Dark Pulse
Train
Champions
Has a chance to make the target flinch.

Core species facts, alternate varieties, and Pokédex placements at a glance.
| National | #687 |
| Blueberry | #81 |
| Champions | #687 |
| Galar | #291 |
| Isle Of Armor | #109 |
| Kalos Coastal | #11 |
| Lumiose City | #160 |
| Updated Alola | #27 |
| Updated Melemele | #27 |
| Updated Poni | #11 |
Battle-ready training facts pulled from EV yield, growth curve, and wild held item data.
No EV yield data available.
x³No wild held item data available.

Understanding damage taken from different types is crucial for battles. Plan your team accordingly!
Tip: Build your team with Pokémon that cover each other's weaknesses!
Damage multipliers from all 18 attacking types
Malamar's Dark / Psychic typing gives it 2 weaknesses but strong offensive coverage against ghost, psychic, fighting, poison types
Malamar's 582 base stat total marks it as a high-end Pokémon with strong numbers across the board. Special Defense (120) carries most matchups, but a low HP stat of 86 means careful positioning matters.
Defensively, the Dark, Psychic combination gives Malamar 0 resistances, 1 immunity, and 2 weaknesses to plan around. Watch out for Bug moves in particular — they land for 4× damage. Offensively it pressures 4 types with super-effective STAB coverage.
A catch rate of 80 puts Malamar in the moderate range — a few Great Balls usually get the job done. It levels on the Medium experience curve.
2.9 m
69.8 kg
Inverts stat changes.
5,100
Hatch Counter: 20
80
Higher values mean easier to catch
70
Initial friendship level
Medium Fast
Experience points needed to level up
Malamar is a dual-type Dark, Psychic Pokémon.
Malamar takes 4× damage from Bug type moves and takes 2× damage from Fairy type moves. It is immune to Psychic type moves.
Malamar is the final form of the Inkay → Malamar evolution line.
Malamar has a base stat total of 582: HP 86, Attack 102, Defense 88, Sp. Atk 98, Sp. Def 120, Speed 88. Its highest stat is Sp. Def (120).
| English | Malamar |
| Japanese | カラマネロ |
| Japanese (Kanji) | カラマネロ |
| Roomaji | Calamanero |
| Korean | 칼라마네로 |
| French | Sepiatroce |
| German | Calamanero |
| Spanish | Malamar |
| Italian | Malamar |
| Chinese (Traditional) | 烏賊王 |
| Chinese (Simplified) | 乌贼王 |
Where this Pokémon appears in supported games, including method, level range, and encounter conditions.
High-signal moves surfaced from learnsets and move metadata, grouped by battle purpose.
Reliable same-type attacks that match this Pokémon's typing.
Train
Champions
Has a chance to make the target flinch.
Train
Champions
If Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%.
Train
Champions
Inflicts regular damage with no additional effect.
Off-type attacks that expand what this Pokémon can threaten.
Train
Champions
Has a chance to burn the target.
Train
Champions
Power doubles if user is burned, paralyzed, or poisoned.
Train
Champions
Never misses.
Support, disruption, and setup tools worth noticing.
Train
Champions
Disables the target’s last used move for 1-8 turns.
Train
Champions
Has a chance to burn the target.
Train
Champions
Allows the trainer to switch out the user and pass effects along to its replacement.
Train
Champions
Raises one of a friendly Pokémon’s stats at random by two stages.
Malamar can have the Contrary ability.