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 Data

Classification Licking Pokémon
Height 1.7 m (5'07")
Weight 140.0 kg (308.6 lbs)
Abilities

Held Items

Game Locations

  • Unova Route 2 Area

Training

EV Yield +3 hp
Catch Rate 30
Base Friendship 70
Growth Rate medium
Gender Ratio
Egg Groups Monster

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