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Psyduck Moves & Learnsetin Pokémon Emerald Legacy

water49 total moves

Complete moveset and learnset for Psyduck in Pokémon Emerald Legacy. Learn which moves Psyduck can learn by level up, TM/HM, egg moves, and move tutors.

Move Summary

13
Level Up
28
TM/HM
0
Move Tutor
8
Egg Moves
49
Total

Level Up Moves (13)

Moves that Psyduck learns naturally as it levels up.

Water SportLevel: 1water
010015
The user becomes soaked to raise resistance to fire.
ScratchLevel: 1normal
4010035
Scratches the foe with sharp claws.
Tail WhipLevel: 5normal
010030
Wags the tail to lower the foe's DEFENSE.
Water GunLevel: 7water
4010025
Squirts water to attack the foe.
DisableLevel: 10normal
08520
Psychically disables one of the foe's moves.
ConfusionLevel: 14psychic
5010025
A psychic attack that may cause confusion.
Fury SwipesLevel: 18normal
2010020
Rakes the foe with sharp claws, etc., 2 to 5 times.
Bubble BeamLevel: 22water
6510020
Forcefully sprays bubbles that may lower SPEED.
ScreechLevel: 25normal
08540
Emits a screech to sharply reduce the foe's DEFENSE.
AmnesiaLevel: 29psychic
0020
Forgets about something and sharply raises SP. DEF.
Psych UpLevel: 32normal
0010
Copies the foe's effect(s) and gives to the user.
PsychicLevel: 37psychic
9010015
A powerful psychic attack that may lower SP. DEF.
Hydro PumpLevel: 43water
120855
Blasts water at high power to strike the foe.

Egg Moves (8)

Moves that Psyduck can learn through breeding with compatible Pokémon.

Hypnosispsychic
06020
A hypnotizing move that may induce sleep.
Psybeampsychic
6510020
Fires a peculiar ray that may confuse the foe.
Foresightnormal
010040
Negates the foe's efforts to heighten evasiveness.
Light Screenpsychic
0030
Creates a wall of light that lowers SP. ATK damage.
Future Sightpsychic
12010015
Heightens inner power to strike 2 turns later.
Psychicpsychic
9010015
A powerful psychic attack that may lower SP. DEF.
Cross Chopfighting
1009010
A double-chopping attack. High critical-hit ratio.
Refreshnormal
010020
Heals poisoning, paralysis, or a burn.

TM/HM Moves (28)

Moves that Psyduck can learn via Technical Machines (TMs) and Hidden Machines (HMs).

Focus Punchfighting
15010020TM01
A powerful loyalty attack. The user flinches if hit.
Water Pulsewater
6010020TM03
Attacks with ultrasonic waves. May confuse the foe.
Calm Mindpsychic
0020TM04
Raises SP. ATK and SP. DEF by focusing the mind.
Toxicpoison
08510TM06
Poisons the foe with an intensifying toxin.
Hailice
0010TM07
Summons a hailstorm that strikes every turn.
Hidden Powernormal
110015TM10
The effectiveness varies with the user.
Ice Beamice
9510015TM13
Blasts the foe with an icy beam that may freeze it.
Blizzardice
120705TM14
Hits the foe with an icy storm that may freeze it.
Protectnormal
0010TM17
Evades attack, but may fail if used in succession.
Rain Dancewater
0010TM18
Boosts the power of WATER- type moves for 5 turns.
Frustrationnormal
110020TM21
An attack that is stronger if the TRAINER is disliked.
Iron Tailsteel
1009015TM23
Attacks with a rock-hard tail. May lower DEFENSE.
Returnnormal
110020TM27
An attack that increases in power with friendship.
Digground
7010020TM28
Digs underground the first turn and strikes next turn.
Psychicpsychic
9010015TM29
A powerful psychic attack that may lower SP. DEF.
Brick Breakfighting
7510015TM31
Destroys barriers such as REFLECT and causes damage.
Double Teamnormal
0015TM32
Creates illusory copies to raise evasiveness.
Aerial Aceflying
60020TM40
An extremely speedy and unavoidable attack.
Facadenormal
7010020TM42
Boosts ATTACK when burned, paralyzed, or poisoned.
Secret Powernormal
7010020TM43
An attack with effects that vary by location.
Restpsychic
0010TM44
The user sleeps for 2 turns, restoring HP and status.
Attractnormal
010015TM45
Makes the opposite gender less likely to attack.
Surfwater
9510015HM03
Creates a huge wave, then crashes it down on the foe.
Strengthnormal
8010015HM04
Builds enormous power, then slams the foe.
Flashnormal
010020HM05
Looses a powerful blast of light that cuts accuracy.
Rock Smashfighting
6010015HM06
A rock-crushing attack that may lower DEFENSE.
Waterfallwater
7010015HM07
Charges the foe with speed to climb waterfalls.
Divewater
8010015HM08
Dives underwater the first turn and strikes next turn.