Pokemon Let's Go Abra is a Psychic Type pokemon also known as a Psi Pokémon, first discovered in the Kanto region. it's weak against Bug, Ghost, Dark type moves and has a Max CP of 310, 25 HP, 20 Attack, 105 SP Attack, 15 Defense, 55 SP Defense and 90 Speed. Considering it's stats, the best nature to have is Mild, this will increase it's Sp. Atk and decrease it's Defense stats.
Abra sleeps for eighteen hours a day. However, it can sense the presence of foes even while it is sleeping. In such a situation, this Pokémon immediately teleports to safety.
Pokemon Lets Go Abra Evolutions
What level does Pokemon Let's Go Abra Evolve at?
The Unevolved Form Abra Evolves at level 16 into Kadabra, which then Evolves from Player (Trade) into Alakazam.
This pokemon also has a Mega Evolution in the form of Mega Alakazam, which you can use in battle with a Mega Stone.
How to catch Abra in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Abra Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Abra is in the Route 5 zone, it will have a 05% chance to spawn in the area with a level range of 11-16. This also makes Route 5 the best place to Catch Combo Chain hunt Shiny Abra or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Abra.
Best Nature for Abra
We recommend a Mild Nature for Abra, you can visit Madam Celadon to force encounter pokemon of Mild Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Abra Moves
Level Up Moves
Pokemon Let's Go Abra Moves You Learn From Leveling Up.
|1||Teleport||Psychic||None||--||20||--||Immediately ends wild battles. No effect otherwise.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Abra can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM2||Taunt||Dark||None||--||20||100%||Opponent can only use moves that attack.|
|TM4||Teleport||Psychic||None||--||20||--||Immediately ends wild battles. No effect otherwise.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||10||--||Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.|
|TM9||Reflect||Psychic||None||--||20||--||Reduces damage from physical attacks by half.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM16||Thunder Wave||Electric||None||--||20||100%||Paralyzes the target.|
|TM19||Iron Tail||Steel||Physical||100||15||75%||deals damage and has a 30% chance of lowering the target's Defense by one stage.|
|TM21||Foul Play||Dark||Physical||95||15||100%||uses the opponent's Attack stat instead of the user's in damage calculation. In other words, the move acts as if the target is attacking themselves, and thus is more powerful when the opponent has higher Attack.|
|TM23||Thunder Punch||Electric||Physical||75||15||100%||deals damage and has a 10% chance of paralyzing the target.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM28||Tri Attack||Normal||Special||80||10||100%||Has a 20% chance to burn, freeze, or paralyze the target.|
|TM31||Fire Punch||Fire||Physical||75||15||100%||Has a 10% chance to burn the target.|
|TM32||Dazzling Gleam||Fairy||Special||80||10||100%||deals damage and hits all adjacent opponents in double/triple battles.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM35||Ice Punch||Ice||Physical||75||15||100%||Has a 10% chance to freeze the target.|
|TM40||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
|TM43||Shadow Ball||Ghost||Special||80||15||100%||deals damage and has a 20% chance of lowering the target's Special Defense by one stage.|
|TM59||Dream Eater||Psychic||Special||100||15||100%||Only works on sleeping Pokemon. Heals the user by half the damage inflicted.|
This Pokemon's Master Trainer is Angelo