Golduck
Red/Blue

Often seen swim­ ming elegantly by lake shores. It is often mistaken for the Japanese monster, Kappa.

Yellow

Its slim and long limbs end in broad flippers. They are used for swim­ ming gracefully in lakes.

Evolution Chain

psyduck
Psyduck
Level 33
golduck
Golduck

Pokédex & Training Data

Classification Duck Pokémon
Height 1.7 m (5'07")
Weight 76.6 kg (168.9 lbs)
Abilities N/A in Gen I
EV Yield +2 Sp. Atk
Catch Rate 75
Base Friendship 70
Growth Rate medium

Pokédex Numbers

Kanto (R/B/Y) #055
Johto (G/S/C) #139
Hoenn (R/S/E) #159
Sinnoh (D/P) #044
Sinnoh (Plat.) #044
Johto (HG/SS) #141
Unova (B2/W2) #029
Kalos (Central) #060
Hoenn (OR/AS) #166
Alola (S/M) #090
Alola (US/UM) #108
Hisui #069
Paldea (S/V) #056
National #055
Isle of Armor #147

Game Locations

Kanto Route 6 Area
Seafoam Islands 1f
Seafoam Islands B2f
Seafoam Islands B4f

Learned Moves

Level Up Moves

Red/Blue
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
28 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
31 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
39 Confusion
50 100% 25 Has a 10% chance to confuse the target.
48 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
59 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Yellow
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
1 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
28 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
31 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
39 Confusion
50 100% 25 Has a 10% chance to confuse the target.
48 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
59 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Red/BlueYellow
Name Class Power Acc. PP Effect
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM05 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TM09 Take Down
90 85% 20 User receives 1/4 the damage it inflicts in recoil.
TM10 Double Edge
120 100% 15 User receives 1/3 the damage inflicted in recoil.
TM11 Bubble Beam
65 100% 20 Has a 10% chance to lower the target’s Speed by one stage.
TM12 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Pay Day
40 100% 20 Scatters money on the ground worth five times the user’s level.
TM17 Submission
80 80% 20 User receives 1/4 the damage it inflicts in recoil.
TM18 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
TM19 Seismic Toss
— 100% 20 Inflicts damage equal to the user’s level.
TM20 Rage
20 100% 20 If the user is hit after using this move, its Attack rises by one stage.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM31 Mimic
— — 10 Copies the target’s last used move.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM34 Bide
— — 10 User waits for two turns, then hits back for twice the damage it took.
TM39 Swift
60 — 20 Never misses.
TM40 Skull Bash
130 100% 10 Raises the user’s Defense by one stage. User charges for one turn before attacking.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM50 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.

Base Stats

Hp 80
Attack 82
Defense 78
Sp. Atk 95
Sp. Def 80
Speed 85
Total 500

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
0.5x
0.5x