Psychic
Psychic is a Psychic nova move. It starts with 10 damage per event and a 1.35-second cooldown, with 5 levels. 96 partners can learn Psychic, and 0 start with it. A radial mental burst that seeks enemies.
Base move facts
- Type
- Psychic
- Behavior
- Nova
- Max level
- 5
- Cooldown (s)
- 1.35
- Base damage
- 10
- Learners
- 96
Psychic: levels 1–5
Psychic starts with a 1.35-second cooldown, changing to 1.0125 seconds at level five.
| Move level | Cooldown (s) | Damage per event | Count | Piercing | Projectile / orbit speed | Projectile lifetime (s) | Projectile size |
|---|---|---|---|---|---|---|---|
| Psychic · level 1 | 1.35 | 10 | 12 | 1 | 230 | 1.6 | 7 |
| Psychic · level 2 | 1.35 | 10 | 16 | 1 | 230 | 1.6 | 7 |
| Psychic · level 3 | 1.35 | 14 | 16 | 1 | 230 | 1.6 | 7 |
| Psychic · level 4 | 1.0125 | 14 | 16 | 1 | 230 | 1.6 | 7 |
| Psychic · level 5 | 1.0125 | 14 | 20 | 2 | 230 | 1.6 | 7 |
Psychic: type-adjusted event examples
Psychic: 10 level-one damage × the target's clamped type factor, with neutral weather and no other modifiers. Damage is per landed event, rather than per second.
Psychic: upgrade choices
Psychic has four level-up selections. Check how each upgrade changes this move's damage, timing or other attributes.
- Psychic's level 2 card changes count by adding 4.
- Psychic's level 3 card changes damage per event by multiplying by 1.4.
- Psychic's level 4 card changes cooldown (s) by multiplying by 0.75.
- Psychic's level 5 card changes count by adding 4 and piercing by adding 1.
Psychic: evolution condition
Psychic evolves into Expanding Force with the Magnet run stat card.
- Bring Psychic to level 5.
- Take the Magnet card while preparing Psychic; it may be taken before the move reaches maximum level.
- Choose Psychic's golden evolution card for Expanding Force.
Psychic: regional learning pools
Psychic's 96 learners include 0 starting partners. A learnset entry allows the attack during a run; starting with Psychic supplies it at the opening selection. Filter the Pokédex by this move to examine every eligible partner.
| Regional banner | Can learn the move | Start with the move | Opening starters that can learn it | Shiny-capable learners |
|---|---|---|---|---|
| Kanto | 14 | 0 | 1 | 14 |
| Johto | 10 | 0 | 0 | 10 |
| Hoenn | 20 | 0 | 0 | 20 |
| Sinnoh | 9 | 0 | 0 | 9 |
| Unova | 15 | 0 | 0 | 15 |
| Kalos | 6 | 0 | 0 | 6 |
| Alola | 7 | 0 | 0 | 7 |
| Galar | 8 | 0 | 0 | 8 |
| Paldea | 7 | 0 | 0 | 7 |
Psychic: starting partner choices
No partner starts with Psychic; choose an eligible learner and acquire the move during the run. Base stats and regional rarity help compare the opening options.