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Duosion

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Duosion in Pokémon Omega Ruby & Alpha Sapphire

#578 in the Omega Ruby and Alpha Sapphire Pokédex • Mitosis Pokémon

Duosion in the National Pokédex
Duosion sprite

Normal

Shiny Duosion sprite

Shiny

Pokédex entries

Omega Ruby

Since they have two divided brains, at times they suddenly try to take two different actions at once.

Alpha Sapphire

When their two divided brains think the same thoughts, their psychic power is maximized.

Pokémon details

Type

Psychic

Category

Mitosis Pokémon

Height

0.6 m (2'00")

Weight

8 kg (17.6 lbs)

National Pokédex

#0578

Duosion in Other Games

National Dex page

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

Min

Max

HP

65

240

334

Attack

40

76

196

Defense

50

94

218

Sp. Atk

125

229

383

Sp. Def

60

112

240

Speed

30

58

174

Total

370

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 Duosion, 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
-
EV yield
2 SpA
Catch rate
100
Base Exp.
130

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

#577

Level 32

Duosion

Duosion

#578

Duosion

Duosion

#578

Level 41

Reuniclus

Reuniclus

#579

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

A wondrous wall of light is put up to reduce 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-10015
StartRollout

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

Rock309020
StartSnatch

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

Dark--10
3Reflect

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

Psychic--20
7Rollout

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

Rock309020
10Snatch

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

Dark--10
14Hidden Power

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

Normal6010015
16Light Screen

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

Psychic--30
19Charm

The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat.

Fairy-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.

Psychic12010010
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. This may also lower the target’s Sp. Def stat.

Psychic9010010
43Skill Swap

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

Psychic--10
50Heal Block

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

Psychic-10015
53Wonder 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 Omega Ruby and Alpha Sapphire.
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 depending on the Pokémon using it.

Normal6010015
TM16Light Screen

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

Psychic--30
TM17Protect

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
TM20Safeguard

The user creates a protective field that prevents status conditions 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. This may also leave the target with paralysis.

Electric1107010
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. This may also lower the target’s Sp. Def stat.

Psychic9010010
TM30Shadow Ball

The user hurls a shadowy blob at the target. This 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 reduce damage from physical attacks for five turns.

Psychic--20
TM39Rock Tomb

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

Rock609515
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. This fully restores the user’s HP and heals any status conditions.

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. This may also lower the target’s Sp. Def.

Grass9010010
TM63Embargo

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

Dark-10015
TM64Explosion

The user attacks everything around it by causing a tremendous explosion. 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 dark caves.

Normal-10020
TM73Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-10020
TM74Gyro Ball

The user tackles the target with a high-speed spin. The slower the user compared to the target, the greater the move’s power.

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 Pokémon to inflict damage. This may also make the opposing Pokémon flinch.

Rock759010
TM83Infestation

The target is infested and attacked for four to five turns. The target can’t flee during this time.

Bug2010020
TM85Dream Eater

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

Psychic10010015
TM87Swagger

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

Normal-9015
TM88Sleep Talk

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

Normal--10
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. This 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
TM94Secret Power

An attack whose additional effects depend upon where it was used. Can also be used to make a Secret Base.

Normal7010020
TM100Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Normal--20

Moves this Pokémon can learn from move tutors in this game.
Class
After You

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

Normal--15
Endeavor

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

Normal-1005
Gravity

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

Psychic--5
Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
Iron Defense

The user hardens its body’s surface like iron, sharply raising its Defense stat.

Steel--15
Magic Coat

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

Psychic--15
Pain Split

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

Normal--20
Role Play

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

Psychic--10
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Electric60-20
Signal Beam

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

Bug7510015
Skill Swap

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

Psychic--10
Snatch

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

Dark--10
Snore

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

Normal5010015
Trick

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

Psychic-10010
Wonder Room

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

Psychic--10
Zen Headbutt

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

Psychic809015

Learn before evolving. Some moves must be retained from breeding or a prior stage.
Class
Acquisition source
Acid Armor

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

Poison--20

Solosis — breeding

Astonish

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

Ghost3010015

Solosis — breeding

Confuse Ray

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

Ghost-10010

Solosis — breeding

Imprison

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

Psychic--10

Solosis — breeding

Night Shade

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

Ghost-10015

Solosis — breeding

Transfers, local trades, historical distributions, Sketch and costume changes have separate requirements. These options do not guarantee every four-move combination.
Class
Acquisition source
Acid Armor

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

Poison--20

Generation III–V import via Poké Transporter and Pokémon Bank

Acid Armor

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

Poison--20

Trade from X/Y; retain through local trade and evolution where applicable

Astonish

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

Ghost3010015

Generation III–V import via Poké Transporter and Pokémon Bank

Astonish

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

Ghost3010015

Trade from X/Y; retain through local trade and evolution where applicable

Confuse Ray

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

Ghost-10010

Generation III–V import via Poké Transporter and Pokémon Bank

Confuse Ray

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

Ghost-10010

Trade from X/Y; retain through local trade and evolution where applicable

Imprison

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

Psychic--10

Generation III–V import via Poké Transporter and Pokémon Bank

Imprison

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

Psychic--10

Trade from X/Y; retain through local trade and evolution where applicable

Night Shade

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

Ghost-10015

Generation III–V import via Poké Transporter and Pokémon Bank

Night Shade

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

Ghost-10015

Trade from X/Y; retain through local trade and evolution where applicable

Telekinesis

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

Psychic--15

Generation III–V import via Poké Transporter and Pokémon Bank

Ability options available to this Pokémon in this game.

Overcoat

Ability Slot 1

Protects the Pokémon from things like sand, hail, and powder.

Protects against sandstorm and hail damage, powder moves and Effect Spore.

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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