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Duosion Pokedex - Shiny Stats Evolution Typing Moveset Weaknesses

Duosion, a Psychic type creature first seen in Generation 5. This creature is known to inhabit various regions and has captured the fascination of many trainers. Its unique characteristics make it a favorite among fans. Throughout various battles, it has proven its worth and capabilities. Its interaction with other creatures and its environment remains a topic of study for many Pokémon researchers. Trainers often seek this creature for its unique abilities and potential in battles. Evolution plays a crucial role in its lifecycle, leading to significant changes in its power and appearance. These creatures have been part of numerous tales, legends, and battles that resonate across the Pokémon world. Their role in shaping the dynamics of battles, especially in Pokémon tournaments, is undeniable.

Duosion #0578
Mitosis Pokémon
Pokemon Profile
Pokédex Data
National No. #0578
Type psychic
Species Mitosis Pokémon
Height 0.6 m (2'0")
Weight 8.0 kg (17.6 lbs)
Abilities Overcoat,Magic guard,Regenerator
Color Green
Introduced in Generation 5
Egg Group indeterminate
Shiny
Pokemon Profile

Base Stats

Hp 65 18%
Attack 40 11%
Defense 50 14%
Sp. Atk 125 34%
Sp. Def 60 17%
Speed 30 9%
Total 370
Evolution
Pokemon 1
#0577
Solosis
Pokemon 1
#0578
Duosion
Pokemon 1
#0579
Reuniclus

Type Effectiveness

Damaged normally by:
Weak to:
Resistant to:

Moves Learned by Level Up

Duosion learns the following moves when it reaches the specified level.

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
12 Psybeam The target is attacked with a peculiar ray. This may also leave the target confused. Special Psychic 65 100 20
1 Confusion The target is hit by a weak telekinetic force. This may also confuse the target. Special Psychic 50 100 25
39 Psychic The target is hit by a strong telekinetic force. This may also lower the target’s Sp. Def stat. Special Psychic 90 100 10
24 Recover Restoring its own cells, the user restores its own HP by half of its max HP. Status Normal 0 0 10
16 Light Screen A wondrous wall of light is put up to reduce damage from special attacks for five turns. Status Psychic 0 0 30
1 Reflect A wondrous wall of light is put up to reduce damage from physical attacks for five turns. Status Psychic 0 0 20
1 Psywave The target is attacked with an odd psychic wave. The attack varies in intensity. Special Psychic 0 100 15
19 Charm The user gazes at the target rather charmingly, making it less wary. This harshly lowers its Attack stat. Status Fairy 0 100 20
1 Rollout The user continually rolls into the target over five turns. It becomes more powerful each time it hits. Physical Rock 30 90 20
34 Pain Split The user adds its HP to the target’s HP, then equally shares the combined HP with the target. Status Normal 0 0 20
14 Hidden Power A unique attack that varies in type depending on the Pokémon using it. Special Normal 60 100 15
31 Future Sight Two turns after this move is used, a hunk of psychic energy attacks the target. Special Psychic 120 100 10
28 Endeavor An attack move that cuts down the target’s HP to equal the user’s HP. Physical Normal 0 100 5
43 Skill Swap The user employs its psychic power to exchange Abilities with the target. Status Psychic 0 0 10
1 Snatch The user steals the effects of any attempts to use a healing or stat-changing move. Status Dark 0 0 10
50 Heal Block For five turns, the user prevents the opposing team from using any moves, Abilities, or held items that recover HP. Status Psychic 0 100 15
53 Wonder Room The user creates a bizarre area in which Pokémon’s Defense and Sp. Def stats are swapped for five turns. Status Psychic 0 0 10
25 Psyshock The user materializes an odd psychic wave to attack the target. This attack does physical damage. Special Psychic 80 100 10

Duosion Moves Learned by Technical Machines (TMs)

Level ⇧⇩ Move ⇧⇩ Description ⇧⇩ Category ⇧⇩ Type ⇧⇩ Power ⇧⇩ Accuracy ⇧⇩ PP ⇧⇩
0 Thunder Wave The user launches a weak jolt of electricity that paralyzes the target. Status Electric 0 90 20
0 Thunder A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis. Special Electric 110 70 10
0 Toxic A move that leaves the target badly poisoned. Its poison damage worsens every turn. Status Poison 0 90 10
0 Double Team By moving rapidly, the user makes illusory copies of itself to raise its evasiveness. Status Normal 0 0 15
0 Dream Eater The user eats the dreams of a sleeping target. It absorbs half the damage caused to heal its own HP. Special Psychic 100 100 15
0 Flash The user flashes a bright light that cuts the target’s accuracy. Status Normal 0 100 20
0 Explosion The user attacks everything around it by causing a tremendous explosion. The user faints upon using this move. Physical Normal 250 100 5
0 Rest The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions. Status Psychic 0 0 10
0 Rock Slide Large boulders are hurled at the opposing Pokémon to inflict damage. This may also make the opposing Pokémon flinch. Physical Rock 75 90 10
0 Substitute The user makes a copy of itself using some of its HP. The copy serves as the user’s decoy. Status Normal 0 0 10
0 Protect Enables the user to evade all attacks. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Endure The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession. Status Normal 0 0 10
0 Swagger The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat. Status Normal 0 85 15
0 Attract If it is the opposite gender of the user, the target becomes infatuated and less likely to attack. Status Normal 0 100 15
0 Return A full-power attack that grows more powerful the more the user likes its Trainer. Physical Normal 0 100 20
0 Frustration A full-power attack that grows more powerful the less the user likes its Trainer. Physical Normal 0 100 20
0 Safeguard The user creates a protective field that prevents status conditions for five turns. Status Normal 0 0 25
0 Encore The user compels the target to keep using only the move it last used for three turns. Status Normal 0 100 5
0 Rain Dance The user summons a heavy rain that falls for five turns, powering up Water-type moves. Status Water 0 0 5
0 Psych Up The user hypnotizes itself into copying any stat change made by the target. Status Normal 0 0 10
0 Shadow Ball The user hurls a shadowy blob at the target. This may also lower the target’s Sp. Def stat. Special Ghost 80 100 15
0 Facade An attack move that doubles its power if the user is poisoned, burned, or has paralysis. Physical Normal 70 100 20
0 Imprison If opposing Pokémon know any move also known by the user, they are prevented from using it. Status Psychic 0 0 10
0 Secret Power The user attacks the target with a secret power. Its additional effects vary depending on the user’s environment. Physical Normal 70 100 20
0 Rock Tomb Boulders are hurled at the target. This also lowers the target’s Speed stat by preventing its movement. Physical Rock 60 95 15
0 Calm Mind The user quietly focuses its mind and calms its spirit to raise its Sp. Atk and Sp. Def stats. Status Psychic 0 0 20
0 Gyro 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. Physical Steel 0 100 5
0 Embargo This move prevents the target from using its held item. Its Trainer is also prevented from using items on it. Status Dark 0 100 15
0 Power Swap The user employs its psychic power to switch changes to its Attack and Sp. Atk stats with the target. Status Psychic 0 0 10
0 Guard Swap The user employs its psychic power to switch changes to its Defense and Sp. Def stats with the target. Status Psychic 0 0 10
0 Energy Ball The user draws power from nature and fires it at the target. This may also lower the target’s Sp. Def. Special Grass 90 100 10
0 Flash Cannon The user gathers all its light energy and releases it at once. This may also lower the target’s Sp. Def stat. Special Steel 80 100 10
0 Trick Room The user creates a bizarre area in which slower Pokémon get to move first for five turns. Status Psychic 0 0 5
0 Telekinesis The user makes the target float with its psychic power. The target is easier to hit for three turns. Status Psychic 0 0 15
0 Round The user attacks the target with a song. Others can join in the Round and make the attack do greater damage. Special Normal 60 100 15
0 Stored Power The user attacks the target with stored power. The more the user’s stats are raised, the greater the move’s power. Special Psychic 20 100 10
0 Confide The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat. Status Normal 0 0 20
0 Infestation The target is infested and attacked for four to five turns. The target can’t flee during this time. Special Bug 20 100 20
0 Psychic Terrain This protects Pokémon on the ground from priority moves and powers up Psychic-type moves for five turns. Status Psychic 0 0 10

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