578 - Duosion
Type | Ability | |
---|---|---|
(1) Regenerator (2) Magic Guard (HA) Overcoat | ||
Defenses | ||
Immune: | ||
0.25x Resist: | ||
0.5x Resist: | ||
Neutral: | ||
2x Weak: | ||
4x Weak: |
Evolutions
Solosis | Level 30 | Duosion | Level 41 | Reuniclus |
Stats
HP 65 | ATK 40 | DEF 50 | SPA 125 | SPD 60 | SPE 30 | BST 370 |
Wild Hold Items
- 50%: Persim Berry
Level Up Moves
Level | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
1 | Confusion | 50 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
1 | Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
4 | Astonish | 35 | 100 | 15 | Priority: 0. Has a 30% chance to make the target flinch. | ||
7 | Snatch | None | None | 10 | Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag. If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect. If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
10 | Psywave | None | 100 | 15 | Priority: 0. Inflicts typeless damage between 50% and 150% of the user's level, selected at random in increments of 10%. | ||
13 | Magic Coat | None | None | 15 | Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user. defog, memento, and teeter dance are not reflected. attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected. This move cannot be copied by mirror move. | ||
16 | Charm | None | 100 | 20 | Priority: 0. Lowers the target's Attack by two stages. | ||
19 | Rollout | 40 | 90 | 20 | Priority: 0. User is forced to use this move for five turns. Power doubles every time this move is used in succession to a maximum of 16x, and resets to normal after the lock-in ends. | ||
22 | Psybeam | 65 | 100 | 20 | Priority: 0. Has a 10% chance to confuse the target. | ||
25 | Ally Switch | None | None | 15 | Priority: 2. User switches position on the field with the friendly Pokémon opposite it. If the user is in the middle position in a triple battle, or there are no other friendly Pokémon, this move will fail. | ||
28 | Confuse Ray | None | 100 | 10 | Priority: 0. Confuses the target. | ||
30 | Imprison | None | None | 10 | Priority: 0. Prevents any Pokémon on the opposing side of the field from using any move the user knows until the user leaves the field. This effect is live; if the user obtains new moves while on the field, these moves become restricted. | ||
33 | Helping Hand | None | None | 20 | Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
36 | Night Shade | None | 100 | 15 | Priority: 0. Inflicts damage equal to the user's level. Type immunity applies, but other type effects are ignored. | ||
39 | Wonder Room | None | None | 10 | Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped. | ||
42 | Future Sight | 120 | 100 | 10 | Priority: 0. Inflicts typeless regular damage at the end of the third turn, starting with this one. This move cannot score a critical hit. If the target switches out, its replacement will be hit instead. Damage is calculated at the time this move is used; stat changes and switching out during the delay won't change the damage inflicted. | ||
46 | Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
50 | Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
54 | Recover | None | None | 10 | Priority: 0. Heals the user for half its max HP. | ||
58 | Stored Power | 20 | 100 | 10 | Priority: 0. Power is increased by 100% its original value for every stage any of the user's stats have been raised. Accuracy, evasion, and lowered stats do not affect this move's power. For a Pokémon with all five stats modified to +6, this move's power is 31×. |
TM Moves
Machine | Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|---|
TM3 | Psyshock | 80 | 100 | 10 | Priority: 0. Damage calculation always uses the target's Defense, regardless of this move's damage class. | ||
TM4 | Calm Mind | None | None | 10 | Priority: 0. Raises the user's Special Attack and Special Defense by one stage each. | ||
TM6 | Toxic | None | 90 | 10 | Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon. | ||
TM10 | Hidden Power | 60 | 100 | 15 | Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70. | ||
TM16 | Light Screen | None | None | 30 | Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM17 | Protect | None | None | 10 | Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts. | ||
TM18 | Rain Dance | None | None | 5 | Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage. | ||
TM21 | Frustration | None | 100 | 20 | Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM25 | Thunder | 110 | 70 | 5 | Priority: 0. Has a 30% chance to paralyze the target. During rain dance, this move has 100% accuracy. During sunny day, this move has 50% accuracy. | ||
TM27 | Return | None | 100 | 20 | Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1. | ||
TM29 | Psychic | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM30 | Shadow Ball | 80 | 100 | 10 | Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage. | ||
TM33 | Reflect | None | None | 20 | Priority: 0. Reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. | ||
TM39 | Rock Tomb | 60 | 95 | 15 | Priority: 0. Has a 100% chance to lower the target's Speed by one stage. | ||
TM41 | Infestation | 20 | 100 | 20 | Priority: 0. For the next 2–5 turns, the target cannot leave the field and is damaged for 1/16 its max HP at the end of each turn. The user continues to use other moves during this time. If the user leaves the field, this effect ends. Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use. | ||
TM42 | Facade | 70 | 100 | 20 | Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power. | ||
TM44 | Rest | None | None | 10 | Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP. | ||
TM53 | Energy Ball | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM64 | Explosion | 250 | 100 | 5 | Priority: 0. User faints, even if the attack fails or misses. Inflicts regular damage. | ||
TM70 | Flash | None | 100 | 20 | Priority: 0. Lowers the target's accuracy by one stage. | ||
TM73 | Thunder Wave | None | 90 | 20 | Priority: 0. Paralyzes the target. | ||
TM74 | Gyro Ball | None | 100 | 5 | Priority: 0. Power increases with the target's current Speed compared to the user, given by `1 + 25 * target Speed / user Speed`, capped at 150. | ||
TM77 | Psych Up | None | None | 10 | Priority: 0. Discards the user's stat changes and copies the target's. This move cannot be copied by mirror move. | ||
TM80 | Rock Slide | 75 | 90 | 10 | Priority: 0. Has a 30% chance to make the target flinch. | ||
TM90 | Substitute | None | None | 10 | Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. | ||
TM91 | Flash Cannon | 90 | 100 | 10 | Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage. | ||
TM92 | Trick Room | None | None | 5 | Priority: -7. For five turns (including this one), slower Pokémon will act before faster Pokémon. Move priority is not affected. Using this move when its effect is already active will end the effect. |
Tutor Moves
Name | Power | Accuracy | PP | Type | Damage Class | Effect |
---|---|---|---|---|---|---|
After You | None | None | 15 | Priority: 0. The target will act next this turn, regardless of Speed or move priority. If the target has already acted this turn, this move will fail. | ||
Endeavor | None | 100 | 5 | Priority: 0. Inflicts exactly enough damage to lower the target's HP to equal the user's. If the target's HP is not higher than the user's, this move has no effect. Type immunity applies, but other type effects are ignored. This effect counts as damage for moves that respond to damage. | ||
Gravity | None | None | 5 | Priority: 0. For five turns (including this one), all immunities to ground moves are disabled. For the duration of this effect, the evasion of every Pokémon on the field is lowered by two stages. Cancels the effects of bounce, fly, and sky drop. Specifically, flying Pokémon and those with levitate or that have used magnet rise are no longer immune to ground attacks, arena trap, spikes, or toxic spikes. bounce, fly, sky drop, high jump kick, jump kick, and splash cannot be used while this move is in effect. *Bug*: If this move is used during a double or triple battle while Pokémon are under the effect of sky drop, Sky Drop's effect is not correctly canceled on its target, and it remains high in the air indefinitely. As Sky Drop prevents the target from acting, the only way to subsequently remove it from the field is to faint it. | ||
Magic Coat | None | None | 15 | Priority: 4. The first non-damaging move targeting the user this turn that inflicts major status effects, stat changes, or trapping effects will be reflected at its user. defog, memento, and teeter dance are not reflected. attract, flatter, gastro acid, leech seed, swagger, worry seed, and yawn are reflected. This move cannot be copied by mirror move. | ||
Pain Split | None | None | 20 | Priority: 0. Changes the user's and target's remaining HP to the average of their current remaining HP. | ||
Role Play | None | None | 10 | Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers. If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail. | ||
Signal Beam | 75 | 100 | 15 | Priority: 0. Has a 10% chance to confuse the target. | ||
Skill Swap | None | None | 10 | Priority: 0. User and target switch abilities. Ignores accuracy and evasion modifiers. If either Pokémon has multitype or wonder guard, this move will fail. | ||
Sleep Talk | None | None | 10 | Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP. | ||
Snatch | None | None | 10 | Priority: 4. The next time a Pokémon uses a beneficial move on itself or itself and its ally this turn, the user of this move will steal the move and use it itself. Moves which may be stolen by this move are identified by the "snatchable" flag. If two Pokémon use this move on the same turn, the faster Pokémon will steal the first beneficial move, and the slower Pokémon will then steal it again—thus, only the slowest Pokémon using this move ultimately gains a stolen move's effect. If the user steals psych up, it will target the Pokémon that used psych up. If the user was the original target of psych up, and the Pokémon that originally used it's affected by pressure, it will only lose 1 PP. This move cannot be copied by mirror move, nor selected by assist or metronome. | ||
Snore | 50 | 100 | 15 | Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch. | ||
Trick | None | 100 | 10 | Priority: 0. User and target permanently swap held items. | ||
Wonder Room | None | None | 10 | Priority: 0. For five turns (including this one), every Pokémon's Defense and Special Defense are swapped. | ||
Zen Headbutt | 80 | 90 | 10 | Priority: 0. Has a 20% chance to make the target flinch. |
Encounter Locations
Location | Level | Spawn Percent | ||
---|---|---|---|---|
Route 5 | Hidden Grotto | ?? | 1.0 | |
Route 9 | Dark Grass (Doubles) | 50-52 | 10.0 | |
Route 9 | Grass | 49-51 | 10.0 | |
Strange House | Type One Rooms | Room | 40-43 | 10.0 |
Strange House | Type Two Rooms | Rooms, Type Two | 40-43 | 10.0 |
Victory Road | Ruined Area | Cave | 59-62 | 5.0 |