#0063
Abra
psychic0.9 m · 19.5 kg
Base stats — 310 total
- HP
- 25
- Atk
- 20
- Def
- 15
- SpA
- 105
- SpD
- 55
- Spe
- 90
Abilities
- Synchronize
- Inner Focus
- Magic Guard hidden
Learnset
What Abra learns in Black 2 / White 2. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.
Level1
- 1TeleportpsychicStatus20 PPImmediately ends wild battles. No effect otherwise.
Egg10
- BarrierpsychicStatus30 PPRaises the user’s Defense by two stages.
- EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
- Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
- Guard SplitpsychicStatus10 PPAverages Defense and Special Defense with the target.
- Guard SwappsychicStatus10 PPUser swaps Defense and Special Defense changes with the target.
- Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
- Knock OffdarkPhysical20 BP100% acc20 PPTarget drops its held item.
- Power TrickpsychicStatus10 PPUser swaps Attack and Defense.
- Skill SwappsychicStatus10 PPUser and target swap abilities.
- Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
TM/HM36
- Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
- AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
- Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
- Charge BeamelectricSpecial50 BP90% acc10 PPHas a chance to raise the user’s Special Attack by one stage.
- Double TeamnormalStatus15 PPRaises the user’s evasion by one stage.
- Dream EaterpsychicSpecial100 BP100% acc15 PPOnly works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
- EmbargodarkStatus100% acc15 PPTarget cannot use held items.
- Energy BallgrassSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
- FlashnormalStatus100% acc20 PPLowers the target’s accuracy by one stage.
- FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
- FrustrationnormalPhysical100% acc20 PPPower increases as happiness decreases, up to a maximum of 102.
- Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
- Hidden PowernormalSpecial1 BP100% acc15 PPPower and type depend upon user’s IVs. Power can range from 30 to 70.
- Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
- ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
- Psych UpnormalStatus10 PPDiscards the user’s stat changes and copies the target’s.
- PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
- PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
- Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
- ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
- RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
- ReturnnormalPhysical100% acc20 PPPower increases with happiness, up to a maximum of 102.
- RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
- SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
- Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
- SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
- Sunny DayfireStatus5 PPChanges the weather to sunny for five turns.
- SwaggernormalStatus90% acc15 PPRaises the target’s Attack by two stages and confuses the target.
- TauntdarkStatus100% acc20 PPFor the next few turns, the target can only use damaging moves.
- TelekinesispsychicStatus15 PPMoves have 100% accuracy against the target for three turns.
- ThiefdarkPhysical40 BP100% acc10 PPTakes the target’s item.
- Thunder WaveelectricStatus100% acc20 PPParalyzes the target.
- TormentdarkStatus100% acc15 PPPrevents the target from using the same move twice in a row.
- ToxicpoisonStatus90% acc10 PPBadly poisons the target, inflicting more damage every turn.
- Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
Tutor20
- Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
- Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
- Foul PlaydarkPhysical95 BP100% acc15 PPCalculates damage with the target’s attacking stat.
- GravitypsychicStatus5 PPDisables moves and immunities that involve flying or levitating for five turns.
- Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
- Iron TailsteelPhysical100 BP75% acc15 PPHas a chance to lower the target’s Defense by one stage.
- Knock OffdarkPhysical20 BP100% acc20 PPTarget drops its held item.
- Magic CoatpsychicStatus15 PPReflects back the first effect move used on the user this turn.
- Magic RoompsychicStatus10 PPNegates held items for five turns.
- RecyclenormalStatus10 PPUser recovers the item it last used up.
- Role PlaypsychicStatus10 PPCopies the target’s ability.
- Signal BeambugSpecial75 BP100% acc15 PPHas a chance to confuse the target.
- Skill SwappsychicStatus10 PPUser and target swap abilities.
- Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
- SnatchdarkStatus10 PPSteals the target’s move, if it’s self-targeted.
- SnorenormalSpecial40 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
- Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
- TrickpsychicStatus100% acc10 PPUser and target swap items.
- Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.
- Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.
Appears in — 24 games
- red green japan
- blue japan
- Red / Blue
- Yellow
- Gold / Silver
- Crystal
- Ruby / Sapphire
- Emerald
- Colosseum
- XD
- FireRed / LeafGreen
- Diamond / Pearl
- Platinum
- HeartGold / SoulSilver
- Black / White
- Black 2 / White 2
- X / Y
- Omega Ruby / Alpha Sapphire
- Sun / Moon
- Ultra Sun / Ultra Moon
- Let's Go Pikachu / Eevee
- Sword / Shield
- Brilliant Diamond / Shining Pearl
- Legends: Arceus