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Mega Lucario

Mega Lucario
FightingSteel

Height 1.3 m·Weight 57.5 kg

Base stats

HP
70
Atk
145
Def
88
SpA
140
SpD
70
Spe
112
Total570

Type defenses

×4
×2
×1
×0.5
×0.25
Immune

Abilities

Learnable moves

83 moves
  • user's Attack +2

    PowerAcc.PP20
    Dance
  • Power120Acc.75PP8
    Contact
  • 30% chance: paralysis

    Power85Acc.100PP16
    ContactStomp
  • Roar

    [Priority -6] forces the target to switch out

    PowerAcc.Sure-hitPP20
    Sound
  • must recharge next turn

    Power150Acc.90PP8
  • [Priority +1]

    Power40Acc.100PP20
    Contact
  • target's Defense −2

    PowerAcc.85PP20
    Sound
  • user's crit stage +2 (50%)

    PowerAcc.PP20
  • HP −1/4 (of max HP) · fails if HP below 1/4 · creates a substitute

    PowerAcc.PP12
  • 30% chance: flinch

    Power50Acc.100PP16
    Sound
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • target's Speed −2

    PowerAcc.100PP12
  • [Priority +4] survives this turn with 1 HP · 1/3 success in succession

    PowerAcc.PP12
  • usable only while asleep · uses one of its other moves at random

    PowerAcc.PP12
  • copies the target's stat changes

    PowerAcc.Sure-hitPP12
  • [Priority +2]

    Power80Acc.100PP8
    Contact
  • poisoned/paralyzed/burned: power ×2

    Power70Acc.100PP20
    Contact
  • [Priority +5] ally's move this turn: power ×1.5

    PowerAcc.PP20
  • Howl

    user's & allies' Attack +1

    PowerAcc.PP20
    Sound
  • [Priority +2] hits through protection and lifts it

    Power30Acc.100PP12
  • copies the last move used

    PowerAcc.PP20
  • must recharge next turn

    Power150Acc.90PP8
    Contact
  • used right after another Round this turn: power ×2

    Power60Acc.100PP16
    Sound
  • type changes with the terrain · power ×2 on terrain

    Power50Acc.100PP12
    Pulse
  • sun for 5 turns

    PowerAcc.PP8
  • 10% chance: burn · crit stage +1 (12.5%)

    Power85Acc.90PP12
    Contact
  • rain for 5 turns

    PowerAcc.PP8
  • 20% chance: confusion

    Power60Acc.100PP20
    Pulse
  • restores 1/4 of max HP

    PowerAcc.PP12
  • user's Speed +1

    Power50Acc.100PP20
    Contact
  • 10% chance: paralysis

    Power75Acc.100PP16
    ContactPunch
  • 10% chance: freeze

    Power75Acc.100PP16
    ContactPunch
  • more power the heavier the target (max 120)

    PowerAcc.100PP20
    Contact
  • [Priority -5] returns 2× physical damage taken · fails if not hit physically

    PowerAcc.100PP20
    Contact
  • misses: user loses 1/2 max HP

    Power130Acc.90PP12
    ContactAirborne
  • more power the less HP the user has (max 200)

    PowerAcc.100PP16
    Contact
  • [Priority +4] blocks moves this turn · 1/3 success if used in succession

    PowerAcc.PP8
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
    Contact
  • [Priority -3] fails if the user takes damage this turn

    Power150Acc.100PP20
    ContactPunch
  • breaks the target's screens

    Power75Acc.100PP16
    Contact
  • user's Attack/Defense +1

    PowerAcc.PP20
  • user's Defense/Sp. Def −1

    Power120Acc.100PP8
    Contact
  • Power80Acc.Sure-hitPP20
    Ball & bombPulse
  • restores 1/2 of damage dealt

    Power75Acc.100PP12
    ContactPunch
  • [Priority +1]

    Power40Acc.100PP20
  • 10% chance: target's Sp. Def −1

    Power120Acc.70PP8
    Ball & bomb
  • target's Speed −1

    Power65Acc.100PP20
    Contact
  • [Priority +3] blocks priority moves aimed at the user's side this turn

    PowerAcc.PP16
  • [Priority -6] forces the target to switch out

    Power60Acc.90PP12
    Contact
  • damage equal to the user's HP · user faints

    PowerAcc.100PP8
  • allies' Attack/Defense +1

    PowerAcc.PP12
  • [Priority +3] flinch · only works if the target is readying a priority move

    Power65Acc.100PP16
    Contact
  • 30% chance: poison

    Power80Acc.100PP20
    Contact
  • also hits targets underground

    Power100Acc.100PP12
  • Dig

    turn 1: digs underground, evades · turn 2: attacks

    Power80Acc.100PP12
    Contact
  • !

    hits 2–5 times

    Power30Acc.90PP12
  • target's Speed −1

    Power60Acc.100PP20
  • Power60Acc.Sure-hitPP20
    ContactSlicing
  • 10% chance: target's Sp. Def −1

    Power90Acc.100PP12
  • user's Speed +2

    PowerAcc.PP20
  • Rest

    sleeps 2 turns · fully restores HP and status

    PowerAcc.PP8
  • user's Sp. Atk/Sp. Def +1

    PowerAcc.PP20
  • 20% chance: flinch

    Power80Acc.90PP16
    Contact
  • restores 1/2 of max HP · heals the target

    PowerAcc.Sure-hitPP12
    Pulse
  • 30% chance: flinch

    Power75Acc.90PP12
  • target's Speed −1

    Power60Acc.95PP16
  • crit stage +1 (12.5%)

    Power100Acc.80PP8
  • 20% chance: target's Sp. Def −1

    Power80Acc.100PP16
    Ball & bomb
  • !

    crit stage +1 (12.5%)

    Power70Acc.100PP16
    ContactSlicing
  • Power85Acc.100PP12
    Pulse
  • Bite

    30% chance: flinch

    Power60Acc.100PP20
    ContactBite
  • 20% chance: target's Defense −1

    Power80Acc.100PP16
    ContactBite
  • moving after the target: power ×2

    Power50Acc.100PP12
    Contact
  • throws the held item · power and effect depend on the item

    PowerAcc.100PP12
  • 20% chance: flinch

    Power80Acc.100PP16
    Pulse
  • user's Sp. Atk +2

    PowerAcc.PP20
  • 30% chance: target's Defense −1

    Power100Acc.75PP16
    Contact
  • 20% chance: user's Attack +1

    Power90Acc.90PP12
    ContactPunch
  • target's Sp. Def −2

    PowerAcc.85PP20
    Sound
  • user's Defense +2

    PowerAcc.PP16
  • [Priority +1]

    Power40Acc.100PP20
    ContactPunch
  • 10% chance: target's Sp. Def −1

    Power80Acc.100PP12
  • user loses 1/2 max HP

    Power140Acc.95PP8