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Level 32To Duosion

Level 41To Reuniclus

ReuniclusLast stage shown

#0579 · GENERATION 5

Reuniclus Build Guide

Psychic

Bulky special setup attacker with recovery

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Starter moveset

Generation 9 · casual singles · base form

ITEMLife Orb
ABILITYMagic Guard
NATUREBold
1
Calm Mind
2
Psychic
3
Focus Blast
4
Recover

How to play

Use Calm Mind to raise Special Attack and Special Defense when the matchup allows it, then recover with Recover. Magic Guard prevents Life Orb recoil while keeping its damage boost.

Watch out for

Key risk. Magic Guard does not prevent direct attacks or all status effects. Low Speed and physical attackers can make setup unsafe. Bug, Ghost and Dark attacks are super effective, and Focus Blast can miss.

About this example

This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.

BATTLE PLAN

When to attack, set up or switch

Use Calm Mind to raise Special Attack and Special Defense when the matchup allows it, then recover with Recover. Magic Guard prevents Life Orb recoil while keeping its damage boost.

A Dark type is on the field

Psychic moves cannot touch a Dark type, which is the one immunity the setup cannot simply bulk through. Focus Blast is the answer there, and it can miss on the turn the whole set is counting on.

The opponent sends in a physical attacker

Reuniclus is slow, and Magic Guard does not reduce incoming damage, only the residual kinds. Bug, Dark and Ghost each deal 2×, and the Calm Mind raise is on the special side, so a strong physical hit ignores the boost entirely.

You are deciding when to Recover

The heal spends the setup turn, so the question is whether the +1 raise is worth more than the HP. Magic Guard keeps the Life Orb from draining it in the meantime, which is precisely what makes the delay affordable.

What does a safe pivot mean?

A teammate uses a switching move to bring Reuniclus in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.

ITEM & ABILITY

How this build works

Magic Guard turns the Life Orb into pure damage with no recoil, and it also ignores poison, burn and Leech Seed — but never the attack itself. Calm Mind raises Special Attack and Special Defense together, while Recover is what pays for the turns spent setting up.

Watch the tradeoff. Magic Guard does not prevent direct attacks or all status effects. Low Speed and physical attackers can make setup unsafe. Bug, Ghost and Dark attacks are super effective, and Focus Blast can miss.

These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.

COMPARE YOUR OPTIONS

Reuniclus or Clefable?

Clefable offers a Fairy setup role and Magic Guard, with different defensive matchups.

Base stats · standard forms in the local Generation 9 dataset
StatReuniclusClefable
HP11095
Attack6570
Defense7573
Sp. Attack12595
Sp. Defense8590
Speed3060

Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.

Teammate ideas

A Dark partner can resist Ghost and Dark attacks. A Steel teammate can help against Bug attackers; add faster damage in remaining slots.

These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.

Compare computed teammate suggestions →
Alternative: Clefable

Clefable offers a Fairy setup role and Magic Guard, with different defensive matchups.

Read Clefable guide →

Try Clefable →

Type matchups

Weak to

Bug2×Ghost2×Dark2×
Resistances and immunities
Fighting0.5×Psychic0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP110
Attack65
Defense75
Sp. Attack125
Sp. Defense85
Speed30

Evolution chain

  1. Solosis#577
  2. Level 32

    Duosion#578
  3. Level 41

    Reuniclus#579

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Reuniclus team

Start with Reuniclus. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 44 of 100/ 100Poor
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.

SLOT 01#579

Reuniclus

Psychic
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense83
Defense57
Coverage11
Synergy17

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +27 pts

    Terrakion

    RockFighting

    Team score 44 → 71

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Fire, Ice and more
    +27 pts

    Sneasler

    FightingPoison

    Team score 44 → 71

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Grass, Ice and more
    +26 pts

    Pawmot

    ElectricFighting

    Team score 44 → 70

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Water, Ice and more
    +25 pts

    Bisharp

    DarkSteel

    Team score 44 → 69

    Why this Pokémon?
    • Adds Ghost resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Ice, Psychic, Rock and more
    +25 pts

    Cobalion

    SteelFighting

    Team score 44 → 69

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Ice, Rock and more
    +25 pts

    Crabominable

    FightingIce

    Team score 44 → 69

    Why this Pokémon?
    • Adds Bug resistance or immunity
    • Adds Dark resistance or immunity
    • Adds super-effective coverage against Normal, Grass, Ice and more

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Bug attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Dark attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 2 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackReuniclusWeakResist
    Normal1×00
    Fire1×00
    Water1×00
    Electric1×00
    Grass1×00
    Ice1×00
    Fighting½×01
    Poison1×00
    Ground1×00
    Flying1×00
    Psychic½×01
    Bug2×10
    Rock1×00
    Ghost2×10
    Dragon1×00
    Dark2×10
    Steel1×00
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    WaterNeutral
    ElectricNeutral
    GrassNeutral
    IceNeutral
    Fighting✓ Super effective
    Poison✓ Super effective
    GroundNeutral
    FlyingNeutral
    PsychicResisted
    BugNeutral
    RockNeutral
    GhostNeutral
    DragonNeutral
    DarkImmune target
    SteelResisted
    FairyNeutral
    How is the score calculated?

    Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.

    Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.

    Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.

    Choose Pokémon · Slot 1

    1025 Pokémon found · already selected teammates are disabled

    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.

    Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.