Psychic (type): Difference between revisions
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==Trivia== | ==Trivia== | ||
* [[Generation III]] introduced the most Psychic-type Pokémon of any generation, with 20, and [[Generation VI]] introduced the fewest Psychic-type Pokémon, with six. | * [[Generation III]] introduced the most Psychic-type Pokémon of any generation, with 20, and [[Generation VI]] introduced the fewest Psychic-type Pokémon, with six. | ||
* [[Generation I]] introduced the most Psychic-type moves of any generation, with 15, and Generation VI introduced the fewest Psychic-type moves, with only one, {{m|Hyperspace Hole}}. | * [[Generation I]] introduced the most Psychic-type moves of any generation, with 15, and Generation VI introduced the fewest Psychic-type moves, with only one, {{m|Hyperspace Hole}}. | ||
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* The Psychic-type is the only type that shares its name with {{m|Psychic|a move}} and {{tc|Psychic|a Trainer Class}}. | * The Psychic-type is the only type that shares its name with {{m|Psychic|a move}} and {{tc|Psychic|a Trainer Class}}. | ||
* There has been at least one Psychic-type [[type expert]] in every generation. | * There has been at least one Psychic-type [[type expert]] in every generation. | ||
* Psychic type used to be represented in [[Generation I]] by golden color, due to it having meaning in [https://en.wikipedia.org/wiki/Gold_(color)#Parapsychology parapsychology]. That's may be why [[Sabrina]], the Psychic trainer gives the player the badge named in Japanese "Gold Badge" and her gym is located in [[Saffron City]], which is named after color similar to gold. This color is is also visible in the designs of Pokémon like {{p|Abra}}-line, {{p|Drowzee}}-line, {{p|Psyduck}} and {{p|Golduck}}'s name. In Mystery Dungeon games there's also the {{DL|Gummi|Gold Gummi}} is the Gummi variety loved by Psychic-type Pokémon. | |||
* The Psychic-type could be considered a special counterpart to the {{t|Fighting}} type: | * The Psychic-type could be considered a special counterpart to the {{t|Fighting}} type: | ||
** The Psychic type's highest average stat is {{stat|Special Attack}}, while the Fighting type's is {{stat|Attack}}. | ** The Psychic type's highest average stat is {{stat|Special Attack}}, while the Fighting type's is {{stat|Attack}}. | ||
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* A Pokémon cannot have a double resistance to Psychic without being a Psychic-type itself. | * A Pokémon cannot have a double resistance to Psychic without being a Psychic-type itself. | ||
** However, a Psychic-type Pokémon also cannot have a double resistance to more than one type. | ** However, a Psychic-type Pokémon also cannot have a double resistance to more than one type. | ||
* | * Weaknesses of Psychic-type Pokémon seem to be based on fears, as they are the same ones that activate the ability {{a|Rattled}}. | ||
* Psychic has the most notable [[type expert|type specialists]] of any type, with ten. | * Psychic has the most notable [[type expert|type specialists]] of any type, with ten. | ||
* Psychic, {{t|Flying}}, and {{t|Water}} are the only types that have been paired with every other type. | * Psychic, {{t|Flying}}, and {{t|Water}} are the only types that have been paired with every other type. |
Revision as of 15:25, 25 October 2020
The Psychic type (Japanese: エスパータイプ Esper type) is one of the eighteen types. Prior to changes in Generation IV, all damaging Psychic-type moves were special, but they may also now be physical depending on the attack.
Statistical averages
Overall
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Fully evolved
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Battle properties
Generation I
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | None | 0× |
Generation II onwards
Offensive | Defensive | |||
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Power | Types | Power | Types | |
2× | ½× | |||
½× | 2× | |||
0× | 0× | None |
Characteristics
Defense
Prior to Generation VI, Steel/Psychic types were exempt from Psychic's three weaknesses, but since Steel no longer resists Dark and Ghost, this is no longer the case.
Offense
A drawback of Psychic-type moves is that they do not affect Dark-type Pokémon, although this immunity can be removed with Miracle Eye. The immunity, along with resistances to Psychic, can also be circumvented with coverage moves such as Ground-type attacks.
When Psychic Terrain is in effect, the power of Psychic-type moves are increased by 30% (50% prior to Generation VIII) if the user is on the ground.
Contest properties
When used in Contests, Psychic-type moves are typically Clever moves, but can also be of the other four Contest types, excluding Tough.
Generation I balance issues
In the Generation I games, Psychic-type Pokémon were at the center of a balance issue.[1] As a result, the issue was rectified in Generation II, with the addition of Steel and Dark types, an added weakness to Ghost-type moves (as opposed to previously being immune to them), as well as some moves that are strong against Psychic types.
Pokémon
As of Generation VIII, there are 96 Psychic-type Pokémon or 10.7% of all Pokémon (counting those that are Psychic-type in at least one of their forms, including Alolan Forms and Galarian Forms), making it the 5th most common type. All other types have been paired up with Psychic at least once - after the official release of Galarian Slowbro, Psychic became the third type to have this trait, after Flying and Water.
Pure Psychic-type Pokémon
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Half Psychic-type Pokémon
Primary Psychic-type Pokémon
Secondary Psychic-type Pokémon
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Pokéstar Studios opponents
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Moves
Gen | Move | Category | Contest | Power | Accuracy | PP | Target | Description | |||||||||
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I | Agility | Status | Cool | — | —% | 30 (max 48) |
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The user relaxes and lightens its body to move faster. This sharply raises the Speed stat. | |||||||||
V | Ally Switch | Status | Clever | — | —% | 15 (max 24) |
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The user teleports using a strange power and switches places with one of its allies. | |||||||||
I | Amnesia | Status | Cute | — | —% | 20 (max 32) |
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The user temporarily empties its mind to forget its concerns. This sharply raises the user's Sp. Def stat. | |||||||||
I | Barrier | Status | Cool | — | —% | 20 (max 32) |
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The user throws up a sturdy wall that sharply raises its Defense stat. | |||||||||
III | Calm Mind | Status | Clever | — | —% | 20 (max 32) |
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The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. | |||||||||
I | Confusion | Special | Clever | 50 | 100% | 25 (max 40) |
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The target is hit by a weak telekinetic force. This may also confuse the target. | |||||||||
III | Cosmic Power | Status | Beautiful | — | —% | 20 (max 32) |
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The user absorbs a mystical power from space to raise its Defense and Sp. Def stats. | |||||||||
I | Dream Eater | Special | Clever | 100 | 100% | 15 (max 24) |
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The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. | |||||||||
VIII | Expanding Force | Special | 80 | 100% | 20 (max 32) |
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The user attacks the target with its psychic power. This move's power goes up and damages all opposing Pokémon on Psychic Terrain. | ||||||||||
III | Extrasensory | Special | Cool | 80 | 100% | 20 (max 32) |
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The user attacks with an odd, unseeable power. This may also make the target flinch. | |||||||||
II | Future Sight | Special | Clever | 120 | 100% | 10 (max 16) |
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Two turns after this move is used, a hunk of psychic energy attacks the target. | |||||||||
VII | Genesis Supernova | Special | 185 | —% | 1 (max 1) |
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After obtaining Z-Power, the user, Mew, attacks the target with full force. The terrain will be charged with psychic energy. | ||||||||||
VII | Glitzy Glow | Special | 90 | 100% | 15 (max 24) |
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The user bombards the target with telekinetic force. A wondrous wall of light is put up to weaken the power of the opposing Pokémon’s special moves. | ||||||||||
VIII | G-Max Gravitas | Physical | — | —% | 3 (max 4) |
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A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. | ||||||||||
VIII | G-Max Gravitas | Special | — | —% | 3 (max 4) |
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A Psychic-type attack that Gigantamax Orbeetle use. This move changes gravity for five turns. | ||||||||||
IV | Gravity | Status | Clever | — | —% | 5 (max 8) |
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This move enables Flying-type Pokémon or Pokémon with the Levitate Ability to be hit by Ground-type moves. Moves that involve flying can't be used. | |||||||||
V | Guard Split | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to average its Defense and Sp. Def stats with those of the target. | |||||||||
IV | Guard Swap | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. | |||||||||
IV | Heal Block | Status | Clever | — | 100% | 15 (max 24) |
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For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. | |||||||||
V | Heal Pulse | Status | Beautiful | — | —% | 10 (max 16) |
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The user emits a healing pulse that restores the target's HP by up to half of its max HP. | |||||||||
IV | Healing Wish | Status | Beautiful | — | —% | 10 (max 16) |
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The user faints. In return, the Pokémon taking its place will have its HP restored and status conditions cured. | |||||||||
V | Heart Stamp | Physical | Cute | 60 | 100% | 25 (max 40) |
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The user unleashes a vicious blow after its cute act makes the target less wary. This may also make the target flinch. | |||||||||
IV | Heart Swap | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to switch stat changes with the target. | |||||||||
VI | Hyperspace Hole | Special | Clever | 80 | —% | 5 (max 8) |
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Using a hyperspace hole, the user appears right next to the target and strikes. This also hits a target using a move such as Protect or Detect. | |||||||||
I | Hypnosis | Status | Clever | — | 60% | 20 (max 32) |
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The user employs hypnotic suggestion to make the target fall into a deep sleep. | |||||||||
III | Imprison | Status | Clever | — | —% | 10 (max 16) |
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If opposing Pokémon know any move also known by the user, they are prevented from using it. | |||||||||
VII | Instruct | Status | — | —% | 15 (max 24) |
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The user instructs the target to use the target's last move again. | ||||||||||
I | Kinesis | Status | Clever | — | 80% | 15 (max 24) |
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The user distracts the target by bending a spoon. This lowers the target's accuracy. | |||||||||
I | Light Screen | Status | Beautiful | — | —% | 30 (max 48) |
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A wondrous wall of light is put up to reduce damage from special attacks for five turns. | |||||||||
VII | Light That Burns the Sky | Special | 200 | —% | 1 (max 1) |
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This attack inflicts Attack or Sp. Atk damage—whichever stat is higher for the user, Necrozma. This move ignores the target’s Ability. | ||||||||||
IV | Lunar Dance | Status | Beautiful | — | —% | 10 (max 16) |
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The user faints. In return, the Pokémon taking its place will have its status and HP fully restored. | |||||||||
III | Luster Purge | Special | Clever | 70 | 100% | 5 (max 8) |
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The user lets loose a damaging burst of light. This may also lower the target's Sp. Def stat. | |||||||||
III | Magic Coat | Status | Beautiful | — | —% | 15 (max 24) |
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A barrier reflects back to the target moves like Leech Seed and moves that damage status. | |||||||||
VIII | Magic Powder | Status | — | 100% | 20 (max 32) |
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The user scatters a cloud of magic powder that changes the target to Psychic type. | ||||||||||
V | Magic Room | Status | Clever | — | —% | 10 (max 16) |
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The user creates a bizarre area in which Pokémon's held items lose their effects for five turns. | |||||||||
VIII | Max Mindstorm | Physical | — | —% | 3 (max 4) |
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This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||||||||||
VIII | Max Mindstorm | Special | — | —% | 3 (max 4) |
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This is a Psychic-type attack Dynamax Pokémon use. The user turns the ground into Psychic Terrain for five turns. | ||||||||||
I | Meditate | Status | Beautiful | — | —% | 40 (max 64) |
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The user meditates to awaken the power deep within its body and raise its Attack stat. | |||||||||
IV | Miracle Eye | Status | Clever | — | —% | 40 (max 64) |
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Enables a Dark-type target to be hit by Psychic-type attacks. This also enables an evasive target to be hit. | |||||||||
II | Mirror Coat | Special | Beautiful | — | 100% | 20 (max 32) |
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A retaliation move that counters any special attack, inflicting double the damage taken. | |||||||||
III | Mist Ball | Special | Clever | 70 | 100% | 5 (max 8) |
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A mist-like flurry of down envelops and damages the target. This may also lower the target's Sp. Atk stat. | |||||||||
VII | Photon Geyser | Special | 100 | 100% | 5 (max 8) |
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The user attacks a target with a pillar of light. This move inflicts Attack or Sp. Atk damage—whichever stat is higher for the user. | ||||||||||
V | Power Split | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target. | |||||||||
IV | Power Swap | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. | |||||||||
IV | Power Trick | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to switch its Attack stat with its Defense stat. | |||||||||
VII | Prismatic Laser | Special | 160 | 100% | 10 (max 16) |
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The user shoots powerful lasers using the power of a prism. The user can't move on the next turn. | ||||||||||
I | Psybeam | Special | Beautiful | 65 | 100% | 20 (max 32) |
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The target is attacked with a peculiar ray. This may also leave the target confused. | |||||||||
I | Psychic | Special | Clever | 90 | 100% | 10 (max 16) |
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The target is hit by a strong telekinetic force. This may also lower the target's Sp. Def stat. | |||||||||
VII | Psychic Fangs | Physical | 85 | 100% | 10 (max 16) |
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The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect. | ||||||||||
VII | Psychic Terrain | Status | — | —% | 10 (max 16) |
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This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. | ||||||||||
III | Psycho Boost | Special | Clever | 140 | 90% | 5 (max 8) |
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The user attacks the target at full power. The attack's recoil harshly lowers the user's Sp. Atk stat. | |||||||||
IV | Psycho Cut | Physical | Cool | 70 | 100% | 20 (max 32) |
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The user tears at the target with blades formed by psychic power. Critical hits land more easily. | |||||||||
IV | Psycho Shift | Status | Clever | — | 100% | 10 (max 16) |
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Using its psychic power of suggestion, the user transfers its status conditions to the target. | |||||||||
V | Psyshock | Special | Beautiful | 80 | 100% | 10 (max 16) |
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The user materializes an odd psychic wave to attack the target. This attack does physical damage. | |||||||||
V | Psystrike | Special | Cool | 100 | 100% | 10 (max 16) |
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The user materializes an odd psychic wave to attack the target. This attack does physical damage. | |||||||||
I | Psywave | Special | Clever | — | 100% | 15 (max 24) |
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The target is attacked with an odd psychic wave. The attack varies in intensity. | |||||||||
I | Reflect | Status | Clever | — | —% | 20 (max 32) |
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A wondrous wall of light is put up to reduce damage from physical attacks for five turns. | |||||||||
I | Rest | Status | Cute | — | —% | 10 (max 16) |
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The user goes to sleep for two turns. This fully restores the user's HP and heals any status conditions. | |||||||||
III | Role Play | Status | Cute | — | —% | 10 (max 16) |
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The user mimics the target completely, copying the target's natural Ability. | |||||||||
VII | Shattered Psyche | Physical | — | —% | 1 (max 1) |
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The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. | ||||||||||
VII | Shattered Psyche | Special | — | —% | 1 (max 1) |
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The user controls the target with its Z-Power and hurts the target with full force. The power varies, depending on the original move. | ||||||||||
III | Skill Swap | Status | Clever | — | —% | 10 (max 16) |
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The user employs its psychic power to exchange Abilities with the target. | |||||||||
VII | Speed Swap | Status | — | —% | 10 (max 16) |
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The user exchanges Speed stats with the target. | ||||||||||
V | Stored Power | Special | Clever | 20 | 100% | 10 (max 16) |
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The user attacks the target with stored power. The more the user's stats are raised, the greater the move's power. | |||||||||
V | Synchronoise | Special | Clever | 120 | 100% | 10 (max 16) |
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Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it. | |||||||||
V | Telekinesis | Status | Clever | — | —% | 15 (max 24) |
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The user makes the target float with its psychic power. The target is easier to hit for three turns. | |||||||||
I | Teleport | Status | Cool | — | —% | 20 (max 32) |
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Use it to flee from any wild Pokémon. | |||||||||
III | Trick | Status | Clever | — | 100% | 10 (max 16) |
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The user catches the target off guard and swaps its held item with its own. | |||||||||
IV | Trick Room | Status | Clever | — | —% | 5 (max 8) |
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The user creates a bizarre area in which slower Pokémon get to move first for five turns. | |||||||||
V | Wonder Room | Status | Clever | — | —% | 10 (max 16) |
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The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns. | |||||||||
IV | Zen Headbutt | Physical | Clever | 80 | 90% | 15 (max 24) |
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The user focuses its willpower to its head and attacks the target. This may also make the target flinch. | |||||||||
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual move's page. Target data assumes user is in the lower left. |
Abilities
Interacting with the Psychic type
A Pokémon with Color Change, Protean, Imposter, RKS System, or Multitype will become a Psychic-type Pokémon if (respectively) it is hit with a Psychic-type move, uses a Psychic-type move, is sent out against a Psychic-type opponent, is holding a Psychic Memory, or is holding a Mind Plate or Psychium Z.
A Darmanitan with Zen Mode will also change from a Fire-type into a dual Fire/Psychic-type form upon losing more than 50% of its HP.
Exclusive Abilities
Only Psychic-type Pokémon can have these Abilities. This does not include signature Abilities.
Gen | Ability | Description |
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IV | Forewarn | Determines what moves an opposing Pokémon has. |
VII | Psychic Surge | Turns the ground into Psychic Terrain when the Pokémon enters a battle. |
All details are accurate to Generation VII games. For details that have changed between generations, please see an individual Ability's page. |
Items
Name | Description | |
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Odd Incense | An item to be held by a Pokémon. This exotic-smelling incense boosts the power of Psychic-type moves. | |
Mewnium Z | It converts Z-Power into crystals that upgrade Mew's Psychic to an exclusive Z-Move. | |
Mind Plate | An item to be held by a Pokémon. It's a stone tablet that boosts the power of Psychic-type moves. | |
Payapa Berry | If held by a Pokémon, this Berry will lessen the damage taken from one supereffective Psychic-type attack. | |
Psychic Gem | A gem with an essence of the mind. When held, it strengthens the power of a Psychic-type move one time. | |
Psychic Memory | A memory disc that contains Psychic-type data. It changes the type of the holder if held by a certain species of Pokémon. | |
Psychium Z | It converts Z-Power into crystals that upgrade Psychic-type moves to Psychic-type Z-Moves. | |
Soul Dew | A wondrous orb to be held by either Latios or Latias. It raises the power of Psychic- and Dragon-type moves. | |
Twisted Spoon | An item to be held by a Pokémon. This spoon is imbued with telekinetic power and boosts Psychic-type moves. | |
All details are accurate to Generation VIII games. For details that have changed between generations, please see an individual item's page. |
Notable Psychic-type Trainers
- Main article: Category:Psychic-type Trainers
Gen | Trainer | Title | Location |
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I | Sabrina |
Gym Leader | Saffron Gym |
II | Will |
Elite Four | Indigo Plateau |
III | Tate and Liza |
Gym Leaders | Mossdeep Gym |
IV | Lucian |
Elite Four | Sinnoh Pokémon League |
V | Caitlin |
Elite Four | Unova Pokémon League |
VI | Olympia |
Gym Leader | Anistar Gym |
VII | Dexio |
Pokémon Trainer | N/A |
VII | Faba |
Aether Branch Chief Aether Foundation |
Aether Paradise |
VIII | Bede |
Pokémon Trainer | N/A |
VIII | AverySh |
Pokémon Trainer | Isle of Armor |
Icons
Core series
File:PsychicIC.gif | File:Picross PsychicIC.png | ||||||
Icon from Pokémon Ruby, Sapphire, Emerald, HeartGold and SoulSilver |
Icon from Pokémon FireRed and LeafGreen |
Icon from Pokémon Diamond, Pearl and Platinum |
Icon from Generation V |
Icon from Generation VI |
Icon from Pokémon Sun, Moon, Ultra Sun and Ultra Moon |
Icon from Generation VIII |
Symbol icon from Let's Go, Pikachu! and Let's Go, Eevee! onward |
Spin-off games
Symbol icon from Pokémon Battrio |
Symbol icon from Pokémon Tretta |
Symbol icon from Pokémon GO |
Symbol icon from Pokémon Masters |
Symbol icon from Pokémon Rumble Rush |
In the TCG
- Main article: Psychic (TCG)
Due to the decreased amount of types in the TCG, Psychic generally adopts all Ghost-type Pokémon under its typing. It also adopted Poison-type Pokémon after the Diamond & Pearl set, whereas previously they were a part of the Grass-type, and Fairy-type Pokémon starting with Sword & Shield.
Similar to the games, Psychic-type Pokémon in the TCG are generally weak to other Psychic Pokémon, with no resistances. Psychic-type Pokémon are strong against Grass (until Diamond & Pearl), Fighting and Psychic Pokémon, whilst Colorless, Darkness and Metal Pokémon can resist this type.
Trivia
- Generation III introduced the most Psychic-type Pokémon of any generation, with 20, and Generation VI introduced the fewest Psychic-type Pokémon, with six.
- Generation I introduced the most Psychic-type moves of any generation, with 15, and Generation VI introduced the fewest Psychic-type moves, with only one, Hyperspace Hole.
- The Psychic type also has the greatest number of non-damaging moves out of all of the types, with 39.
- The Psychic-type is the most common type for Legendary and Mythical Pokémon, with at least two Psychic-type Legendary or Mythical Pokémon introduced in each generation (except Generation VI and Generation VIII, which only introduced one) for a total of 19 (out of 74).
- The Psychic-type is the only type that shares its name with a move and a Trainer Class.
- There has been at least one Psychic-type type expert in every generation.
- Psychic type used to be represented in Generation I by golden color, due to it having meaning in parapsychology. That's may be why Sabrina, the Psychic trainer gives the player the badge named in Japanese "Gold Badge" and her gym is located in Saffron City, which is named after color similar to gold. This color is is also visible in the designs of Pokémon like Abra-line, Drowzee-line, Psyduck and Golduck's name. In Mystery Dungeon games there's also the Gold Gummi is the Gummi variety loved by Psychic-type Pokémon.
- The Psychic-type could be considered a special counterpart to the Fighting type:
- The Psychic type's highest average stat is Special Attack, while the Fighting type's is Attack.
- The Psychic-type is the only former special type to not have any of its old moves changed into physical moves, while the Fighting-type is the only former physical type to not have any of its old moves changed into special moves.
- Counter and Mirror Coat, moves that counter physical and special attacks are, respectively, Fighting- and Psychic-type moves.
- Bulk Up and Calm Mind, moves that raise physical and special stats are, respectively, Fighting- and Psychic-type moves.
- The Cram-o-matic considers Choice Band and Muscle Band Fighting-type inputs and Choice Specs and Wise Glasses Psychic-type inputs.
- A Pokémon cannot have a double resistance to Psychic without being a Psychic-type itself.
- However, a Psychic-type Pokémon also cannot have a double resistance to more than one type.
- Weaknesses of Psychic-type Pokémon seem to be based on fears, as they are the same ones that activate the ability Rattled.
- Psychic has the most notable type specialists of any type, with ten.
- Psychic, Flying, and Water are the only types that have been paired with every other type.
In other languages
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References
- ↑ Sugimori, Ken "Psychic Pokémon seemed to dominate in the previous Pokémon game, so we needed to come up with new Pokémon and types to make Pokémon Gold and Silver more balanced." Nintendo Power 134 (July 2000) p. 79 (retrieved August 16, 2010)