#063 - Abra
NamingEnglish: Abra Romaji: Keeshii Japanese: ケーシィ [?]
Pokédex NumberingNational Dex #063 JohtoDex #089 SinnohDex #020 UnovaDex #--- UnovaDex 2 #---
Ability/iesInner Focus - The Pokémon is protected from flinching.
Synchronize - Passes a burn, poison, or paralysis to the foe.
Magic Guard - The Pokémon only takes damage from attacks.
|Defensive Capabilities for [iTypeChart]|
|Base Stats [?]||Nature [?]||HP: 25
|31 IV / 252 EV||+||152||141||339||229||306|
|0 IV / 252 EV||+||118||107||305||195||272|
|31 IV / 0 EV||+||83||72||270||160||237|
|0 IV / 0 EV||+||49||38||236||126||203|
|Speed: 5 Power: 1 Technique: 5 Stamina: 4 Jump: 5||
Earn Exp.: @ lvl
Exp. Gain-rate: Medium-Slow
Max Exp.: 1,059,860
EV Yield: 1 Special Attack
Catch Rate: 200
GenIV Held Items: (5%)
GenV Held Items:
White2: Not found, seek trade.
Black: Not found, seek trade.
White: Not found, seek trade.
HeartGold: Route 24, Route 25, Route 5, Route 6, Route 8, Route 34, Route 35.
SoulSilver: Route 24, Route 25, Route 5, Route 6, Route 8, Route 34, Route 35.
PokéWalker: Not found, seek trade.
Platinum: Route 203, Route 215.
Diamond: Route 203, Route 215.
Pearl: Route 203, Route 215.
FireRed: Route 24, Route 25.
LeafGreen: Route 24, Route 25.
Emerald: Granite Cave, Route 116.
Ruby: Granite Cave.
Sapphire: Granite Cave.
Crystal: Not found, seek trade.
Gold: Not found, seek trade.
Silver: Not found, seek trade.
Yellow: Route 5, Route 6, Route 7, Route 8.
Red: Route 24, Route 25.
Blue: Route 24, Route 25.
Egg-step Counter: 20 [?]
Base Egg-steps: 5,355
Boosted Egg-steps: 2,805
Abra belongs to only one egg group.
|y||y||Barrier||0||100||0||30||The user throws up a sturdy wall that sharply raises its Defense stat.|
|y||y||Encore||0||100||0||5||The user compels the foe to keep using only the move it last used for two to six turns.|
|y||y||Fire Punch||75||100||10||15||The foe is punched with a fiery fist. It may leave the target with a burn.|
|n||y||Guard Split||0||--||0||10||The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.|
|y||y||Guard Swap||0||0||0||10||The user employs its psychic power to switch changes to its Defense and Sp. Def with the foe.|
|y||y||Ice Punch||75||100||10||15||The foe is punched with an icy fist. It may leave the target frozen.|
|y||y||Knock Off||20||100||0||20||The user slaps down the foe's held item, preventing the item from being used during the battle.|
|y||y||Power Trick||0||0||0||10||The user employs its psychic power to switch its Attack with its Defense stat.|
|n||y||Skill Swap||0||100||0||10||The user employs its psychic power to exchange abilities with the foe. This effect does not work with the ability Wonderguard.|
|y||y||ThunderPunch||75||100||10||15||The foe is punched with an electrified fist. It may leave the target with paralysis.|
|01||01||01||01||01||Teleport||0||100||0||20||Use it to flee from any wild Pokémon. It may also be used to warp to the last PokéCenter visited.|
|TM58||n||Endure||0||100||0||10||The user endures any attack, leaving 1 HP. Its chance of failing rises if it is used in succession.|
|TM83||n||Natural Gift||1||100||0||15||The user draws power to attack by using its held Berry. The Berry determines its type and power.|
|TM48||n||Skill Swap||0||100||0||10||The user employs its psychic power to exchange abilities with the foe. This effect does not work with the ability Wonderguard.|
|TM34||n||Shock Wave||60||--||0||20||The user strikes the foe with a quick jolt of electricity. This attack cannot be evaded.|
|TM82||n||Sleep Talk||0||100||0||10||While it is asleep, the user randomly uses one of the moves it knows.|
|TM60||n||Drain Punch||60||100||0||5||An energy-draining punch. The user's HP is restored by half the damage taken by the target.|
|TM01||n||Focus Punch||150||100||0||20||The user focuses its mind before launching a punch. It will fail if the user is hit before it is used.|
|TM67||n||Recycle||0||100||0||10||The user recycles a single-use item that has been used in battle so it can be used again.|
|TM49||n||Snatch||0||100||0||10||The user steals the effects of any healing or status-changing move the foe attempts to use.|
|TM23||n||Iron Tail||100||75||30||15||The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.|
|TM43||n||Secret Power||70||100||30||20||The user attacks with a secret power. Its added effects vary depending on the user's environment.|
|TM78||n||Captivate||0||100||0||20||If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat.|
|n||TM03||Psyshock||80||100||0||10||The user materializes an odd psychic wave to attack the target. This attack does physical damage.|
|TM04||TM04||Calm Mind||0||100||0||20||The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.|
|TM06||TM06||Toxic||0||85||0||10||A move that leaves the target badly poisoned. Its poison damage worsens every turn.|
|TM10||TM10||Hidden Power||30||100||0||15||A unique attack that varies in type and intensity depending on the Pokémon using it.|
|TM11||TM11||Sunny Day||0||0||0||5||The user intensifies the sun for five turns, powering up Fire-type moves.|
|TM12||TM12||Taunt||0||100||0||20||The foe is taunted into a rage that allows it to use only attack moves for two to four turns.|
|TM16||TM16||Light Screen||0||100||0||30||A wondrous wall of light is put up to suppress damage from special attacks for five turns.|
|TM17||TM17||Protect||0||0||0||10||It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.|
|TM18||TM18||Rain Dance||0||0||0||5||The user summons a heavy rain that falls for five turns, powering up Water-type moves.|
|n||TM19||Telekinesis||0||--||0||15||The user makes the target float with its psychic power. The target is easier to hit for three turns.|
|TM20||TM20||Safeguard||0||100||0||25||The user creates a protective field that prevents status problems for five turns.|
|TM21||TM21||Frustration||1||100||0||20||A full-power attack that grows more powerful the less the user likes its Trainer.|
|TM27||TM27||Return||1-102||100||0||20||A full-power attack that grows more powerful the more the user likes its Trainer.|
|TM29||TM29||Psychic||90||100||10||10||The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.|
|TM30||TM30||Shadow Ball||80||100||20||15||The user hurls a shadowy blob at the foe. It may also lower the foe's Sp. Def stat.|
|TM32||TM32||Double Team||0||100||0||15||By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.|
|TM33||TM33||Reflect||0||100||0||20||A wondrous wall of light is put up to suppress damage from physical attacks for five turns.|
|TM41||TM41||Torment||0||100||0||15||The user torments and enrages the foe, making it incapable of using the same move twice in a row.|
|TM42||TM42||Facade||70||100||0||20||An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.|
|TM44||TM44||Rest||0||100||0||10||The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.|
|TM45||TM45||Attract||0||100||0||15||If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.|
|TM46||TM46||Thief||40||100||0||10||The user attacks and steals the foe's held item simultaneously. It can't steal if the user holds an item.|
|n||TM48||Round||60||100||0||15||The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.|
|n||TM51||Ally Switch||0||--||0||15||The user teleports using a strange power and switches its place with one of its allies.|
|TM53||TM53||Energy Ball||80||100||10||10||The user draws power from nature and fires it at the foe. It may also lower the target's Sp. Def.|
|TM56||TM56||Fling||1||100||0||10||The user flings its held item at the foe to attack. Its power and effects depend on the item.|
|TM57||TM57||Charge Beam||50||90||70||10||The user fires a concentrated bundle of electricity. It may also raise the user's Sp. Atk stat.|
|TM63||TM63||Embargo||0||100||0||15||It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.|
|TM70||TM70||Flash||0||100||0||20||The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.|
|TM73||TM73||Thunder Wave||0||100||0||20||A weak electric charge is launched at the foe. It causes paralysis if it hits.|
|TM77||TM77||Psych Up||0||100||0||10||The user hypnotizes itself into copying any stat change made by the foe.|
|TM85||TM85||Dream Eater||100||100||0||15||An attack that works only on a sleeping foe. It absorbs half the damage caused to heal the user's HP.|
|TM86||TM86||Grass Knot||1||100||0||20||The user snares the foe with grass and trips it. The heavier the foe, the greater the damage.|
|TM87||TM87||Swagger||0||90||0||15||The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.|
|TM90||TM90||Substitute||0||100||0||10||The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.|
|TM92||TM92||Trick Room||0||0||0||5||The user creates a bizarre area in which slower Pokémon get to move first for five turns.|
|n||n||n||n||y||Drain Punch||60||100||0||5||An energy-draining punch. The user's HP is restored by half the damage taken by the target.|
|n||y||y||n||y||Fire Punch||75||100||10||15||The foe is punched with a fiery fist. It may leave the target with a burn.|
|n||n||n||n||y||Foul Play||95||100||0||15||The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.|
|n||n||y||n||y||Gravity||0||0||0||5||Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.|
|n||n||y||n||n||Headbutt||70||100||30||15||The user sticks its head out and rams straight forward. It may make the foe flinch.|
|n||y||y||n||y||Ice Punch||75||100||10||15||The foe is punched with an icy fist. It may leave the target frozen.|
|n||n||n||n||y||Iron Tail||100||75||30||15||The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.|
|n||y||y||n||y||Knock Off||20||100||0||20||The user slaps down the foe's held item, preventing the item from being used during the battle.|
|n||n||y||n||y||Magic Coat||0||100||0||15||A barrier reflects back to the foe moves like Leech Seed and moves that damage status.|
|n||n||n||n||y||Magic Room||0||--||0||10||The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.|
|n||n||n||n||y||Recycle||0||100||0||10||The user recycles a single-use item that has been used in battle so it can be used again.|
|n||n||y||n||y||Role Play||0||100||0||10||The user mimics the foe completely, copying the foe's natural ability.|
|n||y||y||n||y||Signal Beam||75||100||10||15||The user attacks with a sinister beam of light. It may also confuse the target.|
|n||n||n||n||y||Skill Swap||0||100||0||10||The user employs its psychic power to exchange abilities with the foe. This effect does not work with the ability Wonderguard.|
|n||n||n||n||y||Sleep Talk||0||100||0||10||While it is asleep, the user randomly uses one of the moves it knows.|
|n||n||n||n||y||Snatch||0||100||0||10||The user steals the effects of any healing or status-changing move the foe attempts to use.|
|n||y||y||n||y||Snore||40||100||30||15||An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch.|
|n||y||y||n||y||ThunderPunch||75||100||10||15||The foe is punched with an electrified fist. It may leave the target with paralysis.|
|n||y||y||n||y||Trick||0||100||0||10||The user catches the foe off guard and swaps the foe's held item with its own.|
|n||n||n||n||y||Wonder Room||0||--||0||10||The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.|
|n||y||y||n||y||Zen Headbutt||80||90||20||15||The user focuses its willpower to its head and rams the foe. It may also make the target flinch.|
|FR/LG Tutor||Body Slam||85||100||30||15||The user drops onto the foe with its full body weight. It may leave the foe Paralyzed.|
|FR/LG Tutor||Counter||1||100||0||20||A retaliation move that counters any physical attack, inflicting double the damage taken.|
|FR/LG/Em Tutor||Double-Edge||120||100||0||15||A reckless, life-risking tackle. It also damages the user by a fairly large amount, however.|
|Emerald Tutor||DynamicPunch||100||50||0||5||The foe is punched with the user's full, concentrated power. It confuses the foe if it hits.|
|FR/LG Tutor||Mega Kick||120||75||0||5||The foe is attacked by a kick launched with muscle-packed power.|
|FR/LG Tutor||Mega Punch||80||85||0||20||The foe is slugged by a punch thrown with muscle-packed power.|
|FR/LG/Em Tutor||Metronome||0||100||0||10||The user waggles a finger and stimulates the brain into randomly using nearly any move.|
|FR/LG/Em Tutor||Mimic||0||100||0||10||The user copies the move last used by the foe. The move can be used for the rest of the battle.|
|Emerald Tutor||Nightmare||0||100||0||15||A sleeping foe is shown a nightmare that inflicts some damage every turn.|
|FR/LG/Em Tutor||Seismic Toss||1||100||0||20||The foe is thrown using the power of gravity. It inflicts damage equal to the user's level.|
Height: 0.9m; 2'115"
Weight: 19.5kg; 43.095 .lbs
Species: Psi Pokémon
|Sprites (See All)||Flavortext|
Green & Red/Blue||Using its ability to read minds, the Abra identifies impending danger and teleports to safety.|
Yellow||Sleeps 18 hours a day. If it senses danger, it will teleport itself to safety even as it sleeps.|
||It senses impending attacks and teleports away to safety before the actual attacks can strike.|
||If it decides to teleport randomly, it creates the illusion that it has created copies of itself.|
||If it decides to teleport randomly, it creates the illusion that it has created copies of itself.|
|FireRed/LeafGreen||It sleeps for 18 hours a day. It uses a variety of extrasensory powers even while asleep.|
|Using its ability to read minds, it will sense impending danger and Teleport to safety.|
||Abra sleeps for eighteen hours a day. However, it can sense the presence of foes even while it is sleeping. In such a situation, this Pokémon immediately teleports to safety.|
|Abra needs to sleep for eighteen hours a day. If it doesn't, this Pokémon loses its ability to use telekinetic powers. If it is attacked, Abra escapes using Teleport while it is still sleeping.|
Emerald||A Pokémon that sleeps 18 hours a day. Observation revealed that it uses teleport to change its location once every hour.|
|Diamond/Pearl||It sleeps for 18 hours a day. Even when awake, it teleports itself while remaining seated.|
|Even while asleep, it maintains a telepathic radar. It teleports when it is threatened.|
Platinum||Using its Psychic power is such a strain on its brain that it needs to sleep for 18 hours a day.|
|HeartGold/SoulSilver||It senses impending attacks and teleports away to safety before the actual attacks can strike.|
|If it decides to teleport randomly, it evokes the illusion that it has created copies of itself.|
|Black/White||Using its psychic power is such a strain on its brain that it needs to sleep for 18 hours a day.|
Black2/White2||Using its psychic power is such a strain on its brain that it needs to sleep for 18 hours a day.|
The PLDH.net PokéDex displays Pokémon names in English and also in Kanji/Hiragana. If the characters do not display correctly and you would like to see them, continue reading...
- Go to Start
- Control Panel
- Date, Time, Language, and Regional Options
- Add Other Languages
- Advanced Tab
- Select Japanese
Windows users with MS Office may also try this link... Office Language Pack.
Users of Fedora will want to try this Bitmap font, Japanese Kanji/Hiragana.
Users of Ubuntu will want to check this LaTeX package out... Asian fonts.
Our PokéDex displays in-depth stat possibilities for Pokémon assuming that Pokémon's level is 100.
HOVER your mouse over any number for row highlighting. This may help you keep track of what you are looking at.
With the release of Ruby and Sapphire Pokémon were given a new mechanic. This mechanic effects the rate at which stat points increase. Different natures will affect different stats and, as a result, it is important to some what nature a Pokémon has, otherwise they may be battling with dismal stats.
The PLDH.net PokéDex provides maximum possible stat points with regard to what effect a nature has on those stats. In short...
- Beneficial - These stats are bolded - the stat increases at 1.1 times the normal rate
- Neutral - These stats are underlined - the stat inceases normally
- Hindering - These stats are italicised - the stat increases at .9 times the normal rate
For a more thorough explanation on natures, as well as a table detailing all natures, please visit our Natures Chart.
EV is an acronym for Effort Value. Effort Values are awarded by Pokémon that you battle be it via a trainer battle (ingame) or a wild Pokémon battle. Battling over WiFi does not award EV points and neither does battling in the Battle Frontiers/Towers.
An example would be Chatot who will yeild 1 EV in Atk...
- HP - Hit Points, the health of Pokémon
- Atk - Attack stat
- Def - Defense stat
- SpAtk - Special Attack stat
- SpDef - Special Defense stat
- Spd - Speed stat
When EVs are awarded by defeating a Pokémon, the next time you level up, those EVs will begin to take effect, though this varies by level.
Those training Pokémon for competitive battling over WiFi will pay attention to what Pokémon they are battling to get the gains they want in the stats they are training for.
For a complete explanation on EVs consider using our Effort Value guide.
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) and Pokémon. As your Pokémon gain experience points they will level up...
There are 6 rates by which Pokémon level up. After leveling up a Pokémon will require more experience than the previous level to reach the next level. This is known as the gain-rate; the rate at which the Pokémon's need for experience grows from one level to the next.
The statistic reported to the right of the gain-rate is the maximum experience the Pokémon will be able to get and that number is what we use to weight the gain-rates, instead of the equation that determines the ultimate value.
Other websites may report this statistic in different terms, for instance as an explanation of the equation being used rather than the rate itself, however, all websites mean the same thing. The 6 rates are listed below.
- Very Fast - 600,000
- Fast - 800,000
- Medium - 1,000,000
- Medium-Slow - 1,059,860
- Slow - 1,250,000
- Very Slow - 1,640,000
Egg Step Counter
The games themselves do not physically store the amount of steps a Pokémon will require to hatch, instead the games use a much smaller number which is known as the counter.
The counter is multiplied by 255 to determine the steps that will be needed; this actually works in reverse and is fairly complex. Suffice it to say the game will check your party after walking 255 steps and de-increment (subtract one from) the egg step counter.
Reporting the counter is not as necessary as reporting the steps however I felt it would be nice to display it anyway, as that is the number this PokéDex uses to determine egg steps.
To determine the egg steps with a Flame Body Pokémon in the party the counter is divided by two and then 255 is added.
It should be pointed out that most PokéDexes are misreporting the amount of egg steps required to hatch a Pokémon (at most the misreporting is at 40 steps, a small number but misreporting is misreporting). This is likely due to the fact that the designers are not aware of the fact that, for whatever reason, the equation was changed from third to fourth generation games. In the third generation the multiplier was actually 256, not 255.
Special thanks to X-Act and Peterko of Smogon.com for their breeding research. The article they wrote detailing the above information can be found here. Also to Butterfree of TCoD for pointing out my own misreporting. Thanks a lot everyone!
Following are brief explanations for the various types of data being displayed in the table marked as General Data...
- The english name of the move being detailed on the page you are viewing...
- Romaji is the middle road for translation, somewhat. It utilizes phonetics, the word is spelled, in english characters, the way it would it sound when pronounced in Japanese.
- The move name is displayed in characters. See WTF - Japanese for more.
- This is the type of the move, which determines, in-part, how effective it will be against a defending Pokémon of a certain type, among other things.
- The class determines what stat, if any, the move will be based off of. If Other the move uses no stat. If Physical it is based off of the user's base Attack stat. If Special it is based off of the user's Special Attack stat.
- The base power of the move is used to determine how much potential damage the move can do, other things constant. If zero the move is a non-damaging type move.
- The % Acc (or percent Accuracy) determines the frequency at which the move can be anticipated to actually work. If -- OR 0 the move will never fail, if 100 the move should not miss unless the user's accuracy has been reduced. With the exception of Acc being noted as 0 (in our case meaning it won't fail) the lower the accuracy the greater the possibility the move will eventually fail/miss.
- The % Effect denotes the percentage of the time the move's secondary effect will activate (this is similar to accuracy). If the move does not have a secondary effect the % Effect is noted as 0.
- Power Points
- Power Points (PP) decrease as a move a used. The higher the PP the more often the move can be used without needing to visit a PokéCenter, or, in the case of WiFi/Battle Tower/Frontier running out of options.
- The ingame description of the move.
- A more thorough description of the move and its effects/mechanics.
Intrinsic Data is information about the move that the game uses which you would not otherwise be aware of, were it not for the exploration of the game's coding by certain individuals. Despite the fact that this data is essentially hidden it is important...
- Speed Priority
- Speed Priority determines the order in which the move will be used by the user. The higher the priority the better chance the move will strike first. That said, it would be poor judgement, in most cases to design Pokémon based entirely on priority. Priorities range from 5 to -7 (above 0 being faster than normal and below zero being slower than normal).
- The intended direction of the move. Offensive moves will hit Opponents/Enemies, Defensive or Support moves will effect the User, some moves will affect the Teammate and others will hit all the Pokémon on the field.
- Physical Contact
- Physical moves will make physical contact with the opposing Pokémon. Some Pokémon have abilities that will negatively affect the user if the move used is physical.
- Status Affliction
- This denotes the various status afflictions as well as if a stat will be affected negatively or positively.
- Magic Coat Reflection
- The move Magic Coat can reflect back to the user non-damaging moves like Leech Seed
- Snatch is a move that can steal the effects of the user's move and the opponent will then be able to use that effect against the user.
- Protect/Detect are moves that block other moves, though not in successive turns, generally.
- Flinch w/ King's Rock
- King's Rock is a hold item that can give the added bonus to the user of making the opponent flinch when hit with a move. Flinching will force the opponent to miss the turn if they had failed to attack before being flinched.
- Decrease in accuracy
- The answer to whether a move's accuracy can be lowered by a move/item that would attempt to do so.
Contest Data is information about the move as it relates to the move's use in Pokémon Contests. Below the various data-types given will be explained...
- Moves have a seperate typing in Contests.
- How many points/hearts can be expected to be awarded by the contest Judges (other things held constant).
- Whether or not this move will affect the ability of opponents going after this move is used to appeal.
- The ingame description of the move and it's effect.
- A more detailed description of the move and it's effect in contests.
EXP is an abbreviation for Experience Points. Experience Points are awarded by battling ingame trainers (with the exclusion of Battle Frontier/Tower battles) abd Pokémon. As your Pokémon gain experience points they will level up...
Base Experience is the statistic that reports the amount of experience a Pokémon will need in the beginning. For each proceeding level the required experience to reach the next level will continue to increase at it's gain-rate.
Without name dropping it is a common problem in PokéDexes that there is an inundation of data that can make it irritating to scroll through to find exactly what you are looking for. The PLDH Dex was designed with the user in mind. We focus on simplicity.
Simplicity was especially important for the LocationDex. A Pokémon is displayed once for each encounter method (Surfing, Walking in Grass, etc). Normalized rarity is, as a result of combining the totality of a monster's encounter methods and conditions, exactly how it sounds.
When clicking 'See Specifics' you will see a complete breakdown with the actual percentage for encountering the Pokémon in that way.
The normalized rarity is derived by totalling a monster's percentages, totalling the percentages of all monsters in that area, divding a monster's rarity by the total and turning that into a percentage. This gives a ballpark of how often you will encounter a Pokémon per the method you use to encounter it.