Golduck in depth
A kappa with a duck bill
The resemblance to the kappa, the Japanese water yokai, is noted even by Bulbapedia, which points out that it is often confused with that creature. It fits: webbed hands, a life in rivers, and something on its head that defines it. What is a water-filled dish on the kappa is a gem here, and the four horns at the back of its head come not from folklore but from the design itself.
The English name is gold plus duck, and it only half works, because there is nothing golden about it — the Pokédex officially lists its colour as blue. The Japanese, ゴルダック, is exactly the same construction, without the wordplay its pre-evolution's name has. It is one of the few lines from Generation I where the Japanese name adds no extra joke.
From 80 to 95 because of a rules change
In Generation I, Special Attack and Special Defense did not exist separately: there was a single Special stat, and its value was 80. When Generation II split that stat in two, the offensive half rose to 95 while the defensive half stayed at 80. It gained 15 points without anyone touching its design.
The change is also noticeable in Amnesia, which it learns at level 36. In Red and Blue, it raised the whole Special stat, meaning it strengthened both damage and bulk at once; from Gold and Silver onwards, it only improves Special Defense and became a purely defensive move. Swift Swim, meanwhile, did not arrive until Generation V, when hidden abilities were introduced. Before that, in a quirk unique to the pair, it and Psyduck were the only known Pokémon that could have Cloud Nine.
Psychic without being Psychic
Everything about its presentation points to telekinesis — the gem that shines, the hunting over its supposed powers, Confusion from the start, Zen Headbutt at 18, Amnesia at 36 and Wonder Room at 45 — and yet it has never been a Psychic-type. Not in a single generation. Compared with Starmie, which does have the dual Water/Psychic typing and therefore hits with boosted Psychic-type moves, Golduck carries around a psychic-themed movepool that deals regular damage in battle. It is a big difference: the same moves, 50% less damage.
In an ordinary playthrough, it matters little. With Aqua Tail at level 24 and Hydro Pump at 40, it already has enough firepower to get through any campaign, and TMs give it Ice Punch, Dig and Focus Blast, which is more coverage than most story teams need. The practical drawback is the late evolution: 33 levels spent dragging around a Psyduck that learns little and hits for less add up to quite a few hours of patience. Anyone who catches one already evolved by the water's edge saves that whole stretch.