Poké Transporter and Pokémon Bank; Hidden Ability where available

Ability options available to this Pokémon in this game.

Trace

Ability Slot 1

When it enters a battle, the Pokémon copies an opposing Pokémon’s Ability.

Copies an opponent's ability upon entering battle.

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