Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Kadabra

In-battle formes

HP:40
Attack:35
Defense:30
Sp. Atk:120
Sp. Def:70
Speed:105
Min (-ve nature, 0 IVs)193
Default246
Max Neutral309
Max Positive339
Max Neutral (+1)463
Max Positive (+1)508
Max Neutral (+2)618
Max Positive (+2)678
NeverUsed
Special Attacker339

Evolutions

Strategies

  • en
Formats:
Written by Swamp-Rocket

Overview

Although Kadabra is an NFE, it is one of the strongest special attackers in the tier. However, unlike most other heavy hitting special attackers, Kadabra is also one of the faster Pokemon in the tier, outspeeding threats such as Sawsbuck and Charizard. In addition, it has the amazing ability Magic Guard, meaning that it cannot be worn down by Life Orb damage or get stalled out by status. Despite this, Kadabra's main flaw is apparent; while it has a good offensive potential, its defenses are some of the game's worst, and it will almost never survive a physical attack, even if it resists the move. However, if you can work around its frailty, Kadabra can be a useful asset to your team.

Special Attacker

Move 1
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
  • Signal Beam
    10% chance to confuse the target.
    TypeBug
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 3
Move 4
  • Encore
    Target repeats its last move for its next 3 turns.
    TypeNormal
    Accuracy100%
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal

Kadabra's best and only viable set comes in the form of a somewhat straightforward special attacker, with the goal of outspeeding opponents and hitting them hard. Thanks to Magic Guard, it cannot be worn down by poison, burn, Leech Seed, Life Orb recoil, or entry hazards, giving it a huge advantage over its competition. It also is faster than almost any special attacker in the tier, making it one of the few Pokemon in the tier with a combination of power and Speed. Psychic is the main STAB, and it does a hefty amount of damage to the common Fighting- and Poison-types that inhabit the tier. Signal Beam has good coverage with Psychic-type moves, hitting opposing Psychic- and Dark-type Pokemon for super effective damage. Hidden Power Ground hits Steel-type Pokemon such as Bastiodon hard, and Skuntank is also 2HKOed by it. These three moves have near provide perfect coverage in the NU tier hitting everything other than Shedinja, which is very uncommon.

The last move depends on the item choice. Encore is useful on Kadabra for many reasons. If it can Encore a Sucker Punch (a common move Kadabra gets targeted by), it can get out for free and enable one of your Pokemon to set up. Encore is also useful because Kadabra is so fast it can make a Pokemon continually use a set-up move (provided it doesn't have priority) or a status move. You should use Encore if you have a Focus Sash. However, despite the fact that nearly any move will break Kadabra's Substitute, even Alomomola's Scald, it protects Kadabra from getting OHKOed by everything that touches it, and it can be set up when an opponent flees from Kadabra's Psychic STAB. This should be used with a Life Orb, because a Substitute prevents Kadabra from being at full HP, making Focus Sash useless.

A Focus Sash is preferred because Magic Guard means that entry hazards cannot break Kadabra's Focus Sash, and Kadabra will usually need the item's effect to survive any hit, considering how easy it is to OHKO. A Focus Sash also makes Kadabra a decent last-ditch revenge killer, because it cannot be KOed no matter how many boosts the opponent has. However, a Life Orb is also a good option for Kadabra, as Magic Guard means that it won't take damage from the item, giving it essentially a free boost. It is also not very powerful without a Life Orb, meaning frail Pokemon such as Zangoose can take a hit and then OHKO it. Also, if you are considering using Kadabra as a Fighting-type resist, note that Kadabra's frailty means that this is not a good idea. In fact, Gurdurr can KO it with a combination of Drain Punch and Mach Punch.

Fighting-types such as Gurdurr and Sawk are good partners for a number of reasons. Dark-types are generally dangerous for Kadabra, as the most common ones, Skuntank and Cacturne, can KO Kadabra with Sucker Punch before it can move or Pursuit it if it tries to switch out if it has taken prior damage or predicts incorrectly. Fighting-types resist these very dangerous Pokemon's STABs and can hit them hard in return. Fighting-types also can destroy special walls like Regice and Lickilicky, both of which Kadabra has no chance of getting past. While Kadabra is fast, there are still a few Pokemon that have a higher base Speed, such as Swellow, Electrode, Zebstrika, Ninjask, and Swoobat. Because most of these Pokemon are Electric-types or are weak to Rock-type moves, Golem is a good teammate, as its typing allows it to OHKO them with its STABs. As Kadabra is very hard to switch in, slow users of U-turn or Volt Switch, such as Ampharos, can be useful to allow Kadabra to switch in without having to take a hit.

Other Options

Kadabra has a boosting move in Calm Mind, which makes it hit quite a bit harder, but because Kadabra is so frail, it is pretty hard to set up. Hidden Power Fighting and Shadow Ball can be used over Hidden Power Ground and Signal Beam as they provide similar coverage, but in exchange for hitting things like Shedinja, Swoobat, and Scraggy harder; however, Kadabra struggles quite a bit against Skuntank, which is far more common, usually necessitating the need for Hidden Power Ground. Psyshock can be used over Psychic to hit special walls harder, but generally Kadabra appreciates the extra power Psychic has. Charge Beam is similar to Calm Mind, but it allows Kadabra to boost and attack at the same time. Recover can heal Kadabra, but while it is usually a good move, Kadabra will usually take over 50% damage from any attack anyway. Hidden Power Ice wrecks Torterra and Altaria, but outside of that it has little utility. Finally, Trick can pull off some interesting strategies, such as tricking a Flame Orb for a pseudo Will-O-Wisp, or cripple a wall with a Choice Scarf.

Checks and Counters

Kadabra may look simple to counter at first, but when its Focus Sash is intact, it can be a bit hard to defeat it as it can always take a hit and retaliate in this case. Regice stands out as a counter, as it can take hits from Kadabra all day and 2HKO it with Ice Beam. Lickilicky is only 3HKOed by a Life Orb-boosted Psychic, Kadabra's most powerful option against it, and Lickilicky can 2HKO it at worst. Mandibuzz is 4HKOed at best by Kadabra's Life Orb Signal Beam and can take it out with Foul Play and Roost away the majority of the damage it takes. Piloswine can take two Psychics, and its access to Icicle Spear and Ice Shard makes Kadabra struggle against it. While uncommon, Scraggy takes very little damage from any of Kadabra's moves, and can set up against it. Skuntank needs to watch out Hidden Power Ground, which 2HKOes it, but Skuntank can OHKO Kadabra with Sucker Punch before it can attack or catch it with Pursuit if it switches out. Altaria and Regirock have good special bulk to take hits and can 2HKO Kadabra with their own STAB moves. Golem can use Rock Blast to break through Kadabra's Focus Sash like Piloswine or can Sucker Punch it, but it gets 2HKOed by Psychic. Cacturne can also OHKO with Sucker Punch and switch into Psychic, but if Kadabra's Focus Sash is intact, it will be unable to take a Signal Beam. It doesn't have to be Sucker Punch to OHKO it once the Focus Sash is broken, as Zangoose can OHKO it with Quick Attack with the Toxic Boost boost almost all the time, and a Choice Scarf Pokemon like Braviary will have an easy time OHKOing it.

Credits

Moves

 
Power
Accuracy
PP
15
Switches position with the ally on the far side.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
30
Raises the user's Defense by 2.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
Accuracy
100%
PP
20
For 4 turns, disables the target's last move used.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
100%
PP
15
For 5 turns, the target's item has no effect.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
100
Accuracy
100%
PP
10
Hits two turns after being used.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
Accuracy
PP
10
Averages Defense and Sp. Def stats with target.
 
Power
Accuracy
PP
10
Swaps Defense and Sp. Def changes with target.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
80%
PP
15
Lowers the target's accuracy by 1.
 
Power
20
Accuracy
100%
PP
20
Removes the target's held item.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
Accuracy
PP
10
For 5 turns, all held items have no effect.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
PP
40
Psychic hits Dark. Evasiveness ignored.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
PP
10
Switches user's Attack and Defense stats.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% chance acc -1)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
Loading...