Reuniclus
Black

When Reuniclus shake hands, a network forms between their brains, increasing their psychic power.

White

These remarkably intelligent Pokémon fight by controlling arms that can grip with rock-crushing power.

Black 2/White 2

They use psychic power to control their arms, which are made of a special liquid. They can crush boulders psychically.

Evolution Chain

solosis
Solosis
Level 32
duosion
Duosion
Level 41
reuniclus
Reuniclus

Pokédex Data

Classification Multiplying Pokémon
Height 1.0 m (3'03")
Weight 20.1 kg (44.3 lbs)
Abilities

Held Items

Game Locations

  • Unova Route 9 Area

Training

EV Yield +3 Sp. Atk
Catch Rate 50
Base Friendship 70
Growth Rate medium slow
Gender Ratio
Egg Groups Indeterminate

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Reflect
20 Reduces damage from physical attacks by half.
1 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Snatch
10 Steals the target's move, if it's self-targeted.
3 Reflect
20 Reduces damage from physical attacks by half.
7 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
10 Snatch
10 Steals the target's move, if it's self-targeted.
14 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
19 Charm
100% 20 Lowers the target's Attack by two stages.
24 Recover
5 Heals the user by half its max HP.
25 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
28 Endeavor
100% 5 Lowers the target's HP to equal the user's.
31 Future Sight
120 100% 10 Hits the target two turns later.
34 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
39 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
41 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
45 Skill Swap
10 User and target swap abilities.
54 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
59 Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Reflect
20 Reduces damage from physical attacks by half.
1 Psywave
100% 15 Inflicts damage between 50% and 150% of the user's level.
1 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
1 Snatch
10 Steals the target's move, if it's self-targeted.
3 Reflect
20 Reduces damage from physical attacks by half.
7 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
10 Snatch
10 Steals the target's move, if it's self-targeted.
14 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
19 Charm
100% 20 Lowers the target's Attack by two stages.
24 Recover
5 Heals the user by half its max HP.
25 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
28 Endeavor
100% 5 Lowers the target's HP to equal the user's.
31 Future Sight
120 100% 10 Hits the target two turns later.
34 Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
39 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
41 Dizzy Punch
70 100% 10 Has a 20% chance to confuse the target.
45 Skill Swap
10 User and target swap abilities.
54 Heal Block
100% 15 Prevents target from restoring its HP for five turns.
59 Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM03 Psyshock
80 100% 10 Inflicts damage based on the target's Defense, not Special Defense.
TM04 Calm Mind
20 Raises the user's Special Attack and Special Defense by one stage.
TM06 Toxic
90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user's IVs. Power can range from 30 to 70.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
5 Changes the weather to rain for five turns.
TM19 Telekinesis
15 Moves have 100% accuracy against the target for three turns.
TM20 Safeguard
25 Protects the user's field from major status ailments and confusion for five turns.
TM21 Frustration
100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
100% 20 Power increases with happiness, up to a maximum of 102.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target's Special Defense by one stage.
TM32 Double Team
15 Raises the user's evasion by one stage.
TM33 Reflect
20 Reduces damage from physical attacks by half.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target's Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
5 User sleeps for two turns, completely healing itself.
TM45 Attract
100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM48 Round
60 100% 15 Has double power if it's used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target's Special Defense by one stage.
TM53 Energy Ball
90 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM56 Fling
100% 10 Throws held item at the target; power depends on the item.
TM63 Embargo
100% 15 Target cannot use held items.
TM64 Explosion
250 100% 5 User faints.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM70 Flash
100% 20 Lowers the target's accuracy by one stage.
TM73 Thunder Wave
90% 20 Paralyzes the target.
TM74 Gyro Ball
100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM77 Psych Up
10 Discards the user's stat changes and copies the target's.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
TM86 Grass Knot
100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
TM87 Swagger
85% 15 Raises the target's Attack by two stages and confuses the target.
TM90 Substitute
10 Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target's Special Defense by one stage.
TM92 Trick Room
5 For five turns, slower Pokémon will act before faster Pokémon.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target's Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
After You
15 Makes the target act next this turn.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Endeavor
100% 5 Lowers the target's HP to equal the user's.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Gravity
5 Disables moves and immunities that involve flying or levitating for five turns.
Helping Hand
20 Ally's next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Knock Off
65 100% 20 Target drops its held item.
Magic Coat
15 Reflects back the first effect move used on the user this turn.
Pain Split
20 Sets the user's and targets's HP to the average of their current HP.
Role Play
10 Copies the target's ability.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
10 User and target swap abilities.
Sleep Talk
10 Randomly uses one of the user's other three moves. Only works if the user is sleeping.
Snatch
10 Steals the target's move, if it's self-targeted.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Superpower
120 100% 5 Lowers the user's Attack and Defense by one stage after inflicting damage.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Trick
100% 10 User and target swap items.
Wonder Room
10 All Pokémon's Defense and Special Defense are swapped for 5 turns.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 110
Attack 65
Defense 75
Sp. Atk 125
Sp. Def 85
Speed 30
Total 490

Type Defenses

(vs. Gen 6+ rules)

0.5x
0.5x
2x
2x
2x