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Golduck

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Golduck in Pokémon Sword & Shield

Isle of Armor Pokédex #147 • Duck Pokémon

Golduck in the National Pokédex
Golduck sprite

Normal

Shiny Golduck sprite

Shiny

Pokédex entries

Sword

This Pokémon lives in gently flowing rivers. It paddles through the water with its long limbs, putting its graceful swimming skills on display.

Shield

Old tales tell of Golduck punishing those that defiled its river. The guilty were dragged into the water and taken away.

Pokémon details

Type

Water

Category

Duck Pokémon

Height

1.7 m (5'07")

Weight

76.6 kg (168.9 lbs)

National Pokédex

#0055

Pokédex

Armor #147

Golduck in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

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.

Type-only matchups for Golduck, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #147
EV yield
2 SpA
Catch rate
75
Base Exp.
175

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Psyduck

Psyduck

Armor #146

Level 33

Golduck

Golduck

Armor #147

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Brawlers' Cave

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Brawlers' Cave

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Forest of Focus

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Forest of Focus

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Brawlers' Cave

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Brawlers' Cave

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Wild Pokémon

Special Overworld Encounters27-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Challenge Beach

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Forest of Focus

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Forest of Focus

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Normal Weather

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Normal Weather

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Overcast

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Overcast

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Raining

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters26-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Intense Sun

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Intense Sun

Max Lair

Dynamax Adventures

Dynamax Adventure65-

Catch as a Dynamax Adventure opponent and choose it as the one Pokémon to keep at the end; starting rentals cannot be kept; Endless Dynamax Adventures do not award Pokémon, The Crown Tundra Expansion Pass required

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 135 (common beam)

Max Raid Battle55-6015%

The Isle of Armor Expansion Pass required, Permanent pool 135, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Soothing Wetlands

Max Raid Battles — pool 136 (rare beam)

Max Raid Battle55-6020%

The Isle of Armor Expansion Pass required, Permanent pool 136, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle45-5015%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Courageous Cavern

Max Raid Battles — pool 148 (rare beam)

Max Raid Battle55-6025%

The Isle of Armor Expansion Pass required, Permanent pool 148, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 5-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartScratch

Hard, pointed, sharp claws rake the target to inflict damage.

Normal4010035
StartTail Whip

The user wags its tail cutely, making opposing Pokémon less wary and lowering their Defense stats.

Normal-10030
StartWater Gun

The target is blasted with a forceful shot of water.

Water4010025
StartConfusion

The target is hit by a weak telekinetic force. This may also confuse the target.

Psychic5010025
StartAqua Jet

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Water4010020
9Fury Swipes

The target is raked with sharp claws or scythes quickly two to five times in a row.

Normal188015
12Water Pulse

The user attacks the target with a pulsing blast of water. This may also confuse the target.

Water6010020
15Disable

For four turns, this move prevents the target from using the move it last used.

Normal-10020
18Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
21Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
24Aqua Tail

The user attacks by swinging its tail as if it were a vicious wave in a raging storm.

Water909010
27Soak

The user shoots a torrent of water at the target and changes the target’s type to Water.

Water-10020
30Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
36Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
40Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805
45Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM00Mega Punch

The target is slugged by a punch thrown with muscle-packed power.

Normal808520
TM01Mega Kick

The target is attacked by a kick launched with muscle-packed power.

Normal120755
TM02Pay Day

Numerous coins are hurled at the target to inflict damage. Money is earned after the battle.

Normal4010020
TM04Ice Punch

The target is punched with an icy fist. This may also leave the target frozen.

Ice7510015
TM08Hyper Beam

The target is attacked with a powerful beam. The user can’t move on the next turn.

Normal150905
TM09Giga Impact

The user charges at the target using every bit of its power. The user can’t move on the next turn.

Normal150905
TM15Dig

The user burrows into the ground, then attacks on the next turn.

Ground8010010
TM16Screech

An earsplitting screech harshly lowers the target’s Defense stat.

Normal-8540
TM17Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM27Icy Wind

The user attacks with a gust of chilled air. This also lowers opposing Pokémon’s Speed stats.

Ice559515
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM35Hail

The user summons a hailstorm lasting five turns. It damages all Pokémon except Ice types.

Ice--10
TM36Whirlpool

The user traps the target in a violent swirling whirlpool for four to five turns.

Water358515
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM43Brick Break

The user attacks with a swift chop. It can also break barriers, such as Light Screen and Reflect.

Fighting7510015
TM45Dive

Diving on the first turn, the user floats up and attacks on the next turn.

Water8010010
TM55Brine

If the target’s HP is half or less, this attack will hit with double the power.

Water6510010
TM59Fling

The user flings its held item at the target to attack. This move’s power and effects depend on the item.

Dark-10010
TM65Shadow Claw

The user slashes with a sharp claw made from shadows. Critical hits land more easily.

Ghost7010015
TM71Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10
TM75Low Sweep

The user makes a swift attack on the target’s legs, which lowers the target’s Speed stat.

Fighting6510020
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TR01Body Slam

The user drops onto the target with its full body weight. This may also leave the target with paralysis.

Normal8510015
TR03Hydro Pump

The target is blasted by a huge volume of water launched under great pressure.

Water110805
TR04Surf

The user attacks everything around it by swamping its surroundings with a giant wave.

Water9010015
TR05Ice Beam

The target is struck with an icy-cold beam of energy. This may also leave the target frozen.

Ice9010010
TR06Blizzard

A howling blizzard is summoned to strike opposing Pokémon. This may also leave the opposing Pokémon frozen.

Ice110705
TR07Low Kick

A powerful low kick that makes the target fall over. The heavier the target, the greater the move’s power.

Fighting-10020
TR11Psychic

The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat.

Psychic9010010
TR16Waterfall

The user charges at the target and may make it flinch.

Water8010015
TR17Amnesia

The user temporarily empties its mind to forget its concerns. This sharply raises the user’s Sp. Def stat.

Psychic--20
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR30Encore

The user compels the target to keep using the move it encored for three turns.

Normal-1005
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR34Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic12010010
TR45Muddy Water

The user attacks by shooting muddy water at opposing Pokémon. This may also lower their accuracy.

Water908510
TR49Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TR64Focus Blast

The user heightens its mental focus and unleashes its power. This may also lower the target’s Sp. Def stat.

Fighting120705
TR69Zen Headbutt

The user focuses its willpower to its head and attacks the target. This may also make the target flinch.

Psychic809015
TR84Scald

The user shoots boiling hot water at its target. This may also leave the target with a burn.

Water8010015
TR98Liquidation

The user slams into the target using a full-force blast of water. This may also lower the target’s Defense stat.

Water8510010

Moves this Pokémon can learn from move tutors in this game.
Class
Flip Turn

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Water6010020

Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Aerial Ace

The user confounds the target with speed, then slashes. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Flying60-20
Bubble Beam

A spray of bubbles is forcefully ejected at the target. This may also lower the target’s Speed stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Water6510020
Clear Smog

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison50-15
Clear Smog

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Poison50-15
Clear Smog

The user attacks the target by throwing a clump of special mud. All stat changes are returned to normal.

Learn as Psyduck, then retain through evolution.

Poison50-15
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost-10010
Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Ghost-10010
Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Learn as Psyduck, then retain through evolution.

Ghost-10010
Counter

A retaliation move that counters any physical attack, inflicting double the damage taken.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Cross Chop

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting100805
Cross Chop

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fighting100805
Cross Chop

The user delivers a double chop with its forearms crossed. Critical hits land more easily.

Learn as Psyduck, then retain through evolution.

Fighting100805
Curse

A move that works differently for the Ghost type than for all other types.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ghost--10
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Double-Edge

A reckless, life-risking tackle in which the user rushes the target. This also damages the user quite a lot.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal12010015
Dynamic Punch

The user punches the target with full, concentrated power. This confuses the target if it hits.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting100505
Focus Punch

The user focuses its mind before launching a punch. This move fails if the user is hit before it is used.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting15010020
Fury Cutter

The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Bug409520
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Hone Claws

The user sharpens its claws to boost its Attack stat and accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark--15
Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic-6020
Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Psychic-6020
Hypnosis

The user employs hypnotic suggestion to make the target fall into a deep sleep.

Learn as Psyduck, then retain through evolution.

Psychic-6020
Laser Focus

The user concentrates intensely. The attack on the next turn always results in a critical hit.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--30
Mimic

The user copies the target’s last move. The move can be used during battle until the Pokémon is switched out.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Power-Up Punch

Striking opponents over and over makes the user’s fists harder. Hitting a target raises the Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010020
Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic6510020
Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Psychic6510020
Psybeam

The target is attacked with a peculiar ray. This may also leave the target confused.

Learn as Psyduck, then retain through evolution.

Psychic6510020
Rock Smash

The user attacks with a punch. This may also lower the target’s Defense stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting4010015
Role Play

The user mimics the target completely, copying the target’s Ability.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Psychic--10
Seismic Toss

The target is thrown using the power of gravity. It inflicts damage equal to the user’s level.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting-10020
Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-10015
Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal-10015
Simple Beam

The user’s mysterious psychic wave changes the target’s Ability to Simple.

Learn as Psyduck, then retain through evolution.

Normal-10015
Skull Bash

The user tucks in its head to raise its Defense stat on the first turn, then rams the target on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal13010010
Strength

The target is slugged with a punch thrown at maximum power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal8010015
Submission

The user grabs the target and recklessly dives for the ground. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting808020
Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal-8515
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal908520
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Worry Seed

A seed that causes worry is planted on the target. It prevents sleep by making the target’s Ability Insomnia.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Grass-10010
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--10
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal--10
Yawn

The user lets loose a huge yawn that lulls the target into falling asleep on the next turn.

Learn as Psyduck, then retain through evolution.

Normal--10

Ability options available to this Pokémon in this game.

Damp

Ability Slot 1

Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.

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.

Swift Swim(Hidden Ability)

Boosts the Pokémon’s Speed stat in rain.

Doubles Speed during rain.

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