Psyduck
Diamond

If its usual headache worsens, it starts exhibiting odd powers. It can’t remember doing so, however.

Pearl

It never remembers using its odd powers, so it always tilts its head in puzzlement.

Platinum

Overwhelmed by enigmatic abilities, it suffers a constant headache. It sometimes uses mysterious powers.

Heartgold

It has mystical powers but doesn’t recall that it has used them. That is why it always looks puzzled.

Soulsilver

If its chronic headache peaks, it may exhibit odd powers. It seems unable to recall such an episode.

Evolution Chain

psyduck
Psyduck
Level 33
golduck
Golduck

Pokédex & Training Data

Classification Duck Pokémon
Height 0.8 m (2'07")
Weight 19.6 kg (43.2 lbs)
Abilities
EV Yield +1 Sp. Atk
Catch Rate 190
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Water1, Ground

Pokédex Numbers

Kanto (R/B/Y) #054
Johto (G/S/C) #138
Hoenn (R/S/E) #158
Sinnoh (D/P) #043
Sinnoh (Plat.) #043
Johto (HG/SS) #140
Unova (B2/W2) #028
Kalos (Central) #059
Hoenn (OR/AS) #165
Alola (S/M) #089
Alola (US/UM) #107
Hisui #068
Paldea (S/V) #055
National #054
Isle of Armor #146

Game Locations

Celestic Town Area
Cerulean Cave 1f
Cerulean Cave 2f
Cerulean Cave B1f
Eterna City Area
Great Marsh Area 1
Great Marsh Area 2
Great Marsh Area 3
Great Marsh Area 4
Great Marsh Area 6
Ilex Forest Area
Johto Route 35 Area
Johto Safari Zone Zone Wetland
Kanto Route 6 Area
Lake Acuity Area
Lake Valor Area
Lake Verity After Galactic Intervention
Lake Verity Before Galactic Intervention
Oreburgh Gate 1f
Oreburgh Gate B1f
Ravaged Path Area
Resort Area Area
Seafoam Islands 1f
Seafoam Islands B1f
Seafoam Islands B2f
Seafoam Islands B3f
Seafoam Islands B4f
Sinnoh Route 203 Area
Sinnoh Route 204 North Towards Floaroma Town
Sinnoh Route 204 South Towards Jubilife City
Sinnoh Route 205 East Towards Eterna City
Sinnoh Route 208 Area
Sinnoh Route 209 Area
Sinnoh Route 210 West Towards Celestic Town
Sinnoh Route 212 North Towards Hearthome City
Sinnoh Route 214 Area
Sinnoh Route 225 Area
Twinleaf Town Area

Learned Moves

Level Up Moves

Diamond/Pearl
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Water Sport
— — 15 Halves all Fire-type damage.
5 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
9 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Confusion
50 100% 25 Has a 10% chance to confuse the target.
22 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
27 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
31 Screech
— 85% 40 Lowers the target’s Defense by two stages.
35 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
40 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
44 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
48 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
Platinum
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Water Sport
— — 15 Halves all Fire-type damage.
5 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
9 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Confusion
50 100% 25 Has a 10% chance to confuse the target.
22 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
27 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
31 Screech
— 85% 40 Lowers the target’s Defense by two stages.
35 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
40 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
44 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
48 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
HeartGold/SoulSilver
Lvl Name Class Power Acc. PP Effect
1 Scratch
40 100% 35 Inflicts regular damage with no additional effect.
1 Water Sport
— — 15 Halves all Fire-type damage.
5 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
9 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
14 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Confusion
50 100% 25 Has a 10% chance to confuse the target.
22 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
27 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
31 Screech
— 85% 40 Lowers the target’s Defense by two stages.
35 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
40 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
44 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
48 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Diamond/PearlPlatinum
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.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
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.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM55 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.
HeartGold/SoulSilver
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.
HM05 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
HM07 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM01 Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
TM03 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM07 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
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.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM23 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM40 Aerial Ace
60 — 20 Never misses.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM43 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM55 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM58 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM70 Flash
— 100% 20 Lowers the target’s accuracy by one stage.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
TM78 Captivate
— 100% 20 Lowers the target’s Special Attack by two stages if it’s the opposite gender.
TM82 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM83 Natural Gift
— 100% 15 Power and type depend on the held berry.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 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.

Tutor Moves

Platinum
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Mud Slap
20 100% 10 Has a 100% chance to lower the target’s accuracy by one stage.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Swift
60 — 20 Never misses.
Worry Seed
— 100% 10 Changes the target’s ability to Insomnia.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Egg Moves

Diamond/PearlPlatinum
Name Class Power Acc. PP Effect
Confuse Ray
— 100% 10 Confuses the target.
Cross Chop
100 80% 5 Has an increased chance for a critical hit.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
— 60% 20 Puts the target to sleep.
Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
Mud Bomb
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
Yawn
— — 10 Target sleeps at the end of the next turn.
HeartGold/SoulSilver
Name Class Power Acc. PP Effect
Confuse Ray
— 100% 10 Confuses the target.
Cross Chop
100 80% 5 Has an increased chance for a critical hit.
Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
— 60% 20 Puts the target to sleep.
Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
Mud Bomb
65 85% 10 Has a 30% chance to lower the target’s accuracy by one stage.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
Yawn
— — 10 Target sleeps at the end of the next turn.

Base Stats

Hp 50
Attack 52
Defense 48
Sp. Atk 65
Sp. Def 50
Speed 55
Total 320

Type Defenses

(vs. Gen 6+ rules)

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