Malamar (Pokémon)

Revision as of 22:37, 18 November 2013 by TheBlazikenMaster (talk | contribs) (→‎Trivia: Doesn't count since it isn't an actual Pokémon.)
Inkay #686: Inkay
Pokémon
#688: Binacle Binacle
Malamar カラマネロ
Karamanero
#687
Malamar



Images on the Bulbagarden Archives
Type
Dark Psychic
Unknown Unknown
Unknown Unknown
Unknown Unknown
Unknown Unknown
Unknown Unknown
Abilities
Contrary or Suction Cups Cacophony
Cacophony
Infiltrator
Hidden Ability
Cacophony
Hidden Ability
Cacophony
Cacophony
Gender ratio
Unknown
50% male, 50% female
Catch rate
0 (0%)
Breeding
Egg Groups
Water 1 and Water 2
Hatch time
Unknown cycles
Height
4'11" 1.5 m
Malamar
0'0" 0 m
{{{form2}}}
0'0" 0 m
{{{form3}}}
0'0" 0 m
{{{form4}}}
Weight
103.6 lbs. 47 kg
Malamar
0 lbs. 0 kg
{{{form2}}}
0 lbs. 0 kg
{{{form3}}}
0 lbs. 0 kg
{{{form4}}}
Mega Stone
[[|]] [[|]]
Base experience yield
Unknown
Gen. IV
Unknown
IV
Unknown
Leveling rate
Medium Fast
EV yield
Total: 2
Malamar
0
HP
2
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
0
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
0
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
0
HP
0
Atk
0
Def
0
Sp.Atk
0
Sp.Def
0
Speed
Shape
Body05.png
Footprint
File:F687.png F000.png
{{{form2}}}
Pokédex color
Blue
Base friendship
?
External Links

Malamar (Japanese: カラマネロ Karamanero) is a dual-type Dark/Psychic Pokémon.

It evolves from Inkay starting at level 30 while the 3DS is held upside-down.

Biology

Malamar is a dark-purplish squid-like Pokémon. Malamar's body style has flipped over upon evolving. Malamar has developed a pair of tentacles on the bottom of its body that function as its legs. Malamar's main body has six light-yellow spots and two light-yellow stripes on the front. The Pokémon's arm-like tendrils have grown scythe-like in appearance. Malamar has a reddish beak, black eyes with yellow irises and wavy "hair" made of eight tentacles.

In the anime

Major appearances

Minor appearances

Malamar made its debut appearance in Kalos, Where Dreams and Adventures Begin!.

Pokédex entries

In the manga

In the TCG

Malamar has not yet been featured in the Pokémon Trading Card Game.

Game data

Pokédex entries

This Pokémon was unavailable prior to Generation VI.
Generation I
Red {{{redbluedex}}}
Blue
Yellow {{{yellowdex}}}
Stadium {{{stadiumdex}}}
Generation II
Gold {{{golddex}}}
Silver {{{silverdex}}}
Crystal {{{crystaldex}}}
Stadium 2 Unknown
Generation III
Ruby {{{rubydex}}}
Sapphire {{{sapphiredex}}}
Emerald {{{emeralddex}}}
FireRed {{{firereddex}}}
LeafGreen {{{leafgreendex}}}
Generation IV
Diamond {{{diamonddex}}}
Pearl {{{pearldex}}}
Platinum {{{platinumdex}}}
HeartGold {{{heartgolddex}}}
SoulSilver {{{soulsilverdex}}}
Generation V
Black {{{blackdex}}}
White {{{whitedex}}}
Black 2 {{{black2dex}}}
White 2 {{{white2dex}}}
Generation VI
X It wields the most compelling hypnotic powers of any Pokémon, and it forces others to do whatever it wants.
Y It lures prey close with hypnotic motions, then wraps its tentacles around it before finishing it off with digestive fluids.


Game locations

This Pokémon was unavailable prior to Generation VI.
Generation I
Red Blue
None Trade
Blue (Japan)
None Trade
Yellow
None Trade
Generation II
Gold Silver
None Trade
Crystal
None Trade
Generation III
Ruby Sapphire
None Trade
Emerald
None Trade
FireRed LeafGreen
None Trade
Colosseum
None Trade
XD
None Trade
Generation IV
Diamond Pearl
None Trade
Platinum
None Trade
HeartGold SoulSilver
None Trade
Pal Park
None
Pokéwalker
None
Generation V
Black White
None Trade
Black 2 White 2
None Trade
Dream World
None
Generation VI
X Y
None Evolve Inkay



Stats

Base stats

Stat Range
At Lv. 50 At Lv. 100
86
146 - 193 282 - 376
92
87 - 158 170 - 311
88
83 - 154 162 - 302
68
65 - 132 126 - 258
75
72 - 139 139 - 273
73
70 - 137 135 - 269
Total:
482
Other Pokémon with this total
  • Minimum stats are calculated with 0 EVs, IVs of 0, and (if applicable) a hindering nature.
  • Maximum stats are calculated with 252 EVs, IVs of 31, and (if applicable) a helpful nature.

Type effectiveness

Under normal battle conditions in Generation IX, this Pokémon is:
Damaged
normally by:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
None
Weak to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
None
Immune to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
None
Resistant to:
Normal
Fighting
Flying
Poison
Ground
Rock
Bug
Ghost
Steel
Fire
Water
Grass
Electric
Psychic
Ice
Dragon
Dark
Fairy
None

Learnset

By leveling up

Generation VI
Other generations:
VII - VIII - IX
 Level   Move   Type   Cat.   Pwr.   Acc.   PP   Contest   Appeal   Jamming 
00Start Superpower Fighting Physical 120120 100100% 5 Cool 0   0  
00Start Reversal Fighting Physical 0000 100100% 15 Cool 0   0  
00Start Tackle Normal Physical 05050 100100% 35 Cool 0   0  
00Start Peck Flying Physical 03535 100100% 35 Cool 0   0  
00Start Constrict Normal Physical 01010 100100% 35 Cool 0   0  
044 Reflect Psychic Status 0000 —% 20 Cool 0   0  
077 Foul Play Dark Physical 09595 100100% 15 Cool 0   0  
1212 Swagger Normal Status 0000 09090% 20 Cool 0   0  
1313 Psywave Psychic Special 0000 08080% 15 Cool 0   0  
1515 Topsy-Turvy Dark Status 0000 100100% 20 Cool 0   0  
1818 Hypnosis Psychic Status 0000 06060% 20 Cool 0   0  
2121 Psybeam Psychic Special 06565 100100% 20 Cool 0   0  
2323 Switcheroo Dark Status 0000 100100% 10 Cool 0   0  
2727 Payback Dark Physical 05050 100100% 10 Cool 0   0  
3131 Light Screen Psychic Status 0000 —% 30 Cool 0   0  
3535 Pluck Flying Physical 06060 100100% 20 Cool 0   0  
4040 Psycho Cut Psychic Physical 07070 100100% 20 Cool 0   0  
4343 Slash Normal Physical 07070 100100% 20 Cool 0   0  
4646 Night Slash Dark Physical 07070 100100% 15 Cool 0   0  
4848 Superpower Fighting Physical 120120 100100% 5 Cool 0   0  
  • Bold indicates a move that gets STAB when used by Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar

By TM/HM

Generation VI
Other generations:
VII - VIII - IX
   TM   Move   Type   Cat.   Pwr.   Acc.   PP   Contest   Appeal   Jamming 
TM03  TM03 Psyshock Psychic Special 08080 100}}100% 10 ??? 0   0  
TM04  TM04 Calm Mind Psychic Status 0000 —}}—% 20 ??? 0   0  
TM06  TM06 Toxic Poison Status 0000 090}}90% 10 ??? 0   0  
TM10  TM10 Hidden Power Normal Special 06060 100}}100% 15 ??? 0   0  
TM11  TM11 Sunny Day Fire Status 0000 —}}—% 5 ??? 0   0  
TM12  TM12 Taunt Dark Status 0000 100}}100% 20 ??? 0   0  
TM15  TM15 Hyper Beam Normal Special 150150 090}}90% 5 ??? 0   0  
TM16  TM16 Light Screen Psychic Status 0000 —}}—% 30 ??? 0   0  
TM17  TM17 Protect Normal Status 0000 —}}—% 10 ??? 0   0  
TM18  TM18 Rain Dance Water Status 0000 —}}—% 5 ??? 0   0  
TM21  TM21 Frustration Normal Physical 0000 100}}100% 20 ??? 0   0  
TM24  TM24 Thunderbolt Electric Special 09090 100}}100% 15 ??? 0   0  
TM27  TM27 Return Normal Physical 0000 100}}100% 20 ??? 0   0  
TM29  TM29 Psychic Psychic Special 09090 100}}100% 10 ??? 0   0  
TM32  TM32 Double Team Normal Status 0000 —}}—% 15 ??? 0   0  
TM33  TM33 Reflect Psychic Status 0000 —}}—% 20 ??? 0   0  
TM35  TM35 Flamethrower Fire Special 09090 100}}100% 15 ??? 0   0  
TM40  TM40 Aerial Ace Flying Physical 06060 —}}—% 20 ??? 0   0  
TM41  TM41 Torment Dark Status 0000 100}}100% 15 ??? 0   0  
TM42  TM42 Facade Normal Physical 07070 100}}100% 20 ??? 0   0  
TM44  TM44 Rest Psychic Status 0000 —}}—% 10 ??? 0   0  
TM45  TM45 Attract Normal Status 0000 100}}100% 15 ??? 0   0  
TM46  TM46 Thief Dark Physical 06060 100}}100% 25 ??? 0   0  
TM48  TM48 Round Normal Special 06060 100}}100% 15 ??? 0   0  
TM56  TM56 Fling Dark Physical 0000 100}}100% 10 ??? 0   0  
TM63  TM63 Embargo Dark Status 0000 100}}100% 15 ??? 0   0  
TM66  TM66 Payback Dark Physical 05050 100}}100% 10 ??? 0   0  
TM67  TM67 Retaliate Normal Physical 07070 100}}100% 5 ??? 0   0  
TM68  TM68 Giga Impact Normal Physical 150150 090}}90% 5 ??? 0   0  
TM70  TM70 Flash Normal Status 0000 100}}100% 20 ??? 0   0  
TM77  TM77 Psych Up Normal Status 0000 —}}—% 10 ??? 0   0  
TM80  TM80 Rock Slide Rock Physical 07575 090}}90% 10 ??? 0   0  
TM87  TM87 Swagger Normal Status 0000 090}}90% 15 ??? 0   0  
TM88  TM88 Sleep Talk Normal Status 0000 —}}—% 10 ??? 0   0  
TM90  TM90 Substitute Normal Status 0000 —}}—% 10 ??? 0   0  
TM92  TM92 Trick Room Psychic Status 0000 —}}—% 5 ??? 0   0  
TM97  TM97 Dark Pulse Dark Special 08080 100}}100% 15 ??? 0   0  
XTM100  TM100 Confide Normal Status 0000 —}}—% 20 ??? 0   0  
ZHM01  HM01 Cut Normal Physical 05050 095}}95% 30 ??? 0   0  
  • Bold indicates a move that gets STAB when used by Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar

By breeding

Generation VI
Other generations:
VII - VIII - IX
 Parent   Move   Type   Cat.   Pwr.   Acc.   PP   Contest   Appeal   Jamming 
Camouflage Normal Status —% 20
Destiny Bond Ghost Status —% 5
Power Split* Psychic Status —% 10
Simple Beam* Normal Status 100% 15
  • Moves marked with an asterisk (*) must be chain bred onto Malamar in Generation VI
  • Moves marked with a double dagger (‡) can only be bred from a Pokémon who learned the move in an earlier generation.
  • Moves marked with a superscript game abbreviation can only be bred onto Malamar in that game.
  • Bold indicates a move that gets STAB when used by Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar
  • Click on the generation numbers at the top to see Egg moves from other generations

By tutoring

Generation VI
Other generations:
VII - VIII - IX
 Game   Move   Type   Cat.   Pwr.   Acc.   PP   Contest   Appeal   Jamming 
This Pokémon learns no moves by tutoring.
  • A black or white abbreviation in a colored box indicates that Malamar can be tutored the move in that game
  • A colored abbreviation in a white box indicates that Malamar cannot be tutored the move in that game
  • Bold indicates a move that gets STAB when used by Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar

By a prior evolution

Generation VI
Other generations:
Inkay (Pokémon)/Generation V learnset Happy Hour Normal Status —% 30
  • Bold indicates a move that gets STAB when used by Malamar
  • Italic indicates a move that gets STAB only when used by an evolution of Malamar

Evolution

 
Unevolved
Inkay
 Dark  Psychic 
  +  
Level 30
(hold game system
upside-down)

 
First evolution
Malamar
 Dark  Psychic 


Sprites

Trivia

  • Not only is Inkay's method of evolution into Malamar unique to it, but it would have been impossible to perform on any of the previous platforms the main series Pokémon games have been playable on.
  • No other Pokémon has the same type combination as Malamar and its pre-evolution, Inkay.

Origin

Malamar is based on an upside-down squid. Considering its body and tentacle position, it may have been inspired by the vampire squid. Its ability to perform hypnosis on its prey may also be a reference to the hunting behavior of cuttlefish, who also rely on hypnosis via color changing and flashing.

Name origin

Malamar may be a combination of mal- (Latin for bad) and calamari.

Karamanero may be from 絡ます karamasu (to entangle), calamari, 魔 ma (demon), and possibly nero di seppia (Italian for cephalopod ink).

In other languages

Language Title Meaning
  Japanese カラマネロ Karamanero Possibly from 絡ます karamasu, calamari, ma, and possibly nero di seppia
  French Sepiatroce From sepia and atroce
  Spanish Malamar Same as English name
  German Calamanero From its Japanese name
  Italian Malamar Same as English name
  Korean 칼라마네로 Kallamanero From its Japanese name.
  Mandarin Chinese
  Cantonese Chinese


External links

  #686: Inkay
Pokémon
#688: Binacle  
  This Pokémon article is part of Project Pokédex, a Bulbapedia project that aims to write comprehensive articles on each Pokémon as a species.