Malduck

Type HP Attack Defense Speed Special Attack Special Defense Total
85 82 78 100 110 85 540
#176 0' 7.6"
200.06 lbs.
Sinful Duck Pokémon The psychokinetic power of Golduck's gem corrupted its soul, creating an aquatic monstrosity.
Ability capacity:
82
Egg group(s):
Water 1
Field
EV Yield:
Special Attack: 3
Growth:
Medium Fast
Catch Rate:
75

Evolution

Psyduck
Level 33Golduck
Level up while knowing a -type moveMalduck

Wild Encounters

Type Map Chance Level

Trainers

Nova Admin Admin ???
Decidueye Lv. 64 @ Biogenic Shard
Abilities Moves
Overgrow
Serene Grace
Leaf Blade
Spirit Shackle
Hurricane
Skitter Smack
Gravitomix Lv. 63
Abilities Moves
Static
Arena Lock
Cloud Nine
Magnet Pull
Gravity
Aeroblast
Fabled Trick
Psycho Boost
Bisharp Lv. 65
Abilities Moves
Defiant
Sharpness
Hyper Cutter
Iron Defense
Night Slash
Iron Head
Swords Dance
Corviknight Lv. 64
Abilities Moves
Pressure
Screen Cleaner
Big Pecks
Pickup
Scary Face
Drill Peck
Swagger
Brave Bird
Tyranitar Lv. 65
Abilities Moves
Sand Stream Payback
Crunch
Earthquake
Stone Edge
Malduck Lv. 63
Abilities Moves
Damp
Synchronize
Cloud Nine
Amnesia
Topsy-Turvy
Hydro Pump
Wonder Room
Nova Admin Hyperion
Decidueye Lv. 64
Abilities Moves
Overgrow
Serene Grace
Leaf Blade
Spirit Shackle
Hurricane
Skitter Smack
Nova Admin Umbriel
Grimmsnarl Lv. 48
Abilities Moves
Prankster Spirit Break
Torment
Sinful Smash
Power-Up Punch
Krookodile Lv. 50
Abilities Moves
Intimidate
Pressure
Earthquake
Swagger
Embargo
Outrage
Weavile Lv. 49
Abilities Moves
Pressure
Snow Cloak
Pickpocket
Hone Claws
Psycho Cut
Crush Claw
Ice Shard
Honchkrow Lv. 49
Abilities Moves
Insomnia
Emergency Exit
Super Luck
Night Slash
Aerial Ace
Dark Pulse
Swagger
Malduck Lv. 49
Abilities Moves
Damp
Moody
Dark Pulse
Ice Beam
Zen Headbutt
Polar Plunge
Tyranitar Lv. 52
Abilities Moves
Sand Stream Rock Slide
Earthquake
Crunch
Heavy Slam
Team Nova Grunt
Scizor Lv. 53
Abilities Moves
Swarm
Hyper Cutter
Light Metal
X-Scissor
Night Slash
Double Hit
Iron Head
Malduck Lv. 52
Abilities Moves
Damp
Moody
Psych Up
Amnesia
Topsy-Turvy
Hydro Pump
Electivire Lv. 53
Abilities Moves
Motor Drive
Short Circuit
Plus
Volt Absorb
Thunder Punch
Discharge
Screech
Thunderbolt
Nova Admin Hyperion
Decidueye Lv. 64
Abilities Moves
Overgrow
Serene Grace
Leaf Blade
Spirit Shackle
Hurricane
Skitter Smack
Malduck Lv. 65
Abilities Moves
Damp
Synchronize
Cloud Nine
Hydro Pump
Nasty Plot
Dark Pulse
Negative Energy
Swimmer Huey
Golduck Lv. 49
Abilities Moves
Damp
Moody
Psych Up
Amnesia
Topsy-Turvy
Hydro Pump
Malduck Lv. 50
Abilities Moves
Damp
Moody
Psych Up
Amnesia
Topsy-Turvy
Hydro Pump

Battle Frontier

Malduck @ Choice Scarf
Abilities Moves
Parting Shot
Topsy-Turvy
Scald
Dark Pulse
Malduck @ Petaya Berry
Abilities Moves
Distillize Surf
Substitute
Blizzard
Whirlpool

Move learnset

By leveling up

Level Move Type Cat. Pwr. Acc. PP
Evolve Dark Pulse 80 100 15
1 Me First 20
1 Aqua Jet 40 100 20
1 Parting Shot 100 20
1 Scratch 40 100 35
4 Tail Whip 100 30
7 Water Gun 40 100 25
10 Confusion 50 100 25
13 Bite 60 100 25
16 Water Pulse 60 100 20
19 Disable 100 20
22 Screech 85 40
25 Zen Headbutt 80 90 15
28 Aqua Tail 90 90 10
31 Soak 100 20
36 Psych Up 10
41 Amnesia 20
45 Topsy-Turvy 20
50 Hydro Pump 110 80 5
60 Wonder Room 10
66 Battle of Wits 80 100 10
  • Bold indicates a move that gets STAB when used by Malduck
  • Italic indicates a move that gets STAB only when used by an evolution of Malduck

By TM

TM Move Type Cat. Pwr. Acc. PP
TM 002 Aqua Jet 40 100 20
TM 004 Calm Mind 20
TM 005 Toxic 90 10
TM 006 Psykogenic Chill 85 15
TM 007 Hail 10
TM 010 Hidden Power 60 100 15
TM 013 Blizzard 110 70 5
TM 014 Light Screen 30
TM 017 Protect 10
TM 018 Rain Dance 5
TM 027 Double Team 15
TM 031 Brick Break 75 100 15
TM 034 Secret Power 70 100 20
TM 035 Rest 10
TM 036 Attract 100 15
TM 044 Topsy-Turvy 20
TM 046 Scald 80 100 15
TM 056 Mud Bomb 65 85 10
TM 058 Wonder Room 10
TM 065 Psychic Terrain 10
TM 074 Inverse Terrain 10
TM 076 Surf 90 100 15
TM 078 Strength 95 100 15
TM 099 Liquidation 85 100 10
TM 100 Ice Beam 90 100 10
TM 105 Water Pulse 60 100 20
TM 107 Hydro Pump 110 80 5
TM 109 Dark Pulse 80 100 15
TM 110 Giga Impact 150 90 5
TM 117 Role Play 10
TM 118 Muddy Water 90 85 10
TM 119 Flip Turn 60 100 20
  • Bold indicates a move that gets STAB when used by Malduck
  • Italic indicates a move that gets STAB only when used by an evolution of Malduck

By breeding

Parents Move Type Cat. Pwr. Acc. PP
Aqua Ring 20
Clear Smog 50 15
Confuse Ray 100 10
Cross Chop 100 80 5
Dark Pulse 80 100 15
Encore 100 5
Foresight 40
Future Sight 120 100 10
Hypnosis 60 20
Ice Beam 90 100 10
Light Screen 30
Mud Bomb 65 85 10
Psybeam 65 100 20
Psychic 90 100 10
Refresh 100 20
Secret Power 70 100 20
Simple Beam 100 15
Sleep Talk 10
Synchronoise 120 100 10
Yawn 10
  • Bold indicates a move that gets STAB when used by Malduck
  • Italic indicates a move that gets STAB only when used by an evolution of Malduck

By tutoring

Move Type Cat. Pwr. Acc. PP
Aerial Ace 60 20
Amnesia 20
Aqua Ring 20
Aqua Tail 90 90 10
Battle of Wits 80 100 10
Bide 10
Body Slam 85 100 15
Brine 65 100 10
Bubble 40 100 30
Bubble Beam 65 100 20
Captivate 100 20
Clear Smog 50 15
Confide 20
Confuse Ray 100 10
Confusion 50 100 25
Counter 100 20
Cross Chop 100 80 5
Curse 10
Dig 80 100 10
Disable 100 20
Dive 80 100 10
Double-Edge 120 100 15
Dynamic Punch 100 50 5
Encore 100 5
Endure 10
Facade 70 100 20
Flash 100 20
Fling 100 10
Focus Punch 150 100 20
Foresight 40
Frustration 100 20
Fury Swipes 18 80 15
Future Sight 120 100 10
Headbutt 70 100 15
Hone Claws 15
Hydrofoil 50 100 20
Hypnosis 60 20
Ice Punch 75 100 15
Icy Wind 55 95 15
Iron Tail 100 75 15
Jet Punch 60 100 15
Mega Kick 120 75 5
Mega Punch 80 85 20
Mimic 10
Mud-Slap 20 100 10
Natural Gift 100 15
Negative Energy 80 100 20
Odor Sleuth 40
Pay Day 40 100 20
Power-Up Punch 40 100 20
Psybeam 65 100 20
Psych Up 10
Psychic 90 100 10
Psyshock 80 100 10
Rage 20 100 20
Refresh 100 20
Return 100 20
Rock Smash 40 100 15
Round 60 100 15
Scratch 40 100 35
Screech 85 40
Seismic Toss 100 20
Shadow Claw 70 100 15
Shear Force 80 100 10
Signal Beam 75 100 15
Simple Beam 100 15
Skull Bash 130 100 10
Sleep Talk 10
Snore 50 100 15
Soak 100 20
Submission 120 100 20
Substitute 10
Swagger 85 15
Swift 60 20
Synchronoise 120 100 10
Tail Whip 100 30
Take Down 90 85 20
Telekinesis 15
Trailblaze 50 100 20
Tri Attack 80 100 10
Water Gun 40 100 25
Water Sport 100 15
Waterfall 90 100 15
Whirlpool 35 85 15
Worry Seed 100 10
Yawn 10
Zen Headbutt 80 90 15
Focus Blast 120 70 5
Fury Cutter 40 95 20
Hyper Beam 150 90 5
Laser Focus 30
Low Kick 100 20
Low Sweep 65 100 20
Me First 20
Mystical Power 70 90 10
Psyshield Bash 70 90 10
Rock Climb 90 85 20
Tectonic Thrash 70 100 20
Water Pledge 80 100 10
Wave Crash 120 100 10
Bite 60 100 25
Bitter Malice 75 100 15
Morbid Terrain 10
Parting Shot 100 20
Wicked Torque 80 100 10
  • Bold indicates a move that gets STAB when used by Malduck
  • Italic indicates a move that gets STAB only when used by an evolution of Malduck

Ability Learnset

By leveling up

Level Ability Cost Description
1 Damp 2 Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.
1 Cloud Nine 32 Eliminates the effects of weather.
18 Swift Swim 60 Boosts the Pokémon's Speed stat in rain.
36 Moody 69 Raises one stat sharply and lowers another every turn.
54 Synchronize 32 The attacker will receive the same status condition if it inflicts one to the Pokémon.
72 Morbid Mania 34 Boosts the Pokémon's Speed stat on Morbid Terrain.
90 Contrary 82 Makes stat changes have an opposite effect.
100 Volatile 69 Boosts the Special Attack stat, but lowers accuracy.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By Disc

Disc Ability Cost Description
Disc 05 Immunity 2 The immune system of the Pokémon prevents it from getting poisoned.
Disc 08 Trace 11 When it enters a battle, the Pokémon copies an opposing Pokémon's Ability.
Disc 10 Water Veil 17 The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.
Disc 13 Cloud Nine 32 Eliminates the effects of weather.
Disc 18 Mimicry 22 Changes the Pokémon's type depending on the terrain.
Disc 19 Liquid Voice 32 All sound-based moves become Water-type moves.
Disc 23 Shadow Tag 83 This Pokémon steps on the opposing Pokémon's shadow to prevent it from escaping.
Disc 37 Neuroforce 79 Powers up moves that are super effective.
Disc 41 Swift Swim 60 Boosts the Pokémon's Speed stat in rain.
Disc 46 Fog Veil 11 Boosts the Pokémon's evasiveness in eerie fog.
Disc 50 Oblivious 11 The Pokémon is oblivious, and that keeps it from being infatuated or taunted.
Disc 52 Damp 2 Prevents the use of explosive moves, such as Self-Destruct, by dampening its surroundings.
Disc 53 Arena Lock 11 Negates statuses that affect the whole field.
Disc 55 Regenerator 54 Restores a little HP when withdrawn from battle.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled

By tutoring

Ability Cost Description
Anticipation 1 The Pokémon can sense an opposing Pokémon's dangerous moves.
Arcane Armor 11 Boosts the Pokémon's Defensive stats on Psychic Terrain.
Ball Fetch 0 If the Pokémon is not holding an item, it will fetch the first failed thrown Poké Ball.
Big Pecks 6 Protects the Pokémon from Defense-lowering effects.
Butterfingers -3 The Pokémon may drop its held item when hit by a damaging move.
Cognizate 77 Normal-type moves become Psychic-type moves. Their power is boosted a little.
Contrary 82 Makes stat changes have an opposite effect.
Defeatist -17 Halves the Pokémon's Attack and Sp. Atk stats when its HP becomes half or less.
Distillize 77 Normal-type moves become Water-type moves. Their power is boosted a little.
Drizzle 102 The Pokémon makes it rain when it enters a battle.
Drowsy Aura 17 Contact with the Pokémon may put the attacker to sleep.
Early Bird 1 The Pokémon awakens from sleep twice as fast as other Pokémon.
High Entropy 32 Boosts the Pokémon's Evasiveness under Gravity.
Hydration 23 Heals status conditions if it's raining.
Insomnia 10 The Pokémon is suffering from insomnia and cannot fall asleep.
Klutz -25 The Pokémon can't use any held items.
Magic Bounce 80 Reflects status moves instead of getting hit by them.
Magic Guard 80 The Pokémon only takes damage from attacks.
Moody 69 Raises one stat sharply and lowers another every turn.
Natural Cure 32 All status conditions heal when the Pokémon switches out.
Obliviate 32 Contact with the Pokémon may confuses the attacker.
Own Tempo 2 This Pokémon has its own tempo, and that prevents it from becoming confused.
Predictable -13 This Pokémon's predictable maneuvers make moves hit against it without fail.
Psychic Surge 85 Turns the ground into Psychic Terrain when the Pokémon enters a battle.
Rain Dish 7 The Pokémon gradually regains HP in rain.
Rattled 2 Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.
Reality Rush 69 Boosts the Pokémon's Speed stat on Inverse Terrain.
Run Away 0 Enables a sure getaway from wild Pokémon.
Simple 78 The stat changes the Pokémon receives are doubled.
Slow Start -94 For five turns, the Pokémon's Attack and Speed stats are halved.
Sprinkle Spit 43 The Pokémon makes it rain when it's hit by an attack.
Stall -12 The Pokémon moves after all other Pokémon do.
Synchronize 32 The attacker will receive the same status condition if it inflicts one to the Pokémon.
Telepathy 69 Anticipates an ally's attack and dodges it.
Torrent 14 Powers up Water-type moves when the Pokémon's HP is low.
Truant -67 The Pokémon can't use a move if it had used a move on the previous turn.
Unaware 70 When attacking, the Pokémon ignores the target Pokémon's stat changes.
Warp Reality 85 Turns the ground into Inverse Terrain when the Pokémon enters a battle.
Wimp Out -22 The Pokémon cowardly switches out when its HP becomes half or less.
Heavy Water 7 Boosts the Pokémon's Defensive stats in Rain.
Pure Power 178 Using its pure power, the Pokémon doubles its Sp. Attack stat.
Refraction 33 Boosts the power and effect likelihood of Beam-type moves.
Aftermath 11 Damages the attacker if it contacts the Pokémon with a finishing hit.
Berserk 43 Boosts its Sp. Atk stat when it takes a hit that causes its HP to become half or less.
Imperious -93 This Pokémon sometimes refuses to obey its Trainer.
Inflexible -33 This Pokémon can only use the first move it uses in battle.
Morbid Mania 34 Boosts the Pokémon's Speed stat on Morbid Terrain.
Morbid Surge 85 Turns the ground into Morbid Terrain when the Pokémon enters a battle.
Volatile 69 Boosts the Special Attack stat, but lowers accuracy.
  • Bold indicates a default ability if multiple abilities are disabled
  • Italic indicates hidden ability if multiple abilities are disabled