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Official artwork of Golduck

#0055

Golduck

Gen I

Duck Pokémon

Water

Pokédex entry · Red

Often seen swim­ ming elegantly by lake shores. It is often mistaken for the Japanese monster, Kappa.

Height
1.7 m
Weight
76.6 kg
Base EXP
175
Growth
Medium
Catch rate

75/255Medium

Friendship

70/255

Base stats

HP80Attack82Defense78Speed85Sp. Def80Sp. Atk95
HP
80
Attack
82
Defense
78
Speed
85
Sp. Def
80
Sp. Atk★
95

Total 500

High

EV yield +2 Sp. Atk

Real ranges (IV 0–31 · EV 0–252 · nature included)

MinMax
HP140187
Attack78147
Defense74143
Speed81150
Sp. Def76145
Sp. Atk90161
Total539933

About Golduck

Rivers at dusk are its time, and the banks of lakes are its dining room: it dives for fish Pokémon, then comes ashore to enjoy its feast in peace. Its webbed feet and elongated body support the rest of its reputation. The Pokédex calls it the fastest swimmer of all Pokémon and credits it with effortless journeys through choppy waters during storms, as well as the occasional rescue of shipwreck survivors out at sea.

The animal it is based on is not quite a duck, despite the bill and the official category, Duck Pokémon. It is 1.70 m tall, weighs 76.6 kg and walks upright, with three toes and webbing on its hands and feet, four horns at the back of its head and a red gem in the middle of its forehead. That gem carries the ugly part of its history. It shines when it uses telekinetic powers, and there was a time when it was hunted without restraint because people spread the rumour that whoever possessed it would inherit those powers.

It evolves from Psyduck at level 33, and the contrast between the two is the whole point of the line: one lives with a permanent headache and unleashes its mind without knowing what it is doing; the other has its body under control and a clear head. This is where the chain ends. There is no third form or regional variant.

Combat analysis

×2

Weakness

ElectricGrass
×½

Resistance

FireWaterIceSteel

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.

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