Pokemon Let's Go Psyduck is a Water Type pokemon also known as a Duck Pokémon, first discovered in the Kanto region. it's weak against Grass, Electric type moves and has a Max CP of 320, 50 HP, 52 Attack, 65 SP Attack, 48 Defense, 50 SP Defense and 55 Speed. Considering it's stats, the best nature to have is Mild, this will increase it's Sp. Atk and decrease it's Defense stats.
Psyduck uses a mysterious power. When it does so, this Pokémon generates brain waves that are supposedly only seen in sleepers. This discovery spurred controversy among scholars.
Pokemon Lets Go Psyduck Evolutions
What level does Pokemon Let's Go Psyduck Evolve at?
The Unevolved Form Psyduck Evolves at level 33 into Golduck.
How to catch Psyduck in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Psyduck Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Psyduck is in the Route 24 zone, it will have a 20% chance to spawn in the area with a level range of 07-12. This also makes Route 24 the best place to Catch Combo Chain hunt Shiny Psyduck or for a Flawless IV Stats.
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Psyduck.
Best Nature for Psyduck
We recommend a Mild Nature for Psyduck, you can visit Madam Celadon to force encounter pokemon of Mild Nature.
|Nature||Increases||Decreases||Choice 1||Choice 2|
Pokemon Lets Go Psyduck Moves
Level Up Moves
Pokemon Let's Go Psyduck Moves You Learn From Leveling Up.
|1||Scratch||Normal||Physical||40||35||100%||Inflicts regular damage with no additional effect.|
|5||Tail Whip||Normal||None||--||30||100%||Lowers the target's Defense by one stage.|
|9||Water Gun||Water||Special||40||25||100%||Inflicts regular damage with no additional effect.|
|14||Confusion||Psychic||Special||50||25||100%||Has a 10% chance to confuse the target.|
|18||Fury Swipes||Normal||Physical||18||15||80%||Hits 2-5 times in one turn.|
|23||Disable||Normal||None||--||20||100%||Disables the target's last used move for 1-8 turns.|
|27||Psybeam||Psychic||Special||65||20||100%||Has a 10% chance to confuse the target.|
|32||Screech||Normal||None||--||40||85%||Lowers the target's Defense by two stages.|
|36||Surf||Water||Special||95||15||100%||Inflicts regular damage and can hit Dive users.|
|41||Amnesia||Psychic||None||--||20||--||Raises the user's Special Defense by two stages.|
|45||Hydro Pump||Water||Special||120||5||80%||Inflicts regular damage with no additional effect.|
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Psyduck can Learn.
|TM1||Headbutt||Normal||Physical||70||15||100%||Has a 30% chance to make the target flinch.|
|TM5||Rest||Psychic||None||--||10||--||User sleeps for two turns, completely healing itself.|
|TM6||Light Screen||Psychic||None||--||30||--||Reduces damage from special attacks by 50% for five turns..|
|TM7||Protect||Normal||None||--||10||--||prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves.|
|TM8||Substitute||Normal||None||--||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||Ground||Physical||80||10||100%||User digs underground, dodging all attacks, and hits next turn.|
|TM12||Facade||Normal||Physical||70||20||100%||deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.|
|TM13||Brick Break||Fighting||Physical||75||15||100%||deals damage, but removes the effects of Reflect and Light Screen before attacking.|
|TM15||Seismic Toss||Fighting||Physical||1||20||100%||Inflicts damage equal to the user's level.|
|TM19||Iron Tail||Steel||Physical||100||15||75%||deals damage and has a 30% chance of lowering the target's Defense by one stage.|
|TM25||Waterfall||Water||Physical||80||15||100%||Has a 20% chance to make the target flinch.|
|TM27||Toxic||Poison||None||--||10||90%||Badly poisons the target, inflicting more damage every turn.|
|TM29||Scald||Water||Special||80||15||100%||deals damage and has a 30% chance of burning the target.|
|TM33||Calm Mind||Psychic||None||--||20||--||raises the user's Special Attack and Special Defense by one stage each.|
|TM35||Ice Punch||Ice||Physical||75||15||100%||Has a 10% chance to freeze the target.|
|TM40||Psychic||Psychic||Special||90||10||100%||Has a 10% chance to lower the target's Special Defense by one stage.|
|TM47||Surf||Water||Special||95||15||100%||Inflicts regular damage and can hit Dive users.|
|TM51||Blizzard||Ice||Special||120||5||70%||Has a 10% chance to freeze the target.|
|TM55||Ice Beam||Ice||Special||95||10||100%||Has a 10% chance to freeze the target.|
|TM57||Pay Day||Normal||Physical||40||20||100%||Scatters money on the ground worth five times the user's level.|
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This Pokemon's Master Trainer is Nicole