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Psyduck

In-battle formes

HP:50
Attack:52
Defense:48
Sp. Atk:65
Sp. Def:50
Speed:55
Min (-ve nature, 0 IVs)9
Default12
Max Neutral15
Max Positive16
Max Neutral (+1)22
Max Positive (+1)24
Max Neutral (+2)30
Max Positive (+2)32
Little Cup
Weather Counter16

Evolutions

Strategies

  • en
Formats:
  • LC

This analysis is very outdated and may no longer reflect the current metagame.

Written by Dubulous and Kannon

Overview

At first glance, Psyduck looks vastly inferior to the majority of usable Water-type Pokemon. Psyduck, however, has two things working for it that sets it apart: access to Cross Chop and its ability, Cloud Nine. Cross Chop allows Psyduck to threaten Snover, who walls most other Water-types easily. Cloud Nine, however, is the main reason that Psyduck is a viable option in Little Cup play. With Cloud Nine, Psyduck is able to stop weather-based teams cold. Furthermore, its respectable base 65 Special Attack and base 52 Attack stat allows Psyduck to retain general utility if the opposing team does not have a weather abuser.

Weather Counter

Move 1
  • Hydro Pump
    No additional effect.
    TypeWater
    CategorySpecial
    Power120 BP
    Accuracy80%
Move 2
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 3
Move 4

Psyduck's best chance of success in the Little Cup metagame is obtained by using a Choice Scarf. With a Choice Scarf and a Naive nature, Psyduck reaches a very good 24 Speed, which outspeeds all non-Choice Scarf users in addition to threats such as Dratini and Bagon after a Dragon Dance. Psyduck's deep movepool gives it superior type coverage and makes it a good Choice Scarf user. Additionally, Choice Scarf gives Psyduck great utility outside of the unique niche of being an end-all counter to weather-based teams.

Hydro Pump is Psyduck's most powerful STAB move and allows Psyduck to hit as hard as possible. Surf can be used if you're afraid of Hydro Pump's shaky accuracy, but then Psyduck loses the ability to 2HKO Lileep. Ice Beam OHKOes Gligar, Cacnea, and Gible, all of whom lose their Sand Veil evasion boost because of Cloud Nine. Cross Chop will 2HKO Snover through its Oran Berry while providing general utility against Aron and Munchlax late game. Hidden Power Grass is the first option on this set since it gives Psyduck the ability to OHKO Kabuto and Omanyte, as well as hitting Chinchou for good damage. On the other hand, Hidden Power Electric OHKOes Mantyke 100% of the time with Stealth Rock up. Psychic is a decent option for Psyduck, as it allows it to OHKO Croagunk, a staple on Rain Dance teams, easily.

Naive is the nature of choice because it allows Psyduck to be as fast as possible while also not lowering either of its attacking stats. The EVs are fairly straightforward. Psyduck needs its Special Attack maximized to score many of the OHKOs and 2HKOs that it needs to be effective, and running maximum Speed on Psyduck allows it to tie with threats such as Aron after a Rock Polish and Choice Scarf Mankey. The remaining EVs give Psyduck an extra point in Attack that boosts the power of Cross Chop.

Obviously, Pokemon that benefit from the removal of weather starters work well alongside Psyduck. Gligar fears rain abusers and hail abusers alike, and it can switch in easily on Electric-type attacks aimed at Psyduck. Gligar is a magnet for Water- and Ice-type attacks as well, which Psyduck can switch in on easily. Dratini appreciates Psyduck's presence as well, since it likes to start attacking after a single Dragon Dance. Psyduck helps to remove any Chlorophyll and Swift Swim sweepers that trouble Dratini, such as Bellsprout or Mantyke. Generally, if a Pokemon hates any common weather-starters, they will appreciate Psyduck's help. Psyduck can also plug a hole on teams that lack a reliable revenge killer, as it has a respectable 24 Speed with its Choice Scarf and a variety of attacks to cover most types of Pokemon.

Other Options

Yawn can be used somewhat effectively on Psyduck, as it forces your opponent to make a decision between either switching out or KOing Psyduck at the expense of being put to sleep. Running Yawn leaves Psyduck vulnerable to Pokemon that it wants to beat consistently, however. Additionally, Encore can be used to surprise an opponent trying to set up on Psyduck, though it forces you to switch Psyduck out immediately. Psyduck can attempt to run a Life Orb set, but in general you're better off using a Pokemon with a higher attacking stat.

Checks and Counters

Psyduck may not look like it, but it can be a hard Pokemon to beat. Croagunk is the closest thing to a Psyduck counter with its immunity to Psyduck's STAB attack and resistance to Cross Chop and Hidden Power Grass. Croagunk can use a combination of Fake Out and either Vacuum Wave or Sucker Punch to whittle Psyduck's health down. Munchlax checks Psyduck pretty well, especially if Psyduck does not have Cross Chop. Even with Cross Chop, Munchlax is only 3HKOed, which allows it to switch into Psyduck without fear at least once. Chinchou and Mantyke counter Psyduck well depending on the Hidden Power that Psyduck knows; Chinchou will wall Hidden Power Electric variants all day long, while Mantyke shrugs aside attacks from Hidden Power Grass variants. Bronzor is bulky enough to switch into Psyduck, but it can't do much in return except for setting up screens.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
120
Accuracy
70%
PP
5
10% chance to freeze foe(s). Can't miss in Hail.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target's HP is 50% or less.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) Sp. Atk by 2 if opposite gender.
 
Power
Accuracy
100%
PP
10
Confuses the target.
 
Power
50
Accuracy
100%
PP
25
10% chance to confuse the target.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
100
Accuracy
80%
PP
5
High critical hit ratio.
 
Power
80
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
Accuracy
80%
PP
20
For 4-7 turns, disables the target's last move.
 
Power
80
Accuracy
100%
PP
10
Dives underwater turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
100%
PP
5
The target repeats its last move for 4-8 turns.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
Accuracy
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
PP
40
Fighting, Normal hit Ghost. Evasiveness ignored.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
80
Accuracy
90%
PP
15
Hits two turns after being used.
 
Power
Accuracy
PP
10
For 5 turns, hail crashes down.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
120
Accuracy
80%
PP
5
No additional effect.
 
Power
Accuracy
60%
PP
20
Causes the target to fall asleep.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
65
Accuracy
85%
PP
10
30% chance to lower the target's accuracy by 1.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
Weakens Electric-type attacks to 1/2 their power.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
65
Accuracy
100%
PP
20
10% chance to confuse the target.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
User cures its burn, poison, or paralysis.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
95
Accuracy
100%
PP
15
Hits adjacent Pokemon. Power doubles on Dive.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
100%
PP
25
No additional effect.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
15
Weakens Fire-type attacks to 1/2 their power.
 
Power
15
Accuracy
70%
PP
15
Traps and damages the target for 2-5 turns.
 
Power
Accuracy
100%
PP
10
The target's Ability becomes Insomnia.
 
Power
Accuracy
PP
10
Puts the target to sleep after 1 turn.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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