Kanto Trade Evolution Battle Royale (Alakazam vs Machamp vs Golem vs Gengar)

 

“Technology is incredible! You can now trade Pokemon overseas like email.” -The guy in Pallet Town

Ever since Pokemon started nearly 30 years ago, there’s always been one evolution method that incentivizes it’s Trading feature. That evolution method being to trade over a Pokemon to another person, and hopefully get it back if you want to keep using that mon on your team. This is the method used to obtain the final forms of Geodude, Machop, Abra, and Gastly. And it’s still around today, even though Legends: Arceus introduced a more simple stone-like item to evolve them that still isn’t in the mainline games. But let’s take a moment to consider, what IS the strongest of the four? Well, let’s just find out… in a Death Battle.

Before We Start…

This is just going to cover the original four final evolutions achieved by trade, and not any trade evolution to a Kanto Pokémon added in a later gen (basically, no Scizor, Politoed, or any other Kanto mon that requires being traded while holding an item to evolve), or will use Alolan Golem (as it’s a regional form native to Alola)

Also, All Egg Moves learned by each Pokemon, alongside any potential level up moves exclusive to a previous generation will be given to all four. All four comabtants will also have all of their potential abilities (ex. Gengar will have both Levitate and Cursed Body) taken into account as well.

I’ll also be sticking to the games alone as trying to go through a 1000+ episode anime alone would be a bit much for me.

Backgrounds

Alakazam

Still waiting on that regional variant of Alakazam with Forks instead of Spoons

Alakazam, the PSI Pokémon, and the final evolved form of Abra. A Pure Psychic-type, Alakazam’s defining physical characteristics are wielding two spoons, and having a fully-grown mustache that even female Alakazam bear (albeit much shorter), it has an outstanding IG of nothing more than 5,000. Alakazam has an absolutely perfect memory in thanks to its ever-expanding amount of brain cells, which also causes the species to get a bigger brain the older it gets. It can be found in the regions Kanto, Johto, Hoeen, Sinnoh, Kalos, Alola, and the Isle of Armor. Its best stat is its Special Attack while its worst stat is its Defense.

Machamp

 They just threw hands with Goro because they felt like it. Props tbh.

Machamp, the Superpower Pokémon, and the final evolved form of Machop. Machamp, potentially thanks to its second pair of arms, becomes capable of throwing 1,000 punches in under two seconds. It’s also a master of every martial art you can think of, and can throw about anything you can think of no matter how heavy it is. However, it does have one weakness, that being it sucks at doing work that actually requires it to be careful (Probably why moving companies use its pre-evolved form Machoke instead of it). Machamp can be found in Kanto, Johto, Hoeen, Sinnoh, Kalos, Alola, and Galar. Its best stat is its Attack while its worst stat is its Speed.

Golem

Alakazam gets a Mega, Machamp gets a Gigantamax, Gengar gets both, what does Golem get?

A Beard.

Golem, the Megaton Pokémon, and the final evolved form of Geodude. Geodude, in a stark difference to its pre-evolved forms, has a head instead of a face on the rock that is its body, where its limbs are also now independent of the rock. Golem is capable of enduring blasts of dynamite, shrugging them off like they’re nothing, and have a tendency to roll down the mountains it lives on, requiring humans to make indents to make sure it doesn’t crash into anything on its way down. It can also jump from mountain to mountain by using Self-Destruct or Explosion. Kantonian Golem can be found in Kanto, Johto, Hoeen, Sinnoh, Unova (Until Challenger’s Cave collapsed. The Kantonian Geodude line’s probably extinct in Unova.), Kalos, and Kitakami. Its best stat is its Defense while its worst stat is its Speed.

Gengar

What was Game Freak thinking with how they handled Ghost-types in Gen 1, anyway?

Gengar, the Shadow Pokémon, and the final evolved form of Gastly. It’s commonly said that Gengar used to be a human itself, which fuels a desire for human companionship. It’s capable of dropping the temperature of the area down to below zero temperatures, and if it’s doing it to catch prey, there’s nothing the prey can do to escape it. It is also fond of overtaking anyone’s Shadow. Gengar can be found in Kanto, Johto, Sinnoh, Kalos, Alola, Galar, Paldea, and Kitakami. Its best stat is its Special Attack while its worst stats are its HP and Defense.

Abilities

Alakazam

Synchronize

Synchronize is Alakazam’s primary ability, where if Alakazam is afflicted by a status ailment, it gives the one who caused Alakazam the ailment as well (Unless they’re a type that is immune to an inflicted status. Which is most of the relevant ailments.)

Inner Focus

Alakazam’s secondary ability, Inner Focus gives Alakazam an immunity from Flinching from an attack)

Magic Guard

Alakazam’s Hidden Ability, Magic Guard makes it so that Alakazam can only be damaged directly (For example, if an Alakazam with Magic Guard is poisoned, it will not take damage from Poison.)

Machamp

Guts

Guts is Machamp’s primary ability, which if it is burned, poisoned, or paralyzed

No Guard

No Guard is Machamp’s secondary ability, which allows it to hit his opponents regardless of accuracy… at the cost of every attack hitting Machamp regardless of accuracy.

Steadfast

Steadfast is Machamp’s hidden ability, which allows it to raise its speed by a stage whenever it’s flinched.

Golem

Rock Head

Rock Head is Golem’s primary ability, which gives it immunity to the recoil damage that moves of that type inflict upon its user.

Sturdy

Sturdy is Golem’s secondary ability, which protects it from being destroyed in one hit by any attack.

Sand Veil

Sand Veil is Golem’s hidden ability, which if a sandstorm is active, increases its evasion rate.

Gengar

Cursed Body

Cursed Body is Gengar’s current ability since Generation 7, which causes its opponent to be unable to use a move that it hits Gengar with.

Levitate

Levitate was Gengar’s original ability before Generation 7, which gives it an immunity to Ground-type moves. Included here because there is no real lore reason why Gengar lost this ability (He did lose it due to balancing reasons, however)

Movesets

Alakazam

Confusion

Confusion is a Psychic Type special move that hits for 50 base damage, where the user uses a small amount of psychic power to attack their opponent with psychokinesis.

Kinesis

Kinesis is a Psychic-type status move and Alakazam’s signature move, where it can lower the accuracy of its foes, though there is a 1/5 chance it can miss.

Disable

Disable is a Normal-type status move that lets Alakazam prevent its target from using the last move it used on it.

Teleport

“Fuck this shit I’m out.”

Teleport is a Psychic-type status move that lets Alakazam flee from a battle, and if it’s in a Pokémon team it can switch out to another ally. It’s also a move that every Alakazam can have since they were an Abra, to the bane of everyone who needed to catch an Abra, be as it on their team or to complete the Pokedex.

Psybeam

Psybeam is a Psychic-type special move with 65 base power where Alakazam attacks with a ray of psychic power, with a 1/10 chance of confusing its target.

Reflect

Reflect is a Psychic-type status move, where Alakazam pulls off a wall of light that reduces any Physical Damage it takes, unless it’s hit by an attack that can break through Reflect.

Ally Switch

Ally Switch is a Psychic-type status move which allows Alakazam to switch places with a Teammate, and this only works in Doubles.

Psycho Cut

Psycho Cut is a Psychic-type Physical move with 70 base power, where Alakazam uses a blade of psychic energy to cut the opponent, with a higher chance of getting a critical hit than its other moves.

Zen Headbutt

Zen Headbutt is a Psychic-type physical move with 80 base power, which Alakazam can only learn in Hisui. It has a 1/5 chance to make Alakazam’s target flinch, though it also has a 1/10 chance of missing.

Recover

Recover is a Normal-type status move, which allows Alakazam to regenerate 50% of its HP.

Psyshock

Psyshock is a Psychic-type special move with 80 base power, where Alakazam uses a psychic wave to attack its target using it’s physical defenses instead of its special defense.

Psychic

Psychic is a Psychic-type special move with 90 base power, where Alakazam uses a much more potent telekinetic force to attack the opponent, having a 1/10 chance to lower its special defense in the process

Role Play

Role Play is a Psychic-type status move which allows Alakazam to gain the ability of its target, at the cost of losing its own ability.

Future Sight

Future Sight is a Psychic-type special move that hits for 120 base power, which Alakazam foresees a mass of psychic power hitting the opponent in two turns.

Calm Mind

Calm Mind is a Psychic-type status move which allows Alakazam to raise both of its special stats by one level.

Miracle Eye

Miracle Eye is a Psychic-type status move that Alakazam learned from Diamond and Pearl to Ultra Sun & Ultra Moon before the move was retired. It allows Alakazam to hit Dark-types with Psychic-type attacks.

Telekinesis

Telekinesis is a Psychic-type status move that Alakazam learned from Diamond and Pearl to Ultra Sun & Ultra Moon. It allows Alakazam to lift up its opponent, causing all it’s moves to hit regardless, alongside making the opponent immune to ground-type moves until they’re free.

Trick

I wasn’t willing to go and get another TR in SWSH so here’s Kadabra using Trick. Thanks Bulbapeia.

Trick is a Psychic-type status move which allows Alakazam to swap its held item with whatever the target holds, unless one or both have a Mega Stone or a Z-Crystal. For some reason, Alakazam no longer learns this move by level-up starting in Sword & Shield (It’s still able to learn the move by TR and TM, as it wasn’t a retired move)

Barrier

 

Barrier is a Psychic-type status move that Alakazam can learn in the Let’s Go games, which allows Alakazam to raise its defense by putting up a psychic barrier

Flash

Flash is a Normal-type status move that Alakazam can learn in the Let’s Go games, which allows Alakazam to lower the accuracy of its target (And potentially light up dark caves)

Night Shade

Night Shade is a Ghost-type special move that Alakazam can learn in the Let’s Go games, where Alakazam uses a mirage to attack its target which damage relative to its level

Substitute

Because I don’t have Let’s Go, any moves learned by Level-Up in Let’s Go don’t have pictures unless they’re learnable by TM/TR/Move Tutor in a Gen 8/9 game

Substitute is a Normal-type statsus move that Alakazam can learn in the Let’s Go games, where Alakazam sacrifices 1/4th of its HP to create a doll that can tank attacks for it.

Egg Moves

Encore is a Normal-type status move that forces the target to use their last used move at least three times.

Light Screen is a Psychic-type Status move that’s the special counterpart to Reflect, putting up a barrier that protects from Special attacks

Fire Punch is a Fire-type Physical move with 75 base power, which is a fiery punch with a 1/10 chance of burning the opponent.

Ice Punch is an Ice-type Physical move with 75 base power, which is a icy punch with a 1/10 chance of freezing the opponent.
Thunder Punch
is an Electric-type Physical move with 75 base power, which is a shocking punch with a 1/10 chance of paralyzing the opponent.

Knock Off is a Dark-type Physical move with 65 base power, which allows Alakazam to remove any item from the opponent if its holding one, with the exception of Mega Stones and Z-Crystals.

Guard Swap is a Psychic-type Status move that allows Alakazam to swap its defensive stats with the opponents’ defensive stats.

Power Trick is a Psychic-type Status move that allows Alakazam to swap its Attack stat with its Defense stat.

Guard Split is a Psychic-type Status move that has Alakazam equalize its defensive stats with its target.

Skill Swap is a Psychic-type Status move that allows Alakazam to switch abilities with its target (For example, if Alakazam uses Skill Swap on a Gengar with Levitate, it would gain Levitate while Gengar gains Alakazam’s ability)

Psycho Shift is a Psychic-type Status move that allows Alakazam to transfer any status affliction it has to its target (Granted Alakazam is able to use the move)

Psychic Terrain is a Psychic-type Status move that allows Alakazam to create the Psychic Terrain, which makes any priority moves fail and boosts the power of Psychic-type moves.

Magic Coat is a Psychic-type Status move that allows Alakazam to bounce about any Status move thrown at it back at the user.

Machamp

Wide Guard

Low Kick

Low Kick is a Fighting-type move with 50 base power that allows Machamp a 3/10 chance to make its target flinch, though it has a 1/10 chance of missing.

Leer

Leer is a Normal-type status move that has Machamp staring at the opponent, which lowers their defense.

Focus Energy

Focus Energy is a Normal-type status move where Machamp gets focused so it can land Critical Hits more easily.

Revenge

That red mist is proof of taking on Creepers.

Revenge is a Fighting-type Physical move with 60 base power that makes Machamp move last regardless of speed, though if Machamp is attacked, the move’s power is doubled.

Rock Smash

Rock Smash is a Fighting-type Physical move with 50 base power that Machamp learns in Hisui, where it uses a rock breaking punch with a ½ chance to lower its target’s defense.

Bullet Punch

Bullet Punch is a Steel-type Physical move with 40 base power that Machamp learns in Hisui, where it punches the foe at the speed of bullets being fired, going first regardless of Speed.

Low Sweep

Low Sweep is a Fighting-type Physical move with 65 base power, where Machamp targets the opponent’s legs, lowering their speed in the process.

Knock Off


Knock Off is a Dark-type Physical move with 65 base power, which allows Machamp to remove any item from the opponent if its holding one, with the exception of Mega Stones and Z-Crystals.

Double Hit

Double Hit is a Normal-type Physical move with 35 base power, which makes Machamp hit the opponent twice. Machamp learns this in Hisui, which instead is a status move that makes Machamp’s attack hit 1.5x harder than they usually do. (Presumably, if Machamp knowing Double Hit is moved into Pokemon Sword, Shield, Brilliant Diamond, or Shining Pearl, it would go back to its normal effect)

Scary Face

 boo.

Scary Face is a Normal-type status move that has Machamp make a face that scares its foes, harshly lowering their speed stat in the process.

Mach Punch

Mach Punch is a Fighting-type Physical move with 40 base power that Machamp learns in Hisui, which has Machamp throw a punch at a high speed, hitting first regardless of speed.

Vital Throw

Vital Throw is a Fighting-type Physical move with 70 base power which moves last regardless of speed, but always hits regardless.

Strength

Strength is a Normal-type Physical move with 80 base power which Machamp punches its target really hard (That’s essentially the move description). It was also one of the few moves that were among the Hidden Machines, being able to move boulders.

Dual Chop

Dual Chop is a Dragon-type Physical move with 40 base power, which (also) makes Machamp hit the opponent twice, but now with the power of a dragon.

Bulk Up

Bulk Up is a Fighting-type Status move which allows Machamp to raise it’s Physical Attack and Defense stats by a level each.

Drain Punch

Drain Punch is a Fighting-type Physical move that Machamp learns in Hisui, which hits for 70 base power and restores half the damage dealt to the target to Machamp.

Seismic Toss

Seismic Toss is a Fighting-type Physical move that where Machamp uses gravity to attack its target which damage relative to its level

Dynamic Punch

Dynamic Punch is a Fighting-type Physical move that hits for 100 base power, and is guaranteed to make Machamp’s target confused… though it has a ½ chance of missing.

Cross Chop

Cross Chop is a Fighting-type Physical move that hits for 100 base power, where Machamp uses a double chop that has a higher chance to be a critical hit, albeit it has a 1/5 chance of missing.

Double-Edge

Double-Edge is a Normal-type Physical move that hits for 120 base power, where Machamp uses a dangerous tackle to hit its opponent, which has the side effect of losing HP equal to 1/3 of the damage dealt.

Close Combat

Close Combat is a Fighting-type Physical move that Machamp learns in Hisui, which hits for 120 base power, where Machamp attacks its target without guarding itself, lowering both its defensive stats in the process

Karate Chop

 This is the only Let’s Go Pic in the entire blog and it’s because Bulbapedia had the game be the default pic for Karate Chop

Karate Chop is a Fighting-type Physical move that Machamp learns in Let’s Go, which hits for 50 base power & has a higher shot at landing a critical hit.

Foresight

Foresight is a Normal-type status move that allows Machamp to hit Ghost-types after it identifies the target.

Wake-Up Slap

Wake-Up Slap is a Fighting-type Physical move that Machamp learns from Diamond & Pearl to Ultra Sun & Ultra Moon before the move was retired in Sword & Shield. It hits for 70 base power, and forces a sleeping Pokémon to wake up if it.

Submission

Submission is a Fighting-type Physical move that Machamp learns from Red & Green to Let’s Go before it was retired in Scarlet & Violet. It hits for 80 base damage, with Machamp using a reckless dive that also takes ¼ of its health. It also has a 1/5 chance of missing.

Encore

Counter

Counter is a Fighting-type status move that allows Machamp to hit back any Physical Damage it takes by double the amount, though it makes Machamp move last. Machamp learns this in Let’s Go.

Bide

Bide is a Normal-type physical move that Machamp learns in Let’s Go, where it charges up an attack by being hit over two turns, before striking at the target.

Brick Break

Brick Break is a Fighting-type physical move that Machamp learns in Let’s Go. It hits for 75 base power and is capable of breaking through barriers created by Reflect & Light Screen.

Superpower

Superpower is a Fighting-type physical move that Machamp learns in Let’s Go. It hits for 120 base power, hitting the target with a powerful force, which has the side effect of lowering Machamp’s physical stats.

Egg Moves

Light Screen is a Psychic-type Status move that’s the special counterpart to Reflect, putting up a barrier that protects from Special attacks

Meditate is a Psychic-type Status move that allows the user to raise its Attack stat.

Rolling Kick is a Fighting-type Physical move with 60 base power, it is a spinning kick with a 3/10 chance of making the target flinch.

Rock Slide is a Rock-type Physical move that hits for 75 base power, hitting all foes in front of Golem with a landslide, though it has a 1/10 chance of missing.

Smelling Salts is a Normal-type Physical move with 70 base power, which doubles if the target is paralyzed, though it cures the paralysis in the process.

Fire Punch is a Fire-type Physical move with 75 base power, which is a fiery punch with a 1/10 chance of burning the opponent.

Ice Punch is an Ice-type Physical move with 75 base power, which is a icy punch with a 1/10 chance of freezing the opponent.
Thunder Punch
is an Electric-type Physical move with 75 base power, which is a shocking punch with a 1/10 chance of paralyzing the opponent.

Power Trick is a Psychic-type Status move that allows Machamp to swap its Attack stat with its Defense stat.

Heavy Slam is a Steel-type Physical move which base power depends on both Machamp’s weight and the Weight of it’s target, going from 40 base power all the way to 120 base power.

Tickle is a Normal-type Status move that has Machamp tickle the opponent, lowering its Physical stats in the process.

Quick Guard is a Fighting-type Status move that protects Machamp from any priority moves (that is, moves that go first regardless of speed).

Golem

Tackle

Tackle is a Normal-type Physical move with 40 base power.

Defense Curl

Defense Curl is a Normal-type Status move that allows Golem to raise its defense, alongside also being able to power up the move Rollout to an extent

Rock Polish

Rock Polish is a Rock-type Status move that allows Golem to sharply raise its speed by reducing any drag that might slow Golem down.

Heavy Slam


Heavy Slam is a Steel-type Physical move which base power depends on both Golem’s weight and the Weight of it’s target, going from 40 base power all the way to 120 base power.

Rock Throw

Rock Throw is a Rock-type Physical move with 50 base power, where Golem throws a large rock at its opponent, though it has a 1/10 chance of missing.

Smack Down

Smack down is a Rock-type Physical move also with 50 base power, where Golem also throws a rock at its target, being able to force a flying target to land.

Bulldoze

Bulldoze is a Ground-type Physical move with 60 base power, where Golem stomps to generate shockwaves that hit all opponents alongside lowering their speed.

Self-Destruct

Self-Destruct is a Normal-type Physical move with a whopping 200 base power, where Golem detonates itself, causing massive damage to its foes while also making itself faint. Presumably Golem also uses this to do its mountain hopping.

Stealth Rock

The Blade of Charizard's Bane

Stealth Rock is a Rock-type Status move that has Golem throw out pointy floating stones that damage Pokémon that enter a battle while they’re active

Rock Blast

Rock Blast is a Rock-type Physical move with 25 base power and a 1/10 chance of missing. Golem throws 2 to 5 rocks at the opponent, each rock being its own attack.

Earthquake

Earthquake is a Ground-type Physical move with 100 base power and targets all Pokémon in the area.

Explosion

something something konosuba something something megumin.

Explosion is a much more potent version of the move Self-Destruct, hitting for a humongous 250 base power (one of the strongest attacks in the game. Still makes Golem faint when used tho.)

Double-Edge

Double-Edge is a Normal-type Physical move that hits for 120 base power, where Golem uses a dangerous tackle to hit its opponent, which has the side effect of losing HP equal to 1/3 of the damage dealt.

Stone Edge

Stone Edge is a Rock-type Physical move with 120 base power. Generally, a Rock-type version of the move Cross Chop. Instead of a chop Golem uses a very pointy stone to strike at the opponent. Unknown whether or not Golem just throws a pointy rock like the other Rock-type moves it currently learns.

Magnitude

Magnitude is a Ground-type Physical move with varying base power that Golem learned from Gold & Silver to Ultra Sun & Ultra Moon before it was retired in Sword & Shield. It’s an earthquake which power varies by what magnitude (heh) it is from a scale of 4 (a measly 10 base power) to 10 (an amazing 150 base power)

Harden

Harden is a Normal-type Status move that Golem learned in the first two Generations (and Brilliant Diamond & Shining Pearl for some reason) that allows it to raise its defense)

(no seriously golem didn’t learn this move for like 20 years then it was able to learn it in BDSP, then it’s unable to learn it again when it got in SV.)

Rollout

Rollout is a Rock-type physical move with 30 base power that Golem has an… odd way of knowing, currently only being able to know it if it knew it as a Geodude or a Graveler, or by level-up in Gens 2 to 4 (and again, BDSP for some reason. ILCA was really being faithful).

How it works is that once Golem uses Rollout, it’s stuck using the move until it’s been used 5 times or it misses (a 1/10 chance), however, it gets progressively more powerful each time it’s used, Doubling in power with each attack, with its power being doubled even further if Defense Curl was used.

Mud Sport

Mud Sport is a Ground-type Status move that Golem learns from Ruby & Sapphire to Ultra Sun & Ultra Moon, before the move was retired in Sword & Shield. With this, Golem slaps mud everywhere, halving the power of Electric-type moves.

Which is odd considering as a Ground-type Golem is immune to Electric-types. Only 4 Pokémon that learn this by Level-up are neither Ground-type nor become Ground-type on Evolution. No wonder this move was retired.

Steamroller

Steamroller is a Bug-type Physical move that Golem learned from Black & White to Ultra Sun & Ultra Moon, before the move was retired in Sword & Shield. It hits for 65 base damage, with a 3/10 chance of making the target flinch (also something about double damage if the opponent used a move called Minimize).

Mega Punch

Mega Punch is a Normal-type Physical move that Golem learns in Let’s Go. It’s a powerful punch that hits for 80 base power, though has a 3/20 chance of missing.

Sand Attack

Sand Attack is a Ground-type Status move that Golem learns in Let’s Go. Golem throws some sand in its target’s eye, lowering its accuracy

Bide

Bide is a Normal-type physical move that Golem learns in Let’s Go, where it charges up an attack by being hit over two turns, before striking at the target.

Take Down

Take Down is a Normal-type Physical move that Golem learns in Let’s Go. It has 90 base power, though like Double Edge, it deals Golem some recoil damage, though less harsh as it’s ¼ of the damage dealt instead of 1/3.

Rock Slide

Rock Slide is a Rock-type Physical move that Golem learns in Let’s Go (or by breeding onto a Geodude from Gens 2 to 4). It hits for 75 base power, hitting all foes in front of Golem with a landslide, though it has a 1/10 chance of missing.

Mud-Slap

Mud Slap is a Ground-type Special move that Golem learns in Let’s Go. It hits for 20 base power and like Sand-Attack, Golem throws some mud at the opponent which lowers their accuracy.

Egg Moves

Block is a Normal-type Status move that has Golem make its target unable to escape.

Curse is a Ghost-type Status move whose effect depends on the Type of its user. Non-Ghost-types such as Golem sacrifice their speed in exchange for raising their Physical stats.

Flail is a Normal-type Physical move which base power increases the closer Golem is to fainting.

Hammer Arm is a Fighting-type Physical move with 100 base power, which is a powerful punch that comes at the cost of lowering Golem’s speed, and it has a 1/10 chance of missing.

Autotomize is a Steel-type Status move that sharply raises Golem’s speed while also halving its weight.

Endure is a Normal-type Status move that gives Golem an effect similar to Sturdy when used.

Focus Punch is a Fighting-type Physical move with 150 base power, which, while powerful, fails if Golem is attacked beforehand.

Wide Guard is a Rock-type status move that allows Machamp to protect itself and its allies from attacks that hit multiple Pokémon at once.

Gengar

Shadow Punch

Shadow Punch is a Ghost-type Physical move that hits for 60 base power, where Gengar uses a spectral punch that hits regardless of accuracy.

Perish Song

Perish Song is a Normal-type Status move where Gengar plays a melody that makes every faint in three turns (unless they leave the battle)

Reflect Type

Reflect Type is a Normal-type Status move where Gengar changes its type to the type of its target (this also includes a secondary typing if the target has one)

Lick


 "I can almost taste it..."

Lick is a Ghost-type Physical move with 30 base power with a 3/10 chance of paralyzing Gengar’s target.

Confuse Ray

Confuse Ray is a Ghost-type Status move where Gengar uses a ray of light to confuse its opponents

Hypnosis

Hypnosis is a Psychic-type Status move that has Gengar use Hypnosis to put its target to sleep, though it has a 2/5 chance of missing.

Mean Look

Mean Look is a Normal-type Status move where Gengar stares at its target with such intensity the latter is unable to escape from battle.

Payback

Payback is a Dark-type Physical move with 50 base power. Gengar stores up power which doubles how powerful the move is if Gengar moves last.

Spite

Spite is a Ghost-type Status move where Gengar uses a Grudge to reduce the PP of a move of its target.

Curse

Curse is a Ghost-type Status move whose effect depends on the Type of its user. Ghost-types such as Gengar have Curse function as a move that sacrifices half their HP to put a curse on the opponent, making them lose ¼ of their HP.

Hex

Hex is a Ghost-type special move with 65 base power. This relentless attack’s power is doubled if Gengar has inflicted its target with either a Burn, Paralysis, Poison, or Sleep.

Night Shade

Night Shade is a Ghost-type special move, where Gengar uses a mirage to attack its target which damage relative to its level

Sucker Punch

Sucker Punch is a Dark-type Physical move with 70 base power, which moves first regardless of speed… granted Gengar’s target is about to do an attacking move, otherwise it fails.

Dark Pulse

Dark Pulse is a Dark-type Special move with 80 base power. This move has Gengar fire off an aura of horrible thoughts at its target, which also has a 1/5 chance of making the target flinch.

Shadow Ball

 Shadow Ball is a Ghost-type Special move with 80 base power, where Gengar throws an expanding ball made of shadows at its opponent, which also has a 1/5 chance of lowering the target’s Special Defense.

Destiny Bond

Destiny Bond is a Ghost-type Status move where Gengar ensures that its target meets the same fate as it, making the target faint if Gengar faints (Unless a turn passes after the move is used)

Dream Eater

Dream Eater is a Psychic-type Special move that hits for 100 base damage, where Gengar absorbs the dreams of its target, restoring HP equal to half of the damage the target takes, though it only works if the target is Asleep.

Nightmare

Nightmare is a Ghost-type Status move that Gengar learned from FireRed & LeafGreen to Ultra Sun & Ultra Moon before it was retired in Sword & Shield. This move, like Dream Eater, only works if the target is asleep, forcing them to have a nightmare that takes ¼ of their HP at the end of the turn.

Disable

Disable is a Normal-type status move that lets Gengar prevent its target from using the last move it used on it. Gengar only learns this move in Let’s Go.

Haze

Haze is an Ice-type Status move that Gengar learns in Let’s Go. This move allows Gengar to produce a haze that takes out any stat changes, positive or negative, alongside curing confusion & reducing the effectiveness of bad poison.

Smog

Smog is a Poison-type Special move that Gengar learns in Let’s Go. It has 30 base power and has Gengar generate a toxic cloud, having a 2/5 chance of poisoning the target in the process.

Poison Gas

Poison Gas is a Poison-type Status move that Gengar learns in Let’s Go & Legends: Arceus, which poisons the target and has a 1/10 chance of missing.

Will-O-Wisp

Will-O-Wisp is a Fire-type Status move that Gengar learns in Let’s Go, which burns the target and has a 3/20 chance of missing.

Toxic

Toxic is a Poison-type Status move that Gengar learns in Let’s Go, which badly poisons the target (Bad Poison is a more potent version of normal Poison status, which has the HP loss become gradually greater). Normally this move has a 1/10 chance of missing, but as Gengar is a Poison-type, this move doesn’t miss regardless of accuracy.

Astonish

Astonish is a Ghost-type Physical move that Gengar learns in Hisui. It has 30 base power, and has Gengar cry while it attacks, which also gives it a 3/10 chance of making its opponent flinch.

Venoshock

Venoshock is a Poison-type Special move that Gengar learns in Hisui. It has 65 base power that doubles if the target is poisoned.

Egg Moves

Psywave is a Psychic-type Special move that has a varying power, at its weakest having a pathetic 1 base power, to an amazing 150 base power (mainly thanks to math)

Explosion is a much more potent version of the move Self-Destruct, hitting for a humongous 250 base power (one of the strongest attacks in the game. Though makes Gengar faint when used.)

Grudge is a Ghost-type Status move which makes it so if Gengar faints, the PP of the moved is drained all the way to zero.

Disable is a Normal-type status move that lets Gengar prevent its target from using the last move it used on it.

Fire Punch is a Fire-type Physical move with 75 base power, which is a fiery punch with a 1/10 chance of burning the opponent.

Ice Punch is an Ice-type Physical move with 75 base power, which is a icy punch with a 1/10 chance of freezing the opponent.
Thunder Punch
is an Electric-type Physical move with 75 base power, which is a shocking punch with a 1/10 chance of paralyzing the opponent.

Clear Smog is a Poison-type Special move with 50 base power, which has Gengar throw some fancy mud that takes out the target’s stat changes.

Stats

This is something unique that I’m gonna do for a blog like this, and that is looking at each mons’ base stat totals instead of looking at whatever feats each mon has.

Alakazam

·        Base HP: 55, 220 HP at Level 100 with no EVs

·        Base Attack: 50, 94 Attack at Level 100 with no EVs

·        Base Defense: 45, 85 Defense at Level 100 with no EVs

·        Base Special Attack: 135, 247 Special Attack at Level 100 with no EVs

·        Base Special Defense: 85, 175 Special Defense at Level 100 with no EVs

·        Base Speed: 120, 220 Speed at Level 100 at Level 100 with no EVs

Machamp

·        Base HP: 90 HP, 290 HP at Level 100 with no EVs

·        Base Attack: 130, 238 Attack at Level 100 with no EVs

·        Base Defense: 80, 148 Defense at Level 100 with no EVs

·        Base Special Attack: 65, 121 Special Attack at Level 100 with no EVs

·        Base Special Defense: 85, 157 Special Defense at Level 100 with no EVs

·        Base Speed: 55, 103 Speed at Level 100 with no EVs

Golem

·        Base HP: 80, 270 HP at Level 100 with no EVs

·        Base Attack: 120, 220 Attack at Level 100 with no EVs

·        Base Defense: 130, 238 Defense at Level 100 with no EVs

·        Base Special Attack: 55, 103 Special Attack at Level 100 with no EVs

·        Base Special Defense: 65, 121 Special Defense at Level 100 with no EVs

·        Base Speed: 45, 75 Speed at Level 100 with no EVs

Gengar

·        Base HP: 60, 230 HP at Level 100 with no EVs

·        Base Attack: 65, 121 Attack at Level 100 with no EVs

·        Base Defense: 60, 112 Defense at Level 100 with no EVs

·        Base Special Attack: 130, 238 Special Attack at Level 100 with no EVs

·        Base Special Defense: 75, 139 Special Defense at Level 100 with no EVs

·        Base Speed: 110, 238 Speed at Level 100 with no EVs

Advantages

Alakazam

·        Best Special Attack out of all four

·        Fastest out of all four

·        Substitute can allow it to tank hits that could potentially KO it, and Recover allows Alakazam to restore any HP lost from the former move.

·        Psychic-type is Super Effective on half of all combatants

·        Can weaken moves used against it with Reflect & Light Screen

·        Inner Focus gives it an immunity to flinching, and Magic Guard makes it immune to Burn & Poison’s damage

·        Magic Guard prevents damage from Poison and Burn.

·        Third or Fourth in the Pokemon Battle Royale

Machamp

·        Best Physical Attack out of all four

·        Guts is triggered if Gengar uses any status moves on it, and No Guard ensures that all moves it uses does not miss.

·        Learnset gives an option against all other combatants (Knock Off is Super-Effective on Alakazam & Gengar, while Golem is weak to Fighting)

·        Able to hit Gengar after using Foresight

·        Quick Guard allows protection from Self-Destruct and Explosion

Golem

·        Best Physical Defense out of all four

·        Double Weakness to Grass & Water can’t be exploited

·        Has the most moves that can target the most combatants

Gengar

·        Second fastest out of all four.

·        Status moves allow Hex and Venoshock to be even stronger than they are normally, alongside causing damage over time

·        Destiny Bond can ensure it can take out the Pokémon that takes it out

·        Perish Song along with Mean Look can potentially take out everyone in the battle

·        Levitate ensures it can’t be hit by Golem’s Ground-type moves

·        Normally immune to most of Machamp’s learnset.

·        Fifth Place in the Pokemon Battle Royale

Disadvantages

Alakazam

·        Weak to Gengar’s Ghost-type moves & Dark-type moves (Alongside Machamp’s Knock Off)

·        Worst Physical Defense out of all four

·        Hex and Venoshock are still twice as effective against it while Poisoned even with Magic Guard

Machamp

·        Weak to Alakazam’s Psychic-type moves

·        Second-slowest out of all four

·        No Guard ensures all moves used against it will hit

Golem

·        Slowest out of all four

·        Weak to Machamp’s Fighting-type moves, assuming Alakazam and Gengar don’t take care of it beforehand

·        Earthquake is weakened if it is targeting everyone.

·        Self-Destruct and Explosion cause it to faint as well

·        Only Trade Evo that can’t learn the Elemental Punches by Breeding (Learns 2/3 of them by TM so that’s… something_

·        Absolute no-Show in Pokemon Battle Royale

·        He can’t catch a break man

Gengar

·        Weak to Alakazam’s Psychic-type moves

·        Weak against Knock Off

Result

When going up against Gengar’s Shadows, Machamp’s Superpowers, or the Megaton-weighing Machamp, Alakazam had just the PSI to take them all on. Magic Guard or No Guard, Alakazam just had the most Inner Focus to stand tall among all the others.

“A Pokémon that can memorize anything. It never forgets what it learns—that's why this Pokémon is smart.”

The Winner is Alakazam.

Special Thanks

Bulbapedia for providing the images not from Sword, Legends: Arceus, or Violet




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