Competitive Information for Malamar [X/Y]

Competitive Pokemon X/Y Movesets and Strategies for Malamar malamar
Base Stats for Malamar

Dark / Psychic

Abilities:
Suction CupsSuction Cups: This Pokemon cannot be forced to switch out by another Pokemon's attack or item.
,
InfiltratorInfiltrator: Moves ignore substitutes and the foe's Reflect, Light Screen, Safeguard, and Mist.
,
ContraryContrary: If this Pokemon has a stat stage raised it is lowered instead, and vice versa.


Evolutions / Family:
Inkay
Malamar

Weakness Chart for Dark/Psychic-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
4x
  
  
  
2x
  
  
  
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
  
  
  
  
0x
  
  
  
¼x
½x
2x
4x


Visit Smogon's Pokedex for more competitive movesets for MalamarVisit Serebii's Pokedex for location, breeding, and other game details about MalamarVisit Bulbapedia for more information about Malamar

Movesets for Singles


What is a good competitive moveset for Malamar? 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.


Malamar is a wonderful Dark and Psychic-typed Pokemon. Malamar are common Pokemon to see in the XY metagame. Malamar's only type-related weaknesses are Bug and Fairy.


Species: Malamar
Item: Life Orb / White Herb
Ability: Contrary
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Knock Off / Foul Play
- Superpower
- Psycho Cut
- Return

Physical Sweeper Malamar (Contrary)

Malamar is an interesting Physical Sweeper. It is designed to take down the opponent's team with brute physical power. Life Orb boosts the power of Malamar's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Contrary, if Malamar has a stat stage raised it is lowered instead and vice versa.

Knock Off is a physical STAB-boosted 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Superpower is a physical 120-base power Fighting-type move (increases your Malamar's attack and defense by 1 stage).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Return is a physical 0-base power Normal-type move (max 102 power at maximum happiness).




Species: Malamar
Item: Leftovers
Ability: Contrary
Nature: Impish (+Def, -SpA)
EVs: 4 Hp / 252 Atk / 252 Def
Moveset:
- Psycho Cut
- Night Slash
- Superpower
- Substitute

Malamar Physical Tank (Psycho Squid)

Malamar is an outstanding Physical Tank. It's designed to take a hefty amount of physical hits while dealing some decent damage. Leftovers are always a great recovery option to ensure Malamar last longer regaining it's health points every turn. With Contrary, if Malamar has a stat stage raised it is lowered instead and vice versa. Substitute first then Superpower your Stats up while dealing nasty amounts of damage to your opponent!

Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).
Night Slash is a physical STAB-boosted 70-base power Dark-type move (high critical hit ratio).
Superpower is a physical 120-base power Fighting-type move (increases your Malamar's attack and defense by 1 stage).
Substitute is a status move (Malamar takes 1/4 its max hp to put in a substitute).



Movesets for Doubles


What is a good doubles moveset for Malamar? 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: Malamar
Item: Life Orb / White Herb
Ability: Contrary
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Knock Off / Foul Play
- Rock Slide
- Superpower
- Psycho Cut

Doubles Physical Sweeper Malamar (Contrary)

Malamar is an outstanding Physical Sweeper. It attempts to take down the opponent's team with brute physical power. Life Orb boosts the power of Malamar's damaging moves by 1.3x but it then loses 1/10 its max HP immediately after the attack. With Contrary, if Malamar has a stat stage raised it is lowered instead and vice versa.

Knock Off is a physical STAB-boosted 65-base power Dark-type move (1.5x damage if foe holds an item; Note: This will also remove that item).
Foul Play is a physical STAB-boosted 95-base power Dark-type move (uses target's attack stat in damage calculation).
Rock Slide is a physical 75-base power Rock-type move (30% chance to flinch the foes).
Superpower is a physical 120-base power Fighting-type move (increases your Malamar's attack and defense by 1 stage).
Psycho Cut is a physical STAB-boosted 70-base power Psychic-type move (high critical hit ratio).



Movepool


Wondering what moves can Malamar 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
Dark Pulse
80
100%
15
20% chance to flinch the target.
Flamethrower
90
100%
15
10% chance to burn 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.
Signal Beam
75
100%
15
10% chance to confuse the target.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Aerial Ace
60
--
20
This move does not check accuracy.
Bind
15
85%
20
Traps and damages the target for 4-5 turns.
Constrict
10
100%
35
10% chance to lower the target's Speed by 1.
Cut
50
95%
30
No additional effect.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fling
--
100%
10
Flings the user's item at the target. Power varies.
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.
Knock Off
65
100%
20
1.5x damage if foe holds an item. Removes item.
Night Slash
70
100%
15
High critical hit ratio.
Payback
50
100%
10
Power doubles if the user moves after the target.
Peck
35
100%
35
No additional effect.
Pluck
60
100%
20
User steals and eats the target's Berry.
Psycho Cut
70
100%
20
High critical hit ratio.
Retaliate
70
100%
5
Power doubles if an ally fainted last turn.
Return
--
100%
20
Max 102 power at maximum Happiness.
Reversal
--
100%
15
More power the less HP the user has left.
Rock Slide
75
90%
10
30% chance to flinch the foe(s).
Secret Power
70
100%
20
Effect varies with terrain. (30% paralysis chance)
Slash
70
100%
20
High critical hit ratio.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
50
100%
35
No additional effect.
Thief
60
100%
25
If the user has no item, it steals the target's.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Block
--
--
5
Prevents the target from switching out.
Calm Mind
--
--
20
Raises the user's Sp. Atk and Sp. Def by 1.
Camouflage
--
--
20
Changes user's type by terrain (default Normal).
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Destiny Bond
--
--
5
If an opponent knocks out the user, it also faints.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Embargo
--
100%
15
For 5 turns, the target's item has no effect.
Flash
--
100%
20
Lowers the target's accuracy by 1.
Flatter
--
100%
15
Raises the target's Sp. Atk by 1 and confuses it.
Happy Hour
--
--
30
No competitive use.
Hypnosis
--
60%
20
Causes the target to fall asleep.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Power Split
--
--
10
Averages Attack and Sp. Atk stats with target.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Psych Up
--
--
10
Copies the target's current stat stages.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
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.
Simple Beam
--
100%
15
The target's Ability becomes Simple.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Snatch
--
--
10
User steals certain support moves to use itself.
Spite
--
100%
10
Lowers the PP of the target's last move by 4.
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.
Switcheroo
--
100%
10
User switches its held item with the target's.
Taunt
--
100%
20
Target can't use status moves its next 3 turns.
Topsy-Turvy
--
--
20
Inverts the target's stat stages.
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 Room
--
--
5
Goes last. For 5 turns, turn order is reversed.

Combo List


These are a list of several common move combinations Malamar 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 Malamar

Create a build


Have an idea in mind for Malamar 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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