You're gonna need a bigger Ho-Oh.

Malamar

The Overturning Pokémon

Height: 4'11" (1.5m) Weight: 103.4lbs (47kg)

#687

  • N: #687
  • K(Cstl): #011
  • Malamar's Damage Multipliers

  • Malamar's Base Stats

    • HP
      86
      80.1%
      A-
    • Attack
      92
      73.1%
      B+
    • Defense
      88
      76.0%
      A-
    • Sp. Attack
      68
      55.2%
      C+
    • Sp. Defense
      75
      60.3%
      B-
    • Speed
      73
      62.7%
      B
    • Total:
      482
      66.3%
      B
  • Malamar Evolution Chart

    Basic Stage 1
    • Malamar
      • Level ≥ 30
      • Turn Device Upside-Down
  • Malamar's Abilities

    • Gen VI
    Suction Cups Negates all moves that force switching out.
    Contrary Makes stat changes have an opposite effect.
    Hidden Infiltrator Passes through the foe's barrier and strikes.
  • Malamar Level Up Move List

    • Gen VI
    xy Name Type PP Pwr. Acc. Class Definition
    43 Slash nor 20 70 100% Physical Attack, damage based on Atk and Def The target is attacked with a slash of claws or blades. Critical hits land more easily.
    15 Topsy-Turvy dar 20 - - No Damage. All stat changes affecting the target turn topsy-turvy and become the opposite of what they were.
    23 Switcheroo dar 10 - 100% No Damage. The user trades held items with the target faster than the eye can follow.
    27 Payback dar 10 50 100% Physical Attack, damage based on Atk and Def If the user moves after the target, this attack's power will be doubled.
    4 Reflect psy 20 - - No Damage. Raises DEFENSE with a barrier.
    39 Psycho Cut psy 20 70 100% Physical Attack, damage based on Atk and Def The user tears at the foe with blades formed by psychic power. It has a high critical-hit ratio.
    35 Pluck fly 20 60 100% Physical Attack, damage based on Atk and Def The user pecks the target. If the target is holding a Berry, the user eats it and gains its effect.
    21 Psybeam psy 20 65 100% Special Attack, damage based on Sp.Atk and Sp.Def An attack that may confuse the foe.
    8 Foul Play dar 15 95 100% Physical Attack, damage based on Atk and Def The user turns the target's power against it. The higher the target's Attack stat, the greater the damage.
    - Constrict nor 35 10 100% Physical Attack, damage based on Atk and Def The foe is attacked with long, creeping tentacles or vines. It may also lower the target's Speed.
    - Peck fly 35 35 100% Physical Attack, damage based on Atk and Def The target is jabbed with a sharply pointed beak or horn.
    - Reversal fig 15 - 100% Physical Attack, damage based on Atk and Def An all-out attack that becomes more powerful the less HP the user has.
    12 Swagger nor 15 - 90% No Damage. The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
    31 Light Screen psy 30 - - No Damage. A wondrous wall of light is put up to suppress damage from special attacks for five turns.
    18 Hypnosis psy 20 - 60% No Damage. May put the foe to sleep.
    - Superpower fig 5 120 100% Physical Attack, damage based on Atk and Def The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
    46 Night Slash dar 15 70 100% Physical Attack, damage based on Atk and Def The user slashes the target the instant an opportunity arises. Critical hits land more easily.
    - Tackle nor 35 50 100% Physical Attack, damage based on Atk and Def A full-body charge attack.
    48 Superpower fig 5 120 100% Physical Attack, damage based on Atk and Def The user attacks the target with great power. However, it also lowers the user's Attack and Defense.
    13 Psywave psy 15 - 100% Special Attack, damage based on Sp.Atk and Sp.Def Attacks with a psychic wave of varying intensity.
  • Malamar TM Move List

    • Gen VI
    xy Name Type PP Pwr. Acc. Class Definition
    TM040 Aerial Ace fly 20 60 - Physical Attack, damage based on Atk and Def An extremely speedy and unavoidable attack.
    TM045 Attract nor 15 - 100% No Damage. If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
    TM004 Calm Mind psy 20 - - No Damage. Raises SP. ATK and SP. DEF by focusing the mind.
    TM100 Confide nor 20 - - No Damage. The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target's Sp. Atk stat.
    TM097 Dark Pulse dar 15 80 100% Special Attack, damage based on Sp.Atk and Sp.Def The user releases a horrible aura imbued with dark thoughts. This may also make the target flinch.
    TM032 Double Team nor 15 - - No Damage. By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
    TM063 Embargo dar 15 - 100% No Damage. It prevents the foe from using its held item. Its Trainer is also prevented from using items on it.
    TM042 Facade nor 20 70 100% Physical Attack, damage based on Atk and Def An attack move that doubles its power if the user is poisoned, burned, or has paralysis.
    TM035 Flamethrower fir 15 90 100% Special Attack, damage based on Sp.Atk and Sp.Def A powerful fire attack that may inflict a burn.
    TM070 Flash nor 20 - 100% No Damage. The user flashes a light that cuts the foe's accuracy. It can also be used to illuminate caves.
    TM056 Fling dar 10 - 100% Physical Attack, damage based on Atk and Def The user flings its held item at the foe to attack. Its power and effects depend on the item.
    TM021 Frustration nor 20 - 100% Physical Attack, damage based on Atk and Def A full-power attack that grows more powerful the less the user likes its Trainer.
    TM068 Giga Impact nor 5 150 90% Physical Attack, damage based on Atk and Def The user charges at the foe using every bit of its power. The user must rest on the next turn.
    TM010 Hidden Power nor 15 60 100% Special Attack, damage based on Sp.Atk and Sp.Def A unique attack that varies in type and intensity depending on the Pokémon using it.
    TM015 Hyper Beam nor 5 150 90% Special Attack, damage based on Sp.Atk and Sp.Def The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.
    TM016 Light Screen psy 30 - - No Damage. A wondrous wall of light is put up to suppress damage from special attacks for five turns.
    TM066 Payback dar 10 50 100% Physical Attack, damage based on Atk and Def If the user moves after the target, this attack's power will be doubled.
    TM017 Protect nor 10 - - No Damage. It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
    TM077 Psych Up nor 10 - - No Damage. Copies the foe's stat changes.
    TM029 Psychic psy 10 90 100% Special Attack, damage based on Sp.Atk and Sp.Def A powerful psychic attack that may lower SP. DEF.
    TM003 Psyshock psy 10 80 100% The user materializes an odd psychic wave to attack the target. This attack does physical damage.
    TM018 Rain Dance wat 5 - - No Damage. Boosts water-type moves for 5 turns.
    TM033 Reflect psy 20 - - No Damage. Raises DEFENSE with a barrier.
    TM044 Rest psy 10 - - No Damage. The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
    TM067 Retaliate nor 5 70 100% Physical Attack, damage based on Atk and Def The user gets revenge for a fainted ally. If an ally fainted in the previous turn, this attack's damage increases.
    TM027 Return nor 20 - 100% Physical Attack, damage based on Atk and Def A full-power attack that grows more powerful the more the user likes its Trainer.
    TM080 Rock Slide roc 10 75 90% Physical Attack, damage based on Atk and Def Large boulders are hurled at the foe to inflict damage. It may also make the target flinch.
    TM048 Round nor 15 60 100% Special Attack, damage based on Sp.Atk and Sp.Def The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.
    TM088 Sleep Talk nor 10 - - No Damage. While it is asleep, the user randomly uses one of the moves it knows.
    TM090 Substitute nor 10 - - No Damage. The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
    TM011 Sunny Day fir 5 - - No Damage. Boosts fire-type moves for 5 turns.
    TM087 Swagger nor 15 - 90% No Damage. The user enrages and confuses the target. However, it also sharply raises the target's Attack stat.
    TM012 Taunt dar 20 - 100% No Damage. The target is taunted into a rage that allows it to use only attack moves for three turns.
    TM046 Thief dar 25 60 100% Physical Attack, damage based on Atk and Def An attack that may steal a held item.
    TM024 Thunderbolt ele 15 90 100% Special Attack, damage based on Sp.Atk and Sp.Def A strong electric blast is loosed at the target. It may also leave the target with paralysis.
    TM041 Torment dar 15 - 100% No Damage. The user torments and enrages the target, making it incapable of using the same move twice in a row.
    TM006 Toxic poi 10 - 90% No Damage. A move that leaves the target badly poisoned. Its poison damage worsens every turn.
    TM092 Trick Room psy 5 - - No Damage. The user creates a bizarre area in which slower Pokémon get to move first for five turns.
  • Malamar HM Move List

    • Gen VI
    xy Name Type PP Pwr. Acc. Class Definition
    HM01 Cut nor 30 50 95% Physical Attack, damage based on Atk and Def The target is cut with a scythe or a claw. It can also be used to cut down thin trees.
  • Malamar Tutor Move List

    • Gen VI
    xy Name Type PP Pwr. Acc. Class Definition
    Malamar does learn any moves by tutoring.
  • Malamar Egg Move List

    Malamar does learn any moves by egg hatching.
  • Malamar's Egg Groups