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Not in raids nowNo announced raid window, Max Battle event or Power Spot board includes this species. Simulate it anyway · What is in raids

Psyduck

#0054
Attack
122
Defense
95
Stamina
137
Best fast:
Water Gun 12.00 DPS with STAB
Best charged:
Aqua Tail 1.82 DPE with STAB
Max CP:
1,265

In-game artwork for this exact form (PokeMiners asset dump).

Slug:
psyduck
Game Master form:
PSYDUCK (no form template)
Family:
FAMILY_PSYDUCK

Base stats and CP

Straight from the Game Master; CP uses the level 1 to 51 CPM table. Ranks are recomputed over the released forms in the snapshot on every render.

Attack#845 of 1,123 · top 75.2%
122
Defense#914 of 1,123 · top 81.4%
95
Stamina#839 of 1,123 · top 74.7%
137

Stat product 1,587,830 — #898 of 1,123 released forms. Bars are scaled against the highest value in the snapshot, not a round number.

Max CP (L40)
1,106
15/15/15, old level cap
Max CP (L50)
1,250
15/15/15, current level cap
Max CP (L51)
1,265
15/15/15 best buddy — Pokebattler's headline
Catch CP (L20)
585 - 632
IV 10 to 15
Catch CP (L25)
731 - 790
weather boosted, IV 10 to 15

Evolution family

1 evolution in this line, with the candy and everything else the game asks for — read out of the Game Master's evolutionBranch, form by form.

  1. Base
  2. Stage 2
    Golduck191/162/190 · 2,450 CP
    50 candy
    • 45 candy once purified

Evolutions are form-accurate: a regional form evolves into its own regional form, and a branch the game does not have is not drawn (Alolan Raichu names Pikachu as its parent but is not what Pikachu evolves into, so no line is shown). Mega Evolution is not part of this family — it costs Mega Energy and reverts, so it sits with the forms above.

In the field

Buddy, Pokedex and unlock numbers, all read from this form's own Game Master template.

Buddy distance
3 km
walked per candy
Height
0.8 m
Weight
19.6 kg
Second charged move
50 candy
50,000 stardust
Shadow move
Frustration
Return once purified

Best against

Which raid bosses Psyduck is a top counter for, aggregated over the 123 bosses on the roster the same way pokebattler.com aggregates its own attacker rankings.

Psyduck does not reach the top 32 against any of the 123 bosses on the roster, with or without Shadow, Mega and Legendary attackers in the pool. That is an honest "no", not a missing measurement — it was ranked against every one of them.

Run it against a specific boss anyway →

As a raid boss (Tier 1)

Boss stats use 15/15/15 IVs, the tier CP multiplier and the tier's fixed HP pool.

Lobby CP
3,519
Attack
81
Defense
65
HP
600

Not in the current raid rotation snapshot. The counters below are still exact for the tier this form would be hosted at.

Best counters against Psyduck →

Catch CP after the raid

IV spreadCP at L20CP at L25 (weather boosted)
10/10/10floor585731
11/11/11594743
12/12/12603754
13/13/13613766
14/14/14622778
15/15/15hundo632790

Caught CP range 585 - 632, or 731 - 790 when the weather boosts it.

A raid encounter is level 20 (level 25 weather boosted) and cannot roll an IV below 10/10/10. Anything outside the first range is not this raid's reward.

Type matchups

Every one of the 18 attacking types against this typing. GO multipliers: 1.6x super effective, 0.625x resisted, 0.390625x doubly resisted.

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

Every tile and chip is a link: it opens the Pokedex filtered to that type, so a weakness leads straight to the attackers that exploit it. Pokebattler lists only the weaknesses; the eleven types that do neither matter as much to a raider deciding what to bring, so all 18 are shown with the exact multiplier.

Same typing, same matchups

Released water forms with the highest attack — they share every weakness and resistance above.

Movepool

2 fast and 3 charged moves, elite / legacy included. Ranked by damage per second (fast) and damage per energy (charged), both with this form's x1.2 STAB applied where it earns it.

Best moveset18.5 DPS

7 x Water Gun per Aqua Tail · 5.5s cycle · 102 power with STAB

#217.3 DPS

4 x Zen Headbutt per Aqua Tail · 6.0s cycle · 104 power with STAB

#316.9 DPS
fightingCross Chop

10 x Water Gun per Cross Chop · 6.5s cycle · 110 power with STAB

Fast moves

MoveTypePowerEnergyDurationDPSEPSSource
Water GunSTABwater5+50.5s12.0010.00standard
Zen Headbuttpsychic11+91.0s11.009.00standard

Charged moves

MoveTypePowerEnergyDurationDPSDPESource
Aqua TailSTABwater50-332.0s30.001.82standard
Psybeampsychic65-503.0s21.671.30standard
Cross Chopfighting50-501.5s33.331.00standard

STAB marks moves that share a type with this form (x1.2 damage), and the DPS and DPE columns above already have that x1.2 in them — so a STAB move and a stronger-on-paper neutral move can be compared straight down the column, which is how the best-moveset cards rank them too. Power and Duration stay raw; hover a DPS or DPE figure to see the arithmetic. Att DPS and Def DPS are the two columns pokebattler.com prints in the same table, reproduced exactly: both are raw with no STAB, Def DPS is power / duration, and Att DPS is power / (duration + 2s), the gym move delay. They are there so this table can be diffed against theirs row by row — every row on the pages read on 2026-09-11 matches. Energy is gained on fast moves and spent on charged moves. Every move name opens its own page with the damage window and every other form that learns it — or browse all moves.

Trainer Battles

The same moves, on the Trainer Battle clock: 0.5s per turn, 100 energy cap, stat changes included. These numbers come from a separate Game Master template and are not the raid numbers above.

Best pairing9.1DPT

Water Gun+Aqua Tail

12 fast throws · 12 turns · 6.0s to fire

#28.2DPT

Water Gun+Cross Chop

12 fast throws · 12 turns · 6.0s to fire

#37.1DPT

Water Gun+Psybeam

20 fast throws · 20 turns · 10.0s to fire

Fast moves

MoveTypePowerEnergyTurnsDPTEPT
Water GunSTABwater3+31(0.5s)3.603.00
Zen Headbuttpsychic8+63(1.5s)2.672.00

Charged moves

MoveTypePowerEnergyDPEEffect
Aqua TailSTABwater55-351.89none
Cross Chopfighting55-351.57none
Psybeampsychic70-601.17none

Turns are the one-based count the game and every reference site print: the Game Master ships a zero-based durationTurns, so its 1 is a 2-turn move. DPT and EPT are damage and energy per turn and DPE is damage per energy, both with this form's x1.2 STAB already in them where the row is flagged STAB, so the columns can be read straight down; Power and Energy stay raw. A stat change moves the target up or down the game's own ladder (0.50, 0.57, 0.67, 0.80, 1.00, 1.25, 1.50, 1.75, 2.00 for stages -4 to +4). Every Trainer Battle number is audited on the data-quality page.

Acquisition and variants

Shadow and Purified

Available as a Shadow Pokemon (x1.2 attack, x0.833 defense). Shadow charged move FRUSTRATION, purified RETURN.

Second charged move

50,000 Stardust and 50 Candy.

Max Battles

Cannot Dynamax.

Mega Evolution

This entry is not a Mega or Primal form.

Forms of Psyduck (1)

Every form the snapshot carries for this dex number. Each one appears exactly once.

FormTypesAtkDefStaMovesStatus
Psyduckwater122951372f / 3creleased

Where this data comes from

Every field above is read from the committed snapshot, never typed by hand.

Built 2026-10-03 from the PokeMiners Game Master (https://raw.githubusercontent.com/PokeMiners/game_masters/master/latest/latest.json) by npm run data:build.

No hand-curated correction was needed for this form; it comes straight from the Game Master template.

Checked against Pokebattler1 movepool difference

Their entry: PSYDUCK — 2 fast, 4 charged. Ours: 2 fast, 3 charged.

  • Return (charged) — only on Pokebattler: Return (purified only)

Source: https://fight.pokebattler.com/pokemon, read 2026-10-03. The full diff across all 1,269 forms is on the movepool cross-check.

Snapshot integrity is re-checked on every build and on the data quality page.