Psychic (type)

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The Psychic type (Japanese: エスパータイプ Esper type) is one of the eighteen types. Notable Trainers that specialize in Psychic-type Pokémon are Sabrina of Saffron City, Will of the Johto Elite Four, Tate and Liza of Mossdeep City, Lucian of the Sinnoh Elite Four, Caitlin of the Battle Castle and the Unova Elite Four, and Olympia of Anistar City. Prior to changes in Generation IV all Psychic-type moves were special, but they may now also be physical depending on the attack.

Statistical averages

Overall

Stat
HP: 68.43
Attack: 65.54
Defense: 71.68
Sp.Atk: 88.58
Sp.Def: 83.14
Speed: 72.22
Total: 449.60


Fully evolved

Stat
HP: 77.72
Attack: 80.09
Defense: 82.96
Sp.Atk: 101.19
Sp.Def: 94.77
Speed: 85.13
Total: 521.85


Battle properties

Generation I

Offensive Psychic Defensive
Power Types   Power Types
Fighting
Poison
½× Fighting
Psychic
½× Psychic Bug
None Ghost


Generation II-onward

Offensive Psychic Defensive
Power Types   Power Types
Fighting
Poison
½× Fighting
Psychic
½× Psychic
Steel
Bug
Dark
Ghost
Dark None


Characteristics

Offense

Psychic-type Pokémon have been fairly popular since Generation I. Offensively, they can act as a special sweeper due to their typically high Speed and Special Attack. Furthermore, Psychic-type Pokémon can often learn moves of other types to deal with a multitude of types, especially their weaknesses to Dark, Ghost, and Bug. However, the greatest disadvantage is that Psychic-type moves are unable to affect Dark-type Pokémon. This immunity can be eliminated by using Miracle Eye (Leaving Steel as the only other type capable of resisting Psychic types thus allowing them to otherwise sweep freely).

Defense

Their defensive capabilities are generally poor, with low. Despite having a high Special Defense stat, their Defense and HP stats are low, which also makes their Fighting-type resistance almost ineffective. Possibly compensating for their relatively insubstantial Defense and HP, Psychic-type Pokémon have access to important status moves such as Recover. Still, they can often only survive special-based hits, but can easily be defeated by one or two high-powered moves from a Pokémon with an average or above-average Attack stat. Psychic-type Pokémon also often fall to a single Crunch or Night Slash due to the high Attack of many Dark-type Pokémon. In games prior to Generation VI, there are exceptions to this, such as Bronzong or Metagross, who have high defenses and previously lacked weaknesses to Dark-type moves. The Steel type no longer holds its resistance to Dark.

Contest properties

When used in Contests, Psychic-type moves are typically Smart moves, but can also be of the other four Contest types, excluding Tough.

Pokémon

As of Generation VI, there are 75 Psychic-type Pokémon or 10.2% of all Pokémon (counting forms and Mega Evolutions that change typing as different Pokémon), making it the 5th most common type.

Pure Psychic-type Pokémon

# Name
063 Abra Abra
064 Kadabra Kadabra
065 Alakazam Alakazam
096 Drowzee Drowzee
097 Hypno Hypno
150 Mewtwo Mewtwo
151 Mew Mew
196 Espeon Espeon
201 Unown Unown
202 Wobbuffet Wobbuffet
325 Spoink Spoink
326 Grumpig Grumpig
358 Chimecho Chimecho
360 Wynaut Wynaut
386 Deoxys Deoxys
433 Chingling Chingling
480 Uxie Uxie
481 Mesprit Mesprit
482 Azelf Azelf
488 Cresselia Cresselia
517 Munna Munna
518 Musharna Musharna
574 Gothita Gothita
575 Gothorita Gothorita
576 Gothitelle Gothitelle
577 Solosis Solosis
578 Duosion Duosion
579 Reuniclus Reuniclus
605 Elgyem Elgyem
606 Beheeyem Beheeyem
677 Espurr Espurr
678 Meowstic Meowstic

Half Psychic-type Pokémon

Primary Psychic-type Pokémon

# Name Type 1 Type 2
122 Mr. Mime Mr. Mime* Psychic Fairy
150 Mewtwo Mewtwo* Psychic Fighting
177 Natu Natu Psychic Flying
178 Xatu Xatu Psychic Flying
249 Lugia Lugia Psychic Flying
251 Celebi Celebi Psychic Grass
280 Ralts Ralts* Psychic Fairy
281 Kirlia Kirlia* Psychic Fairy
282 Gardevoir Gardevoir* Psychic Fairy
439 Mime Jr. Mime Jr.* Psychic Fairy
475 Gallade Gallade Psychic Fighting
494 Victini Victini Psychic Fire
527 Woobat Woobat Psychic Flying
528 Swoobat Swoobat Psychic Flying
561 Sigilyph Sigilyph Psychic Flying

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A UFO 2 UFO 2 Psychic Electric

Secondary Psychic-type Pokémon

# Name Type 1 Type 2
079 Slowpoke Slowpoke Water Psychic
080 Slowbro Slowbro Water Psychic
102 Exeggcute Exeggcute Grass Psychic
103 Exeggutor Exeggutor Grass Psychic
121 Starmie Starmie Water Psychic
124 Jynx Jynx Ice Psychic
199 Slowking Slowking Water Psychic
203 Girafarig Girafarig Normal Psychic
238 Smoochum Smoochum Ice Psychic
307 Meditite Meditite Fighting Psychic
308 Medicham Medicham Fighting Psychic
337 Lunatone Lunatone Rock Psychic
338 Solrock Solrock Rock Psychic
343 Baltoy Baltoy Ground Psychic
344 Claydol Claydol Ground Psychic
374 Beldum Beldum Steel Psychic
375 Metang Metang Steel Psychic
376 Metagross Metagross Steel Psychic
380 Latias Latias Dragon Psychic
381 Latios Latios Dragon Psychic
385 Jirachi Jirachi Steel Psychic
436 Bronzor Bronzor Steel Psychic
437 Bronzong Bronzong Steel Psychic
555 Darmanitan Darmanitan* Fire Psychic
648 Meloetta Meloetta* Normal Psychic
655 Delphox Delphox Fire Psychic
686 Inkay Inkay Dark Psychic
687 Malamar Malamar Dark Psychic

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A Brycen-man Brycen-man Dark Psychic

Moves

Gen Move Category Contest Power Accuracy PP Range Description
I Agility Status Cool % 30 (max 48)
     
     
Self
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
V Ally Switch Status % 10 (max 16)
     
     
Self
The user teleports using a strange power and switches its place with one of its allies.
I Amnesia Status Cute % 20 (max 32)
     
     
Self
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
I Barrier Status Cool % 30 (max 48)
     
     
Self
The user throws up a sturdy wall that sharply raises its Defense stat.
III Calm Mind Status Smart % 20 (max 32)
     
     
Self
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
I Confusion Special Smart 50 100% 25 (max 40)
     
     
Normal
The target is hit by a weak telekinetic force. It may also leave the target confused.
III Cosmic Power Status Cool % 20 (max 32)
     
     
Self
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
I Dream Eater Special Smart 100 100% 15 (max 24)
     
     
Normal
The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user's HP.
III Extrasensory Special Cool 80 100% 20 (max 32)
     
     
Normal
The user attacks with an odd, unseeable power. It may also make the target flinch.
II Future Sight Special Smart 120 100% 10 (max 16)
     
     
Normal
Two turns after this move is used, a hunk of psychic energy attacks the target.
IV Gravity Status Beauty % 5 (max 8)
     
     
All
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
V Guard Split Status % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Defense and Sp. Def stats with those of its target's.
IV Guard Swap Status Cute % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
IV Heal Block Status Cute 100% 15 (max 24)
     
     
Other Side
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
V Heal Pulse Status % 10 (max 16)
     
     
Normal (long-range)
The user emits a healing pulse which restores the target's HP by up to half of its max HP.
IV Healing Wish Status Cute % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
V Heart Stamp Physical 60 100% 25 (max 40)
     
     
Normal
The user unleashes a vicious blow after its cute act makes the target less wary. It may also make the target flinch.
IV Heart Swap Status Cool % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch stat changes with the target.
I Hypnosis Status Smart 60% 20 (max 32)
     
     
Normal
The user employs hypnotic suggestion to make the target fall into a deep sleep.
III Imprison Status Smart % 10 (max 16)
     
     
Other Side
If the opponents know any move also known by the user, the opponents are prevented from using it.
I Kinesis Status Smart 80% 15 (max 24)
     
     
Normal
The user distracts the target by bending a spoon. It lowers the target's accuracy.
I Light Screen Status Beauty % 30 (max 48)
     
     
Your Party
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
IV Lunar Dance Status Beauty % 10 (max 16)
     
     
Self
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
III Luster Purge Special Smart 70 100% 5 (max 8)
     
     
Normal
The user lets loose a damaging burst of light. It may also reduce the target's Sp. Def stat.
III Magic Coat Status Beauty % 15 (max 24)
     
     
Self
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
V Magic Room Status % 10 (max 16)
     
     
All
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
I Meditate Status Beauty % 40 (max 64)
     
     
Self
The user meditates to awaken the power deep within its body and raise its Attack stat.
IV Miracle Eye Status Cute % 40 (max 64)
     
     
Normal
Enables a Dark-type target to be hit by Psychic-type attacks. It also enables an evasive target to be hit.
II Mirror Coat Special Beauty Varies 100% 20 (max 32)
     
     
Self
A retaliation move that counters any special attack, inflicting double the damage taken.
III Mist Ball Special Smart 70 100% 5 (max 8)
     
     
Normal
A mistlike flurry of down envelops and damages the target. It may also lower the target's Sp. Atk.
V Power Split Status % 10 (max 16)
     
     
Normal
The user employs its psychic power to average its Attack and Sp. Atk stats with those of the target's.
IV Power Swap Status Beauty % 10 (max 16)
     
     
Normal
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
IV Power Trick Status Cool % 10 (max 16)
     
     
Self
The user employs its psychic power to switch its Attack with its Defense stat.
I Psybeam Special Beauty 65 100% 20 (max 32)
     
     
Normal
The target is attacked with a peculiar ray. It may also cause confusion.
I Psychic Special Smart 90 100% 10 (max 16)
     
     
Normal
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
III Psycho Boost Special Smart 140 90% 5 (max 8)
     
     
Normal
The user attacks the target at full power. The attack's recoil harshly reduces the user's Sp. Atk stat.
IV Psycho Cut Physical Cool 70 100% 20 (max 32)
     
     
Normal
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
IV Psycho Shift Status Cool 90% 10 (max 16)
     
     
Normal
Using its psychic power of suggestion, the user transfers its status problems to the target.
V Psyshock Special 80 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
V Psystrike Special 100 100% 10 (max 16)
     
     
Normal
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
I Psywave Special Smart Varies 80% 15 (max 24)
     
     
Normal
The target is attacked with an odd psychic wave. The attack varies in intensity.
I Reflect Status Smart % 20 (max 32)
     
     
Your Party
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
I Rest Status Cute % 10 (max 16)
     
     
Self
The user goes to sleep for two turns. It fully restores the user's HP and heals any status problem.
III Role Play Status Cute % 10 (max 16)
     
     
Normal
The user mimics the target completely, copying the target's natural Ability.
III Skill Swap Status Smart % 10 (max 16)
     
     
Normal
The user employs its psychic power to exchange Abilities with the target.
V Stored Power Special 20 100% 10 (max 16)
     
     
Normal
The user attacks the target with stored power. The more the user's stats are raised, the greater the damage.
V Synchronoise Special 70 100% 15 (max 24)
     
     
All Others
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
V Telekinesis Status % 15 (max 24)
     
     
Normal
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)
     
     
Self
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
III Trick Status Smart 100% 10 (max 16)
     
     
Normal
The user catches the target off guard and swaps its held item with its own.
IV Trick Room Status Cute % 5 (max 8)
     
     
All
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
V Wonder Room Status % 10 (max 16)
     
     
All
The user creates a bizarre area in which Pokémon's Defense and Sp. Def stats are swapped for five turns.
IV Zen Headbutt Physical Beauty 80 90% 15 (max 24)
     
     
Normal
The user focuses its willpower to its head and attacks the target. It 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.

Balance issues

Psychic-type Pokémon were at the center of a balance issue in the Generation I games.[1] The issue arose from the lack of an effective countermeasure against Psychic types caused by the absence of any powerful Bug-type moves (at the time the only weaknesses of Psychic types). Strengthening the gap was the fact that the only actual Bug-type Pokémon to know the only potentially good Bug move was also part Poison-type, creating a vulnerability to Psychic moves, and that in the first-generation games, Ghost-type moves were not only ineffective against Psychic Pokémon, the only Ghost Pokémon at the time were part-Poison, also creating a vulnerability, not to mention the fact that the only Ghost-type move that would be affected by type matchups at the time was exceedingly weak.

The issue was rectified in later generations with the addition of Steel and Dark types, an added weakness to Ghost-type moves, and more powerful Bug- and Ghost-type moves.

Trivia

  • Generation III introduced the most Psychic-type Pokémon of any generation, with 20, and Generation VI introduced the least Psychic-type Pokémon, with five.
  • Generation I introduced the most Psychic-type moves of any generation, with 15, and Generation VI introduced the least Psychic-type moves, with none.
  • Psycho Cut, Zen Headbutt and Heart Stamp are the only physical Psychic-type moves. As these moves were introduced after Generation III, this makes Psychic the only former special type not to have any of its moves changed into physical moves.
  • Psychic is the most common type for legendary Pokémon, with at least two Psychic-type legendary Pokémon introduced in each generation for a total of 14.
  • Psychic is the only type that shares its name with a move and a Trainer Class.
  • Despite the balance issue during Generation I, it was not until Generation IV that a Pokémon and its evolution with a double weakness to Psychic-type moves were introduced.
  • There has been one Elite Four member or Gym Leader specializing in Psychic-type Pokémon in every generation.
  • 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.
  • The Psychic type could be considered a special counterpart to the Fighting type:
    • The Psychic type highest average stat is Special Attack, while the Fighting type is Attack.
    • The Psychic type is the only former special type to not have any of old moves changed into physical moves, while the Fighting type is the only former physical type to not have any of old moves changed into special moves.
    • Counter and Mirror Coat, moves countering physical and special attacks are, respectively, Fighting- and Psychic-type moves.
  • Two of the types that are super-effective against Psychic share a weakness with it. Dark types are also weak to Bug, and Ghost types are weak to Dark and Ghost.
    • Also, both Dark and Ghost types are immune to a type Psychic resists.

References

  1. 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 Gold and Silver more balanced." Nintendo Power 134 (July 2000) p. 79 (retrieved August 16, 2010)

In other languages

Language Title
Japan Flag.png Japanese エスパー Esper
Mandarin Chinese 超能力 Chāonénglì
Denmark Flag.png Danish Psykisk
The Netherlands Flag.png Dutch Psychisch (anime)
Paranormaal (magazine)
Finland Flag.png Finnish Meedio
Psyykkinen
France Flag.png French Psy
Germany Flag.png German Psycho
Greece Flag.png Greek Μέντιουμ Medium
Israel Flag.png Hebrew על חושי Al Hushi
Italy Flag.png Italian Psico
South Korea Flag.png Korean 에스퍼 Esper
Norway Flag.png Norwegian Psykisk
Poland Flag.png Polish Psychiczny
Portugal Flag.png Portuguese Psíquico
Romania Flag.png Romanian Psihic
Russia Flag.png Russian Психический Psikhicheskii
Spain Flag.png Spanish Psíquico
Sweden Flag.png Swedish Psykisk
Thailand Flag.png Thai พลังจิต or เอสเปอร์