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Reuniclus

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Reuniclus in Pokémon Black & White

#85 in the Unova Pokédex • Multiplying Pokémon

Reuniclus in the National Pokédex
Reuniclus sprite

Normal

Shiny Reuniclus sprite

Shiny

Pokédex entries

Pokémon Black

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

Pokémon White

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

Pokémon details

Type

Psychic

Category

Multiplying Pokémon

Height

1 m (3'03")

Weight

20.1 kg (44.3 lbs)

National Pokédex

#0579

Pokédex

#85

Reuniclus in Other Games

National Dex page

Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

110

330

424

Attack

65

121

251

Defense

75

139

273

Sp. Atk

125

229

383

Sp. Def

85

157

295

Speed

30

58

174

Total

490

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Reuniclus, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

Resists

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Original Unova #85
EV yield
3 SpA
Catch rate
50
Base Exp.
221

Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20

Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Solosis

Solosis

#83

Level 32

Duosion

Duosion

#84

Duosion

Duosion

#84

Level 41

Reuniclus

Reuniclus

#85

Known encounter locations for this Pokémon in this game.
White
LocationMethodLevelChanceConditions

Route 9

Road 9

Walking in rustling grass344%

-

Route 9

Road 9

Walking in rustling grass341%

-

Moves this Pokémon learns naturally by reaching specific levels.
Class
StartReflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
StartPsywave

The target is attacked with an odd psychic wave. The attack varies in intensity.

Psychic-8015
StartRollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020
StartSnatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10
3Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
7Rollout

The user continually rolls into the target over five turns. It becomes stronger each time it hits.

Rock309020
10Snatch

The user steals the effects of any healing or stat-changing move the opponent attempts to use.

Dark--10
14Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
19Charm

The user gazes at the target rather charmingly, making it less wary. The target’s Attack is harshly lowered.

Normal-10020
24Recover

Restoring its own cells, the user restores its own HP by half of its max HP.

Normal--10
25Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
28Endeavor

An attack move that cuts down the target’s HP to equal the user’s HP.

Normal-1005
31Future Sight

Two turns after this move is used, a hunk of psychic energy attacks the target.

Psychic10010010
34Pain Split

The user adds its HP to the target’s HP, then equally shares the combined HP with the target.

Normal--20
39Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
41Dizzy Punch

The target is hit with rhythmically launched punches that may also leave it confused.

Normal7010010
45Skill Swap

The user employs its psychic power to exchange Abilities with the target.

Psychic--10
54Heal Block

For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP.

Psychic-10015
59Wonder Room

The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns.

Psychic--10

Moves this Pokémon can learn from Technical Machines and Hidden Machines in Pokémon Black and White.
Class
TM03Psyshock

The user materializes an odd psychic wave to attack the target. This attack does physical damage.

Psychic8010010
TM04Calm Mind

The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats.

Psychic--20
TM06Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Poison-9010
TM10Hidden Power

A unique attack that varies in type and intensity depending on the Pokémon using it.

Varies

30–7010015
TM15Hyper Beam

The target is attacked with a powerful beam. The user must rest on the next turn to regain its energy.

Normal150905
TM16Light Screen

A wondrous wall of light is put up to suppress damage from special attacks for five turns.

Psychic--30
TM17Protect

It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM18Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves.

Water--5
TM19Telekinesis

The user makes the target float with its psychic power. The target is easier to hit for three turns.

Psychic--15
TM20Safeguard

The user creates a protective field that prevents status problems for five turns.

Normal--25
TM21Frustration

A full-power attack that grows more powerful the less the user likes its Trainer.

Normal-10020
TM25Thunder

A wicked thunderbolt is dropped on the target to inflict damage. It may also leave the target with paralysis.

Electric1207010
TM27Return

A full-power attack that grows more powerful the more the user likes its Trainer.

Normal-10020
TM29Psychic

The target is hit by a strong telekinetic force. It may also reduce the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. It may also lower the target’s Sp. Def stat.

Ghost8010015
TM32Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Normal--15
TM33Reflect

A wondrous wall of light is put up to suppress damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

Boulders are hurled at the target. It also lowers the target’s Speed by preventing its movement.

Rock508010
TM42Facade

An attack move that doubles its power if the user is poisoned, burned, or has paralysis.

Normal7010020
TM44Rest

The user goes to sleep for two turns. It fully restores the user’s HP and heals any status problem.

Psychic--10
TM45Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM48Round

The user attacks the target with a song. Others can join in the Round and make the attack do greater damage.

Normal6010015
TM52Focus Blast

The user heightens its mental focus and unleashes its power. It may also lower the target’s Sp. Def.

Fighting120705
TM53Energy Ball

The user draws power from nature and fires it at the target. It may also lower the target’s Sp. Def.

Grass8010010
TM56Fling

The user flings its held item at the target to attack. Its power and effects depend on the item.

Dark-10010
TM63Embargo

It prevents the target from using its held item. Its Trainer is also prevented from using items on it.

Dark-10015
TM64Explosion

The user explodes to inflict damage on those around it. The user faints upon using this move.

Normal2501005
TM68Giga Impact

The user charges at the target using every bit of its power. The user must rest on the next turn.

Normal150905
TM70Flash

The user flashes a bright light that cuts the target’s accuracy. It can also be used to illuminate caves.

Normal-10020
TM73Thunder Wave

A weak electric charge is launched at the target. It causes paralysis if it hits.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user, the greater the damage.

Steel-1005
TM77Psych Up

The user hypnotizes itself into copying any stat change made by the target.

Normal--10
TM80Rock Slide

Large boulders are hurled at the opposing team to inflict damage. It may also make the targets flinch.

Rock759010
TM85Dream Eater

The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal the user’s HP.

Psychic10010015
TM86Grass Knot

The user snares the target with grass and trips it. The heavier the target, the greater the damage.

Grass-10020
TM87Swagger

The user enrages and confuses the target. However, it also sharply raises the target’s Attack stat.

Normal-9015
TM90Substitute

The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy.

Normal--10
TM91Flash Cannon

The user gathers all its light energy and releases it at once. It may also lower the target’s Sp. Def stat.

Steel8010010
TM92Trick Room

The user creates a bizarre area in which slower Pokémon get to move first for five turns.

Psychic--5
TM94Rock Smash

The user attacks with a punch that can shatter a rock. It may also lower the target’s Defense stat.

Fighting4010015
HM04Strength

The target is slugged with a punch thrown at maximum power. It can also be used to move heavy boulders.

Normal8010015

Learn these before evolving. The source describes the earlier form’s method; egg and Light Ball moves must be retained through evolution. Four-move combinations are not certified by this list.
Class
Acquisition
Acid Armor

The user alters its cellular structure to liquefy itself, sharply raising its Defense stat.

Poison--40

Prior evolution: egg

Astonish

The user attacks the target while shouting in a startling fashion. It may also make the target flinch.

Ghost3010015

Prior evolution: egg

Confuse Ray

The target is exposed to a sinister ray that triggers confusion.

Ghost-10010

Prior evolution: egg

Imprison

If the opponents know any move also known by the user, the opponents are prevented from using it.

Psychic--10

Prior evolution: egg

Night Shade

The user makes the target see a frightening mirage. It inflicts damage matching the user’s level.

Ghost-10015

Prior evolution: egg

Secret Power

The user attacks the target with a secret power. Its added effects vary depending on the user’s environment.

Normal7010020

Prior evolution: egg

Trick

The user catches the target off guard and swaps its held item with its own.

Psychic-10010

Prior evolution: egg

These require the labeled breeding, transfer, trade or historical distribution route. Historical gifts and Dream World services are no longer ordinary active acquisition sources.
Class
Acquisition
After You

The user helps the target and makes it use its move right after the user.

Normal--15

Trade from Black 2 or White 2

Drain Punch

An energy-draining punch. The user’s HP is restored by half the damage taken by the target.

Fighting7510010

Trade from Black 2 or White 2

Fire Punch

The target is punched with a fiery fist. It may also leave the target with a burn.

Fire7510015

Trade from Black 2 or White 2

Gravity

Gravity is intensified for five turns, making moves involving flying unusable and negating Levitate.

Psychic--5

Trade from Black 2 or White 2

Helping Hand

The user assists an ally by boosting the power of its attack.

Normal--20

Trade from Black 2 or White 2

Ice Punch

The target is punched with an icy fist. It may also leave the target frozen.

Ice7510015

Trade from Black 2 or White 2

Knock Off

The user slaps down the target’s held item, preventing that item from being used in the battle.

Dark2010020

Trade from Black 2 or White 2

Magic Coat

A barrier reflects back to the target moves like Leech Seed and moves that damage status.

Psychic--15

Trade from Black 2 or White 2

Role Play

The user mimics the target completely, copying the target’s natural Ability.

Psychic--10

Trade from Black 2 or White 2

Signal Beam

The user attacks with a sinister beam of light. It may also confuse the target.

Bug7510015

Trade from Black 2 or White 2

Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10

Trade from Black 2 or White 2

Snore

An attack that can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal4010015

Trade from Black 2 or White 2

Superpower

The user attacks the target with great power. However, it also lowers the user’s Attack and Defense.

Fighting1201005

Trade from Black 2 or White 2

Thunder Punch

The target is punched with an electrified fist. It may also leave the target with paralysis.

Electric7510015

Trade from Black 2 or White 2

Zen Headbutt

The user focuses its willpower to its head and attacks the target. It may also make the target flinch.

Psychic809015

Trade from Black 2 or White 2

Ability options available to this Pokémon in this game.

Hidden Ability entries show the game’s programmed slots. Obtaining one can require a historical Dream World promotion, a special gift or a trade from Black 2 and White 2. A programmed slot does not establish that the Hidden Ability was officially obtainable in Generation V.

Overcoat

Ability Slot 1

Protects the Pokémon from damage from weather.

Protects against damage from weather.

Magic Guard

Ability Slot 2

The Pokémon only takes damage from attacks.

Protects against damage not directly caused by a move.

Regenerator(Hidden Ability)

Restores a little HP when withdrawn from battle.

Heals for 1/3 max HP upon switching out.

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