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Psyduck in Pokémon Black 2 and White 2: locations, stats and moves

Find Psyduck’s Black 2/White 2 locations, Generation V Water typing, base stats, historical abilities, evolution requirements and sequel learnsets.

Edition covered

Nintendo DS sequels; not the original Black and White story.

01

Generation V identity and base stats

Psyduck is Unova #028 and National #54. Its Black 2/White 2 typing is Water. These figures describe its standard Generation V form on the original Nintendo DS cartridges. Later Fairy typing and later stat increases are excluded.

The picture shows the standard Generation V form; gender, seasonal or alternate battle forms may look different.

Psyduck
Psyduck: standard Generation V form, Unova #028.
Psyduck Generation V base stats
StatBase value
HP50
Attack52
Defense48
Sp. Atk65
Sp. Def50
Speed55
Total320
02

Where to obtain it in Black 2 and White 2

Check the version, area and encounter method before travelling. A gift, trade, Hidden Grotto or stationary interaction is different from ordinary grass. Level ranges combine matching recorded slots under the same condition.

The following records use only Black 2 and White 2. Seasons and special requirements remain separate. Postgame areas require the appropriate story access; these records do not imply every location is open on a fresh save.

Encounter methods · Legendary and event requirements · Gifts, fossils and trades

Psyduck recorded Black 2 and White 2 encounters
Location / areaVersionMethodLevelCondition
Floccesy Ranch InnerBlack 2Grass / cave walking5No special condition recorded
Floccesy Ranch InnerWhite 2Grass / cave walking5No special condition recorded
03

Evolution family and Generation V requirements

Psyduck regional evolution family
FromIntoBlack 2 / White 2 method
PsyduckGolduckLevel 33

Friendship evolution uses the Generation V threshold of 220. Trades need a compatible second game and system. Eevee’s rock evolutions, magnetic evolutions, learned-move requirements and held-item night evolutions follow their original DS methods.

Complete sequel evolution guide

04

Abilities, breeding and training reference

Psyduck Generation V ability slots
AbilitySlot / availability
DampRegular ability slot 1
Cloud NineRegular ability slot 2
Swift SwimHidden slot; use a documented source for availability

A Hidden Ability slot does not guarantee an ordinary wild specimen. Hidden Grottos, specific sequel gifts, historical Dream World / Dream Radar access and external specimens have different requirements. Some Generation V slots, including the Unova starter Hidden Abilities and Litwick-line Shadow Tag, were never officially released in that generation.

Psyduck breeding and training facts
PropertyValue
Gender ratio50% female / 50% male
Egg group(s)Water 1 / Field
Base hatch cycles20
Experience growthMedium Fast
Base capture rate190 / 255 (not a percentage chance)
EV yield when defeatedSpecial Attack +1

The Route 3 Day Care is reached after the Hall of Fame in the sequels. Undiscovered species cannot produce Eggs. Baby forms that require an incense need the correct held item on a parent; breeding an evolved parent does not always yield its earliest Pokédex stage.

Sequel breeding, EV, IV and nature rules

05

Black 2 and White 2 level-up moves

Psyduck sequel level-up learnset
LevelMove
1 / starting moveScratch
1 / starting moveWater Sport
4Tail Whip
8Water Gun
11Disable
15Confusion
18Water Pulse
22Fury Swipes
25Screech
29Zen Headbutt
32Aqua Tail
36Soak
39Psych Up
43Amnesia
46Hydro Pump
50Wonder Room

Every row is filtered to the Black 2/White 2 version group. Level 1 entries include starting or reminder moves; a later caught specimen need not know every listed move. Evolution timing changes which form learns a move. The Move Reminder charges a Heart Scale.

06

Compatible TMs and HMs

Psyduck sequel compatible machines
MachineMoveTypeCategory
TM01Hone ClawsDarkStatus
TM03PsyshockPsychicSpecial
TM04Calm MindPsychicStatus
TM06ToxicPoisonStatus
TM07HailIceStatus
TM10Hidden PowerNormalSpecial
TM13Ice BeamIceSpecial
TM14BlizzardIceSpecial
TM16Light ScreenPsychicStatus
TM17ProtectNormalStatus
TM18Rain DanceWaterStatus
TM19TelekinesisPsychicStatus
TM21FrustrationNormalPhysical
TM27ReturnNormalPhysical
TM28DigGroundPhysical
TM29PsychicPsychicSpecial
TM31Brick BreakFightingPhysical
TM32Double TeamNormalStatus
TM40Aerial AceFlyingPhysical
TM42FacadeNormalPhysical
TM44RestPsychicStatus
TM45AttractNormalStatus
TM48RoundNormalSpecial
TM55ScaldWaterSpecial
TM56FlingDarkPhysical
TM65Shadow ClawGhostPhysical
TM70FlashNormalStatus
TM77Psych UpNormalStatus
TM87SwaggerNormalStatus
TM90SubstituteNormalStatus
TM94Rock SmashFightingPhysical
HM03SurfWaterSpecial
HM04StrengthNormalPhysical
HM05WaterfallWaterPhysical
HM06DiveWaterPhysical

Compatibility uses Black 2/White 2 learnset records. Machine numbers and move data match Generation V, while acquisition locations must come from the sequel guide. Sequel TM95 is obtainable; the original BW Lock Capsule restriction does not apply. HMs need the Move Deleter to be removed.

All sequel TM/HM locations

07

Egg moves and sequel Move Tutors

Recorded Black 2/White 2 Egg moves: Confuse Ray, Cross Chop, Encore, Foresight, Future Sight, Hypnosis, Mud Bomb, Psybeam, Refresh, Secret Power, Sleep Talk, Synchronoise, Yawn.

Recorded Black 2/White 2 tutor compatibility: Aqua Tail, Ice Punch, Icy Wind, Iron Tail, Role Play, Signal Beam, Sleep Talk, Snore, Wonder Room, Worry Seed, Zen Headbutt.

Tutor compatibility does not mean every move is taught by a shard tutor. Starter ultimate moves, pledge moves and species-specific services have their own conditions.

Tutor cities, shard colours, reminders and special move services

08

Related species and return to the Pokédex

Return to Psyduck in the illustrated regional Pokédex.

FIELD NOTE

Use Psyduck’s Black 2 or White 2 method and condition. Version-specific catches, postgame breeding and historical distribution requirements need their own collection plan.

References