Reuniclus

Reuniclus

Rank #154Psychic

HP
185
Atk
85
Def
95
SpA
145
SpD
105
Spe
50
Total665

Usage Format

Reuniclus Abilities

Reuniclus Type Effectiveness

Weak to

BugGhostDark

Resistant to

Fighting½×Psychic½×

Immune to

Damaged normally by

NormalFlyingPoisonGroundRockSteelFireWaterGrassElectricIceDragonFairy

Reuniclus Moves

Usage Move Type Category Power Acc PP Prio Description
75.4%Trick RoomPsychicStatus8-7Gives the entire field the Trick Room status for 5 turns.
58.5%PsychicPsychicSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
50.2%ProtectNormalStatus8+4The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
47.6%Focus BlastFightingSpecial1207080Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
34.7%Expanding ForcePsychicSpecial80100120If the user is under the effect of Psychic Terrain, this move’s power is boosted by 50% and its range extends to all opponents.
28.3%Shadow BallGhostSpecial80100160Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage.
23.7%Energy BallGrassSpecial90100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
10.5%Psychic TerrainPsychicStatus120Turns the entire field into Psychic Terrain for 5 turns.
10.2%RecoverNormalStatus80Restores 1/2 of the user’s max HP.
9%Flash CannonSteelSpecial80100120Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage.
Fire PunchFirePhysical75100160Has a 10% chance of burning the target.
Ice PunchIcePhysical75100160Has a 10% chance of freezing the target.
Thunder PunchElectricPhysical75100160Has a 10% chance of paralyzing the target.
Body SlamNormalPhysical85100160Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Hyper BeamNormalSpecial1509080The user gains the Recharging status on the turn after this move is used.
Thunder WaveElectricStatus90200Paralyzes the target.
ThunderElectricSpecial11070120Has a 30% chance of paralyzing the target. This move never misses in rain and can hit a target that has the Sky-High status.
Night ShadeGhostSpecial100160Deals 50 HP of damage.
Confuse RayGhostStatus100120Confuses the target.
Light ScreenPsychicStatus200Gives the user’s side the Light Screen status for 5 turns.
ReflectPsychicStatus200Gives the user’s side the Reflect status for 5 turns.
Acid ArmorPoisonStatus200Boosts the user’s Defense stat by 2 stages.
RestPsychicStatus80Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full.
Rock SlideRockPhysical7590120Has a 30% chance of making targets flinch.
SubstituteNormalStatus120The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP.
SnoreNormalSpecial50100160Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
EndureNormalStatus12+4During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
CharmFairyStatus100200Lowers the target’s Attack stat by 2 stages.
AttractNormalStatus100160Gives the target the Infatuated status. This move will fail against a target that is the same gender as the user or whose gender is unknown.
Sleep TalkNormalStatus120Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
SafeguardNormalStatus200Gives the user’s side the Safeguard status for 5 turns.
Pain SplitNormalStatus200The user adds its remaining HP to the target’s remaining HP, then splits the total in half for them to share.
EncoreNormalStatus10080Gives the target the Encore status.
Rain DanceWaterStatus80Summons rain for 5 turns.
Sunny DayFireStatus80Summons harsh sunlight for 5 turns.
Psych UpNormalStatus120The user copies the target’s stat changes.
Future SightPsychicSpecial120100120Gives the target’s spot the Future Attack status.
FacadeNormalPhysical70100200This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Focus PunchFightingPhysical15010020-3This move fails if the user has already taken damage from a move in the same turn.
Helping HandNormalStatus20+5Boosts the power of an ally’s move by 50% during the turn this move is used.
TrickPsychicStatus100120The user and the target swap their held items.
SuperpowerFightingPhysical12010080Lowers the user’s Attack and Defense stats by 1 stage.
Knock OffDarkPhysical65100200This move’s power is boosted by 50% if the target is holding an item. Causes the target to lose its held item.
EndeavorNormalPhysical10080Deals damage to the target equal to its remaining HP minus the user’s remaining HP. This move fails if the target’s HP is the same as or lower than the user’s.
Skill SwapPsychicStatus120The user and the target swap their Abilities.
ImprisonPsychicStatus120The user gains the Sealing Off status.
AstonishGhostPhysical30100160
Rock TombRockPhysical6095160Lowers the target’s Speed stat by 1 stage.
Iron DefenseSteelStatus160Boosts the user’s Defense stat by 2 stages.
Calm MindPsychicStatus200Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage.
GravityPsychicStatus80Gives the entire field the Gravity status for 5 turns.
Hammer ArmFightingPhysical10090120Lowers the user’s Speed stat by 1 stage.
Gyro BallSteelPhysical10080The lower the user’s Speed stat compared to the target’s, the greater this move’s power (ranging between 1 and 150).
FlingDarkPhysical100120This move’s power and effects depend on the user’s held item. The held item is lost after this move is used.
Power SwapPsychicStatus120The user swaps the changes to its Attack and Sp. Atk stats with the changes to the target’s Attack and Sp. Atk stats.
Guard SwapPsychicStatus120The user swaps the changes to its Defense and Sp. Def stats with the changes to the target’s Defense and Sp. Def stats.
Drain PunchFightingPhysical75100120The user’s HP is restored by 1/2 of the damage dealt by this move.
Giga ImpactNormalPhysical1509080The user gains the Recharging status on the turn after this move is used.
Zen HeadbuttPsychicPhysical8090160Has a 20% chance of making the target flinch.
Grass KnotGrassSpecial100200The heavier the target, the greater this move’s power (ranging between 20 and 120).
Wonder RoomPsychicStatus120Gives the entire field the Wonder Room status for 5 turns.
PsyshockPsychicSpecial80100120This is a special move, but the damage it deals is calculated using the target’s Defense stat.
RoundNormalSpecial60100160If multiple Pokemon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Stored PowerPsychicSpecial20100120This move’s power is increased by 20 for each stage that the user’s stats have been boosted.
Ally SwitchPsychicStatus16+2The user switches spots with one of its allies. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Steel RollerSteelPhysical13010080Removes any terrain. This move fails if there is no terrain on the field.
Psychic NoisePsychicSpecial75100120Gives the target the Healing Prevented status for 2 turns.