Psyduck
Sword

Psyduck is constantly beset by headaches. If the Pokémon lets its strange power erupt, apparently the pain subsides for a while.

Legends Arceus

Suffers perpetual headaches. If the agony grows too great, Psyduck's latent power erupts, contrary to Psyduck's intent. Ergo, I am exploring ways to ease the pain.

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

Learned Moves

Level Up Moves

Sword/Shield
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.
3 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
6 Confusion
50 100% 25 Has a 10% chance to confuse the target.
9 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
12 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
15 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
21 Screech
— 85% 40 Lowers the target’s Defense by two stages.
24 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
27 Soak
— 100% 20 Changes the target’s type to Water.
30 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
34 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
36 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
39 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
BD/SP
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.
3 Water Gun
40 100% 25 Inflicts regular damage with no additional effect.
6 Confusion
50 100% 25 Has a 10% chance to confuse the target.
9 Fury Swipes
18 80% 15 Hits 2-5 times in one turn.
12 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
15 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
18 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
21 Screech
— 85% 40 Lowers the target’s Defense by two stages.
24 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
27 Soak
— 100% 20 Changes the target’s type to Water.
30 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
34 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
36 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
39 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
Legends: Arceus
Lvl Name Class Power Acc. PP Effect
1 Bubble
40 100% 30 Has a 10% chance to lower the target’s Speed by one stage.
6 Confusion
50 100% 25 Has a 10% chance to confuse the target.
11 Water Pulse
60 100% 20 Has a 20% chance to confuse the target.
18 Hypnosis
— 60% 20 Puts the target to sleep.
25 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
34 Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
43 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Sword/Shield
Name Class Power Acc. PP Effect
TM00 Mega Punch
80 85% 20 Inflicts regular damage with no additional effect.
TM01 Mega Kick
120 75% 5 Inflicts regular damage with no additional effect.
TM02 Pay Day
40 100% 20 Scatters money on the ground worth five times the user’s level.
TM04 Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
TM15 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM16 Screech
— 85% 40 Lowers the target’s Defense by two stages.
TM17 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM21 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM24 Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
TM25 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM27 Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM31 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM33 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM35 Hail
— — 10 Changes the weather to a hailstorm for five turns.
TM36 Whirlpool
35 85% 15 Prevents the target from leaving battle and inflicts 1/16 its max HP in damage for 2-5 turns.
TM39 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM40 Swift
60 — 20 Never misses.
TM43 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM45 Dive
80 100% 10 User dives underwater, dodging all attacks, and hits next turn.
TM55 Brine
65 100% 10 Has double power against Pokémon that have less than half their max HP remaining.
TM59 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.
TM71 Wonder Room
— — 10 All Pokémon’s Defense and Special Defense are swapped for 5 turns.
TM76 Round
60 100% 15 Has double power if it’s used more than once per turn.
TR01 Body Slam
85 100% 15 Has a 30% chance to paralyze the target.
TR03 Hydro Pump
110 80% 5 Inflicts regular damage with no additional effect.
TR04 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
TR05 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TR06 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
TR11 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TR16 Waterfall
80 100% 15 Has a 20% chance to make the target flinch.
TR17 Amnesia
— — 20 Raises the user’s Special Defense by two stages.
TR20 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.
TR25 Psyshock
80 100% 10 Inflicts damage based on the target’s Defense, not Special Defense.
TR26 Endure
— — 10 Prevents the user’s HP from lowering below 1 this turn.
TR27 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TR30 Encore
— 100% 5 Forces the target to repeat its last used move every turn for 2 to 6 turns.
TR31 Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
TR34 Future Sight
120 100% 10 Hits the target two turns later.
TR49 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TR69 Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.
TR84 Scald
80 100% 15 Has a 30% chance to burn the target.
BD/SP
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.
TM49 Scald
80 100% 15 Has a 30% chance to burn the target.

Egg Moves

Sword/Shield
Name Class Power Acc. PP Effect
Clear Smog
50 — 15 Removes all of the target’s stat modifiers.
Confuse Ray
— 100% 10 Confuses the target.
Cross Chop
100 80% 5 Has an increased chance for a critical hit.
Hypnosis
— 60% 20 Puts the target to sleep.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Simple Beam
— 100% 15 Changes the target’s ability to Simple.
Yawn
— — 10 Target sleeps at the end of the next turn.
BD/SP
Name Class Power Acc. PP Effect
Clear Smog
50 — 15 Removes all of the target’s stat modifiers.
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.
Future Sight
120 100% 10 Hits the target two turns later.
Hypnosis
— 60% 20 Puts the target to sleep.
Psybeam
65 100% 20 Has a 10% chance to confuse the target.
Simple Beam
— 100% 15 Changes the target’s ability to Simple.
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