Reuniclus
Pyschic Type
Pyschic Type

"Reuniclus's pale-colored inner body is encapsulated within a blob of a translucent, green gel-like substance. Inside the substance, its large, rounded head, with a striation down the length of it, is visible, as well as its torso and stubby feet. There are tapered, pale partitions of the inner part of its body, not connected to the other parts of the inner body and seemingly "floating" in the gel simulacrum; the way it forms around the portions give the impression of Reuniclus possessing horns or ears. There are several protrusions of the body off the main blob of the substance, forming arm-like appendages sporting three "fingers" at the tips and a curving feature of the gel below Reuniclus's waist. Within the arm-like extensions are several rounded portions, of which, like Reuniclus's "ears", seem to be "floating", with the farthermost shapes, colored yellow and then red, being most spherical.." - Quoted from bulbapedia.
Did you Know?
Reuniclus seems to have gotten its name from a combination of "reunite", "homunculus" and possibly "nucleus" or "cluster".
Abilities
Overcoat - Prevents damage from weather effects.
Magic Guard - Negates all damage that isn't from a direct attack. (Entry hazards, poison/burn damage, weather damage, even life orb damage and recoil)
Regenerator[DW] - Recovers 1/3 max HP when you switch it for another pokemon.
Okay so, yah overcoat isn't a bad ability, but in reuniclus's case its completely useless... why would you pick it when magic guard does the same thing AND does a lot more?
Regenerator could be made useful, that is a lot of HP, could help make up for entry hazard damage, weather damage or burn/poison, but well... if you had magic guard you wouldn't take damage from any of those... however, you COULD switch it into an attack that it resisted or, that you knew would do 1/3 or less, then fake the opponent by switching again, he goes bad to full HP and you could switch again... its really up to how you use it, but for the most part, magic guard is really where its at.
Base Stats
HP 110
Atk 65
Def 75
SpA 125
SpD 85
Spe 30
That is some pretty impressive HP he's got, and while his defenses may not SEEM high, when combinded with such great HP, will make him considerably bulky, add in the fact that acid armor, calm mind AND recover are in his move set, he can bulk up VERY well on both sides of the spectrum, and has access to instant recovery.
so Reni makes a great physical or special wall, but probably not both, as 3 moves is steep and will leave you with practically no coverage... if you go with just a stab psychic, dark types will switch in and wall you indefinitely.
finally, not only is reni bulky, but look at that special attack stat? its this combination of bulk and great special attack that make him such an effective calm mind sweeper.
So, I've been saying how bulky he is, but lets look at what kind of weaknesses he's got.
Weak: Bug, Ghost, Dark
Resist: Fighting, Psychic
Immune: none
well, its a straight up pyschic type, so not to many resistances, but hey it's only got 3 weaknesses, and they are pretty easy to avoid/predict on your opponents pokemon.
Trick Room: I'm sure you noticed how show reni is, well with the use of trick room, that can be turned into a great advantage.
Life Orb: Part of the magic guard ability is not losing HP to the Life Orb, so reni gets a 20% boost in damage, and doesn't suffer any penalties, and when factored in with such a high special attack, he can make great use of this.
Well, lets get down to some actual builds.
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Suprise!
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Relaxed/Bold @ Rocky helmet
Ability: Regenerator
252 HP, 252 Def, 4 Sp def
Moves:
Recover
Thunder wave
Calm Mind
Psycho Shock / HP [Dragon]
this is a special set, and you may not see it very much, or ever, cause its not so much "competetive" as it is fun...
Basic strat, just switch in on physical/Contact attacks, take very little damage, and switch back to something else, reni will heal back to full and the rocky helm would deal out so damage. you can chose not to switch back out, if so, you can lay out a T-Wave, predicting a switch, or just criplling whatever they have out. 33% of the time they wont act, this will make it that much easier to set up the Calm minds, or recover HP...
however, with only a psycho shock, you'll be useless against dark types, and wont be doing much to things like metagross, but with your ability to recover, and your natural bulk, esepcailly after some CMs, you could probably take down a metagross.
you could switch to something like HP dragon to ensure mostly nuetral attack coverage and no immunities that can come in...
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LO-CM
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Relaxed/Bold/Calm/Sassy/Modest/Quiet @ Life Orb
Ability: Magic Guard
252 HP, 252 def, 4 Sp def
Moves:
Psychic
HP [Fighting]
Recover
Calm mind
okay so this set is A LOT like the last one set wise... and has the same IVs... however, this set isn't about switching in and out, its about chosing a good poke to start setting up on, and then using a Life Orb to help fuel a sweep.
when used properly this set kills... special attacks eventually becomes useless, and most physical attacks will be a 3HK0 allowing reni the chance to recover and get in a hit on the occasion.
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Trick Room
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Quiet @ Life Orb
Ability: Magic Guard
252 HP, 252 sp atk, 4 (def or sp def)
Moves:
Psychic
HP [Fighting]
Shadow ball / Recover
Trick room / Shadow Ball / Recover
again, a similar set, however, it will play a lot differently, for one, the key is to find a chose chance to get the Trick Room set up, and then sweep with a Life orb. if you want to have another poke set up the trick room, then you can leave it off of this set, but IMO, it should be on reni, he's bulky enough to live almost any hit, and witht he LO, nature boost and EVs in sp atk, he can lay down the hurt.
Shadowball is for extra coverage, Recover is for attempting to heal, personally I'd just run shadowball in case a physic type tries to wall reni.
Team options
well obviously he's going to draw attention from dark/bug/ghost attacks...
anything with justified will be able to take the dark hit and get a nice boost out of it.
fire/fighting types like infernape can switch into the bug attacks like nothing, and u-turn can let you scout for a switch
as for ghost your best bet is to go with a steel or dark type...
overall, I'd say a justified lucario makes the best partner, as it reists dark x4 (and gets an attack boost) reissts bug x4 AND resists ghost.