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Malamar Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Malamar, a Dark/Psychic type creature first seen in Generation 6. Malamar wields some of the strongest hypnotic powers of any creature, and also, can make its opponents bend to its will. 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.

Malamar #0687
Overturning Pokémon
Pokemon Profile
Pokédex Data
National No. #0687
Type dark psychic
Species Overturning Pokémon
Height 1.5 m (4'108")
Weight 47.0 kg (103.6 lbs)
Abilities Contrary,Suction cups,Infiltrator
Color Blue
Introduced in Generation 6
Egg Group water1, water2
Shiny
Pokemon Profile

Base Stats

Hp 86 18%
Attack 92 20%
Defense 88 19%
Sp. Atk 68 15%
Sp. Def 75 16%
Speed 73 16%
Total 482
Evolution
Pokemon 1
#0686
Inkay
Pokemon 1
#0687
Malamar

Type Effectiveness

Damaged normally by:
Weak to:
Immune to:

Moves Learned by Level Up

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

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
1 Tackle A physical attack in which the user charges and slams into the target with its whole body. Physical Normal 40 100 35
1 Wrap A long body or vines are used to wrap and squeeze the target for four to five turns. Physical Normal 15 90 20
21 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
1 Peck The target is jabbed with a sharply pointed beak or horn. Physical Flying 35 100 35
18 Hypnosis The user employs hypnotic suggestion to make the target fall into a deep sleep. Status Psychic 0 60 20
31 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
4 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
1 Constrict The target is attacked with long, creeping tentacles or vines. This may also lower the target’s Speed stat. Physical Normal 10 100 35
13 Psywave The target is attacked with an odd psychic wave. The attack varies in intensity. Special Psychic 0 100 15
43 Slash The target is attacked with a slash of claws or blades. Critical hits land more easily. Physical Normal 70 100 20
1 Reversal An all-out attack that becomes more powerful the less HP the user has. Physical Fighting 0 100 15
12 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
1 Superpower The user attacks the target with great power. However, this also lowers the user’s Attack and Defense stats. Physical Fighting 120 100 5
35 Pluck The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect. Physical Flying 60 100 20
27 Payback The user stores power, then attacks. If the user moves after the target, this attack’s power will be doubled. Physical Dark 50 100 10
46 Night Slash The user slashes the target the instant an opportunity arises. Critical hits land more easily. Physical Dark 70 100 15
23 Switcheroo The user trades held items with the target faster than the eye can follow. Status Dark 0 100 10
39 Psycho Cut The user tears at the target with blades formed by psychic power. Critical hits land more easily. Physical Psychic 70 100 20
8 Foul Play The user turns the target’s power against it. The higher the target’s Attack stat, the greater the move’s power. Physical Dark 95 100 15
15 Topsy Turvy All stat changes affecting the target turn topsy-turvy and become the opposite of what they were. Status Dark 0 0 20

Malamar Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Cut The target is cut with a scythe or claw. This can also be used to cut down thin trees. Physical Normal 50 95 30
0 Flamethrower The target is scorched with an intense blast of fire. This may also leave the target with a burn. Special Fire 90 100 15
0 Hyper Beam The target is attacked with a powerful beam. The user can’t move on the next turn. Special Normal 150 90 5
0 Thunderbolt A strong electric blast crashes down on the target. This may also leave the target with paralysis. Special Electric 90 100 15
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 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
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 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 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 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 Scary Face The user frightens the target with a scary face to harshly lower its Speed stat. Status Normal 0 100 10
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 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 Baton Pass The user switches places with a party Pokémon in waiting and passes along any stat changes. Status Normal 0 0 40
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 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
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 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 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 Fake Tears The user feigns crying to fluster the target, harshly lowering its Sp. Def stat. Status Dark 0 100 20
0 Aerial Ace The user confounds the target with speed, then slashes. This attack never misses. Physical Flying 60 0 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 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 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 Dark Pulse The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch. Special Dark 80 100 15
0 Giga Impact The user charges at the target using every bit of its power. The user can’t move on the next turn. Physical Normal 150 90 5
0 Nasty Plot The user stimulates its brain by thinking bad thoughts. This sharply raises the user’s Sp. Atk. Status Dark 0 0 20
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 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10
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 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Retaliate The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this move becomes more powerful. Physical Normal 70 100 5
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 Brutal Swing The user swings its body around violently to inflict damage on everything in its vicinity. Physical Dark 60 100 20
0 Liquidation The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat. Physical Water 85 100 10

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