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Shadow Psyduck counters

#0054
waterShadow Tier 3
Lobby CP
9,087
Attack
104
Defense
83
HP
4,000
Raid timer
3 min
180s

Caught CP range 548 - 632.

Psyduck weaknesses and resistances

Every one of the 18 attacking types against this boss's typing. GO multipliers: 1.6x super effective, 2.56x doubly, 0.625x resisted, 0.39x doubly resisted.

Psyduck is weak to grass1.6xelectric1.6x

  • Weak (2)
  • Neutral (12)
  • Resists (4)

It resists steel0.625xfire0.625xwater0.625xice0.625xβ€” bringing one of those is throwing damage away.

Best Psyduck counters

One trainer with counters this good beats Psyduck alone. Difficulty rating 0.83 with the best counter, 2:26 to win.

Trainers1soloable
#AttackerMoveset
1Rillaboomgrassjoint top pickgrassRazor LeafgrassFrenzy Plant3,3242:260.832.2160.5%
2ElectivireelectricelectricThunder ShockelectricWild Charge3,0792:280.843.3159.1%
3MeowscaradagrassdarkgrassLeafagegrassFrenzy Plant2,8252:330.872.8153.2%
4DecidueyegrassghostgrassMagical LeafgrassFrenzy Plant2,7752:390.912.1147.5%
5MagnezoneelectricsteelelectricVolt SwitchelectricWild Charge3,2052:360.893.1150.5%
6RoseradegrasspoisongrassMagical LeafgrassGrass Knot2,9712:330.873.5153.7%
7TsareenagrassgrassMagical LeafgrassGrass Knot2,9642:420.922.8144.5%
8SceptilegrassbugFury CuttergrassFrenzy Plant2,7572:410.913.1146.1%
9ChesnaughtgrassfightinggrassVine WhipgrassFrenzy Plant2,9542:430.932.9143.8%
10ExeggutorgrasspsychicgrassBullet SeedgrassSolar Beam3,0142:520.982.1136.1%
11TangrowthgrassgrassVine WhipgrassPower Whip3,0302:520.982.4136.8%
12LuxrayelectricelectricSparkelectricWild Charge2,8882:410.923.8145.5%

Ordered by Overall, pokebattler.com's own default β€” a blend of how fast the fight ends and how many of your six go down. Click any numeric column heading to re-order on that column alone.

Times are one trainer with six copies of that attacker, level 40 at 15/15/15, no weather, no friendship, no dodging, Shadow / Mega / Legendary attackers hidden β€” the same defaults pokebattler.com's own counter pages open with. Open the full counter tool to change any of them. "Details" opens the per-move damage, breakpoints and energy cycle against Psyduck.

Estimator is how many trainers of this strength the fight needs. Power is the share of Psyduck's HP that six of that attacker remove inside one raid timer, so over 100% means they finish it with time to spare. Faints is how many of the six go down inside that timer.

Hardest movesets to raid against

The boss rolls one of these 6 pairings, and it changes the fight. Each row re-runs the top 6 counters against that single moveset.

#Boss movesetTime to winEstimatorFaintsWin %
1psychicZen Headbutt+psychicPsybeamhardest2:330.872.9100%
2waterWater Gun+fightingCross Chop2:330.873.2100%
3waterWater Gun+psychicPsybeam2:320.872.8100%
4psychicZen Headbutt+fightingCross Chop2:320.873.2100%
5psychicZen Headbutt+waterAqua Tail2:320.872.6100%
6waterWater Gun+waterAqua Tail2:320.862.5100%

A raid boss rolls only its standard movepool β€” never a legacy or Elite TM move, verified against Pokebattler's own per-moveset list for six reference bosses. The ranked table above averages over all of these, which is what Pokebattler's DEFENSE_RANDOM_MC means.

What Psyduck throws at you

Its standard movepool, with the damage window a dodge has to beat.

Fast moves

MovePowerEnergyDurationHits at
waterWater GunSTAB5+50.5s0.30s
psychicZen Headbutt11+91.0s0.75s

Charged moves

MovePowerEnergyDurationHits at
fightingCross Chop50-501.5s0.80s
waterAqua TailSTAB50-332.0s1.30s
psychicPsybeam65-503.0s1.10s

Catch CP

What the encounter after the fight can hand you.

IV spreadCP at L20CP at L25 (weather boosted)
6/6/6floor548686
7/7/7557697
8/8/8566708
9/9/9576720
10/10/10585731
11/11/11594743
12/12/12603754
13/13/13613766
14/14/14622778
15/15/15hundo632790

Caught CP range 548 - 632, or 686 - 790 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 6/6/6 β€” a Shadow raid's floor is 6, not the usual 10. Anything outside the first range is not this raid's reward.

Shadow raid floor. A Shadow Raid encounter rolls a minimum of 6/6/6, so this band starts at 548, not at the 585 a 10/10/10 catch would give. pokebattler.com's own page for a Shadow boss prints that 10/10/10 value as its floor β€” it is applying the standard-raid rule β€” so expect its range to start 37 CP higher than this one. LeekDuck's published band agrees with the table above.

When it is in raids

Read from the committed LeekDuck rotation snapshot, fetched 2026-10-05.

Psyduck is not in the current rotation snapshot. The simulation below is still exact for the tier chosen above β€” Pokebattler simulates any defender you name, current boss or not.

Boss stats

How the numbers in the header are built.

Base Attack
122
Game Master
Base Defense
95
Game Master
Base Stamina
137
ignored by a raid boss
Tier CPM
0.76
4,000 fixed HP
Header numberWorked outValueInputs from
Attackfloor((122 + 15) x 0.76)104Game Master base Attack, tier CPM
Defensefloor((95 + 15) x 0.76)83Game Master base Defense, tier CPM
HP4,000 β€” fixed by tier, base Stamina 137 unused4,000tier HP pool
Lobby CPfloor((122 + 15) x sqrt(95 + 15) x sqrt(4,000) / 10) β€” no CPM term9,087Game Master base stats, tier HP pool

A raid boss uses 15/15/15 IVs, its tier's CP multiplier and its tier's fixed HP pool β€” stamina does nothing, which is why the same species is a different fight at every tier. Every tier constant above (CPM 0.76, 4,000 HP, 180s timer) is copied from Pokebattler's own published /raids tier table into src/engine/constants.ts, with the source named there.

Psyduck's own Pokemon page has its full movepool, evolution family, stat ranks and what it is good against as an attacker.