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Official artwork of Abra

#0063

Abra

Gen I

Psi Pokémon

Psychic

Pokédex entry · Red

Using its ability to read minds, it will identify impending danger and TELEPORT to safety.

Height
0.9 m
Weight
19.5 kg
Base EXP
62
Growth
Medium slow
Catch rate

200/255Very easy

Friendship

70/255

Base stats

HP25Attack20Defense15Speed90Sp. Def55Sp. Atk105
HP
25
Attack
20
Defense
15
Speed
90
Sp. Def
55
Sp. Atk★
105

Total 310

Medium

EV yield +1 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP85132
Attack2279
Defense1873
Speed85156
Sp. Def54117
Sp. Atk99172
Total363729

About Abra

The fennec is the smallest fox in the desert: it sleeps through the hottest hours and carries enormous ears for the size of its head. That is where Abra’s ears and yellow fur come from. The posture comes from somewhere else — sitting cross-legged with its eyes always closed, in the pose of someone meditating. The brown shell covering its shoulders and chest is the only thing resembling any sort of defence that it wears.

Every Pokédex entry insists on the same figure: it sleeps eighteen hours a day. It is not a quirk, but the requirement for keeping its telekinesis; if it does not rest for those hours, it loses it. While asleep, it detects anyone approaching and uses Teleport before the blow lands, and the move can carry it a long way away. It climbs into the treetops to eat Berries without waking up and ends up opening its eyes in a place it does not recognise.

It is 0.9 metres tall and weighs 19.5 kilos, quite a lot for something that can barely stand on its own. Its official category is the Psi Pokémon.

Within its evolutionary line, it is the phase that does the least. It evolves into Kadabra at level 16, and until then the only thing it knows how to do is leave.

Combat analysis

×2

Weakness

BugGhostDark
×½

Resistance

FightingPsychic

Abra in depth

A Kentucky psychic and a Roman word

The Japanese name, ケーシィ, is pronounced “Casey” and refers to Edgar Cayce, the American clairvoyant who claimed to diagnose illnesses while in a trance. English goes in a different direction: Abra, Kadabra and Alakazam, read one after another, are the incantation any stage magician says before lifting the handkerchief. The word abracadabra is much older than all that — it first appears in a 3rd-century Roman medical treatise, written on an amulet as a remedy for fever.

The division of roles within the chain follows the same logic. The first is only the “abra”, the syllable that means nothing by itself; the whole trick is in the next two stages.

The one-move Pokémon

It learns Teleport at level 1 and does not learn another move by levelling up, in any generation. It is a rare case in the series: everything it ends up doing has to be taught through a TM or by some other form of learning. During its first fifteen levels, a trainer carrying it in the party has exactly one option each turn, which is to leave the battle.

The move itself has changed jobs over the years. It began as a way to escape a wild battle, then became a way to return the player to the last Pokémon Center, and since Let’s Go and Sword/Shield it has served to switch Pokémon with priority −6, the biggest priority drop ever applied to a move. What was once a flee button ended up as a rotation tool in team battles.

The Abilities were not there from the beginning either. Synchronize and Inner Focus arrived when the Ability system debuted in Generation III; Magic Guard, the one that truly changes everything, is from Generation V, and until then nobody had any reason to put it on a serious team.

Catching it is the battle

With a catch rate of 200, the ball is barely a formality. The problem is getting the chance to throw it. Abra has 90 Speed and a single move, so the encounter script writes itself: it moves first, uses Teleport and disappears from the screen. The two usual solutions are to put it to sleep before it acts or prevent it from fleeing, and in either case you have to do it on the first turn.

It is curious that the same mechanism that makes it so unbearable to catch is the one that supports the species in its Pokédex entries: it flees while asleep, without realising it, and wakes up disoriented as a result.

Compared with the other Kanto Psychic types

Drowzee is the exact counterpoint within Generation I: slow, sturdy and with a move list that grows by itself. Abra has the opposite distribution, all Speed and Special Attack with nothing behind them. Outside Kanto, the clearest parallel is Ralts, another ridiculous base form that exists to become something great and also struggles to survive until its first evolution.

The difference lies in what is waiting at the end of the line. Abra’s line ends in one of the fastest special attackers in the game, and that destination explains why the first stage is so poor: 310 total points for a Pokémon whose only real function is to make it to level sixteen.

TCG cards

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