Golduck
Sun

It is said that the red part of its forehead grants supernatural powers to those who possess one, so it was over-hunted in the past.

Moon

It swims along the banks of lakes and catches fish Pokémon. It takes them to the shore and quietly eats them up.

Ultra Sun

Even fast-swimming fish Pokémon can be disabled by Golduck. It brings them to a standstill and seizes them.

Ultra Moon

A professional swimmer, it can continue swimming for two days straight by waving its long tail skillfully.

Lets Go Pikachu/Lets Go Eevee

Its long, slim limbs end in broad flippers. They are used for swimming gracefully in lakes.

Evolution Chain

psyduck
Psyduck
Level 33
golduck
Golduck

Pokédex Data

Classification Duck Pokémon
Height 1.7 m (5'07")
Weight 76.6 kg (168.9 lbs)
Abilities

Game Locations

  • Poni Gauntlet Area
  • Vast Poni Canyon Northwest

Training

EV Yield +2 Sp. Atk
Catch Rate 75
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Water1, Ground

Learned Moves

Level Up Moves

Sun/Moon
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 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Me First
20 Uses the target's move against it before it attacks, with power increased by half.
1 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
4 Tail Whip
100% 30 Lowers the target's Defense by one stage.
7 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
10 Confusion
50 100% 25 Has a 10% chance to confuse the target.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
19 Disable
100% 20 Disables the target's last used move for 1-8 turns.
22 Screech
85% 40 Lowers the target's Defense by two stages.
25 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
28 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
31 Soak
100% 20 Changes the target's type to Water.
36 Psych Up
10 Discards the user's stat changes and copies the target's.
41 Amnesia
20 Raises the user's Special Defense by two stages.
46 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
51 Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Ultra Sun/Ultra Moon
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 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Water Sport
15 Halves all Fire-type damage.
1 Me First
20 Uses the target's move against it before it attacks, with power increased by half.
1 Aqua Jet
40 100% 20 Inflicts regular damage with no additional effect.
4 Tail Whip
100% 30 Lowers the target's Defense by one stage.
7 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
10 Confusion
50 100% 25 Has a 10% chance to confuse the target.
13 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
16 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
19 Disable
100% 20 Disables the target's last used move for 1-8 turns.
22 Screech
85% 40 Lowers the target's Defense by two stages.
25 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
28 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
31 Soak
100% 20 Changes the target's type to Water.
36 Psych Up
10 Discards the user's stat changes and copies the target's.
41 Amnesia
20 Raises the user's Special Defense by two stages.
46 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
51 Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Let's Go
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 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
1 Confusion
50 100% 25 Has a 10% chance to confuse the target.
1 Encore
100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
1 Yawn
10 Target sleeps at the end of the next turn.
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 Confusion
50 100% 25 Has a 10% chance to confuse the target.
18 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
23 Disable
100% 20 Disables the target's last used move for 1-8 turns.
27 Psybeam
65 100% 20 Has a 10% chance to confuse the target.
32 Screech
85% 40 Lowers the target's Defense by two stages.
42 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
53 Amnesia
20 Raises the user's Special Defense by two stages.
63 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
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.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
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.
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.
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.
TM47 Low Sweep
65 100% 20 Lowers the target's Speed by one stage.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
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.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
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.
TM88 Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
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 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM98 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM100 Confide
20 Lowers the target's Special Attack by one stage.
Let's Go
Name Class Power Acc. PP Effect
TM01 Headbutt
70 100% 15 Has a 30% chance to make the target flinch.
TM05 Rest
5 User sleeps for two turns, completely healing itself.
TM06 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM07 Protect
10 Prevents any moves from hitting the user this turn.
TM08 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.
TM10 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM12 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM13 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM15 Seismic Toss
100% 20 Inflicts damage equal to the user's level.
TM19 Iron Tail
100 75% 15 Has a 30% chance to lower the target's Defense by one stage.
TM25 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TM27 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM29 Scald
80 100% 15 Has a 30% chance to burn the target.
TM33 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM35 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM40 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM47 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TM48 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM51 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TM55 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM57 Pay Day
40 100% 20 Scatters money on the ground worth five times the user's level.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Laser Focus
30 Guarantees a critical hit with the user's next move.
Liquidation
85 100% 10 Has a 20% chance to lower the target's Defense by one stage.
Low Kick
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
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.
Telekinesis
15 Moves have 100% accuracy against the target for three turns.
Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
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.

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