From Bulbapedia, the community-driven Pokémon encyclopedia.
The Psychic type (Japanese: エスパータイプ Esper type) is one of the eighteen types. Notable Trainers who 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
Fully evolved
Battle properties
Generation I
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
None
|
0×
|
|
Generation II-onward
Offensive
|
|
Defensive
|
Power
|
Types
|
|
Power
|
Types
|
2×
|
|
½×
|
|
½×
|
|
2×
|
|
0×
|
|
0×
|
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. However, this is not always necessary as many Psychic-type Pokémon can learn moves super-effective against Dark-types such as Fighting type moves and/or Fairy-type moves.
Defense
Their defensive capabilities are generally poor. 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
Half Psychic-type Pokémon
Primary Psychic-type Pokémon
Pokéstar Studios opponents
Secondary Psychic-type Pokémon
Pokéstar Studios opponents
Moves
Gen
|
Move
|
Category
|
Contest
|
Power
|
Accuracy
|
PP
|
Range
|
Description
|
I
|
Agility
|
Status
|
Cool
|
000—
|
000—%
|
3030 (max 48)
|
|
The user relaxes and lightens its body to move faster. It sharply boosts the Speed stat.
|
V
|
Ally Switch
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
The user teleports using a strange power and switches its place with one of its allies.
|
I
|
Amnesia
|
Status
|
Cute
|
000—
|
000—%
|
2020 (max 32)
|
|
The user temporarily empties its mind to forget its concerns. It sharply raises the user's Sp. Def stat.
|
I
|
Barrier
|
Status
|
Cool
|
000—
|
000—%
|
2020 (max 32)
|
|
The user throws up a sturdy wall that sharply raises its Defense stat.
|
III
|
Calm Mind
|
Status
|
Smart
|
000—
|
000—%
|
2020 (max 32)
|
|
The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.
|
I
|
Confusion
|
Special
|
Smart
|
05050
|
100100%
|
2525 (max 40)
|
|
The target is hit by a weak telekinetic force. It may also leave the target confused.
|
III
|
Cosmic Power
|
Status
|
Cool
|
000—
|
000—%
|
2020 (max 32)
|
|
The user absorbs a mystical power from space to raise its Defense and Sp. Def stats.
|
I
|
Dream Eater
|
Special
|
Smart
|
100100
|
100100%
|
1515 (max 24)
|
|
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
|
08080
|
100100%
|
2020 (max 32)
|
|
The user attacks with an odd, unseeable power. It may also make the target flinch.
|
II
|
Future Sight
|
Special
|
Smart
|
120120
|
100100%
|
1010 (max 16)
|
|
Two turns after this move is used, a hunk of psychic energy attacks the target.
|
IV
|
Gravity
|
Status
|
Beauty
|
000—
|
000—%
|
055 (max 8)
|
|
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
|
V
|
Guard Split
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
000—
|
000—%
|
1010 (max 16)
|
|
The user employs its psychic power to switch changes to its Defense and Sp. Def with the target.
|
IV
|
Heal Block
|
Status
|
Cute
|
000—
|
100100%
|
1515 (max 24)
|
|
For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.
|
V
|
Heal Pulse
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
000—
|
000—%
|
1010 (max 16)
|
|
The user faints. In return, the Pokémon taking its place will have its HP restored and status cured.
|
V
|
Heart Stamp
|
Physical
|
|
06060
|
100100%
|
2525 (max 40)
|
|
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
|
000—
|
000—%
|
1010 (max 16)
|
|
The user employs its psychic power to switch stat changes with the target.
|
I
|
Hypnosis
|
Status
|
Smart
|
000—
|
06060%
|
2020 (max 32)
|
|
The user employs hypnotic suggestion to make the target fall into a deep sleep.
|
III
|
Imprison
|
Status
|
Smart
|
000—
|
000—%
|
1010 (max 16)
|
|
If the opponents know any move also known by the user, the opponents are prevented from using it.
|
I
|
Kinesis
|
Status
|
Smart
|
000—
|
08080%
|
1515 (max 24)
|
|
The user distracts the target by bending a spoon. It lowers the target's accuracy.
|
I
|
Light Screen
|
Status
|
Beauty
|
000—
|
000—%
|
3030 (max 48)
|
|
A wondrous wall of light is put up to suppress damage from special attacks for five turns.
|
IV
|
Lunar Dance
|
Status
|
Beauty
|
000—
|
000—%
|
1010 (max 16)
|
|
The user faints. In return, the Pokémon taking its place will have its status and HP fully restored.
|
III
|
Luster Purge
|
Special
|
Smart
|
07070
|
100100%
|
055 (max 8)
|
|
The user lets loose a damaging burst of light. It may also reduce the target's Sp. Def stat.
|
III
|
Magic Coat
|
Status
|
Beauty
|
000—
|
000—%
|
1515 (max 24)
|
|
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
|
V
|
Magic Room
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
The user creates a bizarre area in which Pokémon's held items lose their effects for five turns.
|
I
|
Meditate
|
Status
|
Beauty
|
000—
|
000—%
|
4040 (max 64)
|
|
The user meditates to awaken the power deep within its body and raise its Attack stat.
|
IV
|
Miracle Eye
|
Status
|
Cute
|
000—
|
000—%
|
4040 (max 64)
|
|
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
|
VariesVaries
|
100100%
|
2020 (max 32)
|
|
A retaliation move that counters any special attack, inflicting double the damage taken.
|
III
|
Mist Ball
|
Special
|
Smart
|
07070
|
100100%
|
055 (max 8)
|
|
A mistlike flurry of down envelops and damages the target. It may also lower the target's Sp. Atk.
|
V
|
Power Split
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
000—
|
000—%
|
1010 (max 16)
|
|
The user employs its psychic power to switch changes to its Attack and Sp. Atk with the target.
|
IV
|
Power Trick
|
Status
|
Cool
|
000—
|
000—%
|
1010 (max 16)
|
|
The user employs its psychic power to switch its Attack with its Defense stat.
|
I
|
Psybeam
|
Special
|
Beauty
|
06565
|
100100%
|
2020 (max 32)
|
|
The target is attacked with a peculiar ray. It may also cause confusion.
|
I
|
Psychic
|
Special
|
Smart
|
09090
|
100100%
|
1010 (max 16)
|
|
The target is hit by a strong telekinetic force. It may also reduce the target's Sp. Def stat.
|
III
|
Psycho Boost
|
Special
|
Smart
|
140140
|
09090%
|
055 (max 8)
|
|
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
|
07070
|
100100%
|
2020 (max 32)
|
|
The user tears at the target with blades formed by psychic power. Critical hits land more easily.
|
IV
|
Psycho Shift
|
Status
|
Cool
|
000—
|
100100%
|
1010 (max 16)
|
|
Using its psychic power of suggestion, the user transfers its status problems to the target.
|
V
|
Psyshock
|
Special
|
|
08080
|
100100%
|
1010 (max 16)
|
|
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
|
V
|
Psystrike
|
Special
|
|
100100
|
100100%
|
1010 (max 16)
|
|
The user materializes an odd psychic wave to attack the target. This attack does physical damage.
|
I
|
Psywave
|
Special
|
Smart
|
VariesVaries
|
100100%
|
1515 (max 24)
|
|
The target is attacked with an odd psychic wave. The attack varies in intensity.
|
I
|
Reflect
|
Status
|
Smart
|
000—
|
000—%
|
2020 (max 32)
|
|
A wondrous wall of light is put up to suppress damage from physical attacks for five turns.
|
I
|
Rest
|
Status
|
Cute
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
000—
|
000—%
|
1010 (max 16)
|
|
The user mimics the target completely, copying the target's natural Ability.
|
III
|
Skill Swap
|
Status
|
Smart
|
000—
|
000—%
|
1010 (max 16)
|
|
The user employs its psychic power to exchange Abilities with the target.
|
V
|
Stored Power
|
Special
|
|
02020
|
100100%
|
1010 (max 16)
|
|
The user attacks the target with stored power. The more the user's stats are raised, the greater the damage.
|
V
|
Synchronoise
|
Special
|
|
120120
|
100100%
|
1515 (max 24)
|
|
Using an odd shock wave, the user inflicts damage on any Pokémon of the same type in the area around it.
|
V
|
Telekinesis
|
Status
|
|
000—
|
000—%
|
1515 (max 24)
|
|
The user makes the target float with its psychic power. The target is easier to hit for three turns.
|
I
|
Teleport
|
Status
|
Cool
|
000—
|
000—%
|
2020 (max 32)
|
|
Use it to flee from any wild Pokémon. It can also warp to the last Pokémon Center visited.
|
III
|
Trick
|
Status
|
Smart
|
000—
|
100100%
|
1010 (max 16)
|
|
The user catches the target off guard and swaps its held item with its own.
|
IV
|
Trick Room
|
Status
|
Cute
|
000—
|
000—%
|
055 (max 8)
|
|
The user creates a bizarre area in which slower Pokémon get to move first for five turns.
|
V
|
Wonder Room
|
Status
|
|
000—
|
000—%
|
1010 (max 16)
|
|
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
|
08080
|
09090%
|
1515 (max 24)
|
|
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.
|
Abilities
Interacting with Psychic-type
User of Color Change will be changed into Psychic-type after it is hit with a Psychic-type move. Protean will change its user into Psychic-type when it uses a Psychic-type move. When a Pokémon with Multitype holds a Mind Plate, it will become a Psychic-type Pokémon. Zen Mode ability will change Darmanitan into its Zen Mode, which is a dual-type Fire/Psychic form. When a Pokémon with Imposter is sent out and its opposite opponent is Psychic-type, it will transform into that Pokémon and turn into Psychic-type.
Exclusive Abilities
Only Psychic-type Pokémon can have these Abilities. This does not include signature Abilities.
Gen
|
Ability
|
Description
|
IV
|
Forewarn
|
Determines what moves an opposing Pokémon has.
|
All details are accurate to Generation VI games. For details that have changed between generations, please see an individual Ability's page.
|
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 fewest Psychic-type Pokémon, with five.
- Generation I introduced the most Psychic-type moves of any generation, with 15, and Generation VI did not introduce any Psychic-type moves.
- 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 (except Generation VI) 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
- ↑ 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)
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