Golduck #055
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← #054 Psyduck | #056 Mankey → |
Golduck #055 - Duck Pokemon
|
type | ||
---|---|---|---|
gender | 50.0% | 50.0% | |
height | 6'7" | 1.7 m | |
weight | 168.9 lb. | 76.6 kg | |
generation |
1st (Red, Blue, Yellow) National: #055 | Johto: #139 | Hoenn: #159 | Sinnoh: #044
|
055
Locations
Where to catch Golduck in Pokemon Red
Area | Levels | Method | Rarity |
---|---|---|---|
Seafoam Islands (1f) | 38 | Walking in tall grass or a cave | 1% |
Where to catch Golduck in Pokemon Blue
Area | Levels | Method | Rarity |
---|---|---|---|
Seafoam Islands (B2f) | 37 | Walking in tall grass or a cave | 1% |
Seafoam Islands (B4f) | 39 | Walking in tall grass or a cave | 4% |
Where to catch Golduck in Pokemon Yellow
Area | Levels | Method | Rarity |
---|---|---|---|
Route 6 | 15-20 | Surfing | 5% |
Moves
Abilities
Damp | Prevents Selfdestruct, Explosion, and Aftermath from working while the Pokemon is in battle. |
Cloud Nine | Negates all effects of weather, but does not prevent the weather itself. |
Level-up Moves
Lv. | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
1 | Scratch | 40 | 35 | 100% | Inflicts regular damage with no additional effect. | ||
1 | Tail Whip | -- | 30 | 100% | Lowers the target's Defense by one stage. | ||
1 | Disable | -- | 20 | 100% | Disables the target's last used move for 1-8 turns. | ||
28 | Tail Whip | -- | 30 | 100% | Lowers the target's Defense by one stage. | ||
31 | Disable | -- | 20 | 100% | Disables the target's last used move for 1-8 turns. | ||
39 | Confusion | 50 | 25 | 100% | Has a 10% chance to confuse the target. | ||
48 | Fury Swipes | 18 | 15 | 80% | Hits 2-5 times in one turn. | ||
59 | Hydro Pump | 120 | 5 | 80% | Inflicts regular damage with no additional effect. |
TMs/HMs
# | Move | Type | Class | Pow. | PP | Acc. | Effect |
---|---|---|---|---|---|---|---|
TM1 | Mega Punch | 80 | 20 | 85% | Inflicts regular damage with no additional effect. | ||
TM5 | Mega Kick | 120 | 5 | 75% | Inflicts regular damage with no additional effect. | ||
TM6 | Toxic | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. | ||
TM8 | Body Slam | 85 | 15 | 100% | Has a 30% chance to paralyze the target. | ||
TM9 | Take Down | 90 | 20 | 85% | User receives 1/4 the damage it inflicts in recoil. | ||
TM10 | Double-edge | 120 | 15 | 100% | User receives 1/3 the damage inflicted in recoil. | ||
TM11 | Bubblebeam | 65 | 20 | 100% | Has a 10% chance to lower the target's Speed by one stage. | ||
TM12 | Water Gun | 40 | 25 | 100% | Inflicts regular damage with no additional effect. | ||
TM13 | Ice Beam | 95 | 10 | 100% | Has a 10% chance to freeze the target. | ||
TM14 | Blizzard | 120 | 5 | 70% | Has a 10% chance to freeze the target. | ||
TM15 | Hyper Beam | 150 | 5 | 90% | User foregoes its next turn to recharge. | ||
TM16 | Pay Day | 40 | 20 | 100% | Scatters money on the ground worth five times the user's level. | ||
TM17 | Submission | 80 | 25 | 80% | User receives 1/4 the damage it inflicts in recoil. | ||
TM18 | Counter | 1 | 20 | 100% | Inflicts twice the damage the user received from the last physical hit it took. | ||
TM19 | Seismic Toss | 1 | 20 | 100% | Inflicts damage equal to the user's level. | ||
TM20 | Rage | 20 | 20 | 100% | If the user is hit after using this move, its Attack rises by one stage. | ||
TM28 | Dig | 80 | 10 | 100% | User digs underground, dodging all attacks, and hits next turn. | ||
TM31 | Mimic | -- | 10 | -- | Copies the target's last used move. | ||
TM32 | Double Team | -- | 15 | -- | Raises the user's evasion by one stage. | ||
TM34 | Bide | 1 | 10 | -- | User waits for 2-3 turns, then hits back for twice the damage it took. | ||
TM39 | Swift | 60 | 20 | -- | Never misses. | ||
TM40 | Skull Bash | 100 | 15 | 100% | Raises the user's Defense by one stage. User charges for one turn before attacking. | ||
TM44 | Rest | -- | 10 | -- | User sleeps for two turns, completely healing itself. | ||
TM50 | Substitute | -- | 10 | -- | Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks. | ||
HM3 | Surf | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. | ||
HM4 | Strength | 80 | 15 | 100% | Inflicts regular damage with no additional effect. |
Stats
at level 100 | Base | Hindering (90%) | Neutral (100%) | Beneficial (110%) |
---|---|---|---|---|
HP | 80 | 270 - 364 | 270 - 364 | 270 - 364 |
Attack | 82 | 152 - 236 | 169 - 263 | 185 - 289 |
Defense | 78 | 144 - 229 | 161 - 255 | 177 - 280 |
Sp. Attack | 95 | 175 - 260 | 195 - 289 | 214 - 317 |
Sp. Defense | 80 | 148 - 233 | 165 - 259 | 181 - 284 |
Speed | 85 | 157 - 242 | 175 - 269 | 192 - 295 |
TOTAL | 500 |
Other Stats
Base Experience | Max Experience | Catch Rate | Happiness | EV Yields |
---|---|---|---|---|
174 | 1,000,000 | 75 | 70 | Special Attack: 2 points |
Damage Taken
1x
1x
1x
1x
1x
1x
1x
1x
0.5x
0.5x
0.5x
2x
2x
1x
0.5x
1x
1x
1x
|
Images
Black | |
White | |
Diamond | |
Pearl | |
Platinum | |
HeartGold | |
SoulSilver | |
Ruby | |
Sapphire | |
Emerald | |
FireRed | |
LeafGreen | |
Gold | |
Silver | |
Crystal | |
Red | |
Blue | |
Yellow |
Flavortext
Black 2 | When its forehead shines mysteriously, Golduck can use the full extent of its power. |
White 2 | |
Black | |
White | |
Diamond | A Pokemon that lives in lakes. It swims faster than any human swimming champion. |
Pearl | |
Platinum | |
HeartGold | When it swims at full speed using its long, webbed limbs, its forehead somehow begins to glow. |
SoulSilver | It appears by waterways at dusk. It may use telekinetic powers if its forehead glows mysteriously. |
Ruby | The webbed flippers on its forelegs and hind legs and the streamlined body of GOLDUCK give it frightening speed.This Pokemon is definitely much faster than even the most athletic swimmer. |
Sapphire | |
Emerald | |
FireRed | The forelegs are webbed, helping to make it an adept swimmer. It can be seen swimming elegantly in lakes, etc. |
LeafGreen | Often seen swimming elegantly by lakeshores. It is often mistaken for the Japanese monster Kappa. |
Gold | When it swims at full speed using its long, webbedlimbs, its forehead somehow begins to glow. |
Silver | It appears by waterways at dusk. It may use telekinetic powers if its forehead glows mysteriously. |
Crystal | It swims gracefully along on the quiet, slow-movingrivers and lakes of which it is so fond. |
Red | Often seen swimming elegantly by lake shores. Itis often mistaken for the Japanese monster, Kappa. |
Blue | |
Yellow | Its slim and long limbs end in broad flippers. Theyare used for swimming gracefully in lakes. |
Other
Name Etymology | Gol (as in gold) + duck |
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← #054 Psyduck | #056 Mankey → |