Solosis #577 {{ activeForm.form_name }}

The {{ activeForm.genus }} The Cell Pokémon

Solosis in Pokémon Sword & Shield Solosis in SW/SH
Solosis' shiny sprite in Pokémon Sword & Shield Shiny Solosis in SW/SH

Abilities

1: Overcoat

2: Magic Guard

Regenerator (hidden)

Abilities

Breeding

Egg groups : Amorphous

Hatch time : 5140 steps (20 egg cycles)

Growth rate : Medium slow

Gender ratio : 50%, 50%


In the Wild

Catch rate : 200 (26.3% with Poké Ball & full HP)

Held item : None

EVs given : 1 Sp. Atk EVs (Effort Values) gained when fainting Solosis

Exp. given : 58 Exp. points Experience points gained in battle when fainting Solosis


Species

Height : 0.3 m / 1'00" Solosis' height in meters / feet'inches"

Weight : 1 kg / 2.21 lbs. Solosis' weight in kilograms / pounds

Japanese : ユニラン Japanese Katakana (Latinized Japanese)

Cry


Stats

:

Total : 290


Competitive

Introduced in : Black & White / Unova / Generation 5 {{ activeForm.introducedIn }}


Solosis' Type Defenses

Weaknesses

Resistances

This does not currently take into effect changes in type defenses caused by abilities like Flash Fire, Volt Absorb and Thick Fat. Just a heads up!

Solosis' Evolutions
Solosis

Solosis #577

Level 32

Duosion

Duosion #578

Level 41

Reuniclus

Reuniclus #579


Solosis' Level Up Moves
Lvl Move Type Pow/Acc
1 Protect Status - -

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.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

1 Confusion Special 50 100

Inflicts regular damage. Has a 10% chance to confuse the target.

25 PP

4 Recover Status - -

Heals the user for half its max HP.

10 PP

8 Endeavor Physical - 100

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.

5 PP

12 Psybeam Special 65 100

Inflicts regular damage. Has a 10% chance to confuse the target.

20 PP

16 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

20 Psyshock Special 80 100

Inflicts regular damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.

10 PP

24 Light Screen Status - -

Erects a barrier around the user's side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

30 PP

24 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

20 PP

28 Ally Switch Status - -

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.

+2 Priority

15 PP

33 Pain Split Status - -

Changes the user's and target's remaining HP to the average of their current remaining HP. Ignores accuracy and evasion modifiers. This effect does not count as inflicting damage for other moves and effects that respond to damage taken.
This effect fails against a Substitute.

20 PP

36 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

40 Skill Swap Status - -

User and target switch abilities. Ignores accuracy and evasion modifiers.
If either Pokémon has Multitype or Wonder Guard, this move will fail.

10 PP

44 Future Sight Special 120 100

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. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

48 Wonder Room Status - -

For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

10 PP


Solosis' Breeding Moves
Move Type Pow/Acc
Confuse Ray Status - 100

Confuses the target.

10 PP

Acid Armor Status - -

Raises the user's Defense by two stages.

20 PP

Astonish Physical 30 100

Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP


Solosis' TM Moves
TM Move Type Pow/Acc
14 Thunder Wave Status - 90

Paralyzes the target.

20 PP

17 Light Screen Status - -

Erects a barrier around the user's side of the field that reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

30 PP

18 Reflect Status - -

Erects a barrier around the user's side of the field that reduces damage from physical attacks by half for five turns. In double battles, the reduction is 1/3. Critical hits are not affected by the barrier.
If the user is holding Light Clay, the barrier lasts for eight turns.
Brick Break or Defog used by an opponent will destroy the barrier.

20 PP

19 Safeguard Status - -

Protects Pokémon on the user's side of the field from major status effects and confusion for five turns. Does not cancel existing ailments. This effect remains even if the user leaves the field.
If Yawn is used while this move is in effect, it will immediately fail.
Defog used by an opponent will end this effect.
This effect does not prevent the confusion caused by Outrage, Petal Dance, or Thrash.

25 PP

21 Rest Status - -

User falls to sleep and immediately regains all its HP. If the user has another major status effect, sleep will replace it. The user will always wake up after two turns, or one turn with Early Bird.
This move fails if the Pokémon cannot fall asleep due to Uproar, Insomnia, or Vital Spirit. It also fails if the Pokémon is at full health or is already asleep.

10 PP

22 Rock Slide Physical 75 90

Inflicts regular damage. Has a 30% chance to make the target Flinch.

10 PP

24 Snore Special 50 100

Only usable if the user is sleeping. Inflicts regular damage. Has a 30% chance to make the target Flinch.

15 PP

25 Protect Status - -

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.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
Lock On, Mind Reader, and No Guard provide a (100 – accuracy)% chance for moves to break through this move. This does not apply to one-hit KO moves (Fissure, Guillotine, Horn Drill, and Sheer Cold); those are always blocked by this move.
Thunder during Rain Dance and Blizzard during Hail have a 30% chance to break through this move.
The following effects are not prevented by this move:
* Acupressure from an ally * Curse's curse effect * Delayed damage from Doom Desire and Future Sight; however, these moves will be prevented if they are used this turn * Feint, which will also end this move's protection after it hits * Imprison * Perish Song * Shadow Force * Moves that merely copy the user, such as Transform or Psych Up
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

29 Charm Status - 100

Lowers the target's Attack by two stages.

20 PP

31 Attract Status - 100

Causes the target to fall in love with the user, giving it a 50% chance to do nothing each turn. If the user and target are the same gender, or either is genderless, this move will fail. If either Pokémon leaves the field, this effect ends.

15 PP

33 Rain Dance Status - -

Changes the weather to rain for five turns, during which Water moves inflict 50% extra damage, and Fire moves inflict half damage.
If the user is holding Damp Rock, this effect lasts for eight turns.
Thunder has 100% accuracy. If the target has used Detect or Protect, Thunder has a (100 - accuracy)% chance to break through the protection.
Solar Beam has half power.
Moonlight, Morning Sun, and Synthesis heal only 1/4 of the user's max HP.
Pokémon with Swift Swim have doubled original Speed.
Pokémon with Forecast become Water.
Pokémon with Dry Skin heal 1/8 max HP, Pokémon with Hydration are cured of major status effects, and Pokémon with Rain Dish heal 1/16 max HP at the end of each turn.

5 PP

39 Facade Physical 70 100

Inflicts regular damage. If the user is burned, paralyzed, or poisoned, this move has double power.

20 PP

41 Helping Hand Status - -

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.

+5 Priority

20 PP

44 Imprison Status - -

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. If no opposing Pokémon knows any of the user's moves when this move is used, this move will fail.

10 PP

48 Rock Tomb Physical 60 95

Attacks for regular damage and also lowers the opponent's speed by one stage (100% chance).

15 PP

60 Power Swap Status - -

User swaps its Attack and Special Attack stat modifiers modifiers with the target.

10 PP

61 Guard Swap Status - -

User swaps its Defense and Special Defense modifiers with the target.

10 PP

70 Trick Room Status - -

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.
Pokémon holding Full Incense, Lagging Tail, or Quick Claw and Pokémon with Stall ignore this effect.

-7 Priority

5 PP

71 Wonder Room Status - -

For five turns (including this one), every Pokémon's Defense and Special Defense are swapped.

10 PP

76 Round Special 60 100

Inflicts regular damage. If Round has already been used this turn, this move's power is doubled. After this move is used, any other Pokémon using it this turn will immediately do so (in the order they would otherwise act), regardless of Speed or priority. Pokémon using other moves will then continue to act as usual.

15 PP

91 Psychic Terrain Status - -

Changes the terrain to Psychic Terrain for 5 turns. Overrides Electric Terrain, Grassy Terrain, and Misty Terrain.
All Pokémon on the ground are immune to moves with priority greater than 0. (Moves that target the field rather than individual Pokémon, such as Spikes, are not affected.) Additionally, when a Pokémon on the ground uses a Psychic-type move, that move's power is increased to 1.5×.
If a Pokémon is holding a Terrain Extender when creating Psychic Terrain (by any means), the effect lasts for 8 turns instead of 5.

10 PP


Solosis' TR Moves
TR Move Type Pow/Acc
9 Thunder Special 110 70

Inflicts regular damage. Has a 30% chance to paralyze the target.
During Rain Dance, this move has 100% accuracy. It also has a (100 - accuracy)% chance to break through the protection of Protect and Detect.
During Sunny Day, this move has 50% accuracy.

10 PP

11 Psychic Special 90 100

Psychic attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

20 Substitute Status - -

Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail. If the user leaves the field, the doll will vanish. If the user cannot pay the HP cost, this move will fail.
The doll takes damage as normal, using the user's stats and types, and will break when its HP reaches zero. Self-inflicted damage from confusion or recoil is not absorbed. Healing effects from opponents ignore the doll and heal the user as normal. Moves that work based on the user's HP still do so; the doll's HP does not influence any move.
The doll will block major status effects, confusion, and flinching. The effects of Smelling Salts and Wake Up Slap do not trigger against a doll, even if the Pokémon behind the doll has the appropriate major status effect. Multi-turn trapping moves like Wrap will hit the doll for their regular damage, but the multi-turn trapping and damage effects will not activate.
Moves blocked or damage absorbed by the doll do not count as hitting the user or inflicting damage for any effects that respond to such, e.g., Avalanche, Counter, or a Rowap Berry. Magic Coat still works as normal, even against moves the doll would block. Opposing Pokémon that damage the doll with a leech move like Absorb are healed as normal.
It will also block Acupressure, Block, the curse effect of Curse, Dream Eater, Embargo, Flatter, Gastro Acid, Grudge, Heal Block, Leech Seed, Lock On, Mean Look, Mimic, Mind Reader, Nightmare, Pain Split, Psycho Shift, Spider Web, Sketch, Swagger, Switcheroo, Trick, Worry Seed, and Yawn. A Pokémon affected by Yawn before summoning the doll will still fall to sleep.
The doll blocks Intimidate, but all other abilities act as though the doll did not exist. If the user has an ability that absorbs moves of a certain type for HP (such as Volt Absorb absorbing Thunder Wave), such moves will not be blocked.
Life Orb and berries that cause confusion still work as normal, but their respective HP loss and confusion are absorbed/blocked by the doll.
The user is still vulnerable to damage inflicted when entering or leaving the field, such as by Pursuit or Spikes; however, the doll will block the poison effect of Toxic Spikes.
The doll is passed on by Baton Pass. It keeps its existing HP, but uses the replacement Pokémon's stats and types for damage calculation.
All other effects work as normal.

10 PP

25 Psyshock Special 80 100

Inflicts regular damage. Damage calculation always uses the target's Defense, regardless of this move's damage class.

10 PP

26 Endure Status - -

The user's HP cannot be lowered below 1 by any means for the remainder of this turn.
If the user successfully used Detect, Endure, Protect, Quick Guard, or Wide Guard on the last turn, this move has a 50% chance to fail.
This move cannot be selected by Assist or Metronome.

+4 Priority

10 PP

27 Sleep Talk Status - -

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.
This move will not select Assist, Bide, Bounce, Chatter, Copycat, Dig, Dive, Fly, Focus Punch, Me First, Metronome, Mirror Move, Shadow Force, Skull Bash, Sky Attack, Sky Drop, Sleep Talk, Solar Beam, Razor Wind, or Uproar.
If the selected move requires a recharge turn—i.e., one of Blast Burn, Frenzy Plant, Giga Impact, Hydro Cannon, Hyper Beam, Roar Of Time, or Rock Wrecker—and the user is still sleeping next turn, then it's forced to use this move again and pay another PP for the recharge turn.
This move cannot be copied by Mirror Move, nor selected by Assist, Metronome, or Sleep Talk.

10 PP

30 Encore Status - 100

The next 4–8 times (selected at random) the target attempts to move, it is forced to repeat its last used move. If the selected move allows the trainer to select a target, an opponent will be selected at random each turn. If the target is prevented from using the selected move by some other effect, Struggle will be used instead. This effect ends if the selected move runs out of PP.
If the target hasn't used a move since entering the field, if it tried to use a move this turn and failed, if it does not know the selected move, or if the selected move has 0 PP remaining, this move will fail. If the target's last used move was Encore, Mimic, Mirror Move, Sketch, Struggle, or Transform, this move will fail.

5 PP

33 Shadow Ball Special 80 100

Shadow Ball attacks for regular damage and has a 20% chance to lower the target's Special Defense stat by one stage.

15 PP

34 Future Sight Special 120 100

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. No move with this effect can be used against the same target again until after the end of the third turn.
This effect breaks through Wonder Guard.
If the target is protected by Protect or Detect on the turn this move is used, this move will fail. However, the damage on the third turn will break through protection.
The damage is applied at the end of the turn, so it ignores Endure and Focus Sash.
This move cannot be copied by Mirror Move.

10 PP

38 Trick Status - 100

User and target permanently swap held items. Works even if one of the Pokémon isn't holding anything. If either Pokémon is holding mail, this move will fail.
If either Pokémon has Multitype or Sticky Hold, this move will fail.
If this move results in a Pokémon obtaining Choice Band, Choice Scarf, or Choice Specs, and that Pokémon was the latter of the pair to move this turn, then the move it used this turn becomes its chosen forced move. This applies even if both Pokémon had a choice item before this move was used. If the first of the two Pokémon gains a choice item, it may select whatever choice move it wishes next turn.
Neither the user nor the target can recover its item with Recycle.
This move cannot be selected by Assist or Metronome.

10 PP

40 Skill Swap Status - -

User and target switch abilities. Ignores accuracy and evasion modifiers.
If either Pokémon has Multitype or Wonder Guard, this move will fail.

10 PP

46 Iron Defense Status - -

Raises the user's Defense by two stages.

15 PP

49 Calm Mind Status - -

Raises the user's Special Attack and Special Defense by one stage each.

20 PP

52 Gyro Ball Physical - 100

Gyro Ball attacks for regular damage. This move's power increases the slower the user is compared to the target. This takes into account in-battle speed boosts by the likes of Agility and Rock Polish used by either the user or the opponent. The base power of this move is given by the formula: (25 * opponent's Speed / user's Speed) + 1. The base power maxes out at 150.

For reference, if the opponent is twice as fast as the user, this move has a base power of 51. If the opponent is 4 times as fast the user, Gyro Ball's power is 101. If the opponent is 6 times faster than the user, or in other words, if the user is 6 times slower than the opponent, this move's power is 150. This is before STAB, of course.

5 PP

65 Energy Ball Special 90 100

Energy Ball attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

69 Zen Headbutt Physical 80 90

Inflicts regular damage. Has a 20% chance to make the target Flinch.

15 PP

70 Flash Cannon Special 80 100

Flash Cannon attacks for regular damage and has a 10% chance to lower the target's Special Defense stat by one stage.

10 PP

82 Stored Power Special 20 100

Inflicts regular damage. 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×.

10 PP

83 Ally Switch Status - -

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.

+2 Priority

15 PP


Locations

Locations are under development and will be available in pokeforest.io 2.0.