Reuniclus
Omega RubyX

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

Alpha SapphireY

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

Evolution Chain

solosis
Solosis
Level 32
duosion
Duosion
Level 41
reuniclus
Reuniclus

Pokédex & Training Data

Classification Multiplying Pokémon
Height 1.0 m (3'03")
Weight 20.1 kg (44.3 lbs)
Abilities
EV Yield +3 Sp. Atk
Catch Rate 50
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Indeterminate

Pokédex Numbers

Unova (B/W) #085
Unova (B2/W2) #141
Kalos (Coastal) #117
Galar (Sw/Sh) #272
National #579
Crown Tundra #056
Blueberry #150

Held Items

None in this generation.

Learned Moves

Level Up Moves

X/Y
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.
OR/AS
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

X/Y
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.
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.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.
OR/AS
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
HM06 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.
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.
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.
TM83 Infestation
20 100% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
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.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
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 Secret Power
70 100% 20 Has a 30% chance to inflict a status effect which depends upon the terrain.
TM98 Power Up Punch
40 100% 20 Raises the user’s Attack by one stage after inflicting damage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

OR/AS
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.
Focus Punch
150 100% 20 If the user takes damage before attacking, the attack is canceled.
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.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
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.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Skill Swap
— — 10 User and target swap abilities.
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