Table of Contents
Alakazam uses its psychic powers to make the spoons it carries. Each spoon is an original that there’s only one of in the whole world.
Table of Contents
Table of Contents
Alakazam is a highly versatile Sp.Atk focused Support whose wide range of applications make it a great choice for a huge variety of Teams. Need Critical Hit Chance? Sp.Atk? Healing? Damage Reduction? Alakazam has got you covered. It’s also one of the very few Pairs capable of boosting its teammate’s Accuracy and can even serve as a secondary Damage dealer if the Team’s Striker falls to Aoe or Recoil. Overall, Alakazam is one of the game’s best Special Supports and an excellent pickup for anyone planning to use lots of Special Attacking Damage dealers.
Usually, the most versatile Sync Pairs trade some amount of power for their immense flexibility. Not so with Alakazam, who’s “Sixth Sense!” can easily max out an allied Pair’s Sp.Atk.The only area where Alakazam’s buffs are any weaker than more specialized Supports is its Critical Hit Buff, Dire Hit All, which can only give team +2 out of +3 possible Crit bonuses. However, because a Pair at +2 will still score a Critical Hit four out of five times, it’s rare that this becomes a significant issue.
Variety of Skills
One of Alakazam’s greatest strengths is the sheer amount of different things it is capable of. With only a single Team Slot, Alakazam users gain access to a huge variety of powerful abilities. It can heal Pairs that rely on Moves with Recoil, provide Team-wide Damage Reduction, and of course close to maximize any Specially Offensive Striker’s Damage output. This makes it the optimal choice of Support for a huge number of different Team comps.
Can’t Boost Physical Attack
For all of Alakazam’s incredible utility, there’s one big thing it can’t do: boost Physical Attack. This weakness is what stops Alakazam from becoming the game’s most important Support, keeping it at the level of merely “a great option” by limiting its all-important versatility to exclusively teams with Special Attacking Strikers.
Being the incredible Support it is, Alakazam synergises very well with a huge number of Damage dealers and other Supports. Pretty much any Striker or offensive Tech Pair who can take advantage of its Buffs pairs great with Alakazam, but Damage dealers that suffer from recoil or poor Accuracy like Dragonite and Solgaleo make especially good partners. In terms of other Supports, Pairs who can boost the few Stats that Alakazam can’t (Speed, the Defenses,and Gauge Recovery) are all great choices. In particular, Salamence is a great partner for Alakazam because it does all this and even helps Alakazam survive Physical Attacks through Intimidate.
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Prevents the Pokémon from flinching.
Raises the user’s Speed when the Pokémon enters a battle.
|Icon||Bonus||Sync Orb Cost||Energy Cost||Req Sync Level||Grid Pos (X,Y)|
|Sp. Atk +5||5||0||(-1,-1)|
|Sp. Atk +5||5||0||(1,-1)|
|Sp. Atk +5||24||2||(1,3)|
|Sp. Atk +10||48||4||2||(-1,5)|
|Sp. Atk +10||48||4||(3,-7)|
|Sp. Atk +20||84||7||2||(2,8)|
|Sp. Def +5||5||0||(-1,1)|
|Sp. Def +5||24||2||(-2,2)|
|Sp. Def +10||48||4||(-3,3)|
|Sp. Def +10||60||5||3||(1,-9)|
|ESP Prodigy Psywave : Power +25||60||5||3||(0,6)|
|ESP Prodigy Psywave : Power +25||60||5||3||(0,-6)|
|Psychic : Move Gauge Refresh 4 - Has a good chance of charging the user’s move gauge by one when a move is successful.||96||8||(-2,-4)|
|Dire Hit All : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful.||84||7||2||(1,-7)|
|Dire Hit All : Critical Squad 1 - Raises the critical-hit rate of all allied sync pairs when a move is successful.||72||6||2||(3,-9)|
|Psybeam : Move Gauge Refresh 2 - Has a moderate chance of charging the user’s move gauge by one when a move is successful.||60||5||2||(3,9)|
|Psybeam : Move Gauge Refresh 2 - Has a moderate chance of charging the user’s move gauge by one when a move is successful.||60||5||3||(2,10)|
|Reflect : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful.||60||5||2||(-3,5)|
|Reflect : Move Gauge Refresh 3 - Has a moderately good chance of charging the user’s move gauge by one when a move is successful.||60||5||2||(-2,6)|
|Reflect : MP Refresh 4 - Has a good chance of restoring one MP of the move used if the move is successful.||72||6||(-2,4)|
|Reflect : Pep Rally 2 - Sharply raises the Speed of all allied sync pairs when a move is successful.||84||7||3||(-1,7)|
|Sixth Sense! : MP Refresh 3 - Has a moderately good chance of restoring one MP of the move used if the move is successful.||84||7||(3,-5)|
|Sixth Sense! : Ramp Up 1 - Raises the user’s Sp. Atk when a move is successful.||84||7||3||(2,-10)|
|Critical Strike 2 - Powers up attacks if they become critical hits.||120||10||3||(-3,7)|
|On the Ropes 3 - Reduces damage when the Pokémon is in a pinch and is hit by a physical attack move.||96||8||2||(2,-8)|
|Recuperation 1 - Restores the user’s HP after using a sync move.||120||10||3||(-1,-7)|
|Critical Countdown 1 - Has a small chance of reducing the sync move countdown by one when the user lands a critical hit.||120||10||3||(-3,-7)|
|Grand Entry 1 - Raises the user’s Sp. Atk when the Pokémon enters a battle.||72||6||(2,-6)|
|Psychic : Power +5||36||3||2||(-2,-6)|
|Psychic : Power +5||36||3||(-3,-3)|
|Psychic : Power +5||36||3||2||(-3,-5)|
|Psychic : Power +5||36||3||2||(-1,-5)|
|Psybeam : Power +4||24||2||(2,4)|
|Psybeam : Power +4||24||2||(1,5)|
|Psybeam : Power +5||36||3||3||(1,9)|
|Psybeam : Power +4||36||3||(3,5)|
|Psybeam : Power +5||36||3||2||(1,7)|
|Psybeam : Power +5||36||3||(3,7)|