Lickilicky
Black/White

The long tongue is always soggy with slobber. The saliva contains a solvent that causes numbness.

Black 2/White 2

Their saliva contains lots of components that can dissolve anything. The numbness caused by their lick does not dissipate.

Evolution Chain

lickitung
Lickitung
knowing rollout
lickilicky
Lickilicky

Pokédex & Training Data

Classification Licking Pokémon
Height 1.7 m (5'07")
Weight 140.0 kg (308.6 lbs)
Abilities
EV Yield +3 hp
Catch Rate 30
Base Friendship 70
Growth Rate medium
Gender Ratio
♂ ♀
Egg Groups Monster

Pokédex Numbers

Sinnoh (Plat.) #162
Johto (HG/SS) #181
Unova (B2/W2) #285
Kalos (Mountain) #135
Alola (US/UM) #376
Hisui #126
National #463
Isle of Armor #055

Held Items

Game Locations

Unova Route 2 Area

Learned Moves

Level Up Moves

Black/White
Lvl Name Class Power Acc. PP Effect
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
5 Supersonic
— 55% 20 Confuses the target.
9 Defense Curl
— — 40 Raises user’s Defense by one stage.
13 Knock Off
65 100% 20 Target drops its held item.
17 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
21 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
25 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
29 Slam
80 75% 20 Inflicts regular damage with no additional effect.
33 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
37 Chip Away
70 100% 20 Ignores the target’s stat modifiers.
41 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
45 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
49 Screech
— 85% 40 Lowers the target’s Defense by two stages.
53 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
57 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
61 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
Black 2/White 2
Lvl Name Class Power Acc. PP Effect
1 Lick
30 100% 30 Has a 30% chance to paralyze the target.
5 Supersonic
— 55% 20 Confuses the target.
9 Defense Curl
— — 40 Raises user’s Defense by one stage.
13 Knock Off
65 100% 20 Target drops its held item.
17 Wrap
15 90% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
21 Stomp
65 100% 20 Has a 30% chance to make the target flinch.
25 Disable
— 100% 20 Disables the target’s last used move for 1-8 turns.
29 Slam
80 75% 20 Inflicts regular damage with no additional effect.
33 Rollout
30 90% 20 Power doubles every turn this move is used in succession after the first, resetting after five turns.
37 Chip Away
70 100% 20 Ignores the target’s stat modifiers.
41 Me First
— — 20 Uses the target’s move against it before it attacks, with power increased by half.
45 Refresh
— — 20 Cleanses the user of a burn, paralysis, or poison.
49 Screech
— 85% 40 Lowers the target’s Defense by two stages.
53 Power Whip
120 85% 10 Inflicts regular damage with no additional effect.
57 Wring Out
— 100% 5 Power increases against targets with more HP remaining, up to a maximum of 121 power.
61 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.

TM/HM Moves

Black/WhiteBlack 2/White 2
Name Class Power Acc. PP Effect
HM01 Cut
50 95% 30 Inflicts regular damage with no additional effect.
HM03 Surf
90 100% 15 Inflicts regular damage and can hit Dive users.
HM04 Strength
80 100% 15 Inflicts regular damage with no additional effect.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
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.
TM13 Ice Beam
90 100% 10 Has a 10% chance to freeze the target.
TM14 Blizzard
110 70% 5 Has a 10% chance to freeze the target.
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.
TM22 Solar Beam
120 100% 10 Requires a turn to charge before attacking.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
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.
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.
TM35 Flamethrower
90 100% 15 Has a 10% chance to burn the target.
TM37 Sandstorm
— — 10 Changes the weather to a sandstorm for five turns.
TM38 Fire Blast
110 85% 5 Has a 10% chance to burn the target.
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.
TM46 Thief
60 100% 25 Takes the target’s item.
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.
TM59 Incinerate
60 100% 15 Destroys the target’s held berry.
TM64 Explosion
250 100% 5 User faints.
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.
TM74 Gyro Ball
— 100% 5 Power raises when the user has lower Speed, up to a maximum of 150.
TM75 Swords Dance
— — 20 Raises the user’s Attack by two stages.
TM77 Psych Up
— — 10 Discards the user’s stat changes and copies the target’s.
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.
TM82 Dragon Tail
60 90% 10 Ends wild battles. Forces trainers to switch Pokémon.
TM83 Work Up
— — 30 Raises the user’s Attack and Special Attack by one stage each.
TM85 Dream Eater
100 100% 15 Only works on sleeping Pokémon. Drains half the damage inflicted to heal the user.
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.
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
Aqua Tail
90 90% 10 Inflicts regular damage with no additional effect.
Bind
15 85% 20 Prevents the target from fleeing and inflicts damage for 2-5 turns.
Block
— — 5 Prevents the target from leaving battle.
Fire Punch
75 100% 15 Has a 10% chance to burn the target.
Ice Punch
75 100% 15 Has a 10% chance to freeze the target.
Icy Wind
55 95% 15 Has a 100% chance to lower the target’s Speed by one stage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Knock Off
65 100% 20 Target drops its held item.
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 110
Attack 85
Defense 95
Sp. Atk 80
Sp. Def 95
Speed 50
Total 515

Type Defenses

(vs. Gen 6+ rules)

2x
0x