Moves
Move usage- 1
Protect
63.1% - 2
Psychic
- - 3
Expanding Force
- - 4
Focus Blast
-

Base Stats
Type defenses
Mega Alakazam takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1x | 1x | 1x | 1x | 1x | 1x | 1/2x | 1x | 1x | 1x | 1/2x | 2x | 1x | 2x | 1x | 2x | 1x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Ally Switch | - | - | 15 | The user teleports using a strange power and switches places with one of its allies. This move's chance of failing rises if it is used in succession. | ||
| Attract | - | 100 | 15 | If the target is of the opposite gender to the user, it becomes infatuated with the user and will sometimes be unable to use its moves. | ||
| Body Slam | 85 | 100 | 16 | The user drops onto the target with its full body weight. This may also leave the target with paralysis. | ||
| Calm Mind | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | ||
| Dazzling Gleam | 80 | 100 | 12 | The user damages opposing Pokémon by emitting a powerful flash. | ||
| Disable | - | 100 | 20 | For four turns, this move prevents the target from using the move it last used. | ||
| Double Team | - | - | 16 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. | ||
| Drain Punch | 75 | 100 | 12 | An energy-draining punch. The user’s HP is restored by half the damage taken by the target. | ||
| Encore | - | 100 | 8 | The user compels the target to keep using the move it encored for three turns. | ||
| Endure | - | - | 10 | The user endures any attack with at least 1 HP. This move's chance of failing rises if used in succession. | ||
| Energy Ball | 90 | 100 | 12 | The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def stat. | ||
| Expanding Force | 80 | 100 | 10 | The user attacks the target with its psychic power. When the ground is Psychic Terrain, this move's power is boosted and it damages all opposing Pokémon. | ||
| Facade | 70 | 100 | 20 | This attack move doubles its power if the user is poisoned, burned, or paralyzed. | ||
| Fire Punch | 75 | 100 | 16 | The target is punched with a fiery fist. This may also leave the target with a burn. | ||
| Fling | - | 100 | 10 | The user flings its held item at the target to attack. This move's power and effects depend on the item. | ||
| Focus Blast | 120 | 70 | 8 | The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat. | ||
| Foul Play | 95 | 100 | 16 | The user turns the target’s power against it. The higher the target’s Attack stat, the greater the damage it deals. | ||
| Future Sight | 120 | 100 | 12 | Two turns after this move is used, a hunk of psychic energy attacks the target. | ||
| Giga Impact | 150 | 90 | 8 | The user charges at the target using every bit of its power. The user can’t move on the next turn. | ||
| Grass Knot | - | 100 | 20 | The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. | ||
| Guard Split | - | - | 10 | The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | ||
| Guard Swap | - | - | 10 | The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | ||
| Hyper Beam | 150 | 90 | 8 | The target is attacked with a powerful beam. The user can’t move on the next turn. | ||
| Ice Punch | 75 | 100 | 16 | The target is punched with an icy fist. This may also leave the target frozen. | ||
| Imprison | - | - | 12 | If opposing Pokémon know any move also known by the user, they are prevented from using it. | ||
| Iron Tail | 100 | 75 | 16 | The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. | ||
| Light Screen | - | - | 20 | A wondrous wall of light is put up to reduce damage from special attacks for five turns. | ||
| Magic Room | - | - | 10 | The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | ||
| Mega Kick | 120 | 75 | 8 | The target is attacked by a kick launched with muscle-packed power. | ||
| Nasty Plot | - | - | 20 | The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk stat. | ||
| Power Swap | - | - | 10 | The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | ||
| Protect | - | - | 12 | This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession. | ||
| Psychic | 90 | 100 | 12 | The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. | ||
| Psychic Terrain | - | - | 12 | This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | ||
| Psycho Cut | 70 | 100 | 20 | The user tears at the target with blades formed by psychic power. This move has a heightened chance of landing a critical hit. | ||
| Psyshock | 80 | 100 | 12 | The user materializes an odd psychic wave to attack the target. This attack does physical damage. | ||
| Rain Dance | - | - | 8 | The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves. | ||
| Recover | - | - | 8 | Restoring its own cells, the user restores its own HP by half of its max HP. | ||
| Reflect | - | - | 20 | A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | ||
| Rest | - | - | 8 | The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. | ||
| Role Play | - | - | 10 | The user mimics the target completely, copying the target's Ability. | ||
| Round | 60 | 100 | 15 | The user attacks the target with a song. If others use this move, they will act immediately after the initial user, and the power of their Rounds will be boosted. | ||
| Safeguard | - | - | 20 | The user creates a protective field that prevents status conditions for five turns. | ||
| Shadow Ball | 80 | 100 | 16 | The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. | ||
| Skill Swap | - | - | 10 | The user employs its psychic power to exchange Abilities with the target. | ||
| Sleep Talk | - | - | 12 | While it is asleep, the user randomly uses one of the moves it knows. | ||
| Snore | 50 | 100 | 16 | This attack can be used only if the user is asleep. The harsh noise may also make the target flinch. | ||
| Speed Swap | - | - | 10 | The user exchanges Speed stats with the target. | ||
| Stored Power | 20 | 100 | 12 | The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. | ||
| Substitute | - | - | 12 | The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy. | ||
| Sunny Day | - | - | 8 | The user intensifies the sun for five turns, powering up Fire-type moves. It lowers the power of Water-type moves. | ||
| Taunt | - | 100 | 20 | The target is taunted into a rage that allows it to use only attack moves for three turns. | ||
| Thief | 60 | 100 | 20 | The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. | ||
| Thunder Punch | 75 | 100 | 16 | The target is punched with an electrified fist. This may also leave the target with paralysis. | ||
| Thunder Wave | - | 90 | 20 | The user launches a weak jolt of electricity that paralyzes the target. | ||
| Tri Attack | 80 | 100 | 12 | The user strikes with a simultaneous three-beam attack. This may also burn, freeze, or paralyze the target. | ||
| Trick | - | 100 | 12 | The user catches the target off guard and swaps its held item with its own. | ||
| Trick Room | - | - | 8 | The user creates a bizarre area in which slower Pokémon get to move first for five turns. | ||
| Wonder Room | - | - | 10 | The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. | ||
| Zen Headbutt | 80 | 90 | 16 | The user focuses its willpower to its head and attacks the target. This may also make the target flinch. |