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Sabrina & Alakazam

Table of Contents

Analysis by Svidrigailov
Other Forms

Trainer

Pokemon Info

Type Psychic
Weak Vs Dark
Role Support
Base Potential
Gender Male

Pokemon Description

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

Stats

5★
HP 91
ATK 4
DEF 7
Sp. ATK 16
Sp. DEF 18
Speed 17
HP 492
ATK 63
DEF 160
Sp. ATK 224
Sp. DEF 246
Speed 326
Bulk 701

Table of Contents

Pokemon Analysis

Overview

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.

Strengths

Powerful Buffs

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.

Weaknesses

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.

Team Synergy

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. 

Table of Contents

Moves

Type Psychic
Category
Power
48 / 57
Accuracy 100
Target An opponent
Cost
Has a very small chance of leaving the target confused.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target All allies
Uses 2
Raises the critical-hit rate of all allied sync pairs.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target An ally
Uses 2
Restores a bit of an ally’s HP. Drastically raises an ally’s Sp. Atk. Raises an ally’s accuracy.
Unlock Requirements
Unlocked by Default
Type Psychic
Category
Power
0 / 0
Accuracy 0
Target Allied side
Uses 2
Cost
Reduces physical damage done to the allied field of play.
Unlock Requirements
Unlocked by Default

Sync Move

Type Psychic
Category
Power
160 / 192
Accuracy -
Target An opponent
Effect Tag -

Become Mega Alakazam until the end of battle.

Passive Skills

Speedy Entry 1

Raises the user’s Speed when the Pokémon enters a battle.

Sync Grid

Link to Sync Grid Planner Tool
Icon Bonus Sync Orb Cost Energy Cost Req Sync Level Grid Pos (X,Y)
HP +10 5 0 (1,1)
HP +10 24 2 (2,-4)
HP +10 24 2 (1,-5)
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)
Speed +5 5 0 (0,2)
Speed +10 48 4 (2,6)
Speed +10 48 4 (-1,3)
Defense +5 5 0 (0,-2)
Defense +5 24 2 (-1,-3)
Defense +5 24 2 (1,-3)
Defense +5 24 2 (-2,-2)
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)
Starting Node 0 0 (0,0)
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)