abra
n°63
Generation n°
1
Strong Against:
Weak Against:
Base Stats:
20
Atk
25
HP
15
Def
105
SpA
55
SpD
90
Spe
Synchronize
Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment. This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from toxic spikes or the burn from a flame orb. Overworld: If the lead Pokémon has this ability, wild Pokémon have a 50% chance of having the lead Pokémon's nature, and a 50% chance of being given a random nature as usual, including the lead Pokémon's nature. This does not work on Pokémon received outside of battle or roaming legendaries.
Inner-focus
This Pokémon cannot flinch.
Magic-guard
This Pokémon is immune to damage not directly caused by a move. For example, this Pokémon takes no damage from from weather, recoil, status ailments, or spikes, but it still suffers from the Attack cut when burned, and a life orb will still power up this Pokémon's moves without damaging it. Anything that directly depends on such damage will also not happen; for example, leech seed will neither hurt this Pokémon nor heal the opponent, and Pokémon with a jaboca berry or rowap berry will not consume the berry when hit by this Pokémon. The following are unaffected: struggle, pain split (whether used by or against this Pokémon), belly drum, substitute, curse, moves that knock the user out, and damage from confusion. This Pokémon will neither lose nor regain HP if it drains HP from a Pokémon with liquid ooze. If this Pokémon is badly poisoned, the poison counter is still increased each turn; if the Pokémon loses this ability, it will begin taking as much damage as it would be if it had been taking increasing damage each turn.
abra
n°63
Generation n°
1
Strong Against:
Weak Against:
Base Stats:
20
Atk
25
HP
15
Def
105
SpA
55
SpD
90
Spe
Synchronize
Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment. This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from toxic spikes or the burn from a flame orb. Overworld: If the lead Pokémon has this ability, wild Pokémon have a 50% chance of having the lead Pokémon's nature, and a 50% chance of being given a random nature as usual, including the lead Pokémon's nature. This does not work on Pokémon received outside of battle or roaming legendaries.
Inner-focus
This Pokémon cannot flinch.
Magic-guard
This Pokémon is immune to damage not directly caused by a move. For example, this Pokémon takes no damage from from weather, recoil, status ailments, or spikes, but it still suffers from the Attack cut when burned, and a life orb will still power up this Pokémon's moves without damaging it. Anything that directly depends on such damage will also not happen; for example, leech seed will neither hurt this Pokémon nor heal the opponent, and Pokémon with a jaboca berry or rowap berry will not consume the berry when hit by this Pokémon. The following are unaffected: struggle, pain split (whether used by or against this Pokémon), belly drum, substitute, curse, moves that knock the user out, and damage from confusion. This Pokémon will neither lose nor regain HP if it drains HP from a Pokémon with liquid ooze. If this Pokémon is badly poisoned, the poison counter is still increased each turn; if the Pokémon loses this ability, it will begin taking as much damage as it would be if it had been taking increasing damage each turn.
abra
n°63
Generation n°
1
Strong Against:
Weak Against:
Base Stats:
20
Atk
25
HP
15
Def
105
SpA
55
SpD
90
Spe
Synchronize
Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment. This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from toxic spikes or the burn from a flame orb. Overworld: If the lead Pokémon has this ability, wild Pokémon have a 50% chance of having the lead Pokémon's nature, and a 50% chance of being given a random nature as usual, including the lead Pokémon's nature. This does not work on Pokémon received outside of battle or roaming legendaries.
Inner-focus
This Pokémon cannot flinch.
Magic-guard
This Pokémon is immune to damage not directly caused by a move. For example, this Pokémon takes no damage from from weather, recoil, status ailments, or spikes, but it still suffers from the Attack cut when burned, and a life orb will still power up this Pokémon's moves without damaging it. Anything that directly depends on such damage will also not happen; for example, leech seed will neither hurt this Pokémon nor heal the opponent, and Pokémon with a jaboca berry or rowap berry will not consume the berry when hit by this Pokémon. The following are unaffected: struggle, pain split (whether used by or against this Pokémon), belly drum, substitute, curse, moves that knock the user out, and damage from confusion. This Pokémon will neither lose nor regain HP if it drains HP from a Pokémon with liquid ooze. If this Pokémon is badly poisoned, the poison counter is still increased each turn; if the Pokémon loses this ability, it will begin taking as much damage as it would be if it had been taking increasing damage each turn.
abra
n°63
Generation n°
1
Strong Against:
Weak Against:
Base Stats:
20
Atk
25
HP
15
Def
105
SpA
55
SpD
90
Spe
Synchronize
Whenever this Pokémon is burned, paralyzed, or poisoned, the Pokémon who gave this Pokémon that ailment is also given the ailment. This ability passes back bad poison when this Pokémon is badly poisoned. This ability cannot pass on a status ailment that the Pokémon did not directly receive from another Pokémon, such as the poison from toxic spikes or the burn from a flame orb. Overworld: If the lead Pokémon has this ability, wild Pokémon have a 50% chance of having the lead Pokémon's nature, and a 50% chance of being given a random nature as usual, including the lead Pokémon's nature. This does not work on Pokémon received outside of battle or roaming legendaries.
Inner-focus
This Pokémon cannot flinch.
Magic-guard
This Pokémon is immune to damage not directly caused by a move. For example, this Pokémon takes no damage from from weather, recoil, status ailments, or spikes, but it still suffers from the Attack cut when burned, and a life orb will still power up this Pokémon's moves without damaging it. Anything that directly depends on such damage will also not happen; for example, leech seed will neither hurt this Pokémon nor heal the opponent, and Pokémon with a jaboca berry or rowap berry will not consume the berry when hit by this Pokémon. The following are unaffected: struggle, pain split (whether used by or against this Pokémon), belly drum, substitute, curse, moves that knock the user out, and damage from confusion. This Pokémon will neither lose nor regain HP if it drains HP from a Pokémon with liquid ooze. If this Pokémon is badly poisoned, the poison counter is still increased each turn; if the Pokémon loses this ability, it will begin taking as much damage as it would be if it had been taking increasing damage each turn.
Moves
NAME
TYPE
CATegory
POWER
ACC.
PP
kinesis
status
80
15
crabhammer
physical
100
90
10
power-trick
status
10
dizzy-punch
physical
70
100
10
miracle-eye
status
40
psycho-shift
status
100
10
guard-split
status
10
speed-swap
status
10
barrier
status
20
frost-breath
special
60
90
10
bubble
special
40
100
30
teleport
status
20
psywave
special
100
15
submission
physical
80
80
20
tri-attack
special
80
100
10
psycho-cut
physical
70
100
20
wide-guard
status
10
recover
status
5
coaching
status
10
dual-chop
physical
40
90
15
power-swap
status
10
nightmare
status
100
15
guard-swap
status
10
psychic-terrain
status
10
magic-room
status
10
disable
status
100
20
expanding-force
special
80
100
10
zap-cannon
special
120
50
5
bubble-beam
special
65
100
20
slam
physical
80
75
20
skull-bash
physical
130
100
10
pursuit
physical
40
100
20
embargo
status
100
15
night-shade
special
100
15
confusion
special
50
100
25
wonder-room
status
10
recycle
status
10
future-sight
special
120
100
10
gunk-shot
physical
120
80
5
dynamic-punch
physical
100
50
5
psybeam
special
65
100
20
metronome
status
10
gravity
status
5
close-combat
physical
120
100
5
seismic-toss
physical
100
20
role-play
status
10
psyshock
special
80
100
10
amnesia
status
20
bulk-up
status
20
liquidation
physical
85
100
10
scald
special
80
100
15
drain-punch
physical
75
100
10
snatch
status
10
rage
physical
20
100
20
skill-swap
status
10
trick-room
status
5
magic-coat
status
15
brutal-swing
physical
60
100
20
foul-play
physical
95
100
15
telekinesis
status
15
dazzling-gleam
special
80
100
10
fire-punch
physical
75
100
15
ally-switch
status
15
bide
physical
10
superpower
physical
120
100
5
encore
status
100
5
trick
status
100
10
dream-eater
special
100
100
15
torment
status
100
15
ice-punch
physical
75
100
15
mega-punch
physical
80
85
20
mega-kick
physical
120
75
5
power-up-punch
physical
40
100
20
reversal
physical
100
15
counter
physical
100
20
thunder-punch
physical
75
100
15
charge-beam
special
50
90
10
signal-beam
special
75
100
15
mud-shot
special
55
95
15
iron-head
physical
80
100
15
iron-defense
status
15
leer
status
100
30
focus-punch
physical
150
100
20
energy-ball
special
90
100
10
focus-blast
special
120
70
5
calm-mind
status
20
stone-edge
physical
100
80
5
stomping-tantrum
physical
75
100
10
psychic
special
90
100
10
shock-wave
special
60
20
work-up
status
30
safeguard
status
25
payback
physical
50
100
10
flash
status
100
20
thunder-wave
status
90
20
knock-off
physical
65
100
20
endeavor
physical
100
5
psych-up
status
10
earthquake
physical
100
100
10
mimic
status
10
reflect
status
20
shadow-ball
special
80
100
15
iron-tail
physical
100
75
15
light-screen
status
30
zen-headbutt
physical
80
90
15
grass-knot
special
100
20
brick-break
physical
75
100
15
bulldoze
physical
60
100
20
taunt
status
100
20
captivate
status
100
20
curse
status
10
rock-slide
physical
75
90
10
rock-tomb
physical
60
95
15
fling
physical
100
10
dig
physical
80
100
10
rock-smash
physical
40
100
15
mud-slap
special
20
100
10
natural-gift
physical
100
15
headbutt
physical
70
100
15
thief
physical
60
100
25
swift
special
60
20
helping-hand
status
20
body-slam
physical
85
100
15
double-edge
physical
120
100
15
secret-power
physical
70
100
20
sunny-day
status
5
rain-dance
status
5
take-down
physical
90
85
20
attract
status
100
15
frustration
physical
100
20
return
physical
100
20
confide
status
20
hidden-power
special
60
100
15
double-team
status
15
swagger
status
85
15
toxic
status
90
10
round
special
60
100
15
snore
special
50
100
15
endure
status
10
facade
physical
70
100
20
sleep-talk
status
10
rest
status
5
substitute
status
10
protect
status
10
Description:
Abra is a Psychic-type Pokémon in a franchise created by Satoshi Tajiri and Ken Sugimori. Introduced in the first generation of Pokémon games, Abra is known for its psychic abilities, including telepathy and teleportation. Abra also has the ability to sense danger and teleport to safety, often while it's asleep, making it a difficult Pokémon to catch. Abra's design resembles a small, bipedal fox creature that is mostly yellow. It always keeps its eyes shut because it uses other senses heightened by its psychic power. Its ears are large and pointed, while the three-clawed toes on its feet signal its alien-like appearance. In terms of evolution, Abra evolves into the Pokémon Kadabra starting at level 16. Kadabra can then evolve into Alakazam when traded. Alakazam can also have a further evolution into Mega Alakazam using Alakazite.
FAQ:
What is abra weak to?
abra is weak to bug , ghost , dark
What is abra weak to?
abra is weak to bug , ghost , dark
What type of Pokemon is abra ?
abra is a psychic type Pokemon
Whos is Pokemon #63 ?
abra is the Pokemon
Moves
NAME
TYPE
CATegory
POWER
ACC.
PP
kinesis
status
80
15
crabhammer
physical
100
90
10
power-trick
status
10
dizzy-punch
physical
70
100
10
miracle-eye
status
40
psycho-shift
status
100
10
guard-split
status
10
speed-swap
status
10
barrier
status
20
frost-breath
special
60
90
10
bubble
special
40
100
30
teleport
status
20
psywave
special
100
15
submission
physical
80
80
20
tri-attack
special
80
100
10
psycho-cut
physical
70
100
20
wide-guard
status
10
recover
status
5
coaching
status
10
dual-chop
physical
40
90
15
power-swap
status
10
nightmare
status
100
15
guard-swap
status
10
psychic-terrain
status
10
magic-room
status
10
disable
status
100
20
expanding-force
special
80
100
10
zap-cannon
special
120
50
5
bubble-beam
special
65
100
20
slam
physical
80
75
20
skull-bash
physical
130
100
10
pursuit
physical
40
100
20
embargo
status
100
15
night-shade
special
100
15
confusion
special
50
100
25
wonder-room
status
10
recycle
status
10
future-sight
special
120
100
10
gunk-shot
physical
120
80
5
dynamic-punch
physical
100
50
5
psybeam
special
65
100
20
metronome
status
10
gravity
status
5
close-combat
physical
120
100
5
seismic-toss
physical
100