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Solosis

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Solosis in Pokémon Black & White

#83 in the Unova Pokédex • Cell Pokémon

Solosis in the National Pokédex

Pokédex entries

Pokémon Black

They drive away attackers by unleashing psychic power. They can use telepathy to talk with others.

Pokémon White

Because their bodies are enveloped in a special liquid, they can survive in any environment.

Pokémon details

Type

Psychic

Category

Cell Pokémon

Height

0.3 m (1'00")

Weight

1 kg (2.2 lbs)

National Pokédex

#0577

Pokédex

#83

Solosis in Other Games

National Dex page

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

Min

Max

HP

45

200

294

Attack

30

58

174

Defense

40

76

196

Sp. Atk

105

193

339

Sp. Def

50

94

218

Speed

20

40

152

Total

290

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 Solosis, 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 #83
EV yield
1 SpA
Catch rate
200
Base Exp.
58

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 5

Road 5

Walking in tall grass or a cave1920%

-

Route 5

Road 5

Walking in tall grass or a cave205%

-

Route 5

Road 5

Walking in tall grass or a cave214%

-

Route 5

Road 5

Walking in tall grass or a cave221%

-

Route 5

Road 5

Walking in dark grass2220%

-

Route 5

Road 5

Walking in dark grass235%

-

Route 5

Road 5

Walking in dark grass244%

-

Route 5

Road 5

Walking in dark grass251%

-

Route 16

Road 16

Walking in tall grass or a cave1920%

-

Route 16

Road 16

Walking in tall grass or a cave205%

-

Route 16

Road 16

Walking in tall grass or a cave214%

-

Route 16

Road 16

Walking in tall grass or a cave221%

-

Route 16

Road 16

Walking in dark grass2220%

-

Route 16

Road 16

Walking in dark grass235%

-

Route 16

Road 16

Walking in dark grass244%

-

Route 16

Road 16

Walking in dark grass251%

-

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

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

Psychic-8015
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
33Pain Split

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

Normal--20
37Psychic

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

Psychic9010010
40Skill Swap

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

Psychic--10
46Heal Block

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

Psychic-10015
48Wonder 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
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
TM53Energy Ball

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

Grass8010010
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
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
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

Moves this Pokémon can inherit through breeding or similar methods.
Class
Acid Armor

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

Poison--40
Astonish

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

Ghost3010015
Confuse Ray

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

Ghost-10010
Imprison

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

Psychic--10
Night Shade

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

Ghost-10015
Secret Power

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

Normal7010020
Trick

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

Psychic-10010

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

Gravity

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

Psychic--5

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

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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