
Psychic
- Abilities
- OvercoatImmune to sandstorms and powder moves.Magic GuardThe Pokémon only takes damage from attacks.
- Hidden ability
- RegeneratorWhen returning to the party, restores 1/2 of maximum HP.
- Capture
- Gender
- 50.0% female
- Egg groups
- Amorphous
- Growth
- Medium Slow
- EV yield
- 2 Sp. Atk
| HP | 65 | |
|---|---|---|
| Attack | 40 | |
| Defense | 50 | |
| Sp. Atk | 125 | |
| Sp. Def | 60 | |
| Speed | 30 | |
| Total | 370 |
Where to find it
No wild encounter, gift, trade, one-time battle, evolution or breeding route, and no trainer uses it.
Evolution
Evolves from Solosis at Lv 32.
Evolves into Reuniclus at Lv 41.
Level-up moves
“On evolution” moves are learned when this Pokémon evolves. Open a move for its full effects and any special behavior in this hack.
| Level | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| 1 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| 1 | Confusion | Psychic | Special | 50 | 100 | 25 | The foe is hit by a weak telekinetic force. It has a 10% chance to confuse the target. |
| 1 | Recover | Normal | Status | — | — | 5 | A self-healing move. The user restores its own HP by up to half of its max HP. |
| 1 | Endeavor | Normal | Physical | var. | 100 | 5 | An attack move that cuts down the foe’s HP to equal the user’s HP. |
| 12 | Psybeam | Psychic | Special | 65 | 100 | 20 | The foe is attacked with a peculiar ray. It has a 10% chance to confuse the target. |
| 16 | Charm | Fairy | Status | — | 100 | 20 | The user acts cute to charm the foe. Lowers its Attack by 2 stages. |
| 20 | Psyshock | Psychic | Special | 80 | 100 | 10 | Materializes psychic waves to attack the target, dealing physical damage. |
| 24 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| 24 | Reflect | Psychic | Status | — | — | 20 | A wondrous wall of light halves the damage from physical attacks for 5 turns. |
| 28 | Ally Switch | Psychic | Status | — | — | 15 | The user teleports with a mysterious power, swapping places with its ally. |
| 35 | Pain Split | Normal | Status | — | — | 20 | The user adds its HP to the foe’s HP, then equally shares the combined HP with the foe. |
| 40 | Psychic | Psychic | Special | 90 | 100 | 10 | The foe is hit by a strong telekinetic force. 10% chance to lower its Sp. Def by 1 stage. |
| 46 | Skill Swap | Psychic | Status | — | — | 10 | The user employs its psychic power to exchange abilities with the foe. |
| 52 | Future Sight | Psychic | Special | 120 | 100 | 10 | The foe is struck by a hunk of psychic energy 2 turns after this move is used. |
| 58 | Wonder Room | Psychic | Status | — | — | 10 | The user creates a bizarre space. For 5 turns, every Pokémon’s Defense and Sp. Def are swapped. |
TMs and HMs
| TM / HM | Move | Type | Category | Power | Accuracy | PP | Effect and notes |
|---|---|---|---|---|---|---|---|
| TM04 | Calm Mind | Psychic | Status | — | — | 20 | The user quietly focuses its mind and calms its spirit. Raises Sp. Atk and Sp. Def by 1 stage. |
| TM10 | Hidden Power | Normal | Special | 60 | 100 | 15 | A unique attack that varies in type and intensity depending on the Pokémon using it. |
| TM16 | Light Screen | Psychic | Status | — | — | 30 | A wondrous wall of light halves the damage from special attacks for 5 turns. |
| TM17 | Protect | Normal | Status | — | — | 10 | It enables the user to evade all attacks for 1 turn. Its chance of failing rises if used in succession. |
| TM18 | Rain Dance | Water | Status | — | — | 5 | The user summons a heavy rain for 5 turns. Water-type moves become 1.5 times stronger. |
| TM20 | Safeguard | Normal | Status | — | — | 25 | The user creates a protective field that prevents status problems for 5 turns. |
| TM25 | Thunder | Electric | Special | 110 | 70 | 10 | A wicked thunderbolt strikes the foe. It is more accurate in rain. 30% chance to paralyze the target. |
| TM27 | Return | Normal | Physical | var. | 100 | 20 | A full-power attack that grows more powerful the more the user likes its Trainer. |
| TM29 | Psychic | Psychic | Special | 90 | 100 | 10 | The foe is hit by a strong telekinetic force. 10% chance to lower its Sp. Def by 1 stage. |
| TM30 | Shadow Ball | Ghost | Special | 80 | 100 | 15 | The user hurls a shadowy blob at the foe. 20% chance to lower its Sp. Def by 1 stage. |
| TM33 | Reflect | Psychic | Status | — | — | 20 | A wondrous wall of light halves the damage from physical attacks for 5 turns. |
| TM39 | Rock Tomb | Rock | Physical | 60 | 95 | 15 | Boulders are hurled at the foe, hindering its movement. Lowers its Speed by 1 stage. |
| TM42 | Facade | Normal | Physical | 70 | 100 | 20 | An attack whose power is 2 times higher if the user is poisoned, burned, or paralyzed. |
| TM44 | Rest | Psychic | Status | — | — | 5 | The user goes to sleep for 2 turns. It fully restores the user’s HP and heals any status problem. |
| TM45 | Attract | Normal | Status | — | 100 | 15 | The user charms a foe of the opposite gender. The foe has a 50% chance of being unable to act. |
| TM48 | Skill Swap | Psychic | Status | — | — | 10 | The user employs its psychic power to exchange abilities with the foe. |
| TM53 | Energy Ball | Grass | Special | 90 | 100 | 10 | The user fires power drawn from nature. 10% chance to lower the target’s Sp. Def by 1 stage. |
| TM58 | Endure | Normal | Status | — | — | 10 | The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. |
| TM73 | Thunder Wave | Electric | Status | — | 90 | 20 | A weak electric charge is launched at the foe. It causes paralysis if it hits. |
| TM74 | Gyro Ball | Steel | Physical | var. | 100 | 5 | The user tackles the foe with a high-speed spin. The slower the user, the greater the damage. |
| TM80 | Rock Slide | Rock | Physical | 75 | 90 | 10 | Large boulders are hurled at the foe. It has a 30% chance to make the target flinch. |
| TM82 | Sleep Talk | Normal | Status | — | — | 10 | While it is asleep, the user randomly uses one of the moves it knows. |
| TM90 | Substitute | Normal | Status | — | — | 10 | The user makes a copy of itself using 1/4 of its HP. The copy serves as the user’s decoy. |
| TM91 | Flash Cannon | Steel | Special | 80 | 100 | 10 | The user gathers its light and fires it. 10% chance to lower the foe’s Sp. Def by 1 stage. |
| TM92 | Trick Room | Psychic | Status | — | — | 5 | The user creates a bizarre area in which slower Pokémon get to move first for 5 turns. |
| TM93 | Psyshock | Psychic | Special | 80 | 100 | 10 | Materializes psychic waves to attack the target, dealing physical damage. |
| TM116 | Psychic Terrain | Psychic | Status | — | — | 10 | Creates Psychic Terrain for five turns. Grounded Pokémon are protected from priority moves, and Psychic-type moves become stronger. |
| TM124 | Expanding Force | Psychic | Special | 80 | 100 | 10 | Attacks with psychic power. Becomes stronger on Psychic Terrain and can damage all opposing Pokémon. |
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