Meganium

Kadabra

Tip: Moves with a double border on their right get STAB. Levels that appear in bold are below Kadabra's evolution level. If you want to teach your Pokémon a Level Up move that its level does not appear in bold, then press B while it evolves; you can always evolve it later. In case you want to teach it a Level Up move that it has forgotten, you can visit the move re-learner in Pastoria City (Shinnoh) or Blackthorn City (Johto).

Diamond & Pearl, Platinum, HeartGold & SoulSilver Level Up Moves
Move NameLevelTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
TeleportPsychicOther----20--Cool2
Use it to flee from any wild Pokémon. It may also be used to warp to the last Poké Center visited.
Appeals first in the next turn.
KinesisPsychicOther--8015--Smart0
The user distracts the foe by bending a spoon. It may lower the target’s accuracy.
Points of next appeal doubles.
ConfusionPsychicSpecial501002510Smart3
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
No Added Effect.
Confusion16PsychicSpecial501002510Smart3
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
No Added Effect.
Disable18NormalOther--8020--Smart2
For several turns, this move prevents the foe from using the move it last used.
Pokemon after self cannot lower any voltage in that turn.
Miracle Eye22PsychicOther----40--Cute1
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Points +3 if two pokemon raise a judge's voltage consecutively.
Psybeam24PsychicSpecial651002010Beauty2
The foe is attacked with a peculiar ray. It may also leave the target confused.
Points +2 if first to appeal.
Reflect28PsychicOther----20--Smart2
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
Pokemon after self cannot raise any voltage in that turn.
Recover30NormalOther----10--Smart0
A self-healing move. The user restores its own HP by up to half of its max HP.
Points equal to the voltage of the judge.
Psycho Cut34PsychicPhysical7010020--Cool2
The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
Points +2 if first to appeal.
Role Play36PsychicOther----10--Cute1
The user mimics the foe completely, copying the foe’s natural ability.
Points +3 if lowest number of points in that turn.
Psychic40PsychicSpecial901001010Smart2
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.
Points +2 if first to appeal.
Future Sight42PsychicSpecial809015--Smart2
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Points +2 if first to appeal.
Trick46PsychicOther--10010--Smart0
The user catches the foe off guard and swaps the foe’s held item with its own.
Receives voltage points if previous pokemon reaches max voltage.
Machine Moves
Move NameMachineTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
Focus PunchTM01FightingPhysical15010020--Tough1
The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.
Points +3 if appeals to the same judge with other pokemon.
Calm MindTM04PsychicOther----20--Smart0
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
Points of next appeal doubles.
ToxicTM06PoisonOther--8510--Smart2
A move that leaves the target badly poisoned. Its poison damage worsens every turn.
Pokemon after self cannot lower any voltage in that turn.
Hidden PowerTM10NormalSpecial??10015--Smart1
A unique attack that varies in type and intensity depending on the Pokémon using it.
Points +3 if lowest number of points in that turn.
Sunny DayTM11FireOther----5--Beauty2
The user intensifies the sun for five turns, powering up Fire-type moves.
Pokemon after self cannot raise any voltage in that turn.
TauntTM12DarkOther--10020--Smart0
The foe is taunted into a rage that allows it to use only attack moves for two to four turns.
Points equal 4 minus voltage of judge.
Light ScreenTM16PsychicOther----30--Beauty2
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Pokemon after self cannot raise any voltage in that turn.
ProtectTM17NormalOther----10--Cute0
It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
Points equal 4 minus voltage of judge.
Rain DanceTM18WaterOther----5--Tough2
The user summons a heavy rain that falls for five turns, powering up Water- type moves.
Pokemon after self cannot raise any voltage in that turn.
SafeguardTM20NormalOther----25--Beauty2
The user creates a protective field that prevents status problems for five turns.
Pokemon after self cannot raise any voltage in that turn.
FrustrationTM21NormalPhysical??10020--Cute2
A full-power attack that grows more powerful the less the user likes its Trainer.
Points +2 if last to appeal.
Iron TailTM23SteelPhysical100751530Cool2
The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat.
Points +2 if last to appeal.
ReturnTM27NormalPhysical??10020--Cute2
A full-power attack that grows more powerful the more the user likes its Trainer.
Points +2 if first to appeal.
PsychicTM29PsychicSpecial901001010Smart2
The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat.
Points +2 if first to appeal.
Shadow BallTM30GhostSpecial801001520Smart2
The user hurls a shadowy blob at the foe. It may also lower the foe’s Sp. Def stat.
Points +2 if first to appeal.
Double TeamTM32NormalOther----15--Cool2
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
Appeals first in the next turn.
ReflectTM33PsychicOther----20--Smart2
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
Pokemon after self cannot raise any voltage in that turn.
Shock WaveTM34ElectricSpecial60--20--Cool2
The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.
Points +2 if first to appeal.
TormentTM41DarkOther--10015--Tough0
The user torments and enrages the foe, making it incapable of using the same move twice in a row.
Points equal 4 minus voltage of judge.
FacadeTM42NormalPhysical7010020--Cute2
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
Points doubles if last to appeal.
Secret PowerTM43NormalPhysical701002030Smart2
The user attacks with a secret power. Its added effects vary depending on the user’s environment.
Order of appealing is random in the next turn.
RestTM44PsychicOther----10--Cute0
The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.
Points equal to the voltage of judge.
AttractTM45NormalOther--10015--Cute2
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
Pokemon after self cannot lower any voltage in that turn.
ThiefTM46DarkPhysical4010010--Tough0
The user attacks and steals the foe’s held item simultaneously. It can’t steal if the user holds an item.
Receives voltage points if previous pokemon reaches max voltage.
Skill SwapTM48PsychicOther----10--Smart0
The user employs its psychic power to exchange abilities with the foe.
Receives voltage points if previous pokemon reaches max voltage.
SnatchTM49DarkOther----10--Smart0
The user steals the effects of any healing or status- changing move the foe attempts to use.
Receives voltage points if previous pokemon reaches max voltage.
Energy BallTM53GrassSpecial801001010Beauty2
The user draws power from nature and fires it at the foe. It may also lower the target’s Sp. Def.
Points +2 if first to appeal.
FlingTM56DarkPhysical??10010--Tough1
The user flings its held item at the foe to attack. Its power and effects depend on the item.
Points +3 if lowest number of points in that turn.
Charge BeamTM57ElectricSpecial50901070Beauty2
The user fires a concentrated bundle of electricity. It may also raise the user’s Sp. Atk stat.
Points +2 if firt to appeal.
EndureTM58NormalOther----10--Tough2
The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.
Pokemon after self cannot raise any voltage in that turn.
Drain PunchTM60FightingPhysical601005--Beauty3
An energy-draining punch. The user’s HP is restored by half the damage taken by the target.
No Added Effect.
EmbargoTM63DarkOther--10015--Cute2
It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.
Pokemon after self cannot raise any voltage in that turn.
RecycleTM67NormalOther----10--Smart0
The user recycles a single-use item that has been used in battle so it can be used again.
Receives voltage points if previous pokemon reaches max voltage.
FlashTM70NormalOther--10020--Beauty2
The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves.
Lowers voltage of all judges by 1.
Thunder WaveTM73ElectricOther--10020--Cool2
A weak electric charge is launched at the foe. It causes paralysis if it hits.
Pokemon after self cannot lower any voltage in that turn.
Psych UpTM77NormalOther----10--Smart0
The user hypnotizes itself into copying any stat change made by the foe.
Points of next appeal doubles.
CaptivateTM78NormalOther--10020--Beauty2
If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.
Pokemon after self cannot lower any voltage in that turn.
Sleep TalkTM82NormalOther----10--Cute3
While it is asleep, the user randomly uses one of the moves it knows.
No Added Effect.
Natural GiftTM83NormalPhysical??10015--Cool2
The user draws power to attack by using its held Berry. The Berry determines its type and power.
Points +2 if last to appeal.
Dream EaterTM85PsychicSpecial10010015--Smart1
An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user’s HP.
Points +3 if two pokemon raise a judge's voltage consecutively.
Grass KnotTM86GrassSpecial??10020--Smart2
The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.
Increases judge's voltage by 2.
SwaggerTM87NormalOther--9015--Cute2
The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat.
Pokemon after self cannot lower any voltage in that turn.
SubstituteTM90NormalOther----10--Smart1
The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.
Points +3 if lowest number of points in that turn.
Trick RoomTM92PsychicOther----5--Cute2
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
Order of appealing is random in the next turn.
Platinum, HeartGold & SoulSilver Tutor Moves
Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
ThunderpunchElectricPhysical751001510Cool2
The foe is punched with an electrified fist. It may leave the target with paralysis.
Points +2 if first to appeal.
Fire PunchFirePhysical751001510Beauty2
The foe is punched with a fiery fist. It may leave the target with a burn.
Points +2 if first to appeal.
Ice PunchIcePhysical751001510Beauty2
The foe is punched with an icy fist. It may leave the target frozen.
Points +2 if first to appeal.
SnoreNormalSpecial401001530Cute3
An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.
No Added Effect.
Signal BeamBugSpecial751001510Beauty2
The user attacks with a sinister beam of light. It may also confuse the target.
Raises judge's voltage by 2.
Zen HeadbuttPsychicPhysical80901520Beauty2
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Points +2 if last to appeal.
TrickPsychicOther--10010--Smart0
The user catches the foe off guard and swaps the foe’s held item with its own.
Receives voltage points if previous pokemon reaches max voltage.
Knock OffDarkPhysical2010020--Cool3
The user slaps down the foe’s held item, preventing the item from being used during the battle.
No Added Effect.
Gravity [!]PsychicOther----5--Beauty2
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
Pokemon after self cannot raise any voltage in that turn.
Magic Coat [!]PsychicOther----15--Beauty2
A barrier reflects back to the foe moves like Leech Seed and moves that damage status.
Points doubles if last to appeal.
Role Play [!]PsychicOther----10--Cute1
The user mimics the foe completely, copying the foe’s natural ability.
Points +3 if lowest number of points in that turn.
Headbutt [!]NormalPhysical701001530Tough3
The user sticks its head out and rams straight forward. It may make the foe flinch.
No Added Effect.
Egg Moves
Move NameTypeCat.Pw.Acc.PPEff.%C.TypeAppeal
EncoreNormalOther--1005--Cute1
The user compels the foe to keep using only the move it last used for two to six turns.
Points +3 if two pokemon raise a judge's voltage consecutively.
BarrierPsychicOther----30--Cool2
The user throws up a sturdy wall that sharply raises its Defense stat.
Pokemon after self cannot raise any voltage in that turn.
Knock OffDarkPhysical2010020--Cool3
The user slaps down the foe’s held item, preventing the item from being used during the battle.
No Added Effect.
Fire PunchFirePhysical751001510Beauty2
The foe is punched with a fiery fist. It may leave the target with a burn.
Points +2 if first to appeal.
ThunderpunchElectricPhysical751001510Cool2
The foe is punched with an electrified fist. It may leave the target with paralysis.
Points +2 if first to appeal.
Ice PunchIcePhysical751001510Beauty2
The foe is punched with an icy fist. It may leave the target frozen.
Points +2 if first to appeal.
Power TrickPsychicOther----10--Cool0
The user employs its psychic power to switch its Attack with its Defense stat.
Points equal 4 minus voltage of judge.
Guard SwapPsychicOther----10--Cute0
The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.
Points equal 4 minus voltage of judge.

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