Hydro Pump · Golduck
Hydro Pump · Data version 164 · Snapshot date 2026-10-22
₽1,000Buy the signature move
Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.
What changes in battle?
| Stats & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 20 | 44 |
| Single-target DPS | 33.33 | 73.33 |
| Range | 130px | 170px |
| Seconds per attack | 0.6s | 0.6s |
| Total placement and evolution cost | ₽775 | ₽1,775 |
| Attack type | Water | Water |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After learning |
|---|---|---|
| Splash radius (px) | — | 50 |
| Secondary splash damage multiplier | — | 0.5 |
Budget the full build
Other choices for this Pokémon
Full battle details
Conditional effects
- Hit-damage multiplier
- 2.2
- Added attack range (px)
- 40
- Splash radius (px)
- 50
- Secondary splash damage multiplier
- 0.5
Result
- Purchase or upgrade cost
- 550
- Damage per hit
- 44
- Attack range (px)
- 170
- Seconds between attacks
- 0.6
- Stun duration (s)
- 0.7
- Stun chance per hit
- 0.15
- Attack or effect type
- Water
- Can detect hidden Ghost enemies
- —
- Splash radius (px)
- 50
- Secondary splash damage multiplier
- 0.5
Conditional effects
Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.
A projectile damages enemies around its impact point, rather than every enemy in the attacker's range. Secondary victims may take the separate splash multiplier shown in the table. Place it near bends or crowded stretches so several enemies share the blast area.