Golduck
#141 in the HeartGold & SoulSilver Pokédex • Duck Pokémon
Pokédex entries
HeartGold
When it swims at full speed using its long, webbed limbs, its forehead somehow begins to glow.
SoulSilver
It appears by waterways at dusk. It may use telekinetic powers if its forehead glows mysteriously.
Details
Type

Category
Abilities
Height
Weight
National Pokédex
Pokédex
Stats
Min
Max
HP
80
270
364
Attack
82
152
289
Defense
78
144
280
Sp. Atk
95
175
317
Sp. Def
80
148
284
Speed
85
157
295
Total
500
Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.
Growth
| Pokédexes | Updated Johto #141 |
|---|---|
| EV yield | 2 SpA |
| Catch rate | 75 |
| Base Exp. | 174 |
Evolution
| Pokémon | Requires | Evolution |
|---|---|---|
![]() Psyduck #140 | Level 33 | ![]() Golduck #141 |
Encounters
HeartGold| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Ilex Forest | Surfing | 10-20 | 5% | - |
Ilex Forest | Surfing | 10-20 | 4% | - |
Ilex Forest | Surfing | 10-20 | 1% | - |
Route 35 | Surfing | 15-25 | 5% | - |
Route 35 | Surfing | 15-25 | 4% | - |
Route 35 | Surfing | 31 | 1% | - |
Seafoam Islands Seafoam Islands (1F) | Walking in tall grass or a cave | 32 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B1F) | Walking in tall grass or a cave | 34 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B1F) | Walking in tall grass or a cave | 32 | 4% | - |
Seafoam Islands Seafoam Islands (B2F) | Walking in tall grass or a cave | 35 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B2F) | Walking in tall grass or a cave | 33 | 4% | - |
Seafoam Islands Seafoam Islands (B3F) | Walking in tall grass or a cave | 36 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B3F) | Walking in tall grass or a cave | 34 | 4% | - |
Seafoam Islands Seafoam Islands (B4F) | Walking in tall grass or a cave | 38 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B4F) | Walking in tall grass or a cave | 37 | 4% | - |
Mt. Silver Mount Silver (Moltres’s chamber) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (2F) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (3F) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (3F) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (lower mountainside) | Walking in tall grass or a cave | 51 | 4% | - |
Mt. Silver Mount Silver (lower mountainside) | Walking in tall grass or a cave | 51 | 1% | - |
Mt. Silver Mount Silver (Expert Belt chamber) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 10% | Radio off, In the morning |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 10% | Radio off, During the day |
Route 6 | Surfing | 10 | 5% | - |
Route 6 | Surfing | 10 | 4% | - |
Route 6 | Surfing | 10 | 1% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 1% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 1% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 1% | - |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 17 | 10% | Safari base slot 9: present only when at most 8 block-based bonus encounters for this area/method are eligible. Each retained native slot has 10% selection probability., At night |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 17 | 10% | Safari base slot 10: present only when at most 9 block-based bonus encounters for this area/method are eligible. Each retained native slot has 10% selection probability., At night |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
SoulSilver| Location | Method | Level | Chance | Conditions |
|---|---|---|---|---|
Ilex Forest | Surfing | 10-20 | 5% | - |
Ilex Forest | Surfing | 10-20 | 4% | - |
Ilex Forest | Surfing | 10-20 | 1% | - |
Route 35 | Surfing | 15-25 | 5% | - |
Route 35 | Surfing | 15-25 | 4% | - |
Route 35 | Surfing | 31 | 1% | - |
Seafoam Islands Seafoam Islands (1F) | Walking in tall grass or a cave | 32 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B1F) | Walking in tall grass or a cave | 34 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B1F) | Walking in tall grass or a cave | 32 | 4% | - |
Seafoam Islands Seafoam Islands (B2F) | Walking in tall grass or a cave | 35 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B2F) | Walking in tall grass or a cave | 33 | 4% | - |
Seafoam Islands Seafoam Islands (B3F) | Walking in tall grass or a cave | 36 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B3F) | Walking in tall grass or a cave | 34 | 4% | - |
Seafoam Islands Seafoam Islands (B4F) | Walking in tall grass or a cave | 38 | 10% | Radio off |
Seafoam Islands Seafoam Islands (B4F) | Walking in tall grass or a cave | 37 | 4% | - |
Mt. Silver Mount Silver (Moltres’s chamber) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (2F) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (3F) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (3F) | Walking in tall grass or a cave | 48 | 10% | Radio off |
Mt. Silver Mount Silver (lower mountainside) | Walking in tall grass or a cave | 51 | 4% | - |
Mt. Silver Mount Silver (lower mountainside) | Walking in tall grass or a cave | 51 | 1% | - |
Mt. Silver Mount Silver (Expert Belt chamber) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 20% | - |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 10% | Radio off, In the morning |
Mt. Silver Mount Silver (upper mountainside) | Walking in tall grass or a cave | 48 | 10% | Radio off, During the day |
Route 6 | Surfing | 10 | 5% | - |
Route 6 | Surfing | 10 | 4% | - |
Route 6 | Surfing | 10 | 1% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (1F) | Surfing | 40 | 1% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (2F) | Surfing | 40 | 1% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 5% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 4% | - |
Cerulean Cave Cerulean Cave (B1F) | Surfing | 40 | 1% | - |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 17 | 10% | Safari base slot 9: present only when at most 8 block-based bonus encounters for this area/method are eligible. Each retained native slot has 10% selection probability., At night |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 17 | 10% | Safari base slot 10: present only when at most 9 block-based bonus encounters for this area/method are eligible. Each retained native slot has 10% selection probability., At night |
Johto Safari Zone Safari Zone Wetland | Walking in tall grass or a cave | 40 | 10% | Safari blocks unlocked; requires at least 5 peak points, counting area-age upgrades. Native bonus index 6: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wetland | Surfing | 37 | 10% | Safari blocks unlocked; requires at least 4 water points, counting area-age upgrades. Native bonus index 1: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wetland | Surfing | 45 | 10% | Safari blocks unlocked; requires at least 6 water points, counting area-age upgrades. Native bonus index 2: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., In the morning |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., During the day |
Johto Safari Zone Safari Zone Wasteland | Walking in tall grass or a cave | 45 | 10% | Safari blocks unlocked; requires at least 3 water points, counting area-age upgrades. Native bonus index 8: selected only if fewer than 10 earlier eligible bonus entries for this area/method. Each selected slot 10%;, other eligibility can add slots of the same species., At night |
Moves
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| Start | Scratch | ![]() | Physical | 40 | 100 | 35 | Hard, pointed, and sharp claws rake the foe to inflict damage. |
| Start | Tail Whip | ![]() | Status | - | 100 | 30 | The user wags its tail cutely, making the foe less wary. The target’s Defense stat is lowered. |
| Start | Water Gun | ![]() | Special | 40 | 100 | 25 | The foe is blasted with a forceful shot of water. |
| Start | Water Sport | ![]() | Status | - | - | 15 | The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle. |
| Start | Aqua Jet | ![]() | Physical | 40 | 100 | 20 | The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first. |
| 5 | Tail Whip | ![]() | Status | - | 100 | 30 | The user wags its tail cutely, making the foe less wary. The target’s Defense stat is lowered. |
| 9 | Water Gun | ![]() | Special | 40 | 100 | 25 | The foe is blasted with a forceful shot of water. |
| 14 | Disable | ![]() | Status | - | 80 | 20 | For several turns, this move prevents the foe from using the move it last used. |
| 18 | Confusion | ![]() | Special | 50 | 100 | 25 | The foe is hit by a weak telekinetic force. It may also leave the foe confused. |
| 22 | Water Pulse | ![]() | Special | 60 | 100 | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| 27 | Fury Swipes | ![]() | Physical | 18 | 80 | 15 | The foe is raked with sharp claws or scythes for two to five times in quick succession. |
| 31 | Screech | ![]() | Status | - | 85 | 40 | An earsplitting screech is emitted to sharply reduce the foe’s Defense stat. |
| 37 | Psych Up | ![]() | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the foe. |
| 44 | Zen Headbutt | ![]() | Physical | 80 | 90 | 15 | The user focuses its willpower to its head and rams the foe. It may also make the target flinch. |
| 50 | Amnesia | ![]() | Status | - | - | 20 | The user temporarily empties its mind to forget its concerns. It sharply raises the user’s Sp. Def stat. |
| 56 | Hydro Pump | ![]() | Special | 120 | 80 | 5 | The foe is blasted by a huge volume of water launched under great pressure. |
Machines
| Class | Description | ||||||
|---|---|---|---|---|---|---|---|
| TM01 | Focus Punch | ![]() | Physical | 150 | 100 | 20 | The user focuses its mind before launching a punch. It will fail if the user is hit before it is used. |
| TM03 | Water Pulse | ![]() | Special | 60 | 100 | 20 | The user attacks the foe with a pulsing blast of water. It may also confuse the foe. |
| TM04 | Calm Mind | ![]() | Status | - | - | 20 | The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. |
| TM06 | Toxic | ![]() | Status | - | 85 | 10 | A move that leaves the target badly poisoned. Its poison damage worsens every turn. |
| TM07 | Hail | ![]() | Status | - | - | 10 | The user summons a hailstorm lasting five turns. It damages all Pokémon except the Ice type. |
| TM10 | Hidden Power | Variable | Special | 30–70 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM13 | Ice Beam | ![]() | Special | 95 | 100 | 10 | The foe is struck with an icy-cold beam of energy. It may also freeze the target solid. |
| TM14 | Blizzard | ![]() | Special | 120 | 70 | 5 | A howling blizzard is summoned to strike the foe. It may also freeze the target solid. |
| TM15 | Hyper Beam | ![]() | Special | 150 | 90 | 5 | The foe is attacked with a powerful beam. The user must rest on the next turn to regain its energy. |
| TM17 | Protect | ![]() | Status | - | - | 10 | It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. |
| TM18 | Rain Dance | ![]() | Status | - | - | 5 | The user summons a heavy rain that falls for five turns, powering up Water- type moves. |
| TM21 | Frustration | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the less the user likes its Trainer. |
| TM23 | Iron Tail | ![]() | Physical | 100 | 75 | 15 | The foe is slammed with a steel-hard tail. It may also lower the target’s Defense stat. |
| TM27 | Return | ![]() | Physical | - | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM28 | Dig | ![]() | Physical | 80 | 100 | 10 | The user burrows, then attacks on the second turn. It can also be used to exit dungeons. |
| TM29 | Psychic | ![]() | Special | 90 | 100 | 10 | The foe is hit by a strong telekinetic force. It may also reduce the foe’s Sp. Def stat. |
| TM31 | Brick Break | ![]() | Physical | 75 | 100 | 15 | The user attacks with tough fists, etc. It can also break any barrier such as Light Screen and Reflect. |
| TM32 | Double Team | ![]() | Status | - | - | 15 | By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. |
| TM40 | Aerial Ace | ![]() | Physical | 60 | - | 20 | The user confounds the foe with speed, then slashes. The attack lands without fail. |
| TM42 | Facade | ![]() | Physical | 70 | 100 | 20 | An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn. |
| TM43 | Secret Power | ![]() | Physical | 70 | 100 | 20 | The user attacks with a secret power. Its added effects vary depending on the user’s environment. |
| TM44 | Rest | ![]() | Status | - | - | 10 | The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | ![]() | Status | - | 100 | 15 | If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack. |
| TM52 | Focus Blast | ![]() | Special | 120 | 70 | 5 | The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def. |
| TM55 | Brine | ![]() | Special | 65 | 100 | 10 | If the foe’s HP is down to about half, this attack will hit with double the power. |
| TM56 | Fling | ![]() | Physical | - | 100 | 10 | The user flings its held item at the foe to attack. Its power and effects depend on the item. |
| TM58 | Endure | ![]() | Status | - | - | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM65 | Shadow Claw | ![]() | Physical | 70 | 100 | 15 | The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio. |
| TM68 | Giga Impact | ![]() | Physical | 150 | 90 | 5 | The user charges at the foe using every bit of its power. The user must rest on the next turn. |
| TM70 | Flash | ![]() | Status | - | 100 | 20 | The user flashes a light that cuts the foe’s accuracy. It can also be used to illuminate caves. |
| TM77 | Psych Up | ![]() | Status | - | - | 10 | The user hypnotizes itself into copying any stat change made by the foe. |
| TM78 | Captivate | ![]() | Status | - | 100 | 20 | If it is the opposite gender of the user, the foe is charmed into sharply lowering its Sp. Atk stat. |
| TM82 | Sleep Talk | ![]() | Status | - | - | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM83 | Natural Gift | ![]() | Physical | - | 100 | 15 | The user draws power to attack by using its held Berry. The Berry determines its type and power. |
| TM87 | Swagger | ![]() | Status | - | 90 | 15 | The user enrages the foe into confusion. However, it also sharply raises the foe’s Attack stat. |
| TM90 | Substitute | ![]() | Status | - | - | 10 | The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. |
| HM03 | Surf | ![]() | Special | 95 | 100 | 15 | It swamps the entire battlefield with a giant wave. It can also be used for crossing water. |
| HM04 | Strength | ![]() | Physical | 80 | 100 | 15 | The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders. |
| HM05 | Whirlpool | ![]() | Special | 15 | 70 | 15 | Traps the foe inside a whirlpool that lasts for two to five turns. The user can pass through whirlpools. |
| HM06 | Rock Smash | ![]() | Physical | 40 | 100 | 15 | The user hits with a punch that may lower the target’s Defense. It can also smash cracked boulders. |
| HM07 | Waterfall | ![]() | Physical | 80 | 100 | 15 | The user charges at the foe rapidly, and may make it flinch. It can also be used to climb a waterfall. |
| HM08 | Rock Climb | ![]() | Physical | 90 | 85 | 20 | A charging attack that may also leave the foe confused. It can also be used to scale rocky walls. |
Tutors
| Class | Description | |||||
|---|---|---|---|---|---|---|
| Aqua Tail | ![]() | Physical | 90 | 90 | 10 | The user attacks by swinging its tail as if it were a vicious wave in a raging storm. |
| Dive | ![]() | Physical | 80 | 100 | 10 | A two-turn attack. The user dives underwater on the first turn, then hits on the next turn. |
| Fury Cutter | ![]() | Physical | 10 | 95 | 20 | The foe is slashed with scythes or claws. Its power increases if it hits in succession. |
| Headbutt | ![]() | Physical | 70 | 100 | 15 | The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees. |
| Ice Punch | ![]() | Physical | 75 | 100 | 15 | The foe is punched with an icy fist. It may leave the target frozen. |
| Icy Wind | ![]() | Special | 55 | 95 | 15 | The user attacks with a gust of chilled air. It also lowers the target’s Speed stat. |
| Low Kick | ![]() | Physical | - | 100 | 20 | A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes. |
| Mud-Slap | ![]() | Special | 20 | 100 | 10 | The user hurls mud in the foe’s face to inflict damage and lower its accuracy. |
| Role Play | ![]() | Status | - | - | 10 | The user mimics the foe completely, copying the foe’s natural ability. |
| Signal Beam | ![]() | Special | 75 | 100 | 15 | The user attacks with a sinister beam of light. It may also confuse the target. |
| Snore | ![]() | Special | 40 | 100 | 15 | An attack that can be used only if the user is asleep. The harsh noise may also make the foe flinch. |
| Swift | ![]() | Special | 60 | - | 20 | Star-shaped rays are shot at the foe. This attack never misses. |
| Worry Seed | ![]() | Status | - | 100 | 10 | A seed that causes worry is planted on the foe. It prevents sleep by making its ability Insomnia. |
| Zen Headbutt | ![]() | Physical | 80 | 90 | 15 | The user focuses its willpower to its head and rams the foe. It may also make the target flinch. |
| Source | Class | Description | ||||||
|---|---|---|---|---|---|---|---|---|
| - | Prior evolution: egg | Confuse Ray | ![]() | Status | - | 100 | 10 | The foe is exposed to a sinister ray that triggers confusion. |
| - | Prior evolution: egg | Cross Chop | ![]() | Physical | 100 | 80 | 5 | The user delivers a double chop with its forearms crossed. It has a high critical-hit ratio. |
| - | Prior evolution: egg | Encore | ![]() | Status | - | 100 | 5 | The user compels the foe to keep using only the move it last used for three to seven turns. |
| - | Prior evolution: egg | Foresight | ![]() | Status | - | - | 40 | Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe. |
| - | Prior evolution: egg | Future Sight | ![]() | Special | 80 | 90 | 15 | Two turns after this move is used, the foe is attacked with a hunk of psychic energy. |
| - | Prior evolution: egg | Hypnosis | ![]() | Status | - | 60 | 20 | The user employs hypnotic suggestion to make the target fall into a deep sleep. |
| - | Prior evolution: egg | Light Screen | ![]() | Status | - | - | 30 | A wondrous wall of light is put up to suppress damage from special attacks for five turns. |
| - | Prior evolution: egg | Mud Bomb | ![]() | Special | 65 | 85 | 10 | The user launches a hard-packed mud ball to attack. It may also lower the target’s accuracy. |
| - | Prior evolution: egg | Psybeam | ![]() | Special | 65 | 100 | 20 | The foe is attacked with a peculiar ray. It may also leave the target confused. |
| - | Prior evolution: egg | Refresh | ![]() | Status | - | - | 20 | The user rests to cure itself of a poisoning, burn, or paralysis. |
| - | Prior evolution: egg | Yawn | ![]() | Status | - | - | 10 | The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn. |
Traits
Damp
Ability Slot 1
Prevents combatants from self-destructing.
Prevents Self-Destruct, Explosion, and Aftermath from working while the Pokémon is in battle.
Cloud Nine
Ability Slot 2
Eliminates the effects of weather.
Negates all effects of weather, but does not prevent the weather itself.









































Physical
Status
Special












