Guides Pokedex

Pokemon Lets Go Golduck

Golduck Pokedex ID: 55
StatAmountBar Graph
Max CP500
Special Attack95
Special Defense80


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.

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 Route 24 zone, it will have a 20% chance to spawn in the area with a level range of 07-12. This also makes Route 24 the best place to Catch Combo Chain hunt Shiny Golduck or for a Flawless IV Stats.

PokemonAreaSpawn ChanceLevelsEncounterFloor
Route 2420%07-12normal1F
Route 2520%09-14normal1F
Cerulean Cave15%51-56normal1F
Cerulean Cave15%51-56normal3F
Route 1715%33-38normal1F
Route 610%11-16normal1F
Cerulean Cave5%51-56normal1F
Cerulean Cave5%51-56normal3F
Route 45%07-12normal1F

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.

NatureIncreasesDecreasesChoice 1Choice 2
MildSp. AtkDefenseBlueYellow

Pokemon Lets Go Golduck Moves

Level Up Moves

Pokemon Let's Go Golduck Moves You Learn From Leveling Up.

1ConfusionPsychicSpecial5025100%Has a 10% chance to confuse the target.
1EncoreNormalNone--5100%forces the target to use the previously selected move for 3 turns.
1ScratchNormalPhysical4035100%Inflicts regular damage with no additional effect.
1Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
1Water GunWaterSpecial4025100%Inflicts regular damage with no additional effect.
1YawnNormalNone--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.
5Tail WhipNormalNone--30100%Lowers the target's Defense by one stage.
9Water GunWaterSpecial4025100%Inflicts regular damage with no additional effect.
14ConfusionPsychicSpecial5025100%Has a 10% chance to confuse the target.
18Fury SwipesNormalPhysical181580%Hits 2-5 times in one turn.
23DisableNormalNone--20100%Disables the target's last used move for 1-8 turns.
27PsybeamPsychicSpecial6520100%Has a 10% chance to confuse the target.
32ScreechNormalNone--4085%Lowers the target's Defense by two stages.
42SurfWaterSpecial9515100%Inflicts regular damage and can hit Dive users.
53AmnesiaPsychicNone--20--Raises the user's Special Defense by two stages.
63Hydro PumpWaterSpecial120580%Inflicts regular damage with no additional effect.

Learnable TMs Moves

These are the Technical Machines (TM) Moves that Golduck can Learn.

TM1HeadbuttNormalPhysical7015100%Has a 30% chance to make the target flinch.
TM5RestPsychicNone--10--User sleeps for two turns, completely healing itself.
TM6Light ScreenPsychicNone--30--Reduces damage from special attacks by 50% for five turns..
TM7ProtectNormalNone--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.
TM8SubstituteNormalNone--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.
TM10DigGroundPhysical8010100%User digs underground, dodging all attacks, and hits next turn.
TM12FacadeNormalPhysical7020100%deals damage, and hits with double power (140) if the user is burned, poisoned or paralyzed.
TM13Brick BreakFightingPhysical7515100%deals damage, but removes the effects of Reflect and Light Screen before attacking.
TM15Seismic TossFightingPhysical120100%Inflicts damage equal to the user's level.
TM19Iron TailSteelPhysical1001575%deals damage and has a 30% chance of lowering the target's Defense by one stage.
TM25WaterfallWaterPhysical8015100%Has a 20% chance to make the target flinch.
TM27ToxicPoisonNone--1090%Badly poisons the target, inflicting more damage every turn.
TM29ScaldWaterSpecial8015100%deals damage and has a 30% chance of burning the target.
TM33Calm MindPsychicNone--20--raises the user's Special Attack and Special Defense by one stage each.
TM35Ice PunchIcePhysical7515100%Has a 10% chance to freeze the target.
TM40PsychicPsychicSpecial9010100%Has a 10% chance to lower the target's Special Defense by one stage.
TM47SurfWaterSpecial9515100%Inflicts regular damage and can hit Dive users.
TM48Hyper BeamNormalSpecial150590%User foregoes its next turn to recharge.
TM51BlizzardIceSpecial120570%Has a 10% chance to freeze the target.
TM55Ice BeamIceSpecial9510100%Has a 10% chance to freeze the target.
TM57Pay DayNormalPhysical4020100%Scatters money on the ground worth five times the user's level.

Master Trainer

This Pokemon's Master Trainer is Camille

Weak Against
Strong Against