What is psyducks power
Psyduck restores its HP to full and falls asleep for two turns. Can only be used while asleep. Protects Psyduck from attacks for a turn.
Low chance of working on consecutive turns. Deals extra damage to targets using Dive. Does double damage if Psyduck is poisoned, burned, or paralyzed. Throws Psyduck's held item. Type and power depend on the item. Def by one stage. Sets up a Substitute to block effects and damage. Psyshock uses the target's Defense stat to calculate damage instead of its Special Defense. Will survive any hit with at least 1 HP left this turn. Uses one of Psyduck's moves at random.
Forces the target to use its recent move for a few turns. Here are all of the moves that Psyduck can learn as Egg Moves. Changes the target's ability to Simple until the target switches out. Makes the target fall asleep at the end of the next turn. Psyduck's Detailed Stats Below you'll find a more detailed table containing Psyduck's calculated stats , which are the stats that you actually see displayed in game. Where to Find Psyduck If you're looking for where to find Psyduck , you'll find the various methods listed down below, along with any notes or special locations.
Currently this does not show most "strong" static encounters or Max Raid Battles. Psyduck is constantly beset by headaches. As Psyduck gets stressed out, its headache gets progressively worse.
It uses intense psychic energy to overwhelm those around it. As a result of headaches so fierce they cause it to cry, it sometimes uses psychokinesis without meaning to. The more pain it's in, the more powerful its psychokinesis becomes. Ultra Sun. Using psychokinesis gives it a headache, so it normally passes the time spacing out and doing as little as possible. Ultra Moon. It has been found that its brain cells are 10 times more active when Psyduck is experiencing a headache.
It is constantly wracked by a headache. When the headache turns intense, it begins using mysterious powers. It has mystical powers but doesn't recall that it has used them.
That is why it always looks puzzled. Omega Ruby. Psyduck uses a mysterious power. This discovery spurred controversy among scholars. Alpha Sapphire. If it uses its mysterious power, Psyduck can't remember having done so. TM06 Toxic -- 90 10 -- A move that leaves the target badly poisoned.
Its poison damage worsens every turn. TM07 Hail -- -- 10 -- The user summons a hailstorm lasting five turns. TM13 Ice Beam 90 10 10 The target is struck with an icy-cold beam of energy. It may also freeze the target solid. TM14 Blizzard 70 5 10 A howling blizzard is summoned to strike the opposing team.
It may also freeze them solid. TM16 Light Screen -- -- 30 -- A wondrous wall of light is put up to suppress damage from special attacks for five turns. TM17 Protect -- -- 10 -- It enables the user to evade all attacks. Its chance of failing rises if it is used in succession. TM18 Rain Dance -- -- 5 -- The user summons a heavy rain that falls for five turns, powering up Water-type moves. TM21 Frustration?? TM27 Return?? TM28 Dig 80 10 -- The user burrows, then attacks on the second turn.
It can also be used to exit dungeons. TM29 Psychic 90 10 10 The target is hit by a strong telekinetic force. It may also reduce the target's Sp. TM31 Brick Break 75 15 -- The user attacks with a swift chop. It can also break any barrier such as Light Screen and Reflect. TM32 Double Team -- -- 15 -- By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM40 Aerial Ace 60 -- 20 -- The user confounds the target with speed, then slashes. The attack lands without fail. TM42 Facade 70 20 -- An attack move that doubles its power if the user is poisoned, burned, or has paralysis. TM44 Rest -- -- 10 -- The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem. TM45 Attract -- 15 -- If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.
TM48 Round 60 15 -- The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. TM55 Scald 80 15 30 The user shoots boiling hot water at its target. It may also leave the target with a burn.
TM56 Fling?? Its power and effects depend on the item. TM65 Shadow Claw 70 15 -- The user slashes with a sharp claw made from shadows. Critical hits land more easily. TM70 Flash -- 20 -- The user flashes a bright light that cuts the target's accuracy.
It can also be used to illuminate caves. TM77 Psych Up -- -- 10 -- The user hypnotizes itself into copying any stat change made by the target. TM87 Swagger -- 90 15 -- The user enrages and confuses the target. However, it also sharply raises the target's Attack stat. TM88 Sleep Talk -- -- 10 -- While it is asleep, the user randomly uses one of the moves it knows.
The copy serves as the user's decoy. It may also lower the target's Defense stat. Its added effects vary depending on the user's environment. Hitting a target raises the Attack stat. TM Confide -- -- 20 The user tells the target a secret, and the target loses its ability to concentrate.
This lowers the target's Sp. Atk stat. HM03 Surf 90 15 -- It swamps the area around the user with a giant wave.
It can also be used for crossing water. HM04 Strength 80 15 -- The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders. HM05 Waterfall 80 15 20 The user charges at the target and may make it flinch.
It can also be used to climb a waterfall. It can be used to dive deep in the ocean. All status changes are returned to normal. Confuse Ray -- 10 -- Details The target is exposed to a sinister ray that triggers confusion. Cross Chop 80 5 -- Details The user delivers a double chop with its forearms crossed. Encore -- 5 -- Details The user compels the target to keep using only the move it last used for three turns.
Foresight -- -- 40 -- Details Enables a Ghost-type target to be hit by Normal- and Fighting-type attacks. It also enables an evasive target to be hit. Future Sight 10 -- Details Two turns after this move is used, a hunk of psychic energy attacks the target.
Hypnosis -- 60 20 -- Details The user employs hypnotic suggestion to make the target fall into a deep sleep. Mud Bomb 65 85 10 30 Details The user launches a hard-packed mud ball to attack. It may also lower the target's accuracy. Psybeam 65 20 10 Details The target is attacked with a peculiar ray. It may also cause confusion.
Refresh -- -- 20 -- Details The user rests to cure itself of a poisoning, burn, or paralysis. Number four: Confusion. When Psyduck's headache becomes severe, it uses amazing power.
Psyduck suffers frequent headaches and can exhibit mysterious attacks when they become especially intense. When a Psyduck's headache gets severe, it starts to exhibit odd powers. A Water type. Psyduck is constantly bothered by headaches. The more its head hurts, the stronger its Psychic power. Generation I. Always tormented by headaches. It uses psychic powers, but it is not known if it intends to do so.
Appears unaware and totally vacant. However, if its chronic headache worsens, it starts exhibiting peculiar powers. Generation II. Gold It has mystical powers but doesn't recall that it has used them. That is why it always looks puzzled. If its chronic headache peaks, it may exhibit odd powers. It seems unable to recall such an episode. The only time it can use its psychic power is when its sleeping brain cells happen to wake.
It has mystical powers but doesn't recall that it has used them. Generation III. Ruby Psyduck uses a mysterious power. This discovery spurred controversy among scholars.
If it uses its mysterious power, Psyduck can't remember having done so. It apparently can't form a memory of such an event because it goes into an altered state that is much like deep sleep. When its headache intensifies, it starts using strange powers. However, it has no recollection of its powers, so it always looks befuddled and bewildered.
It is constantly wracked by a headache. When the headache turns intense, it begins using mysterious powers. Generation IV. Diamond If its usual headache worsens, it starts exhibiting odd powers.
It can't remember doing so, however. It never remembers using its odd powers, so it always tilts its head in puzzlement. Overwhelmed by enigmatic abilities, it suffers a constant headache. It sometimes uses mysterious powers. Generation V. Black Overwhelmed by enigmatic abilities, it suffers a constant headache. When headaches stimulate its brain cells, which are usually inactive, it can use a mysterious power. Generation VI.
X It is constantly wracked by a headache. Psyduck uses a mysterious power. Generation VII. Sun As a result of headaches so fierce they cause it to cry, it sometimes uses psychokinesis without meaning to. The more pain it's in, the more powerful its psychokinesis becomes.
Using psychokinesis gives it a headache, so it normally passes the time spacing out and doing as little as possible. It has been found that its brain cells are 10 times more active when Psyduck is experiencing a headache. It uses psychic powers, but whether it intends to do so is not known. Generation VIII. Sword Psyduck is constantly beset by headaches. As Psyduck gets stressed out, its headache gets progressively worse. It uses intense psychic energy to overwhelm those around it.
Route 6 Surfing. Ruby Sapphire Safari Zone. Safari Zone. Trade , Event. Beautiful Beach , Stormy Beach. Black White Breed Golduck. Floccesy Ranch. Pleasant Forest. Safari Zone walking and Surfing. Routes 4 , 6 , 17 , 24 , 25 and Cerulean Cave. Sword Shield Trade Version 1. Snap River. Moon Both Fields: Cerulean City.
Channel Upgrade binder. Safari Zone Ruby Field. Huge Storage 4 , Mr. Who's Den. Safra Sea. Beach Zone. Arbor Area. Jungle Area: Dangerous Rockets. Battle Trozei Island of Haste: Stage 4. Violeta Palace: Stage Area Stage Gotta Catch 'Em All Station! Petal Dance Psyduck. Tri Attack Psyduck. FR LG. OR AS. Junichi Masuda's Psyduck. Amnesia Psyduck.
Jun Psyduck. Ken Psyduck. ShigeShige Psyduck. Minimum stats are calculated with 0 EVs , IVs of 0, and if applicable a hindering nature. Maximum stats are calculated with EVs , IVs of 31, and if applicable a helpful nature.
Damaged normally by: Normal. Weak to: Normal. Immune to: Normal. Resistant to: Normal. Level Move Type Cat. PP 01 1. Tail Whip.
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