Stat | Amount | Bar Graph |
---|---|---|
Max CP | 500 | |
Attack | 82 | |
Special Attack | 95 | |
Defense | 78 | |
Special Defense | 80 | |
HP | 80 | |
Speed | 85 |
Overview
Pokemon Let's Go Golduck is a Water Type pokemon also known as a Duck Pokémon, first discovered in the Kanto region. it's weak against Grass, Electric type moves and has a Max CP of 500, 80 HP, 82 Attack, 95 SP Attack, 78 Defense, 80 SP Defense and 85 Speed. Considering it's stats, the best nature to have is Mild, this will increase it's Sp. Atk and decrease it's Defense stats.
Pokedex Entry
The webbed flippers on its forelegs and hind legs and the streamlined body of Golduck give it frightening speed. This Pokémon is definitely much faster than even the most athletic swimmer.
Pokemon Lets Go Golduck Evolutions
What level does Pokemon Let's Go Golduck Evolve at?
The Unevolved Form Psyduck Evolves at level 33 into Golduck.
First | → | Second | → | Third | → | Final |
---|---|---|---|---|---|---|
Psyduck320 | 33 → | Golduck500 |
How to catch Golduck in Pokemon Let's Go
Where to catch and find Pokemon Lets Go Golduck Locations and their Spawn Rate Chance for that Zone.
The best place to find pokemon let's go Golduck is in the Cerulean Cave zone, it will have a Rare Spawn% chance to spawn in the area with a level range of 51-56. This also makes Cerulean Cave the best place to Catch Combo Chain hunt Shiny Golduck or for a Flawless IV Stats.
Pokemon | Area | Spawn Chance | Levels | Encounter | Floor |
---|---|---|---|---|---|
Route 24 | 20% | 07-12 | normal | 1F | |
Route 25 | 20% | 09-14 | normal | 1F | |
Cerulean Cave | 15% | 51-56 | normal | 1F | |
Cerulean Cave | 15% | 51-56 | normal | 3F | |
Route 17 | 15% | 33-38 | normal | 1F | |
Route 6 | 10% | 11-16 | normal | 1F | |
Cerulean Cave | 5% | 51-56 | normal | 1F | |
Cerulean Cave | 5% | 51-56 | normal | 3F | |
Route 4 | 5% | 07-12 | normal | 1F |
The list above shows all the spawn locations of this pokemon and it's evolution forms.
Transferring and Catching
The type of Pokemon Candy you receive from Transferring and Catching Golduck.
Best Nature for Golduck
We recommend a Mild Nature for Golduck, you can visit Madam Celadon to force encounter pokemon of Mild Nature.
Nature | Increases | Decreases | Choice 1 | Choice 2 |
---|---|---|---|---|
Mild | Sp. Atk | Defense | Blue | Yellow |
Pokemon Lets Go Golduck Moves
Level Up Moves
Pokemon Let's Go Golduck Moves You Learn From Leveling Up.
LVL | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
1 | Confusion | Psychic | Special | 50 | 25 | 100% | Has a 10% chance to confuse the target. |
1 | Encore | Normal | None | -- | 5 | 100% | forces the target to use the previously selected move for 3 turns. |
1 | Scratch | Normal | Physical | 40 | 35 | 100% | Inflicts regular damage with no additional effect. |
1 | Tail Whip | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
1 | Water Gun | Water | Special | 40 | 25 | 100% | Inflicts regular damage with no additional effect. |
1 | Yawn | Normal | None | -- | 10 | -- | makes the target drowsy on the turn it is used. If the target is still on the field at the end of the next turn, it falls asleep. |
5 | Tail Whip | Normal | None | -- | 30 | 100% | Lowers the target's Defense by one stage. |
9 | Water Gun | Water | Special | 40 | 25 | 100% | Inflicts regular damage with no additional effect. |
14 | Confusion | Psychic | Special | 50 | 25 | 100% | Has a 10% chance to confuse the target. |
18 | Fury Swipes | Normal | Physical | 18 | 15 | 80% | Hits 2-5 times in one turn. |
23 | Disable | Normal | None | -- | 20 | 100% | Disables the target's last used move for 1-8 turns. |
27 | Psybeam | Psychic | Special | 65 | 20 | 100% | Has a 10% chance to confuse the target. |
32 | Screech | Normal | None | -- | 40 | 85% | Lowers the target's Defense by two stages. |
42 | Surf | Water | Special | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. |
53 | Amnesia | Psychic | None | -- | 20 | -- | Raises the user's Special Defense by two stages. |
63 | Hydro Pump | Water | Special | 120 | 5 | 80% | Inflicts regular damage with no additional effect. |
Learnable TMs Moves
These are the Technical Machines (TM) Moves that Golduck can Learn.
Item | Move | Type | Class | Pow | PP | Acc | Effect |
---|---|---|---|---|---|---|---|
TM1 | Headbutt | Normal | Physical | 70 | 15 | 100% | Has a 30% chance to make the target flinch. |
TM5 | Rest | Psychic | None | -- | 10 | -- | User sleeps for two turns, completely healing itself. |
TM6 | Light Screen | Psychic | None | -- | 30 | -- | Reduces damage from special attacks by 50% for five turns.. |
TM7 | Protect | Normal | None | -- | 10 | -- | prevents any attacks targeted at the user from striking, for the duration of the turn. It has priority +4 so will activate before most other moves. |
TM8 | Substitute | Normal | None | -- | 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. |
TM10 | Dig | Ground | Physical | 80 | 10 | 100% | User digs underground, dodging all attacks, and hits next turn. |
TM12 | Facade | Normal | Physical | 70 | 20 | 100% | deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed. |
TM13 | Brick Break | Fighting | Physical | 75 | 15 | 100% | deals damage, but removes the effects of Reflect and Light Screen before attacking. |
TM15 | Seismic Toss | Fighting | Physical | 1 | 20 | 100% | Inflicts damage equal to the user's level. |
TM19 | Iron Tail | Steel | Physical | 100 | 15 | 75% | deals damage and has a 30% chance of lowering the target's Defense by one stage. |
TM25 | Waterfall | Water | Physical | 80 | 15 | 100% | Has a 20% chance to make the target flinch. |
TM27 | Toxic | Poison | None | -- | 10 | 90% | Badly poisons the target, inflicting more damage every turn. |
TM29 | Scald | Water | Special | 80 | 15 | 100% | deals damage and has a 30% chance of burning the target. |
TM33 | Calm Mind | Psychic | None | -- | 20 | -- | raises the user's Special Attack and Special Defense by one stage each. |
TM35 | Ice Punch | Ice | Physical | 75 | 15 | 100% | Has a 10% chance to freeze the target. |
TM40 | Psychic | Psychic | Special | 90 | 10 | 100% | Has a 10% chance to lower the target's Special Defense by one stage. |
TM47 | Surf | Water | Special | 95 | 15 | 100% | Inflicts regular damage and can hit Dive users. |
TM48 | Hyper Beam | Normal | Special | 150 | 5 | 90% | User foregoes its next turn to recharge. |
TM51 | Blizzard | Ice | Special | 120 | 5 | 70% | Has a 10% chance to freeze the target. |
TM55 | Ice Beam | Ice | Special | 95 | 10 | 100% | Has a 10% chance to freeze the target. |
TM57 | Pay Day | Normal | Physical | 40 | 20 | 100% | Scatters money on the ground worth five times the user's level. |