#0448
Lucario

Lucario

Fighting Steel

Abilities

  • Steadfast When the Pokémon flinches, its Speed stat is boosted by 1 stage.
  • Inner Focus The Pokémon never flinches when attacked and is unaffected by Intimidate.
  • Justified Hidden When the Pokémon takes damage from a Dark-type move, its Attack stat is boosted by 1 stage.

Stat Points

HP
70
ATK
110
DEF
70
Sp. Atk
115
Sp. Def
70
SPE
90

Weakness and Resistance

2x ⦿ Super Effective
Fire Fighting Ground
1x – Normal
Water Electric Flying Psychic Ghost Fairy
0.5x △ Resists
Normal Grass Ice Dragon Dark Steel
0.25x ▼ Mostly Ineffective
Bug Rock
0x × Immune
Poison

Learnable Moves (83)

Name Type Category Power PP Description
Aerial Ace physical 60 20 This move never misses.
Agility status - 20 Boosts the user's Speed stat by 2 stages.
Aura Sphere special 80 20 This move never misses.
Bite physical 60 20 Has a 30% chance of making the target flinch.
Blaze Kick physical 85 12 Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost.
Body Slam physical 85 16 Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit.
Bone Rush physical 30 12 The user attacks 2 to 5 times in a row.
Brick Break physical 75 16 Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side.
Bulk Up status - 20 Boosts the user's Attack and Defense stats by 1 stage.
Bulldoze physical 60 20 Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved.
Bullet Punch physical 40 20 —
Calm Mind status - 20 Boosts the user's Sp. Atk and Sp.Def statsby 1 stage.
Circle Throw physical 60 12 If there are other Pokémon in the target's party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Close Combat physical 120 8 Lowers the user's Defense and Sp. Def stats by 1 stage.
Coaching status - 12 Boosts allies' Attack and Defense stats by 1 stage.
Copycat status - 20 The user mimics the move that was last used. This move fails if no other move has been used yet.
Counter physical - 20 The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used.
Cross Chop physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Crunch physical 80 16 Has a 20% chance of lowering the target's Defense stat by 1 stage.
Dark Pulse special 80 16 Has a 20% chance of making the target flinch.
Detect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move's chance of success becomes 1/3 of what it was before.
Dig physical 80 12 The user gains the Underground status on the turn this move is used, then attacks on the following turn.
Dragon Pulse special 85 12 —
Drain Punch physical 75 12 The user's HP is restored by 1/20f the damage dealt by this move.
Earthquake physical 100 12 This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved.
Endure status - 12 During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Extreme Speed physical 80 8 —
Facade physical 70 20 This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned.
Feint physical 30 12 This move can hit a target using a move such as Protect or Detect and removes the effects of those moves.
Final Gambit special - 8 The user faints. This move deals damage to the target equal to the user's remaining HP at the time this move was used.
Flash Cannon special 80 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Fling physical - 12 This move's power and effects depend on the user's held item. The held item is lost after this move is used.
Focus Blast special 120 8 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Focus Energy status - 20 The user gains a 2-stage Critical-Hit Ratio Boost.
Focus Punch physical 150 20 This move fails if the user has already taken damage from a move in the same turn.
Giga Impact physical 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Heal Pulse status - 12 Restores 1/2 of the target's max HP.
Helping Hand status - 20 Boosts the power of an ally’s move by 50% during the turn this move is used.
High Jump Kick physical 130 12 If this move misses or fails, the user takes damage equal to 1/2 of its max HP.
Howl status - 20 Boosts the Attack stats of the user and its allies by 1 stage.
Hyper Beam special 150 8 The user gains the Recharging status on the turn after this move is used, where the user cannot take any actions for 1 turn.
Ice Punch physical 75 16 Has a 10% chance of freezing the target.
Iron Defense status - 16 Boosts the user's Defense stat by 2 stages.
Iron Tail physical 100 16 Has a 30% chance of lowering the target's Defense stat by 1 stage.
Life Dew status - 12 Restores 1/4 of the max HP of the user and its allies.
Low Kick physical - 20 The heavier the target, the greater this move's power (ranging between 20 and 120).
Low Sweep physical 65 20 Lowers the target's Speed stat by 1 stage.
Mega Kick physical 120 8 —
Metal Sound status - 20 Lowers the target's Sp. Def stat by 2 stages.
Meteor Mash physical 90 12 Has a 20% chance of boosting the user's Attack stat by 1 stage.
Nasty Plot status - 20 Boosts the user's Sp. Atk stat by 2 stages.
Payback physical 50 12 This move's power is double if the user attacks after the target.
Poison Jab physical 80 20 Has a 30% chance of poisoning the target.
Protect status - 8 The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before.
Psych Up status - 12 The user copies the target's stat changes.
Psychic special 90 12 Has a 10% chance of lowering the target's Sp. Def stat by 1 stage.
Quick Attack physical 40 20 —
Quick Guard status - 16 The user protects itself and its allies from priority moves for the turn.
Rain Dance status - 8 Summons rain for 5 turns.
Rest status - 8 Fully restores the user's HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user's HP is full.
Reversal physical - 16 The less HP the user has left, the greater this move's power (ranging between 20 and 200).
Roar status - 20 If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random.
Rock Slide physical 75 12 Has a 30% chance of making targets flinch.
Rock Tomb physical 60 16 Lowers the target's Speed stat by 1 stage.
Round special 60 16 If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled.
Scary Face status - 12 Lowers the target's Speed stat by 2 stages.
Screech status - 20 Lowers the target's Defense stat by 2 stages.
Shadow Ball special 80 16 Has a 20% chance of lowering the target's Sp. Def stat by 1 stage.
Shadow Claw physical 70 16 This move has a 1-stage Critical-Hit Ratio Boost.
Sleep Talk status - 12 Can be used only if the user is asleep. The user uses one of the other moves it knows at random.
Snore special 50 16 Can be used only if the user is asleep. Has a 30% chance of making the target flinch.
Steel Beam special 140 8 After attacking, the user takes damage equal to 1/2 of its max HP.
Stone Edge physical 100 8 This move has a 1-stage Critical-Hit Ratio Boost.
Substitute status - 12 The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user's max HP.
Sunny Day status - 8 Summons harsh sunlight for 5 turns.
Swords Dance status - 20 Boosts the user's Attack stat by 2 stages.
Terrain Pulse special 50 12 This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain.
Thunder Punch physical 75 16 Has a 10% chance of paralyzing the target.
Trailblaze physical 50 20 Boosts the user's Speed stat by 1 stage.
Upper Hand physical 65 16 Makes the target flinch. This move fails if the target isn't about to use a priority move.
Vacuum Wave special 40 20 —
Water Pulse special 60 20 Has a 20% chance of confusing the target.
Zen Headbutt physical 80 16 Has a 20% chance of making the target flinch.