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Kadabra Moves & Learnsetin Pokémon Heart & Soul

psychic63 total moves

Complete moveset and learnset for Kadabra in Pokémon Heart & Soul. Learn which moves Kadabra can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

12
Level Up
45
TM/HM
0
Move Tutor
6
Egg Moves
63
Total

Level Up Moves (12)

Moves that Kadabra learns naturally as it levels up.

TeleportLevel: 1psychic
0020
A psychic move for fleeing from battle instantly.
KinesisLevel: 1psychic
08015
Distracts the foe. May lower accuracy.
ConfusionLevel: 1psychic
5010025
A psychic attack that may cause confusion.
ConfusionLevel: 16psychic
5010025
A psychic attack that may cause confusion.
DisableLevel: 18normal
05520
For 4 turns, prevents foe For 4-7 turns, prevents foe For 2-5 turns, prevents foe from using last used move.
PsybeamLevel: 21psychic
6510020
Fires a peculiar ray that may confuse the foe.
ReflectLevel: 23psychic
0020
Wall of light cuts physical damage for 5 turns.
RecoverLevel: 25normal
0020
Recovers up to half the user's maximum HP.
Future SightLevel: 30psychic
8000
Heightens inner power to strike 2 turns later.
Role PlayLevel: 33psychic
0010
Mimics the target and copies its Ability.
PsychicLevel: 36psychic
9010010
A powerful psychic attack that may lower Sp. Def.
TrickLevel: 43psychic
010010
Tricks the foe into trading held items.

Egg Moves (6)

Moves that Kadabra can learn through breeding with compatible Pokémon.

Encorenormal
01005
Makes the foe repeat its last move over 3 turns.
Barrierpsychic
000
Creates a barrier that sharply raises Defense.
Knock Offdark
010020
Knocks down the foe's held item to prevent its use.
Fire Punchfire
7510015
A fiery punch that may burn the foe.
Thunder Punchelectric
7510015
An electrified punch that may paralyze the foe.
Ice Punchice
7510015
An icy punch that may leave the foe with frostbite.freeze the foe.

TM/HM Moves (45)

Moves that Kadabra can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
Powerful attack, moves last. The user flinches if hit.
Calm Mindpsychic
0020TM04
Raises Sp. Atk and Sp. Def by focusing the mind.
Toxicpoison
0010TM06
Poisons the foe with an intensifying toxin.
Hidden Powernormal
010015TM10
The type varies with the user.The type and effectiveness vary with the user.
Sunny Dayfire
005TM11
Boosts the power of Fire- type moves for 5 turns.
Tauntdark
010020TM12
Taunts the foe into only using attack moves.
Light Screenpsychic
0030TM16
Wall of light cuts special damage for 5 turns.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
005TM18
Boosts the power of Water- type moves for 5 turns.
Safeguardnormal
0025TM20
Protects allies from status problems for 5 turns.
Frustrationnormal
110020TM21
Attack that is stronger if the Trainer is disliked.
Iron Tailsteel
1007515TM23
Attacks with a rock-hard tail. May lower Defense.
Returnnormal
110020TM27
Attack that increases in power with friendship.
Digground
10010010TM28
Digs underground the first turn and strikes next turn.
Psychicpsychic
9010010TM29
A powerful psychic attack that may lower Sp. Def.
Shadow Ballghost
8010015TM30
Hurls a black blob that may lower the foe's Sp. Def.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Reflectpsychic
0020TM33
Wall of light cuts physical damage for 5 turns.
Shock Waveelectric
60020TM34
A fast and unavoidable electric attack.
Tormentdark
010015TM41
Torments the foe and stops successive use of a move.
Facadenormal
7010020TM42
Boosts power when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
Attack with effects that vary by location.
Restpsychic
000TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Thiefdark
01000TM46
While attacking, it may steal the foe's held item.
Skill Swappsychic
0010TM48
The user swaps special abilities with the target.
Snatchdark
0010TM49
Steals the effects of the move the target uses next.
Energy Ballgrass
010010TM53
Draws power from nature to attack. May lower Sp. Def.
Flingdark
110010TM56
The effectiveness varies with the held item.
Charge Beamelectric
509010TM57
Fires a beam of electricity. May raise Sp. Atk.
Endurenormal
0010TM58
Endures any attack for 1 turn, leaving at least 1HP.
Drain Punchfighting
01000TM60
Attack that absorbs half the damage inflicted.
Embargodark
010015TM63
Prevents the foe from using any items.
Recyclenormal
0010TM67
Recycles a used item for one more use.
Thunder Waveelectric
0020TM73
A weak jolt of electricity that paralyzes the foe.
Psych Upnormal
0010TM77
Copies foe's stat changes and gives to the user.
Captivatenormal
010020TM78
Makes the opposite gender sharply reduce its Sp. Atk.
Sleep Talknormal
0010TM82
Uses an available move randomly while asleep.
Natural Giftnormal
110015TM83
The effectiveness varies with the held Berry.
Dream Eaterpsychic
10010015TM85
Takes one half the damage inflicted on a sleeping foe.
Grass Knotgrass
110020TM86
A snare attack that does more damage to heavier foes.
Swaggernormal
0015TM87
Confuses the foe, but also sharply raises its Attack.
Substitutenormal
0010TM90
Creates a decoy using 1/4 of the user's maximum HP.
Trick Roompsychic
005TM92
Slower Pokémon get to move first for 5 turns.
Flashnormal
0020HM05
Looses a powerful blast of light that cuts accuracy.