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Reuniclus sprite

#0579

Reuniclus

psychic1.0 m · 20.1 kg

Base stats — 490 total

HP
110
Atk
65
Def
75
SpA
125
SpD
85
Spe
30

Abilities

  • Overcoat
  • Magic Guard
  • Regenerator hidden

Learnset

What Reuniclus learns in Sword / Shield. Move power, accuracy and typing are shown as they work in that game — amber numbers differ from current games.

Level17

  • —Hammer ArmfightingPhysical100 BP90% acc10 PPLowers user’s Speed by one stage.
  • 1ConfusionpsychicSpecial50 BP100% acc25 PPHas a chance to confuse the target.
  • 1EndeavornormalPhysical100% acc5 PPLowers the target’s HP to equal the user’s.
  • 1Hammer ArmfightingPhysical100 BP90% acc10 PPLowers user’s Speed by one stage.
  • 1ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • 1RecovernormalStatus5 PPHeals the user by half its max HP.
  • 12PsybeampsychicSpecial65 BP100% acc20 PPHas a chance to confuse the target.
  • 16CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • 20PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • 24Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • 24ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • 28Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • 35Pain SplitnormalStatus20 PPSets the user’s and targets’s HP to the average of their current HP.
  • 40PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • 48Skill SwappsychicStatus10 PPUser and target swap abilities.
  • 56Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • 64Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.

TM/HM51

  • Ally SwitchpsychicStatus15 PPUser switches places with the friendly Pokémon opposite it.
  • AttractnormalStatus100% acc15 PPTarget falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
  • Calm MindpsychicStatus20 PPRaises the user’s Special Attack and Special Defense by one stage.
  • CharmfairyStatus100% acc20 PPLowers the target’s Attack by two stages.
  • Drain PunchfightingPhysical75 BP100% acc10 PPDrains half the damage inflicted to heal the user.
  • EncorenormalStatus100% acc5 PPForces the target to repeat its last used move every turn for 2 to 6 turns.
  • EndurenormalStatus10 PPPrevents the user’s HP from lowering below 1 this turn.
  • Energy BallgrassSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FacadenormalPhysical70 BP100% acc20 PPPower doubles if user is burned, paralyzed, or poisoned.
  • Fire PunchfirePhysical75 BP100% acc15 PPHas a chance to burn the target.
  • Flash CannonsteelSpecial80 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • FlingdarkPhysical100% acc10 PPThrows held item at the target; power depends on the item.
  • Focus BlastfightingSpecial120 BP70% acc5 PPHas a chance to lower the target’s Special Defense by one stage.
  • Future SightpsychicSpecial120 BP100% acc10 PPHits the target two turns later.
  • Giga ImpactnormalPhysical150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Grass KnotgrassSpecial100% acc20 PPInflicts more damage to heavier targets, with a maximum of 120 power.
  • Guard SwappsychicStatus10 PPUser swaps Defense and Special Defense changes with the target.
  • Gyro BallsteelPhysical100% acc5 PPPower raises when the user has lower Speed, up to a maximum of 150.
  • Helping HandnormalStatus20 PPAlly’s next move inflicts half more damage.
  • Hyper BeamnormalSpecial150 BP90% acc5 PPUser foregoes its next turn to recharge.
  • Ice PunchicePhysical75 BP100% acc15 PPHas a chance to freeze the target.
  • ImprisonpsychicStatus10 PPPrevents the target from using any moves that the user also knows.
  • Iron DefensesteelStatus15 PPRaises the user’s Defense by two stages.
  • Light ScreenpsychicStatus30 PPReduces damage from special attacks by 50% for five turns.
  • Mega PunchnormalPhysical80 BP85% acc20 PPInflicts regular damage with no additional effect.
  • Power SwappsychicStatus10 PPUser swaps Attack and Special Attack changes with the target.
  • ProtectnormalStatus10 PPPrevents any moves from hitting the user this turn.
  • PsychicpsychicSpecial90 BP100% acc10 PPHas a chance to lower the target’s Special Defense by one stage.
  • Psychic TerrainpsychicStatus10 PPProtects Pokémon on the ground from priority moves and increases the power of their Psychic moves by 50%.
  • PsyshockpsychicSpecial80 BP100% acc10 PPInflicts damage based on the target’s Defense, not Special Defense.
  • Rain DancewaterStatus5 PPChanges the weather to rain for five turns.
  • ReflectpsychicStatus20 PPReduces damage from physical attacks by half.
  • RestpsychicStatus5 PPUser sleeps for two turns, completely healing itself.
  • Rock SliderockPhysical75 BP90% acc10 PPHas a chance to make the target flinch.
  • Rock TombrockPhysical60 BP95% acc15 PPHas a chance to lower the target’s Speed by one stage.
  • RoundnormalSpecial60 BP100% acc15 PPHas double power if it’s used more than once per turn.
  • SafeguardnormalStatus25 PPProtects the user’s field from major status ailments and confusion for five turns.
  • Shadow BallghostSpecial80 BP100% acc15 PPHas a chance to lower the target’s Special Defense by one stage.
  • Skill SwappsychicStatus10 PPUser and target swap abilities.
  • Sleep TalknormalStatus10 PPRandomly uses one of the user’s other three moves. Only works if the user is sleeping.
  • SnorenormalSpecial50 BP100% acc15 PPHas a chance to make the target flinch. Only works if the user is sleeping.
  • Stored PowerpsychicSpecial20 BP100% acc10 PPPower is higher the more the user’s stats have been raised, to a maximum of 31×.
  • SubstitutenormalStatus10 PPTransfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
  • SuperpowerfightingPhysical120 BP100% acc5 PPLowers the user’s Attack and Defense by one stage after inflicting damage.
  • ThunderelectricSpecial110 BP70% acc10 PPHas a chance to paralyze the target.
  • Thunder PunchelectricPhysical75 BP100% acc15 PPHas a chance to paralyze the target.
  • Thunder WaveelectricStatus90% acc20 PPParalyzes the target.
  • TrickpsychicStatus100% acc10 PPUser and target swap items.
  • Trick RoompsychicStatus5 PPFor five turns, slower Pokémon will act before faster Pokémon.
  • Wonder RoompsychicStatus10 PPAll Pokémon’s Defense and Special Defense are swapped for 5 turns.
  • Zen HeadbuttpsychicPhysical80 BP90% acc15 PPHas a chance to make the target flinch.

Tutor2

  • Expanding ForcepsychicSpecial80 BP100% acc10 PPIf Psychic Terrain is active and the user is grounded, this move hits all opposing Pokemon and has its power incrased by 50%.
  • Steel RollersteelPhysical130 BP100% acc5 PPEnds the effect of Electric, Grassy, Misty, or Psychic Terrains. Fails if no Terrain is active.

Appears in — 9 games

Click a game to see the learnset as it works there; click again to go back to the latest.