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 #054 Psyduck
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Psyduck
Japan: Koduck
コダック
French: Psykokwak
German: Enton
Korean: 고라파덕
National: #054
Central Kalos: #059
Coastal Kalos: #---
Mountain Kalos: #---
Male :50%
Female :50%
Classification Height Weight Capture Rate Base Egg Steps
Duck Pokémon 2'07"
0.8m
43.2lbs
19.6kg
1905,120
Abilities: Damp - Cloud Nine - Swift Swim (Hidden Ability)
Damp: Explosion and Selfdestruct will not work while the Pokémon is on the field.
Cloud Nine: All weather effects are negated while the Pokémon is on the field.
Hidden Ability (Available):
Swift Swim: When rainy, The Pokémon’s Speed doubles. However, Speed will not double on the turn weather becomes Heavy Rain.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,000,000 Points
Medium Fast
70 1 Sp. Attack Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
 
Water 1
Field
Evolutionary Chain
Locations - In-Depth Details
X Route 7, Route 22Details
Y Route 7, Route 22Details
Omega Ruby Safari ZoneDetails
Alpha Sapphire Safari ZoneDetails
Trainer Locations  Details
X & Y Level Up
LevelAttack NameTypeAppealJam
Water Sport  
Excites the audience in any kind of contest.
Scratch  
Quite an appealing move.
4 Tail Whip  
Works great if the user goes last this turn.
8 Water Gun  
Quite an appealing move.
11 Disable  
Makes the remaining Pokémon nervous.
15 Confusion  
Quite an appealing move.
18 Water Pulse  
Makes audience expect little of other contestants.
22 Fury Swipes  
Effectiveness varies depending on when it is used.
25 Screech  
Makes audience expect little of other contestants.
29 Zen Headbutt  
Quite an appealing move.
32 Aqua Tail  
Quite an appealing move.
36 Soak
Badly startles Pokémon that the audience has high expectations of.
39 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
43 Amnesia  
Prevents the user from being startled until the turn ends.
46 Hydro Pump  
Works better the more the crowd is excited.
50 Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Water Sport  
Excites the audience in any kind of contest.
Scratch  
Quite an appealing move.
4 Tail Whip  
Works great if the user goes last this turn.
8 Water Gun  
Quite an appealing move.
11 Confusion  
Quite an appealing move.
15 Fury Swipes  
Effectiveness varies depending on when it is used.
18 Water Pulse  
Makes audience expect little of other contestants.
22 Disable  
Makes the remaining Pokémon nervous.
25 Screech  
Makes audience expect little of other contestants.
29 Aqua Tail  
Quite an appealing move.
32 Zen Headbutt  
Quite an appealing move.
36 Soak
Badly startles Pokémon that the audience has high expectations of.
39 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
43 Amnesia  
Prevents the user from being startled until the turn ends.
46 Hydro Pump  
Works better the more the crowd is excited.
50 Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM01 Hone Claws  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM07 Hail
Badly startles all Pokémon that successfully showed their appeal.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM14 Blizzard
Badly startles the last Pokémon to act before the user.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM27 Return  
Quite an appealing move.
TM28 Dig  
Prevents the user from being startled one time this turn.
TM29 Psychic  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM45 Attract  
Makes the remaining Pokémon nervous.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM55 Scald  
Makes the remaining Pokémon nervous.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM65 Shadow Claw  
Quite an appealing move.
TM70 Flash  
Makes audience expect little of other contestants.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM03 Surf
Startles all of the Pokémon to act before the user.
HM04 Strength  
Quite an appealing move.
HM05 Waterfall  
Quite an appealing move.
HM07 (ΩRαS) Dive  
Prevents the user from being startled one time this turn.
Egg Moves (Details)
Attack NameTypeAppealJam  
Clear Smog   Details
Works great if the user goes first this turn.
Confuse Ray   Details
Badly startles Pokémon that the audience has high expectations of.
Cross Chop   Details
Affected by how well the previous Pokémon's move went.
Encore   Details
Makes the remaining Pokémon nervous.
Foresight Details
Badly startles Pokémon that used a move of the same type.
Future Sight   Details
Works well if it is the same type as the move used by the last Pokémon.
Hypnosis Details
Startles all of the Pokémon to act before the user.
Mud Bomb Details
Startles the last Pokémon to act before the user.
Psybeam   Details
Makes audience expect little of other contestants.
Refresh   Details
Prevents the user from being startled one time this turn.
Secret Power   Details
Works well if the user is pumped up.
Simple Beam   Details
Brings down the energy of any Pokémon that have already used a move this turn.
Sleep Talk   Details
Effectiveness varies depending on when it is used.
Synchronoise   Details
Works well if it is the same type as the move used by the last Pokémon.
Yawn   Details
Makes the remaining Pokémon nervous.

Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJam
Aqua Tail  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Iron Tail  
Quite an appealing move.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Signal Beam  
Makes audience expect little of other contestants.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Water Pulse  
Makes audience expect little of other contestants.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Worry Seed  
Makes the remaining Pokémon nervous.
Zen Headbutt  
Quite an appealing move.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Dive   Gen V HM06
Prevents the user from being startled one time this turn.
Brine   Gen IV 362
Affected by how well the previous Pokémon's move went.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Captivate   Gen IV 445
Makes the audience quickly grow bored when an appeal move has little effect.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Whirlpool   Gen IV 250
Temporarily stops the crowd from growing excited.
Dive   Move Tutor - PtHGSS
Prevents the user from being startled one time this turn.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Counter   Move Tutor - FRLG
Works great if the user goes last this turn.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 320 50 52 48 65 50 55
Max Stats
Hindering Nature
Lv. 50 110 - 157 51 - 93 47 - 90 63 - 105 49 - 91 54 - 96
Lv. 100 210 - 304 98 - 182 90 - 175 121 - 206 94 - 179 103 - 188
Max Stats
Neutral Nature
Lv. 50 110 - 157 57 - 104 53 - 100 70 - 117 55 - 102 60 - 107
Lv. 100 210 - 304 109 - 203 101 - 195 135 - 229 105 - 199 115 - 209
Max Stats
Beneficial Nature
Lv. 50 110 - 157 62 - 114 58 - 110 77 - 128 60 - 112 66 - 117
Lv. 100 210 - 304 119 - 223 111 - 214 148 - 251 115 - 218 126 - 229

<--- #053
Persian
#055
Golduck
--->

 
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