Guides Pokedex

Pokemon Lets Go Golduck

Golduck Pokedex ID: 55
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
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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.

Master Trainer

This Pokemon's Master Trainer is Camille

Weak Against
Grass
2x
Electric
2x
Strong Against
Steel
1/2
Fire
1/2
Water
1/2
Ice
1/2