Pokemon Brilliant Diamond and Shining Pearl Alakazam is a Psychic Type Psi Pokémon, with a 6.5% Chance To Catch with a regular Pokeball. Alakazam can be found with Synchronize, Inner Focus and Magic Guard as an Ability and has a Medium Slow growth rate with a 3 Special Attack EV Yield. We recommend the Mild Nature, based on 500 combined Base Stats.
Alakazam Stats and Abilities
Based on Alakazam Base IVs we consider this pokemon B-Tier choice. Alakazam Highest IV Stat is Special Attack 135 and the Lowest being Defense 45.
| Tier | Stat | Base | Min | Max |
|---|---|---|---|---|
| F | HP | 55 | 220 | 314 |
| F | Attack | 50 | 94 | 218 |
| F | Defense | 45 | 85 | 207 |
| S | Special Attack | 135 | 247 | 405 |
| D | Special Defense | 95 | 175 | 317 |
| B | Speed | 120 | 220 | 372 |
| B | Total | 500 |
| Alakazam | Detail |
|---|---|
| Best Nature | Mild
↑ +10% Special Attack↓ -10% Defense |
| Caught in the Wild Held Item Chance | |
| Like/Dislikes |
|
| EV Yield | 3 Special Attack |
| Growth Rate | Medium Slow |
| Catch Rate | 50 (6.5% with PokéBall, full HP) |
| Egg Groups | Human-Like |
| Egg Cycles | 20 (4,884–5,140 steps) |
| Abilities | Description |
|---|---|
Synchronize Ability 1 | If the opponent causes a burn, paralysis, or poisoning of a Pokémon with Synchronize, the opponent receives the status condition too. Self-inflicted status conditions (for example through the use of an item) are not passed on. |
Inner Focus Ability 2 | Inner Focus prevents the Pokémon from flinching, for example when attacked by a move like Headbutt. |
Magic Guard Hidden Ability | Magic Guard protects the Pokémon from indirect damage, including: |
How To Evolve Alakazam in BDSP
Abra requires (Level 16) to evolve into Kadabra and then (Trade) to evolve into Alakazam.
| Base Form | Evolution Requirement | First Evolution | Evolution Requirement | Final Evolution |
|---|---|---|---|---|
|
Abra
| Level 16 → |
Kadabra
| Trade → |
Alakazam
|
Evolution ChartWhere To Find Alakazam in BDSP
Alakazam has spawn locations in Pokemon Brilliant Diamond and Shining Pearl. You can find the Unevolved form Lv. , within the location using the method.
| Location | How To Catch | Pokemon Spawns |
|---|---|---|
|
5 - 1% |
Kadabra
Lv. 45-47
| |
|
20 - 5% |
Abra
Lv. 20
| |
|
20 - 5% |
Kadabra
Lv. 20-22
| |
|
20 - 5% |
Abra
Lv. 4-5
| |
|
Defog |
Kadabra
Lv. 16-63
| |
|
Defog |
Kadabra
Lv. 16-63
| |
|
Interact |
Abra
Lv.
|
Locations ListPokemon Brilliant Diamond and Shining Pearl Alakazam Weakness
Alakazam is a Psychic Type pokemon. This will cause Alakazam to take More Damage from Bug, Ghost, Dark Type Moves, and Less Damage from Fighting, Psychic Type moves.
| Damage | Types |
|---|---|
| 4.0x More Damage | |
| 2.0x More Damage |
|
| 0.5x Less Damage |
|
| 0.25x Less Damage | |
| Immune to Damage |
What pokemon is Alakazam Weak Against?
What pokemon is Alakazam Strong Against?
Type Weakness ChartBest Moves Alakazam in BDSP
Best Moveset for Alakazam Lv Up Moves based on Power.
| Lvl | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| 45 |
Future Sight
| | Special | 180 | 100 | 10 | Damage occurs 2 turns later. |
| 35 |
Psychic
| | Special | 135 | 100 | 10 | May lower opponent's Special Defense. |
| 30 |
Psyshock
| | Special | 120 | 100 | 10 | Inflicts damage based on the target's Defense, not Special Defense. |
| 20 |
Psycho Cut
| | Physical | 105 | 100 | 20 | High critical hit ratio. |
Best Moveset for Alakazam TM Moves based on Power.
| TM | Best Moves | Type | Class | Power | Acc | PP | Effect |
|---|---|---|---|---|---|---|---|
| TM01 |
Focus Punch
| | Physical | 150 | 100 | 20 | If the user is hit before attacking, it flinches instead. |
| TM68 |
Giga Impact
| | Physical | 150 | 90 | 5 | User must recharge next turn. |
| TM15 |
Hyper Beam
| | Special | 150 | 90 | 5 | User must recharge next turn. |
| TM52 |
Focus Blast
| | Special | 120 | 70 | 5 | May lower opponent's Special Defense. |
Alakazam Level Up Moves
List of Moves Alakazam can learn by reaching higher levels in Pokemon Brilliant Diamond and Shining Pearl.
| Lvl | Move | Desc |
|---|---|---|
| 1 |
Confusion
|
Power:
75 Acc: 100
PP: 25
May confuse opponent.
|
| 1 |
Kinesis
|
Power: —
Acc: 80
PP: 15
Lowers opponent's Accuracy.
|
| 1 |
Disable
|
Power: —
Acc: 100
PP: 20
Opponent can't use its last attack for a few turns.
|
| 1 |
Teleport
|
Power: —
Acc: —
PP: 20
Allows user to flee wild battles; also warps player to last PokéCenter.
|
| 5 |
Psybeam
|
Power:
97.5 Acc: 100
PP: 20
May confuse opponent.
|
| 10 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| 15 |
Ally Switch
|
Power: —
Acc: —
PP: 15
User switches with opposite teammate.
|
| 20 |
Psycho Cut
|
Power:
105 Acc: 100
PP: 20
High critical hit ratio.
|
| 25 |
Recover
|
Power: —
Acc: —
PP: 10
User recovers half its max HP.
|
| 30 |
Psyshock
|
Power:
120 Acc: 100
PP: 10
Inflicts damage based on the target's Defense, not Special Defense.
|
| 35 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| 40 |
Role Play
|
Power: —
Acc: —
PP: 15
User copies the opponent's Ability.
|
| 45 |
Future Sight
|
Power:
180 Acc: 100
PP: 10
Damage occurs 2 turns later.
|
| 50 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
Alakazam TM Moves
List of Moves Alakazam can learn using (TMs) Technical Machine Items.
| TM | Move | Desc |
|---|---|---|
| TM01 |
Focus Punch
|
Power: 150
Acc: 100
PP: 20
If the user is hit before attacking, it flinches instead.
|
| TM04 |
Calm Mind
|
Power: —
Acc: —
PP: 20
Raises user's Special Attack and Special Defense.
|
| TM11 |
Sunny Day
|
Power: —
Acc: —
PP: 5
Makes it sunny for 5 turns.
|
| TM12 |
Taunt
|
Power: —
Acc: 100
PP: 20
Opponent can only use moves that attack.
|
| TM15 |
Hyper Beam
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM16 |
Light Screen
|
Power: —
Acc: —
PP: 30
Halves damage from Special attacks for 5 turns.
|
| TM17 |
Protect
|
Power: —
Acc: —
PP: 10
Protects the user, but may fail if used consecutively.
|
| TM18 |
Rain Dance
|
Power: —
Acc: —
PP: 5
Makes it rain for 5 turns.
|
| TM20 |
Safeguard
|
Power: —
Acc: —
PP: 25
The user's party is protected from status conditions.
|
| TM21 |
Dazzling Gleam
|
Power: 80
Acc: 100
PP: 10
Hits all adjacent opponents.
|
| TM23 |
Iron Tail
|
Power: 100
Acc: 75
PP: 15
May lower opponent's Defense.
|
| TM29 |
Psychic
|
Power:
135 Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM30 |
Shadow Ball
|
Power: 80
Acc: 100
PP: 15
May lower opponent's Special Defense.
|
| TM32 |
Double Team
|
Power: —
Acc: —
PP: 15
Raises user's Evasiveness.
|
| TM33 |
Reflect
|
Power: —
Acc: —
PP: 20
Halves damage from Physical attacks for 5 turns.
|
| TM34 |
Shock Wave
|
Power: 60
Acc: —
PP: 20
Ignores Accuracy and Evasiveness.
|
| TM41 |
Torment
|
Power: —
Acc: 100
PP: 15
Opponent cannot use the same move in a row.
|
| TM42 |
Facade
|
Power: 70
Acc: 100
PP: 20
Power doubles if user is burned, poisoned, or paralyzed.
|
| TM44 |
Rest
|
Power: —
Acc: —
PP: 10
User sleeps for 2 turns, but user is fully healed.
|
| TM45 |
Attract
|
Power: —
Acc: 100
PP: 15
If opponent is the opposite gender, it's less likely to attack.
|
| TM46 |
Thief
|
Power: 60
Acc: 100
PP: 25
Also steals opponent's held item.
|
| TM48 |
Skill Swap
|
Power: —
Acc: —
PP: 10
The user swaps Abilities with the opponent.
|
| TM52 |
Focus Blast
|
Power: 120
Acc: 70
PP: 5
May lower opponent's Special Defense.
|
| TM53 |
Energy Ball
|
Power: 90
Acc: 100
PP: 10
May lower opponent's Special Defense.
|
| TM56 |
Fling
|
Power: —
Acc: 100
PP: 10
Power depends on held item.
|
| TM57 |
Charge Beam
|
Power: 50
Acc: 90
PP: 10
May raise user's Special Attack.
|
| TM58 |
Endure
|
Power: —
Acc: —
PP: 10
Always left with at least 1 HP, but may fail if used consecutively.
|
| TM60 |
Drain Punch
|
Power: 75
Acc: 100
PP: 10
User recovers half the HP inflicted on opponent.
|
| TM63 |
Nasty Plot
|
Power: —
Acc: —
PP: 20
Sharply raises user's Special Attack.
|
| TM67 |
Recycle
|
Power: —
Acc: —
PP: 10
User's used hold item is restored.
|
| TM68 |
Giga Impact
|
Power: 150
Acc: 90
PP: 5
User must recharge next turn.
|
| TM70 |
Flash
|
Power: —
Acc: 100
PP: 20
Lowers opponent's Accuracy.
|
| TM73 |
Thunder Wave
|
Power: —
Acc: 90
PP: 20
Paralyzes opponent.
|
| TM77 |
Psych Up
|
Power: —
Acc: —
PP: 10
Copies the opponent's stat changes.
|
| TM82 |
Sleep Talk
|
Power: —
Acc: —
PP: 10
User performs one of its own moves while sleeping.
|
| TM85 |
Dream Eater
|
Power:
150 Acc: 100
PP: 15
User recovers half the HP inflicted on a sleeping opponent.
|
| TM86 |
Grass Knot
|
Power: —
Acc: 100
PP: 20
The heavier the opponent, the stronger the attack.
|
| TM87 |
Swagger
|
Power: —
Acc: 85
PP: 15
Opponent becomes confused, but its Attack is sharply raised.
|
| TM90 |
Substitute
|
Power: —
Acc: —
PP: 10
Uses HP to creates a decoy that takes hits.
|
| TM92 |
Trick Room
|
Power: —
Acc: —
PP: 5
Slower Pokémon move first in the turn for 5 turns.
|
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