Psychic (type)

Revision as of 12:35, 18 August 2016 by Raltseye (talk | contribs) (translation notice thai)

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 Indigo Plateau 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 damaging Psychic-type moves were special, but they may now also be physical depending on the attack.

Statistical averages

Overall

Stat
HP: 71.18
Attack: 72.92
Defense: 74.76
Sp.Atk: 94.73
Sp.Def: 86.83
Speed: 76.79
Total: 477.21


Fully evolved

Stat
HP: 79.77
Attack: 87.63
Defense: 85.24
Sp.Atk: 108.21
Sp.Def: 98.23
Speed: 89.06
Total: 548.15


Battle properties

Generation I

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×    
None  


Generation II onwards

Offensive   Defensive
Power Types   Power Types
 
 
½×  
 
½×  
 
 
 
 
  None


Characteristics

Defense

The defensive capabilities of Psychic-types are generally poor. The only types resisted by them are Fighting and themselves, while carrying weaknesses to Ghost as well as the extremely common Dark and Bug. Psychic-type Pokémon often fall to a single strong Dark-type move, such as Crunch, due to the high Attack stat of many Dark-type Pokémon versus the typically low Defense and HP of Psychic-types. In addition, the low Defense many Psychics have frequently makes their Fighting resistance ineffective. Prior to Generation VI, Steel/Psychic types were exempt from these weaknesses due to their typing, but since Dark and Ghost are no longer resisted by Steel, this is no longer the case.

Most Psychic types have a high Special Defense stat, as well as outliers with high Defense and HP stats, such as Lugia and Cresselia. Psychic-type moves tend to have supporting effects, such as Reflect, Light Screen, and Trick Room, which benefit both themselves and their teammates, giving them greater survivability.

Offense

Psychic-type Pokémon and moves have been very popular since Generation I due to their typically high Special Attack and being resisted by only two types, including themselves. They are super-effective against the common Fighting and Poison types, the latter of which is otherwise strong defensively and the former of which tend to have low Special Defense.

The biggest drawback of Psychic-type moves is that they do not affect Dark-type Pokémon, although this weakness can be removed with Miracle Eye. However, this is not always necessary as many Psychic-type Pokémon can learn moves super-effective against Dark types, such as strong Fighting type moves like Focus Blast and Dazzling Gleam, a powerful Fairy-type move. Psychics also have access to a wide range of Special moves from nearly every type, which can make their Ghost and Bug weaknesses ineffective.

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.

Pokémon

As of Generation VI, there are 75 Psychic-type Pokémon or 10.4% of all Pokémon (counting those that are Psychic-type in at least one of their forms, including Mega Evolutions), making it the 5th most common type.

Pure Psychic-type Pokémon

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

Half Psychic-type Pokémon

Primary Psychic-type Pokémon

# Name Type 1 Type 2
122   Mr. Mime* Psychic Fairy
150   Mega Mewtwo X Psychic Fighting
177   Natu Psychic Flying
178   Xatu Psychic Flying
249   Lugia Psychic Flying
251   Celebi Psychic Grass
280   Ralts* Psychic Fairy
281   Kirlia* Psychic Fairy
282   Gardevoir* Psychic Fairy
  Mega Gardevoir Psychic Fairy
439   Mime Jr.* Psychic Fairy
475   Gallade Psychic Fighting
  Mega Gallade Psychic Fighting
494   Victini Psychic Fire
527   Woobat Psychic Flying
528   Swoobat Psychic Flying
561   Sigilyph Psychic Flying
720   Hoopa Psychic Ghost
  Hoopa Unbound Psychic Dark
???   Solgaleo Psychic Steel
???   Lunala Psychic Ghost
???   Oricorio
Pa'u Style
Psychic Flying

Pokéstar Studios opponents

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

Secondary Psychic-type Pokémon

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

Pokéstar Studios opponents

# Name Type 1 Type 2
N/A   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 Clever % 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 % 20 (max 32)
     
     
Self
The user throws up a sturdy wall that sharply raises its Defense stat.
III Calm Mind Status Clever % 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 Clever 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 Clever 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 Clever 120 100% 10 (max 16)
     
     
Normal
Two turns after this move is used, a hunk of psychic energy attacks the target.
IV Gravity Status Beautiful % 5 (max 8)
     
     
All
Gravity is intensified for five turns, making moves involving flying unusable and negating Levitation.
V Guard Split Status Clever % 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 Beautiful % 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 Cute 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.
VI Hyperspace Hole Special Clever 80 % 5 (max 8)
     
     
Normal
Using a hyperspace hole, the user appears right next to the target and strikes. This also hits a target using Protect or Detect.
I Hypnosis Status Clever 60% 20 (max 32)
     
     
Normal
The user employs hypnotic suggestion to make the target fall into a deep sleep.
III Imprison Status Clever % 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 Clever 80% 15 (max 24)
     
     
Normal
The user distracts the target by bending a spoon. It lowers the target's accuracy.
I Light Screen Status Beautiful % 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 Beautiful % 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 Clever 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 Beautiful % 15 (max 24)
     
     
Self
A barrier reflects back to the target moves like Leech Seed and moves that damage status.
V Magic Room Status Clever % 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 Beautiful % 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 Beautiful Varies 100% 20 (max 32)
     
     
Self
A retaliation move that counters any special attack, inflicting double the damage taken.
III Mist Ball Special Clever 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 Clever % 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 Beautiful % 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 Beautiful 65 100% 20 (max 32)
     
     
Normal
The target is attacked with a peculiar ray. It may also cause confusion.
I Psychic Special Clever 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 Clever 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 100% 10 (max 16)
     
     
Normal
Using its psychic power of suggestion, the user transfers its status problems to the target.
V Psyshock Special Beautiful 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 Cool 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 Clever Varies 100% 15 (max 24)
     
     
Normal
The target is attacked with an odd psychic wave. The attack varies in intensity.
I Reflect Status Clever % 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 Clever % 10 (max 16)
     
     
Normal
The user employs its psychic power to exchange Abilities with the target.
V Stored Power Special Clever 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 Clever 120 100% 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 Clever % 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 Clever 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 Clever % 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 Beautiful 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.

Abilities

Interacting with the Psychic type

A Pokémon with Color Change, Protean, Imposter, 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, or is holding a Mind Plate.

Zen Mode can also change Darmanitan into its Zen Mode, which is a dual Fire/Psychic-type form.

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 weakness of Psychic types). Strengthening the gap was the fact that the only 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, but 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. Also, Poison-type Pokémon were fairly common in Generation I, and the only type to resist Psychic-type moves was the Psychic type itself, meaning a weakness to the type was common in itself.

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 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.
  • Psychic is the most common type for Legendary Pokémon, with at least two Psychic-type Legendary Pokémon introduced in each generation (except Generation VI, which has only introduced one) for a total of 14 (out of 53).
  • Psychic is the only type that shares its name with a move and a Trainer Class.
  • There has been one Elite Four member or Gym Leader specializing in Psychic-type Pokémon in every generation.
  • 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 countering physical and special attacks are, respectively, Fighting- and Psychic-type moves.
  • 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.
  • 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.
  • Rattled, an Ability introducted in Generation V, is affected by the weaknesses of the Psychic type.

In other languages

  This article has information requiring translation. If you are able to translate thai and would like to help, please add the English translation to the section or sections in thai.
Language Title
  Japanese エスパー Esper
  Bulgarian Психомощни Psikhomoshtni
Mandarin Chinese 超能力 Chāonénglì
  Danish Psykisk
  Dutch Psychisch*
Paranormaal
  Finnish Meedio
Psyykkinen
Psyyke
  French Psy
  German Psycho
  Greek Μέντιουμ Méntioum
  Hebrew על חושי Al Hushi
  Hungarian Pszichikus
  Indonesian Mental
  Italian Psico
  Korean 에스퍼 Esper
  Norwegian Psykisk
Telepatisk
Synsk
  Polish Psychiczny
  Portuguese Psíquico
  Romanian Psihic
  Russian Психо Psikho
Экстрасенс Ekstrasens
  Spanish Psíquico
  Swedish Psykisk
Ockult
  Thai พลังจิต
เอสเปอร์

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)