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Malamar

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Malamar in Pokémon Ultra Sun & Ultra Moon

#27 in the Ultra Sun & Ultra Moon Pokédex • Overturning Pokémon

Malamar in the National Pokédex
Malamar sprite

Normal

Shiny Malamar sprite

Shiny

Pokédex entries

Ultra Sun

When it comes to strong hypnosis, there’s an endless number of people who utilize Malamar for their nefarious deeds.

Ultra Moon

It flashes the pattern on its torso to control its prey and draw them in. The edges of its fins are supremely sharp.

Pokémon details

Types

DarkPsychic

Category

Overturning Pokémon

Height

1.5 m (4'11")

Weight

47 kg (103.6 lbs)

National Pokédex

#0687

Pokédex

#27

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.

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

Weak to

Resists

Malamar doesn't resist any types.

Immune to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Alola #27Melemele #27Poni #11
EV yield
2 Atk
Catch rate
80
Base Exp.
169

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

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

Inkay

#26

Level 30, turn device upside down

Malamar

Malamar

#27

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartPeck

The target is jabbed with a sharply pointed beak or horn.

Flying3510035
StartReflect

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

Psychic--20
StartConstrict

The target is attacked with long, creeping tentacles, vines, or the like. This may also lower the target’s Speed stat.

Normal1010035
StartReversal

An all-out attack that becomes more powerful the less HP the user has.

Fighting-10015
4Reflect

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

Psychic--20
8Foul Play

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

Dark9510015
12Swagger

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

Normal-8515
13Psywave

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

Psychic-10015
15Topsy-Turvy

All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.

Dark--20
18Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Psychic-6020
21Psybeam

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

Psychic6510020
23Switcheroo

The user trades held items with the target faster than the eye can follow.

Dark-10010
27Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
31Light Screen

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

Psychic--30
35Pluck

The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.

Flying6010020
39Psycho Cut

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

Psychic7010020
43Slash

The target is attacked with a slash of claws or blades. Critical hits land more easily.

Normal7010020
46Night Slash

The user slashes the target the instant an opportunity arises. Critical hits land more easily.

Dark7010015
48Superpower

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Fighting1201005

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
TM21Frustration

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

Normal-10020
TM24Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
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
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
TM35Flamethrower

The target is scorched with an intense blast of fire. This may also leave the target with a burn.

Fire9010015
TM40Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Flying60-20
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
TM56Fling

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

Dark-10010
TM59Brutal Swing

The user swings its body around violently to inflict damage on everything in its vicinity.

Dark6010020
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
TM66Payback

The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled.

Dark5010010
TM68Giga Impact

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

Normal150905
TM77Psych Up

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

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
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
TM97Dark Pulse

The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.

Dark8010015
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
Bind

Things such as long bodies or tentacles are used to bind and squeeze the target for four to five turns.

Normal158520
Block

The user blocks the target’s way with arms spread wide to prevent escape.

Normal--5
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
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
Role Play

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

Psychic--10
Signal Beam

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

Bug7510015
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
Spite

The user unleashes its grudge on the move last used by the target by cutting 4 PP from it.

Ghost-10010
Superpower

The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats.

Fighting1201005
Telekinesis

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

Psychic--15
Throat Chop

The user attacks the target’s throat, and the resultant suffering prevents the target from using moves that emit sound for two turns.

Dark8010015

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

The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave.

Normal--20

Inkay — breeding; retain through evolution

Destiny Bond

After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.

Ghost--5

Inkay — breeding; retain through evolution

Flatter

Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.

Dark-10015

Inkay — 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

Inkay — breeding; retain through evolution

Power Split

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

Psychic--10

Inkay — breeding; retain through evolution

Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Normal-10015

Inkay — 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
Camouflage

The user’s type is changed depending on its environment, such as at water’s edge, in grass, or in a cave.

Normal--20

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

Cut

The target is cut with a scythe or claw.

Normal509530

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

Destiny Bond

After using this move, if the user faints, the Pokémon that landed the knockout hit also faints. Its chance of failing rises if it is used in succession.

Ghost--5

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

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

Flatter

Flattery is used to confuse the target. However, this also raises the target’s Sp. Atk stat.

Dark-10015

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

Happy Hour

Using Happy Hour doubles the amount of prize money received after battle.

Normal--30

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

Power Split

The user employs its psychic power to average its Attack and Sp. Atk 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

Retaliate

The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move’s power is increased.

Normal701005

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

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

Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Normal-10015

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

Ability options available to this Pokémon in this game.

Contrary

Ability Slot 1

Makes stat changes have an opposite effect.

Inverts stat changes.

Suction Cups

Ability Slot 2

This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out.

Prevents being forced out of battle by other Pokémon's moves.

Infiltrator(Hidden Ability)

Passes through the opposing Pokémon’s barrier, substitute, and the like and strikes.

Bypasses Reflect, Light Screen, Safeguard, Mist, Aurora Veil and eligible substitutes.

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