Psyduck Moves & Learnset
water• 58 total moves
Complete moveset and learnset for Psyduck in Pokémon Polished Crystal. Learn which moves Psyduck can learn by level up, TM/HM, egg moves, and move tutors.
Move Summary
12
Level Up
27
TM/HM
0
Move Tutor
19
Egg Moves
58
Total
Level Up Moves (12)
Moves that Psyduck learns naturally as it levels up.
| Level | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Water SportLevel: 1 | ||||||
| water | 0 | 100 | 15 | |||
| The user becomes soaked to raise resistance to fire. | ||||||
| ScratchLevel: 1 | ||||||
| normal | 40 | 100 | 35 | |||
| Scratches the foe with sharp claws. | ||||||
| Tail WhipLevel: 5 | ||||||
| normal | 0 | 100 | 30 | |||
| Wags the tail to lower the foe's Defense. | ||||||
| Water GunLevel: 5 | ||||||
| water | 40 | 100 | 25 | |||
| Squirts water to attack the foe. | ||||||
| DisableLevel: 10 | ||||||
| normal | 0 | 100 | 20 | |||
| Psychically disables one of the foe's moves. | ||||||
| ConfusionLevel: 16 | ||||||
| psychic | 50 | 100 | 25 | |||
| A psychic attack that may cause confusion. | ||||||
| ScreechLevel: 23 | ||||||
| normal | 0 | 85 | 40 | |||
| Emits a screech to sharply reduce the foe's Defense. | ||||||
| Psych UpLevel: 31 | ||||||
| normal | 0 | 0 | 10 | |||
| Copies the foe's effect(s) and gives to the user. | ||||||
| Fury SwipesLevel: 40 | ||||||
| normal | 18 | 80 | 15 | |||
| Rakes the foe with sharp claws, etc., 2 to 5 times. | ||||||
| AmnesiaLevel: 44 | ||||||
| psychic | 0 | 0 | 20 | |||
| Forgets about something and sharply raises Sp. Def. | ||||||
| Shadow ClawLevel: 48 | ||||||
| ghost | 70 | 100 | 15 | |||
| Strikes with a shadow claw. High critical-hit ratio. | ||||||
| Hydro PumpLevel: 50 | ||||||
| water | 120 | 80 | 5 | |||
| Blasts water at high power to strike the foe. | ||||||
Egg Moves (19)
Moves that Psyduck can learn through breeding with compatible Pokémon.
| Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|
| Hypnosis | |||||
| psychic | 0 | 60 | 20 | ||
| A hypnotizing move that may induce sleep. | |||||
| Confuse Ray | |||||
| ghost | 0 | 100 | 10 | ||
| A sinister ray that confuses the foe. | |||||
| Encore | |||||
| normal | 0 | 100 | 5 | ||
| Makes the foe repeat its last move over 2 to 6 turns. | |||||
| Yawn | |||||
| normal | 0 | 100 | 10 | ||
| Lulls the foe into yawning, then sleeping next turn. | |||||
| Psybeam | |||||
| psychic | 65 | 100 | 20 | ||
| Fires a peculiar ray that may confuse the foe. | |||||
| Foresight | |||||
| normal | 0 | 100 | 40 | ||
| Negates the foe's efforts to heighten evasiveness. | |||||
| Light Screen | |||||
| psychic | 0 | 0 | 30 | ||
| Creates a wall of light that lowers Sp. Atk damage. | |||||
| Future Sight | |||||
| psychic | 120 | 100 | 10 | ||
| Heightens inner power to strike 2 turns later. | |||||
| Psychic | |||||
| psychic | 90 | 100 | 10 | ||
| A powerful psychic attack that may lower Sp. Def. | |||||
| Cross Chop | |||||
| fighting | 100 | 80 | 5 | ||
| A double-chopping attack. High critical-hit ratio. | |||||
| Refresh | |||||
| normal | 0 | 100 | 20 | ||
| Heals poisoning, paralysis, or a burn. | |||||
| Hypnosis | |||||
| psychic | 0 | 60 | 20 | ||
| A hypnotizing move that may induce sleep. | |||||
| Psybeam | |||||
| psychic | 65 | 100 | 20 | ||
| Fires a peculiar ray that may confuse the foe. | |||||
| Foresight | |||||
| normal | 0 | 100 | 40 | ||
| Negates the foe's efforts to heighten evasiveness. | |||||
| Light Screen | |||||
| psychic | 0 | 0 | 30 | ||
| Creates a wall of light that lowers Sp. Atk damage. | |||||
| Future Sight | |||||
| psychic | 120 | 100 | 10 | ||
| Heightens inner power to strike 2 turns later. | |||||
| Psychic | |||||
| psychic | 90 | 100 | 10 | ||
| A powerful psychic attack that may lower Sp. Def. | |||||
| Cross Chop | |||||
| fighting | 100 | 80 | 5 | ||
| A double-chopping attack. High critical-hit ratio. | |||||
| Refresh | |||||
| normal | 0 | 100 | 20 | ||
| Heals poisoning, paralysis, or a burn. | |||||
TM/HM Moves (27)
Moves that Psyduck can learn via Technical Machines (TMs) and Hidden Machines (HMs).
| TM/HM | Move | Type | Cat. | Power | Acc. | PP |
|---|---|---|---|---|---|---|
| Focus Punch | ||||||
| fighting | 150 | 100 | 20 | TM01 | ||
| A powerful loyalty attack. The user flinches if hit. | ||||||
| Water Pulse | ||||||
| water | 60 | 100 | 20 | TM03 | ||
| Attacks with ultrasonic waves. May confuse the foe. | ||||||
| Calm Mind | ||||||
| psychic | 0 | 0 | 20 | TM04 | ||
| Raises Sp. Atk and Sp. Def by focusing the mind. | ||||||
| Toxic | ||||||
| poison | 0 | 70 | 10 | TM06 | ||
| Poisons the foe with an intensifying toxin. | ||||||
| Hail | ||||||
| ice | 0 | 0 | 10 | TM07 | ||
| Summons a hailstorm that strikes every turn. | ||||||
| Hidden Power | ||||||
| The effectiveness varies with the user. | ||||||
| Ice Beam | ||||||
| ice | 90 | 100 | 10 | TM13 | ||
| Blasts the foe with an icy beam that may freeze it. | ||||||
| Blizzard | ||||||
| ice | 110 | 70 | 5 | TM14 | ||
| Hits the foe with an icy storm that may freeze it. | ||||||
| Protect | ||||||
| normal | 0 | 0 | 10 | TM17 | ||
| Evades attack, but may fail if used in succession. | ||||||
| Rain Dance | ||||||
| water | 0 | 0 | 5 | TM18 | ||
| Boosts the power of Water- type moves for 5 turns. | ||||||
| Frustration | ||||||
| normal | 1 | 100 | 20 | TM21 | ||
| An attack that is stronger if the Trainer is disliked. | ||||||
| Iron Tail | ||||||
| steel | 100 | 75 | 15 | TM23 | ||
| Attacks with a rock-hard tail. May lower Defense. | ||||||
| Return | ||||||
| normal | 1 | 100 | 20 | TM27 | ||
| An attack that increases in power with friendship. | ||||||
| Dig | ||||||
| ground | 80 | 100 | 10 | TM28 | ||
| Digs underground the first turn and strikes next turn. | ||||||
| Brick Break | ||||||
| fighting | 75 | 100 | 15 | TM31 | ||
| Destroys barriers such as Reflect and causes damage. | ||||||
| Double Team | ||||||
| normal | 0 | 0 | 15 | TM32 | ||
| Creates illusory copies to raise evasiveness. | ||||||
| Aerial Ace | ||||||
| 60 | 0 | 20 | TM40 | |||
| An extremely speedy and unavoidable attack. | ||||||
| Facade | ||||||
| normal | 70 | 100 | 20 | TM42 | ||
| Boosts Attack when burned, paralyzed, or poisoned. | ||||||
| Secret Power | ||||||
| normal | 70 | 100 | 20 | TM43 | ||
| An attack with effects that vary by location. | ||||||
| Rest | ||||||
| psychic | 0 | 0 | 5 | TM44 | ||
| The user sleeps for 2 turns, restoring HP and status. | ||||||
| Attract | ||||||
| normal | 0 | 100 | 15 | TM45 | ||
| Makes the opposite gender less likely to attack. | ||||||
| Surf | ||||||
| water | 90 | 100 | 15 | HM03 | ||
| Creates a huge wave, then crashes it down on the foe. | ||||||
| Strength | ||||||
| normal | 80 | 100 | 15 | HM04 | ||
| Builds enormous power, then slams the foe. | ||||||
| Flash | ||||||
| normal | 0 | 100 | 20 | HM05 | ||
| Looses a powerful blast of light that cuts accuracy. | ||||||
| Rock Smash | ||||||
| fighting | 40 | 100 | 15 | HM06 | ||
| A rock-crushing attack that may lower Defense. | ||||||
| Waterfall | ||||||
| water | 80 | 100 | 15 | HM07 | ||
| Charges the foe with speed to climb waterfalls. | ||||||
| Dive | ||||||
| water | 90 | 100 | 10 | HM08 | ||
| Dives underwater the first turn and strikes next turn. | ||||||
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