Competitive Information for Alakazam (mega) [Sun/Moon]

Competitive Pokemon Sun/Moon Movesets and Strategies for Alakazam-mega alakazam-mega
Base Stats for Alakazam-Mega

Psychic

Abilities:
TraceTrace: On switch-in, or when it can, this Pokemon copies a random adjacent foe's Ability.


Evolutions / Family:
Alakazam

Weakness Chart for Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
2x
2x
  
  
  
0.5x
  
  
2x
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0.5x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for Alakazam-megaVisit Bulbapedia for more information about Alakazam-megaVisit Pikalytics for competitive usage stats on Alakazam-mega

Movesets for Singles


What is a good competitive moveset for Alakazam-mega? These builds have been optimized for Pokemon competing in Sun/Moon Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sun/Moon generation metagame.


Common team mates for Alakazam-mega in Pokemon Sun/Moon:

Tapu%20LeleHeatranKartanaToxapexZapdosGreninjaRotom-WashHawluchaExcadrillMagnezoneAmoongussKrookodile


Alakazam is a spectacular Psychic-typed Pokemon. Alakazam are common Pokemon to see in the SM metagame. Alakazam is weak to Bug, Dark, and Ghost-typed attacks.


Species: Alakazam-Mega
Item: Alakazite
Ability: Trace
Nature: Timid (+Spe, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Focus Blast
- Psychic / Calm Mind
- Shadow Ball
- Recover / Encore

Special Sweeper Alakazam-Mega (Analytic)

Alakazam is a spectacular Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. With Trace, on switch-in or when it can Alakazam copies a random adjacent foe's ability.

Focus Blast is a special 120-base power Fighting-type move (10% chance to lower the target's special defense by 1 stage).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Calm Mind is a status move (raises your Alakazam's special attack and special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Recover is a status move (heals your Alakazam by 50% of its max hp).
Encore is a status move (target repeats its last move for its next 3 turns).




Species: Alakazam-Mega
Item: Alakazite
Ability: Trace
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Energy Ball
- Shadow Ball
- Dazzling Gleam

Special Sweeper Alakazam-Mega (Trace)

Alakazam is a sensational Special Sweeper. It's meant to take down the opponent's team with high-damaging special attacks. With Trace, on switch-in or when it can Alakazam copies a random adjacent foe's ability.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).




Species: Alakazam-Mega
Item: Alakazite
Ability: Trace
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Energy Ball
- Shadow Ball
- Dazzling Gleam

Special Sweeper Alakazam-Mega

Alakazam is pretty popular Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. With Trace, on switch-in or when it can Alakazam copies a random adjacent foe's ability.

Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).




Species: Alakazam-Mega
Item: Alakazite
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam / Taunt
- Focus Blast
- Shadow Ball
- Psychic / Psyshock

Alakazam-Mega Special Sweeper (Psychic Destruction*)

Alakazam is a pretty decent Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Taunt is a status move (target can't use status moves its next 3 turns).
Focus Blast is a special 120-base power Fighting-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).



Movesets for Doubles


What is a good doubles moveset for Alakazam-mega? These builds have been optimized for Sun/Moon Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sun/Moon generation metagame.


Common team mates for Alakazam-mega in Pokemon Sun/Moon:

Tapu%20LeleHeatranKartanaToxapexZapdosGreninjaRotom-WashHawluchaExcadrillMagnezoneAmoongussKrookodile


Species: Alakazam-Mega
Item: Alakazite
Ability: Trace
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Psychic / Psyshock
- Energy Ball
- Shadow Ball

Doubles Special Sweeper Alakazam-Mega (Trace)

Alakazam is a phenomenal Special Sweeper. It is designed to take down the opponent's team with high-damaging special attacks. With Trace, on switch-in or when it can Alakazam copies a random adjacent foe's ability.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).




Species: Alakazam-Mega
Item: Alakazite
Ability: Trace
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Psychic / Psyshock
- Energy Ball
- Shadow Ball

Doubles Special Sweeper Alakazam-Mega

Alakazam is an interesting Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. With Trace, on switch-in or when it can Alakazam copies a random adjacent foe's ability.

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Energy Ball is a special 90-base power Grass-type move (10% chance to lower the target's special defense by 1 stage).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).



Movepool


Wondering what moves can Alakazam-mega learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Confusion
50
100%
25
10% chance to confuse the target.
Dazzling Gleam
80
100%
10
No additional effect. Hits adjacent foes.
Dream Eater
100
100%
15
User gains 1/2 HP inflicted. Sleeping target only.
Energy Ball
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Focus Blast
120
70%
5
10% chance to lower the target's Sp. Def by 1.
Future Sight
120
100%
10
Hits two turns after being used.
Grass Knot
--
100%
20
More power the heavier the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Psybeam
65
100%
20
10% chance to confuse the target.
Psychic
90
100%
10
10% chance to lower the target's Sp. Def by 1.
Psyshock
80
100%
10
Damages target based on Defense, not Sp. Def.
Psywave
--
100%
15
Random damage equal to 0.5x-1.5x user's level.
Round
60
100%
15
Power doubles if others used Round this turn.
Shadow Ball
80
100%
15
20% chance to lower the target's Sp. Def by 1.
Shock Wave
60
--
20
This move does not check accuracy.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Tri Attack
80
100%
10
20% chance to paralyze or burn or freeze target.
Zap Cannon
120
50%
5
100% chance to paralyze the target.
Bide
--
--
10
Waits 2 turns; deals double the damage taken.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
Dig
80
100%
10
Digs underground turn 1, strikes turn 2.
Double-Edge
120
100%
15
Has 33% recoil.
Drain Punch
75
100%
10
User recovers 50% of the damage dealt.
Dynamic Punch
100
50%
5
100% chance to confuse the target.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Punch
75
100%
15
10% chance to burn the target.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
Focus Punch
150
100%
20
Fails if the user takes damage before it hits.
Foul Play
95
100%
15
Uses target's Attack stat in damage calculation.
Frustration
--
100%
20
Max 102 power at minimum Happiness.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Punch
75
100%
15
10% chance to freeze the target.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Mega Kick
120
75%
5
No additional effect.
Mega Punch
80
85%
20
No additional effect.
Natural Gift
--
100%
15
Power and type depends on the user's Berry.
Psycho Cut
70
100%
20
High critical hit ratio.
Rage
20
100%
20
Raises the user's Attack by 1 if hit during use.
Return
--
100%
20
Max 102 power at maximum Happiness.
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Seismic Toss
--
100%
20
Does damage equal to the user's level.
Skull Bash
130
100%
10
Raises user's Defense by 1 on turn 1. Hits turn 2.
Submission
80
80%
20
Has 1/4 recoil.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Thunder Punch
75
100%
15
10% chance to paralyze the target.
Zen Headbutt
80
90%
15
20% chance to flinch the target.
Ally Switch
--
--
15
The user swaps positions with its ally.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Barrier
--
--
20
Raises the user's Defense by 2.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Captivate
--
100%
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Curse
--
--
10
Curses if Ghost, else -1 Spe, +1 Atk, +1 Def.
Disable
--
100%
20
For 4 turns, disables the target's last move used.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Encore
--
100%
5
Target repeats its last move for its next 3 turns.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Gravity
--
--
5
For 5 turns, negates all Ground immunities.
Guard Split
--
--
10
Averages Defense and Sp. Def stats with target.
Guard Swap
--
--
10
Swaps Defense and Sp. Def changes with target.
Kinesis
--
80%
15
Lowers the target's accuracy by 1.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magic Coat
--
--
15
Bounces back certain non-damaging moves.
Magic Room
--
--
10
For 5 turns, all held items have no effect.
Metronome
--
--
10
Picks a random move.
Mimic
--
--
10
The last move the target used replaces this one.
Miracle Eye
--
--
40
Psychic hits Dark. Evasiveness ignored.
Nightmare
--
100%
15
A sleeping target is hurt by 1/4 max HP per turn.
Power Trick
--
--
10
Switches user's Attack and Defense stats.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Psychic Terrain
--
--
10
5 turns. Grounded: +Psychic power, priority-safe.
Psycho Shift
--
100%
10
Transfers the user's status ailment to the target.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Recover
--
--
10
Heals the user by 50% of its max HP.
Recycle
--
--
10
Restores the item the user last used.
Reflect
--
--
20
For 5 turns, physical damage to allies is halved.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Role Play
--
--
10
User replaces its Ability with the target's.
Safeguard
--
--
25
For 5 turns, protects user's party from status.
Skill Swap
--
--
10
The user and the target trade Abilities.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Sunny Day
--
--
5
For 5 turns, intense sunlight powers Fire moves.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Telekinesis
--
--
15
For 3 turns, target floats but moves can't miss it.
Teleport
--
--
20
Fails when used.
Thunder Wave
--
90%
20
Paralyzes the target.
Torment
--
100%
15
Target can't select the same move twice in a row.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.
Trick
--
100%
10
User switches its held item with the target's.
Trick Room
--
--
5
Goes last. For 5 turns, turn order is reversed.
Wonder Room
--
--
10
For 5 turns, all Defense and Sp. Def stats switch.

Combo List


These are a list of several common move combinations Alakazam-mega can perform in Sun/Moon. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SM Move and Ability Combos for Alakazam-mega

Create a build


Have an idea in mind for Alakazam-mega that you'd like to test? Customize the IVs, EVs and their Sun/Moon moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



Hooh
This feature is currently in the final stages of development.