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.
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.
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.
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|
Pokemon Lets Go Alakazam Moves
Level Up Moves
Pokemon Let's Go Alakazam Moves You Learn From Leveling Up.
|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.
|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.|
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This Pokemon's Master Trainer is Frasier