Psyduck
Black/White

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

Black 2/White 2

When headaches stimulate its brain cells, which are usually inactive, it can use a mysterious power.

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

Floccesy Ranch Inner

Learned Moves

Level Up Moves

Black/White
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 Soak
— 100% 20 Changes the target’s type to Water.
40 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
44 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
48 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
53 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
57 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Black 2/White 2
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.
4 Tail Whip
— 100% 30 Lowers the target’s Defense by one stage.
8 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
11 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
15 Confusion
50 100% 25 Has a 10% chance to confuse the target.
18 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
22 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
25 Screech
— 85% 40 Lowers the target’s Defense by two stages.
29 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
32 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
36 Soak
— 100% 20 Changes the target’s type to Water.
39 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
43 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
46 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
50 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.

TM/HM Moves

Black/WhiteBlack 2/White 2
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 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
HM06 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
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.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM19 Telekinesis
— — 15 Moves have 100% accuracy against the target for three turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
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.
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.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM55 Scald
80 100% 15 Has a 30% chance to burn the target.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
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.
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.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
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.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Role Play
— — 10 Copies the target’s ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
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

Black/WhiteBlack 2/White 2
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.
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.
Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Synchronoise
120 100% 10 Hits any Pokémon that shares a type with the user.
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