Grants immunity to damage from weather effects.
Magic Guard
Prevents indirect damage.
Wielder heals 1/3 of its maximum HP on switching out.
Type Tier
Psychic NU
Level 100 Statistics (see level 5, 50, 100)
Min- Min Max Max+
- 271 334 -
104 116 179 196
122 136 199 218
257 286 349 383
140 156 219 240
86 96 159 174
  • Neverused


Although the cuddly Duosion might seem harmless at first glance, it is actually quite threatening. Like its older brother Reuniclus, Duosion can use moves such as Calm Mind and Trick Room to great effect. In fact, Duosion even has the exact same Special Attack stat as Reuniclus! Duosion can equip itself with an Eviolite to make its seemingly subpar defenses usable, and while it appears to be badly hurt by its obscenely low Speed stat, this can be turned into an advantage when using Trick Room. Moreover, Duosion also has access to Magic Guard, which makes it immune to all kinds of passive damage from Stealth Rock to Toxic.

However, despite these brilliant perks, Duosion faces stiff competition for a team slot from the multiple other Psychic-types in the tier, mainly Musharna. Musharna sports better bulk than Duosion even with Duosion's Eviolite-bolstered defenses, a wider movepool, and the ability to use Leftovers or a Life Orb. Nevertheless, Duosion boasts slightly higher Special Attack, the fantastic Magic Guard and Regenerator abilities, and access to Recover to separate it from Musharna, as Musharna's Moonlight is dependent on the weather and has less PP than Recover.

Name Item Ability Nature

Calm Mind

Eviolite Magic Guard Bold
Moveset EVs
~ Calm Mind
~ Psychic / Psyshock
~ Signal Beam
~ Recover
252 HP / 252 Def / 4 SpA

Although Musharna somewhat outclasses Duosion as a Calm Mind user due to its higher bulk, Duosion's saving grace is Magic Guard. With Magic Guard, Duosion becomes immune to all forms of passive damage, including Toxic, which makes it an excellent stallbreaker. Calm Mind is the crux of the set, as it enables Duosion to boost its already stellar Special Attack alongside its mediocre Special Defense. The choice of STAB comes down to preference; Psychic has slightly higher Base Power than Psyshock, and also packs a chance of lowering the opponent's Special Defense by one stage. On the other hand, Psyshock preys on the opponent's Defense stat, which allows it to bypass specially defensive walls such as Lickilicky, Altaria, and Flareon. Lastly, Signal Beam enables Duosion to hit Dark- and Psychic-types such as Liepard and Musharna super effectively. Recover replenishes 50% of its HP every time it is used, giving it survivability.

Team Options & Additional Comments >>>
Name Item Ability Nature

Trick Room

Eviolite / Life Orb Regenerator / Magic Guard Quiet
Moveset IVs
~ Trick Room
~ Psychic
~ Signal Beam
~ Hidden Power Ground
3 Spe
252 HP / 4 Def / 252 SpA

Due to Duosion's abysmal Speed and high Special Attack, it excels as a Trick Room sweeper. Trick Room is the crux of the set, and enables Duosion to bypass its poor Speed stat for a few turns, while Psychic is the obligatory STAB move. Signal Beam is the coverage move of choice, as it hits Dark- and Psychic-types super effectively, while Hidden Power Ground decimates opposing Steel-types and Skuntank, who resist this set's other moves.

Team Options & Additional Comments >>>

Other Options

Unfortunately, Duosion doesn't have many options outside of the ones listed. With Light Clay and Regenerator, it can become a good dual screens user with Reflect and Light Screen, as it can come in multiple times throughout the match and set up screens while also checking threats such as Sawk. Alternatively, a defensive Trick Room set is usable, utilizing Duosion's decent bulk in order to set up Trick Room consistently throughout a battle. A set of Trick and Flame Orb with Magic Guard can cripple incoming physical attackers such as Skuntank. While the idea of a Choice Specs set seems good, it is generally better done by Gardevoir, who sports better natural bulk and the same Special Attack stat. Duosion can also run a few other coverage moves, namely Thunder, Energy Ball, and Flash Cannon; however, these all add little to Duosion's coverage.

Checks and Counters

Skuntank is Duosion's best counter, as it packs an immunity to Duosion's Psychic-type STAB moves while taking neutral damage from Signal Beam. In addition, Skuntank can decimate Duosion with its Dark-type attacks, namely Pursuit, Sucker Punch, and Crunch, while only fearing Hidden Power Ground. Mandibuzz can also shut down most Duosion thanks to its immunity to Psychic and access to a speedy Taunt. Specially defensive behemoths such as Lickilicky can take even Hidden Power Fighting from Duosion and use Dragon Tail to remove its accumulated boosts, although Duosion can use Psyshock to deal more damage to Lickilicky. Bastiodon can take on Calm Mind Duosion that lack a super effective Hidden Power, while specially defensive variants can take even Hidden Power Fighting or Hidden Power Ground and use Roar to remove its boosts; Bastiodon even has Sturdy to prevent it from being OHKOed if Duosion manages to accumulate a few boosts. However, Trick Room Duosion can nearly OHKO Bastiodon with Hidden Power. Golurk can utterly destroy Duosion with its Iron Fist-boosted Shadow Punch, and Pinsir can wreck Duosion with X-Scissor while nabbing a Moxie boost. Provided that Klang is healthy, it can set up on Duosion with Shift Gear and finish it off with Gear Grind before possibly sweeping the rest of its team. If worse comes to worst, Trick and Knock Off from the likes of Tangela and Rotom-S can remove Duosion's Eviolite, making Duosion significantly easier to take out.