Lucario
Black/White

A well-trained one can sense auras to identify and take in the feelings of creatures over half a mile away.

Black 2/White 2

By reading the auras of all things, it can tell how others are feeling from over half a mile away.

Evolution Chain

riolu
Riolu
😊
High Friendship
at day
lucario
Lucario

Pokédex & Training Data

Classification Aura Pokémon
Height 1.2 m (3'11")
Weight 54.0 kg (119.0 lbs)
Abilities
EV Yield +1 attack
+1 Sp. Atk
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground, Humanshape

Pokédex Numbers

Sinnoh (D/P) #116
Sinnoh (Plat.) #116
Unova (B2/W2) #034
Kalos (Central) #063
Alola (S/M) #280
Alola (US/UM) #378
Galar (Sw/Sh) #299
Hisui #224
Paldea (S/V) #164
National #448
Crown Tundra #135
Kitakami #065

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
6 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
11 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
15 Feint
30 100% 10 Hits through Protect and Detect.
19 Bone Rush
25 90% 10 Hits 2-5 times in one turn.
24 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
29 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
33 Quick Guard
— — 15 Prevents any priority moves from hitting friendly Pokémon this turn.
37 Swords Dance
— — 20 Raises the user’s Attack by two stages.
42 Heal Pulse
— — 10 Heals the target for half its max HP.
47 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
51 Aura Sphere
80 — 20 Never misses.
55 Close Combat
120 100% 5 Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
60 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
65 Extreme Speed
80 100% 5 Inflicts regular damage with no additional effect.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Quick Attack
40 100% 30 Inflicts regular damage with no additional effect.
1 Foresight
— — 40 Forces the target to have no Evade, and allows it to be hit by Normal and Fighting moves even if it’s a Ghost.
1 Detect
— — 5 Prevents any moves from hitting the user this turn.
1 Metal Claw
50 95% 35 Has a 10% chance to raise the user’s Attack by one stage.
1 Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
6 Counter
— 100% 20 Inflicts twice the damage the user received from the last physical hit it took.
11 Feint
30 100% 10 Hits through Protect and Detect.
15 Force Palm
60 100% 10 Has a 30% chance to paralyze the target.
19 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
24 Metal Sound
— 85% 40 Lowers the target’s Special Defense by two stages.
29 Bone Rush
25 90% 10 Hits 2-5 times in one turn.
33 Quick Guard
— — 15 Prevents any priority moves from hitting friendly Pokémon this turn.
37 Swords Dance
— — 20 Raises the user’s Attack by two stages.
42 Heal Pulse
— — 10 Heals the target for half its max HP.
47 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
51 Aura Sphere
80 — 20 Never misses.
55 Close Combat
120 100% 5 Lowers the user’s Defense and Special Defense by one stage after inflicting damage.
60 Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
65 Extreme Speed
80 100% 5 Inflicts regular damage with no additional effect.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM01 Hone Claws
— — 15 Raises the user’s Attack and accuracy by one stage.
TM04 Calm Mind
— — 20 Raises the user’s Special Attack and Special Defense by one stage.
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM08 Bulk Up
— — 20 Raises the user’s Attack and Defense by one stage.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM11 Sunny Day
— — 5 Changes the weather to sunny for five turns.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM26 Earthquake
100 100% 10 Inflicts regular damage and can hit Dig users.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM28 Dig
80 100% 10 User digs underground, dodging all attacks, and hits next turn.
TM29 Psychic
90 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM30 Shadow Ball
80 100% 15 Has a 20% chance to lower the target’s Special Defense by one stage.
TM31 Brick Break
75 100% 15 Destroys Reflect and Light Screen.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM39 Rock Tomb
60 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM47 Low Sweep
65 100% 20 Lowers the target’s Speed by one stage.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM52 Focus Blast
120 70% 5 Has a 10% chance to lower the target’s Special Defense by one stage.
TM56 Fling
— 100% 10 Throws held item at the target; power depends on the item.
TM65 Shadow Claw
70 100% 15 Has an increased chance for a critical hit.
TM66 Payback
50 100% 10 Power is doubled if the target has already moved this turn.
TM67 Retaliate
70 100% 5 Has double power if a friendly Pokémon fainted last turn.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM71 Stone Edge
100 80% 5 Has an increased chance for a critical hit.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM78 Bulldoze
60 100% 20 Has a 100% chance to lower the target’s Speed by one stage.
TM80 Rock Slide
75 90% 10 Has a 30% chance to make the target flinch.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM84 Poison Jab
80 100% 20 Has a 30% chance to poison the target.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM91 Flash Cannon
80 100% 10 Has a 10% chance to lower the target’s Special Defense by one stage.
TM94 Rock Smash
40 100% 15 Has a 50% chance to lower the target’s Defense by one stage.

Tutor Moves

Black 2/White 2
Name Class Power Acc. PP Effect
Dark Pulse
80 100% 15 Has a 20% chance to make the target flinch.
Dragon Pulse
85 100% 10 Inflicts regular damage with no additional effect.
Drain Punch
75 100% 10 Drains half the damage inflicted to heal the user.
Dual Chop
40 90% 15 Hits twice in one turn.
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Iron Defense
— — 15 Raises the user’s Defense by two stages.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Low Kick
— 100% 20 Inflicts more damage to heavier targets, with a maximum of 120 power.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Role Play
— — 10 Copies the target’s ability.
Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Thunder Punch
75 100% 15 Has a 10% chance to paralyze the target.
Zen Headbutt
80 90% 15 Has a 20% chance to make the target flinch.

Base Stats

Hp 70
Attack 110
Defense 70
Sp. Atk 115
Sp. Def 70
Speed 90
Total 525

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x
2x
0x
2x
0.25x
0.25x
0.5x
0.5x
0.5x