Competitive Information for Alakazam [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Alakazam alakazam
Base Stats for Alakazam

Psychic

Abilities:
SynchronizeSynchronize: If another Pokemon burns/poisons/paralyzes this Pokemon, it also gets that status.
,
Inner FocusInner Focus: This Pokemon cannot be made to flinch.
,
Magic GuardMagic Guard: This Pokemon can only be damaged by direct attacks.

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 AlakazamVisit Serebii's Pokedex for location, breeding, and other game details about AlakazamVisit Bulbapedia for more information about AlakazamVisit Pikalytics for competitive usage stats on Alakazam

Movesets for Singles


What is a good competitive moveset for Alakazam? These builds have been optimized for Pokemon competing in X/Y 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 X/Y generation metagame.


Alakazam is a stupendous Psychic-typed Pokemon. It's a pretty common sight to see Alakazam out in the 6th generation battlefield. Alakazam is weak to Bug, Dark, and Ghost-typed attacks.


Species: Alakazam
Item: Life Orb / Focus Sash
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Psychic / Psyshock
- Energy Ball
- Shadow Ball
- Dazzling Gleam

Special Sweeper Alakazam (Magic Guard)

Alakazam is a decent Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Alakazam from being one-shotted and allowing it to atleast use a crucial move when brought out. With Magic Guard, Alakazam can only be damaged by direct attacks.

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
Item: Life Orb
Ability: Magic Guard
Nature: Timid (+Spe, -Atk)
EVs: 4 Hp / 252 SpA / 252 Spe
Moveset:
- Psyshock / Psychic
- Focus Blast
- Shadow Ball
- Substitute

Alakazam Special Sweeper (Magikazam*)

Alakazam is an awesome Special Sweeper. It's meant to take down the opponent's team with high-damaging special attacks. With Magic Guard, Alakazam can only be damaged by direct attacks. Alakazam only needs one set to wreak havoc, and here it is. With high Speed, impeccable coverage, and Special Attack higher than that of Latios, Alakazam is a struggle to face. The choice between Focus Sash and Life Orb is critical; while the combination of Magic Guard and Focus Sash makes Alakazam a premier revenge killer, Life Orb allows Alakazam to hit like a truck without fearing recoil. Focus Sash is particularly useful, as it will always take two separate hits to take him down. It is important that you choose the item that fits your team, as the item chosen determines Alakazam's function.

Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
Psychic is a special STAB-boosted 90-base power Psychic-type move (10% chance to lower the target's special defense by 1 stage).
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).
Substitute is a status move (Alakazam takes 1/4 its max hp to put in a substitute).




Species: Alakazam
Item: Choice Specs
Ability: Magic Guard
Nature: Mild (+SpA, -Def)
EVs: 123 Hp / 231 SpA / 156 SpD
Moveset:
- Wonder Room
- Signal Beam
- Shadow Ball
- Toxic

Alakazam Special Tank (Kazam)

Alakazam is pretty popular Special Tank. It was designed to take a nice amount of hits from special attacks while dealing some decent damage. Choice Specs will increase the damage of Alakazam's special moves by 1.5x but will lock you into the first move you pick. With Magic Guard, Alakazam can only be damaged by direct attacks.

Wonder Room is a status move (for 5 turns, all defense and special defense stats switch).
Signal Beam is a special 75-base power Bug-type move (10% chance to confuse the target).
Shadow Ball is a special 80-base power Ghost-type move (20% chance to lower the target's special defense by 1 stage).
Toxic is a status move (badly poisons the target; Note: Poison types can't miss with Toxic).




Species: Alakazam
Item: Focus Sash
Ability: Magic Guard
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Psyshock
- Focus Blast
- Shadow Ball

Alakazam Special Sweeper (Alakazow)

Alakazam is popular Special Sweeper. This moveset attempts to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Alakazam from being one-shotted and allowing it to atleast use a crucial move when brought out. With Magic Guard, Alakazam can only be damaged by direct attacks. Got all your bases covered!

Dazzling Gleam is a special 80-base power Fairy-type move (no additional effect. hits adjacent foes).
Psyshock is a special STAB-boosted 80-base power Psychic-type move (damages target based on defense, not special defense).
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).




Species: Alakazam
Item: Life Orb
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
EVs: 252 SpA / 4 SpD / 252 Spe
Moveset:
- Focus Blast
- Shadow Ball
- Psychic
- Fire Punch

Magic Guard Alakazam

Alakazam is a sensational Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. With Magic Guard, Alakazam can only be damaged by direct attacks.

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).
Fire Punch is a physical 75-base power Fire-type move (10% chance to burn the target).



Movesets for Doubles


What is a good doubles moveset for Alakazam? These builds have been optimized for X/Y 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 X/Y generation metagame.


Species: Alakazam
Item: Life Orb / Focus Sash
Ability: Magic Guard
Nature: Modest (+SpA, -Atk)
Nature: Timid (+Spe, -Atk)
EVs: 4 Def / 252 SpA / 252 Spe
Moveset:
- Dazzling Gleam
- Psychic / Psyshock
- Energy Ball
- Shadow Ball

Doubles Special Sweeper Alakazam (Magic Guard)

Alakazam is a stupendous Special Sweeper. The purpose of this moveset is to take down the opponent's team with high-damaging special attacks. Focus Sash helps protect Alakazam from being one-shotted and allowing it to atleast use a crucial move when brought out. With Magic Guard, Alakazam can only be damaged by direct attacks.

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 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.
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.
Body Slam
85
100%
15
30% chance to paralyze the target.
Counter
--
100%
20
If hit by physical attack, returns double damage.
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.
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.
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
Switches position with the ally on the far side.
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.
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.
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.
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
--
90%
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
--
100%
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 can perform in X/Y. 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 XY Move and Ability Combos for Alakazam

Create a build


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



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