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Pokemon Lets Go Alakazam

Alakazam Pokedex ID: 65
Stat Amount Bar Graph
Max CP 500
Attack 50
Special Attack 135
Defense 45
Special Defense 95
HP 55
Speed 120

Overview

Pokemon Let's Go Alakazam 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 500, 55 HP, 50 Attack, 135 SP Attack, 45 Defense, 95 SP Defense and 120 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.

Pokedex Entry

Alakazam’s brain continually grows, making its head far too heavy to support with its neck. This Pokémon holds its head up using its psychokinetic power instead.

Pokemon Lets Go Alakazam Evolutions

What level does Pokemon Let's Go Alakazam 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.

First Second Third Final
Abra310
16 Kadabra400
(Trade) Alakazam500
Mega Stone Mega Alakazam600

How to catch Alakazam in Pokemon Let's Go

Where to catch and find Pokemon Lets Go Alakazam Locations and their Spawn Rate Chance for that Zone.

The best place to find pokemon let's go Alakazam 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 Alakazam or for a Flawless IV Stats.

Pokemon Area Spawn Chance Levels Encounter Floor
Route 5 5% 11-16 normal 1F
Route 6 5% 11-16 normal 1F
Route 7 4% 22-27 normal 1F
Route 8 4% 22-27 normal 1F
Route 7 1% 22-27 normal 1F
Route 8 1% 22-27 normal 1F

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 Alakazam.

Best Nature for Alakazam

We recommend a Mild Nature for Alakazam, you can visit Madam Celadon to force encounter pokemon of Mild Nature.

Nature Increases Decreases Choice 1 Choice 2
Mild Sp. Atk Defense Blue Yellow
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Pokemon Lets Go Alakazam Moves

Level Up Moves

Pokemon Let's Go Alakazam Moves You Learn From Leveling Up.

LVL Move Type Class Pow PP Acc Effect
0 Calm Mind Psychic None -- 20 -- raises the user's Special Attack and Special Defense by one stage each.
1 Barrier Psychic None -- 30 -- Raises the user's Defense by two stages.
1 Calm Mind Psychic None -- 20 -- raises the user's Special Attack and Special Defense by one stage each.
1 Confusion Psychic Special 50 25 100% Has a 10% chance to confuse the target.
1 Disable Normal None -- 20 100% Disables the target's last used move for 1-8 turns.
1 Encore Normal None -- 5 100% forces the target to use the previously selected move for 3 turns.
1 Flash Normal None -- 20 100% Lowers the target's accuracy by one stage.
1 Kinesis Psychic None -- 15 80% Lowers the target's accuracy by one stage.
1 Psybeam Psychic Special 65 20 100% Has a 10% chance to confuse the target.
1 Teleport Psychic None -- 20 -- Immediately ends wild battles. No effect otherwise.
6 Disable Normal None -- 20 100% Disables the target's last used move for 1-8 turns.
13 Flash Normal None -- 20 100% Lowers the target's accuracy by one stage.
19 Night Shade Ghost Special 1 15 100% Inflicts damage equal to the user's level.
26 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.
32 Reflect Psychic None -- 20 -- Reduces damage from physical attacks by half.
39 Recover Normal None -- 10 -- Heals the user by half its max HP.
45 Psychic Psychic Special 90 10 100% Has a 10% chance to lower the target's Special Defense by one stage.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Alakazam can Learn.

Item Move Type Class Pow PP Acc Effect
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.
TM10 Dig Ground Physical 80 10 100% User digs underground, dodging all attacks, and hits next turn.
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.
TM48 Hyper Beam Normal Special 150 5 90% User foregoes its next turn to recharge.
TM59 Dream Eater Psychic Special 100 15 100% Only works on sleeping Pokemon. Heals the user by half the damage inflicted.

Master Trainer

This Pokemon's Master Trainer is Frasier

Weak Against
Bug
2x
Ghost
2x
Dark
2x
Strong Against
Fighting
1/2
Psychic
1/2