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55 - Golduck (ゴルダック)

pokemon front pokemon shiny front pokemon back pokemon shiny back

hg "When it swims at full speed using its long, webbed limbs, its forehead somehow begins to glow."

ss "It appears by waterways at dusk. It may use telekinetic powers if its forehead glows mysteriously."

Classification Duck Pokémon
Height 5'07"
Weight 169.0 lbs
Capture Rate 75
Egg Steps 5,120
Egg Groups Water 1, Ground
Experience Growth 1,000,000 - Medium Fast
Safari Zone Flee Rate 60
Color Blue
Base Happiness 70
Gender Ratio ♂: 50%   ♀: 50%
Damage Taken
normal fire water electric grass ice fighting poison ground flying psychic bug rock ghost dragon dark steel
1 0.5 0.5 2 2 0.5 1 1 1 1 1 1 1 1 1 1 0.5

Locations

hg Route 6, Route 35, Ilex Forest, Mt. Silver, Cerulean Cave, Seafoam Islands, Safari Zone

ss Route 6, Route 35, Ilex Forest, Mt. Silver, Cerulean Cave, Seafoam Islands, Safari Zone

Stat Base Range
At Lv. 50 At Lv. 100
HP:
80
140 - 187 270 - 364
Attack:
82
78 - 147 152 - 289
Defense:
78
74 - 143 144 - 280
Special Attack:
95
90 - 161 175 - 317
Special Defense:
80
76 - 145 148 - 284
Speed:
85
81 - 150 157 - 295
Total:
500
EVs Gained
HP Att. Def. Sp.Att. Sp.Def. Speed
0 2 0 0 0 0

Abilities

  • Damp
  • While this Pokemon is active, no Pokemon on the field can use Selfdestruct or Explosion.

  • Cloud Nine
  • While this Pokemon is active, all weather conditions and their effects are disabled.

Level Up Moves

Level Learned Move Type Cat. Power Acc. PP
0 Aqua Jet 40 100% 20
The user lunges at the foe at a speed that makes it almost invisible. It is sure to strike first.
0 Water Sport - 100% 15
The user soaks itself with water. The move weakens Fire-type moves while the user is in the battle.
0 Scratch 40 100% 35
Hard, pointed, and sharp claws rake the foe to inflict damage.
0 Tail Whip - 100% 30
The user wags its tail cutely, making the foe less wary. The target's Defense stat is lowered.
0 Water Gun 40 100% 25
The foe is blasted with a forceful shot of water.
14 Disable - 55% 20
For several turns, this move prevents the foe from using the move it last used.
18 Confusion 50 100% 25
The foe is hit by a weak telekinetic force. It may also leave the foe confused.
22 Water Pulse 60 100% 20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
27 Fury Swipes 18 80% 15
The foe is raked with sharp claws or scythes for two to five times in quick succession.
31 Screech - 85% 40
An earsplitting screech is emitted to sharply reduce the foe's Defense stat.
37 Psych Up - - 10
The user hypnotizes itself into copying any stat change made by the foe.
44 Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
50 Amnesia - - 20
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
56 Hydro Pump 120 80% 5
The foe is blasted by a huge volume of water launched under great pressure.

Learnable TMs and HMs

TMHM Move Type Cat. Power Acc. PP
TM01 Focus Punch 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 60 100% 20
The user attacks the foe with a pulsing blast of water. It may also confuse the foe.
TM04 Calm Mind - - 20
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
TM06 Toxic - 85% 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. It damages all Pokémon except the Ice type.
TM10 Hidden Power Varies 100% 15
A unique attack that varies in type and intensity depending on the Pokémon using it.
TM13 Ice Beam 95 100% 10
The foe is struck with an icy-cold beam of energy. It may also freeze the target solid.
TM14 Blizzard 120 70% 5
A howling blizzard is summoned to strike the foe. It may also freeze the target solid.
TM15 Hyper Beam 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 - - 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 Varies 100% 20
A full-power attack that grows more powerful the less the user likes its Trainer.
TM23 Iron Tail 100 75% 15
The foe is slammed with a steel-hard tail. It may also lower the target's Defense stat.
TM27 Return Varies 100% 20
A full-power attack that grows more powerful the more the user likes its Trainer.
TM28 Dig 80 100% 10
The user burrows, then attacks on the second turn. It can also be used to exit dungeons.
TM29 Psychic 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 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 - - 15
By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.
TM40 Aerial Ace 60 - 20
The user confounds the foe with speed, then slashes. The attack lands without fail.
TM42 Facade 70 100% 20
An attack move that doubles its power if the user is poisoned, paralyzed, or has a burn.
TM43 Secret Power 70 100% 20
The user attacks with a secret power. Its added effects vary depending on the user's environment.
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 - 100% 15
If it is the opposite gender of the user, the foe becomes infatuated and less likely to attack.
TM52 Focus Blast 120 70% 5
The user heightens its mental focus and unleashes its power. It may also lower the target's Sp. Def.
TM55 Brine 65 100% 10
If the foe's HP is down to about half, this attack will hit with double the power.
TM56 Fling Varies 100% 10
The user flings its held item at the foe to attack. Its power and effects depend on the item.
TM58 Endure - - 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 70 100% 15
The user slashes with a sharp claw made from shadows. It has a high critical-hit ratio.
TM68 Giga Impact 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 - 70% 20
The user flashes a light that cuts the foe'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 foe.
TM78 Captivate - 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 - - 10
While it is asleep, the user randomly uses one of the moves it knows.
TM83 Natural Gift Varies 100% 15
The user draws power to attack by using its held Berry. The Berry determines its type and power.
TM87 Swagger - 90% 15
The user enrages the foe into confusion. However, it also sharply raises the foe's Attack stat.
TM90 Substitute - - 10
The user makes a copy of itself using some of its HP. The copy serves as the user's decoy.
HM03 Surf 95 100% 15
It swamps the entire battlefield with a giant wave. It can also be used for crossing water.
HM04 Strength 80 100% 15
The foe is slugged with a punch thrown at maximum power. It can also be used to move boulders.
HM06 Rock Smash 20 100% 15
The user hits with a punch that may lower the target's Defense. It can also smash cracked boulders.
HM07 Waterfall 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 90 85% 20
A charging attack that may also leave the foe confused. It can also be used to scale rocky walls.

Tutor Moves

Move Type Cat. Power Acc. PP
Dive 60 100% 10
A two-turn attack. The user dives underwater on the first turn, then hits on the next turn.
Fury Cutter 10 95% 20
The foe is slashed with scythes or claws. Its power increases if it hits in succession.
Ice Punch 75 100% 15
The foe is punched with an icy fist. It may leave the target frozen.
Icy Wind 55 95% 15
The user attacks with a gust of chilled air. It also lowers the target's Speed stat.
Zen Headbutt 80 90% 15
The user focuses its willpower to its head and rams the foe. It may also make the target flinch.
Snore 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 60 - 20
Star-shaped rays are shot at the foe. This attack never misses.
Aqua Tail 90 90% 10
The user attacks by swinging its tail as if it were a vicious wave in a raging storm.
Mud-Slap 20 100% 10
The user hurls mud in the foe's face to inflict damage and lower its accuracy.
Signal Beam 75 100% 15
The user attacks with a sinister beam of light. It may also confuse the target.
Worry Seed - 100% 10
A seed that causes worry is planted on the foe. It prevents sleep by making its ability Insomnia.
Role Play - 100% 10
The user mimics the foe completely, copying the foe's natural ability.
Low Kick Varies 100% 20
A powerful low kick that makes the foe fall over. It inflicts greater damage on heavier foes.
Headbutt 70 100% 15
The user attacks with its head. It may make the foe flinch. To find Pokémon, hit trees.

Egg Moves

Move Type Cat. Power Acc. PP
Hypnosis - 60% 20
The user employs hypnotic suggestion to make the target fall into a deep sleep.
Psybeam 65 100% 20
The foe is attacked with a peculiar ray. It may also leave the target confused.
Foresight - 100% 40
Enables the user to hit a Ghost type with any type of move. It also enables the user to hit an evasive foe.
Light Screen - - 30
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
Future Sight 80 90% 15
Two turns after this move is used, the foe is attacked with a hunk of psychic energy.
Psychic 90 100% 10
The foe is hit by a strong telekinetic force. It may also reduce the foe's Sp. Def stat.
Cross Chop 100 80% 5
The user delivers a double chop with its forearms crossed. It has a high critical-hit ratio.
Refresh - 100% 20
The user rests to cure itself of a poisoning, burn, or paralysis.
Confuse Ray - 100% 10
The foe is exposed to a sinister ray that triggers confusion.
Yawn - 100% 10
The user lets loose a huge yawn that lulls the foe into falling asleep on the next turn.
Mud Bomb 65 85% 10
The user launches a hard-packed mud ball to attack. It may also lower the target's accuracy.
Encore - 100% 5
The user compels the foe to keep using only the move it last used for three to seven turns.