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Abra Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Abra, a Psychic type creature first seen in Generation 1. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Abra #0063
Psi Pokémon
Pokemon Profile
Pokédex Data
National No. #0063
Type psychic
Species Psi Pokémon
Height 0.9 m (3'0")
Weight 19.5 kg (43.0 lbs)
Abilities Synchronize,Inner focus,Magic guard
Color Brown
Introduced in Generation 1
Egg Group humanshape
Shiny
Pokemon Profile

Base Stats

Hp 25 9%
Attack 20 7%
Defense 15 5%
Sp. Atk 105 34%
Sp. Def 55 18%
Speed 90 30%
Total 310
Evolution
Pokemon 1
#0063
Abra
Pokemon 1
#0064
Kadabra
Pokemon 1
#0065
Alakazam

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Abra learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Teleport Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited. Status Psychic 0 0 20

Moves Learned through Breeding (Egg Moves)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
0 Barrier The user throws up a sturdy wall that sharply raises its Defense stat. Status Psychic 0 0 20
0 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Knock Off The user slaps down the target’s held item, and that item can’t be used in that battle. The move does more damage if the target has a held item. Physical Dark 65 100 20
0 Psycho Shift Using its psychic power of suggestion, the user transfers its status conditions to the target. Status Psychic 0 100 10
0 Power Trick The user employs its psychic power to switch its Attack with its Defense stat. Status Psychic 0 0 10
0 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
0 Guard Split The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. Status Psychic 0 0 10
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10

Abra Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Mega Punch The target is slugged by a punch thrown with muscle-packed power. Physical Normal 80 85 20
0 Fire Punch The target is punched with a fiery fist. This may also leave the target with a burn. Physical Fire 75 100 15
0 Ice Punch The target is punched with an icy fist. This may also leave the target frozen. Physical Ice 75 100 15
0 Thunder Punch The target is punched with an electrified fist. This may also leave the target with paralysis. Physical Electric 75 100 15
0 Mega Kick The target is attacked by a kick launched with muscle-packed power. Physical Normal 120 75 5
0 Headbutt The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch. Physical Normal 70 100 15
0 Body Slam The user drops onto the target with its full body weight. This may also leave the target with paralysis. Physical Normal 85 100 15
0 Take Down A reckless, full-body charge attack for slamming into the target. This also damages the user a little. Physical Normal 90 85 20
0 Double Edge A reckless, life-risking tackle. This also damages the user quite a lot. Physical Normal 120 100 15
0 Submission The user grabs the target and recklessly dives for the ground. This also damages the user a little. Physical Fighting 80 80 20
0 Counter A retaliation move that counters any physical attack, inflicting double the damage taken. Physical Fighting 0 100 20
0 Seismic Toss The target is thrown using the power of gravity. It inflicts damage equal to the user’s level. Physical Fighting 0 100 20
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
0 Rage As long as this move is in use, the power of rage raises the Attack stat each time the user is hit in battle. Physical Normal 20 100 20
0 Mimic The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out. Status Normal 0 0 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
0 Bide The user endures attacks for two turns, then strikes back to cause double the damage taken. Physical Normal 0 0 10
0 Metronome The user waggles a finger and stimulates its brain into randomly using nearly any move. Status Normal 0 0 10
0 Swift Star-shaped rays are shot at the opposing Pokémon. This attack never misses. Special Normal 60 0 20
0 Skull Bash The user tucks in its head to raise its Defense in the first turn, then rams the target on the next turn. Physical Normal 130 100 10
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Psywave The target is attacked with an odd psychic wave. The attack varies in intensity. Special Psychic 0 100 15
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Tri Attack The user strikes with a simultaneous three-beam attack. May also burn, freeze, or leave the target with paralysis. Special Normal 80 100 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Thief The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item. Physical Dark 60 100 25
0 Nightmare A sleeping target sees a nightmare that inflicts some damage every turn. Status Ghost 0 100 15
0 Snore An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch. Special Normal 50 100 15
0 Curse A move that works differently for the Ghost type than for all other types. Status Ghost 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Zap Cannon The user fires an electric blast like a cannon to inflict damage and cause paralysis. Special Electric 120 50 5
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Sleep Talk While it is asleep, the user randomly uses one of the moves it knows. Status Normal 0 0 10
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Dynamic Punch The user punches the target with full, concentrated power. This confuses the target if it hits. Physical Fighting 100 50 5
0 Iron Tail The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat. Physical Steel 100 75 15
0 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Sunny Day The user intensifies the sun for five turns, powering up Fire-type moves. Status Fire 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Torment The user torments and enrages the target, making it incapable of using the same move twice in a row. Status Dark 0 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Focus Punch The user focuses its mind before launching a punch. This move fails if the user is hit before it is used. Physical Fighting 150 100 20
0 Taunt The target is taunted into a rage that allows it to use only attack moves for three turns. Status Dark 0 100 20
0 Recycle The user recycles a held item that has been used in battle so it can be used again. Status Normal 0 0 10
0 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
0 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Shock Wave The user strikes the target with a quick jolt of electricity. This attack never misses. Special Electric 60 0 20
0 Natural Gift The user draws power to attack by using its held Berry. The Berry determines the move’s type and power. Physical Normal 0 100 15
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Fling The user flings its held item at the target to attack. This move’s power and effects depend on the item. Physical Dark 0 100 10
0 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
0 Drain Punch An energy-draining punch. The user’s HP is restored by half the damage taken by the target. Physical Fighting 75 100 10
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Captivate If any opposing Pokémon is the opposite gender of the user, it is charmed, which harshly lowers its Sp. Atk stat. Status Normal 0 100 20
0 Grass Knot The user snares the target with grass and trips it. The heavier the target, the greater the move’s power. Special Grass 0 100 20
0 Charge Beam The user attacks with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat. Special Electric 50 90 10
0 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Ally Switch The user teleports using a strange power and switches places with one of its allies. Status Psychic 0 0 15
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Dazzling Gleam The user damages opposing Pokémon by emitting a powerful flash. Special Fairy 80 100 10
0 Speed Swap The user exchanges Speed stats with the target. Status Psychic 0 0 10

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