Moves
Move usage- 1
Aura Sphere
92% - 2
Flash Cannon
80.1% - 3
Detect
48.9% - 4
Protect
37.6%

Pokemon Champions profile
This Pokemon's moves that match one of its types have a same-type attack bonus (STAB) of 2 instead of 1.5.
Before Mega: Steadfast / Inner Focus / Justified
Base Stats
Type defenses
Mega Lucario takes damage from each attacking type below.
| Normal | Fire | Water | Electric | Grass | Ice | Fighting | Poison | Ground | Flying | Psychic | Bug | Rock | Ghost | Dragon | Dark | Steel | Fairy |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1/2x | 2x | 1x | 1x | 1/2x | 1/2x | 2x | 0x | 2x | 1x | 1x | 1/4x | 1/4x | 1x | 1/2x | 1/2x | 1/2x | 1x |
Forms / Mega
Battle Data
Learnable Moves
| Move | Type | Category | Power | Accuracy | PP | Description |
|---|---|---|---|---|---|---|
| Aerial Ace | 60 | - | 20 | This move does not check accuracy. | ||
| Agility | - | - | 20 | Raises the user's Speed by 2 stages. | ||
| Aura Sphere | 80 | - | 20 | This move does not check accuracy. | ||
| Bite | 60 | 100 | 20 | Has a 30% chance to make the target flinch. | ||
| Blaze Kick | 85 | 90 | 10 | Has a 10% chance to burn the target and a higher chance for a critical hit. | ||
| Body Slam | 85 | 100 | 15 | Has a 30% chance to paralyze the target. Damage doubles and no accuracy check is done if the target has used Minimize while active. | ||
| Bone Rush | 30 | 90 | 10 | Hits two to five times. Has a 35% chance to hit two or three times and a 15% chance to hit four or five times. If one of the hits breaks the target's substitute, it will take damage for the remaining hits. If the user has the Skill Link Ability, this move will always hit five times. If the user is holding Loaded Dice, this move will hit 4-5 times. | ||
| Brick Break | 75 | 100 | 15 | If this attack does not miss, the effects of Reflect, Light Screen, and Aurora Veil end for the target's side of the field before damage is calculated. | ||
| Bulk Up | - | - | 20 | Raises the user's Attack and Defense by 1 stage. | ||
| Bulldoze | 60 | 100 | 20 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Bullet Punch | 40 | 100 | 20 | No additional effect. | ||
| Calm Mind | - | - | 20 | Raises the user's Special Attack and Special Defense by 1 stage. | ||
| Circle Throw | 60 | 90 | 10 | If both the user and the target have not fainted, the target is forced to switch out and be replaced with a random unfainted ally. This effect fails if the target is under the effect of Ingrain, has the Suction Cups Ability, or this move hit a substitute. | ||
| Close Combat | 120 | 100 | 5 | Lowers the user's Defense and Special Defense by 1 stage. | ||
| Coaching | - | - | 10 | Raises the target's Attack and Defense by 1 stage. Fails if there is no ally adjacent to the user. | ||
| Copycat | - | - | 20 | The user uses the last move used by any Pokemon, including itself. Fails if no move has been used, or if the last move used was Assist, Baneful Bunker, Beak Blast, Behemoth Bash, Behemoth Blade, Belch, Bestow, Blazing Torque, Celebrate, Chatter, Circle Throw, Combat Torque, Copycat, Counter, Covet, Destiny Bond, Detect, Dragon Tail, Dynamax Cannon, Endure, Feint, Focus Punch, Follow Me, Helping Hand, Hold Hands, King's Shield, Magical Torque, Mat Block, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Protect, Rage Powder, Roar, Shell Trap, Sketch, Sleep Talk, Snatch, Spiky Shield, Spotlight, Struggle, Switcheroo, Tera Starstorm, Thief, Transform, Trick, Whirlwind, or Wicked Torque. | ||
| Counter | - | 100 | 20 | Deals damage to the last opposing Pokemon to hit the user with a physical attack this turn equal to twice the HP lost by the user from that attack. If the user did not lose HP from the attack, this move deals 1 HP of damage instead. If that opposing Pokemon's position is no longer in use and there is another opposing Pokemon on the field, the damage is done to it instead. Only the last hit of a multi-hit attack is counted. Fails if the user was not hit by an opposing Pokemon's physical attack this turn. | ||
| Cross Chop | 100 | 80 | 5 | Has a higher chance for a critical hit. | ||
| Crunch | 80 | 100 | 15 | Has a 20% chance to lower the target's Defense by 1 stage. | ||
| Dark Pulse | 80 | 100 | 15 | Has a 20% chance to make the target flinch. | ||
| Detect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Dig | 80 | 100 | 10 | This attack charges on the first turn and executes on the second. On the first turn, the user avoids all attacks other than Earthquake and Magnitude but takes double damage from them, and is also unaffected by weather. If the user is holding a Power Herb, the move completes in one turn. | ||
| Dragon Pulse | 85 | 100 | 10 | No additional effect. | ||
| Drain Punch | 75 | 100 | 10 | The user recovers 1/2 the HP lost by the target, rounded half up. If Big Root is held by the user, the HP recovered is 1.3× normal, rounded half down. | ||
| Earthquake | 100 | 100 | 10 | Damage doubles if the target is using Dig. | ||
| Endure | - | - | 10 | The user will survive attacks made by other Pokemon during this turn with at least 1 HP. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Extreme Speed | 80 | 100 | 5 | No additional effect. | ||
| Facade | 70 | 100 | 20 | Power doubles if the user is burned, paralyzed, or poisoned. The physical damage halving effect from the user's burn is ignored. | ||
| Feint | 30 | 100 | 10 | If this move is successful, it breaks through the target's Baneful Bunker, Detect, King's Shield, Protect, or Spiky Shield for this turn, allowing other Pokemon to attack the target normally. If the target's side is protected by Crafty Shield, Mat Block, Quick Guard, or Wide Guard, that protection is also broken for this turn and other Pokemon may attack the target's side normally. | ||
| Final Gambit | - | 100 | 5 | Deals damage to the target equal to the user's current HP. If this move is successful, the user faints. | ||
| Flash Cannon | 80 | 100 | 10 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Fling | - | 100 | 10 | The power of this move is based on the user's held item. The held item is lost and it activates for the target if applicable. If there is no target or the target avoids this move by protecting itself, the user's held item is still lost. The user can regain a thrown item with Recycle or the Harvest Ability. Fails if the user has no held item, if the held item cannot be thrown, if the user is under the effect of Embargo or Magic Room, or if the user has the Klutz Ability. | ||
| Focus Blast | 120 | 70 | 5 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Focus Energy | - | - | 20 | Raises the user's chance for a critical hit by 2 stages. Fails if the user already has the effect. Baton Pass can be used to transfer this effect to an ally. | ||
| Focus Punch | 150 | 100 | 20 | The user loses its focus and does nothing if it is hit by a damaging attack this turn before it can execute the move. | ||
| Giga Impact | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Heal Pulse | - | - | 10 | The target restores 1/2 of its maximum HP, rounded half up. If the user has the Mega Launcher Ability, the target instead restores 3/4 of its maximum HP, rounded half down. | ||
| Helping Hand | - | - | 20 | The power of the target's attack this turn is multiplied by 1.5 (this effect is stackable). Fails if there is no ally adjacent to the user or if the ally already moved this turn, but does not fail if the ally is using a two-turn move. | ||
| High Jump Kick | 130 | 90 | 10 | If this attack is not successful, the user loses half of its maximum HP, rounded down, as crash damage. Pokemon with the Magic Guard Ability are unaffected by crash damage. | ||
| Howl | - | - | 20 | Raises the Attack of the user and all allies 1 stage. | ||
| Hyper Beam | 150 | 90 | 5 | If this move is successful, the user must recharge on the following turn and cannot select a move. | ||
| Ice Punch | 75 | 100 | 15 | Has a 10% chance to freeze the target. | ||
| Iron Defense | - | - | 15 | Raises the user's Defense by 2 stages. | ||
| Iron Tail | 100 | 75 | 15 | Has a 30% chance to lower the target's Defense by 1 stage. | ||
| Life Dew | - | - | 10 | Each Pokemon on the user's side restores 1/4 of its maximum HP, rounded half up. | ||
| Low Kick | - | 100 | 20 | This move's power is 20 if the target weighs less than 10 kg, 40 if less than 25 kg, 60 if less than 50 kg, 80 if less than 100 kg, 100 if less than 200 kg, and 120 if greater than or equal to 200 kg. | ||
| Low Sweep | 65 | 100 | 20 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Mega Kick | 120 | 75 | 5 | No additional effect. | ||
| Metal Sound | - | 85 | 20 | Lowers the target's Special Defense by 2 stages. | ||
| Meteor Mash | 90 | 90 | 10 | Has a 20% chance to raise the user's Attack by 1 stage. | ||
| Nasty Plot | - | - | 20 | Raises the user's Special Attack by 2 stages. | ||
| Payback | 50 | 100 | 10 | Power doubles if the user moves after the target this turn, including actions taken through Instruct or the Dancer Ability. Switching in does not count as an action. | ||
| Poison Jab | 80 | 100 | 20 | Has a 30% chance to poison the target. | ||
| Protect | - | - | 5 | The user is protected from most attacks made by other Pokemon during this turn. This move has a 1/X chance of being successful, where X starts at 1 and triples each time this move is successfully used. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn. | ||
| Psych Up | - | - | 10 | The user copies all of the target's current stat stage changes. | ||
| Psychic | 90 | 100 | 10 | Has a 10% chance to lower the target's Special Defense by 1 stage. | ||
| Quick Attack | 40 | 100 | 20 | No additional effect. | ||
| Quick Guard | - | - | 15 | The user and its party members are protected from attacks with original or altered priority greater than 0 made by other Pokemon, including allies, during this turn. This move modifies the same 1/X chance of being successful used by other protection moves, where X starts at 1 and triples each time this move is successfully used, but does not use the chance to check for failure. X resets to 1 if this move fails, if the user's last move used is not Baneful Bunker, Burning Bulwark, Detect, Endure, King's Shield, Max Guard, Obstruct, Protect, Quick Guard, Silk Trap, Spiky Shield, or Wide Guard, or if it was one of those moves and the user's protection was broken. Fails if the user moves last this turn or if this move is already in effect for the user's side. | ||
| Rain Dance | - | - | 5 | For 5 turns, the weather becomes Rain. The damage of Water-type attacks is multiplied by 1.5 and the damage of Fire-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Damp Rock. Fails if the current weather is Rain. | ||
| Rest | - | - | 5 | The user falls asleep for the next two turns and restores all of its HP, curing itself of any non-volatile status condition in the process. Fails if the user has full HP, is already asleep, or if another effect is preventing sleep. | ||
| Reversal | - | 100 | 15 | The power of this move is 20 if X is 33 to 48, 40 if X is 17 to 32, 80 if X is 10 to 16, 100 if X is 5 to 9, 150 if X is 2 to 4, and 200 if X is 0 or 1, where X is equal to (user's current HP × 48 / user's maximum HP), rounded down. | ||
| Roar | - | - | 20 | The target is forced to switch out and be replaced with a random unfainted ally. Fails if the target is the last unfainted Pokemon in its party, or if the target used Ingrain previously or has the Suction Cups Ability. | ||
| Rock Slide | 75 | 90 | 10 | Has a 30% chance to make the target flinch. | ||
| Rock Tomb | 60 | 95 | 15 | Has a 100% chance to lower the target's Speed by 1 stage. | ||
| Round | 60 | 100 | 15 | If there are other active Pokemon that chose this move for use this turn, those Pokemon take their turn immediately after the user, in Speed order, and this move's power is 120 for each other user. | ||
| Scary Face | - | 100 | 10 | Lowers the target's Speed by 2 stages. | ||
| Screech | - | 85 | 20 | Lowers the target's Defense by 2 stages. | ||
| Shadow Ball | 80 | 100 | 15 | Has a 20% chance to lower the target's Special Defense by 1 stage. | ||
| Shadow Claw | 70 | 100 | 15 | Has a higher chance for a critical hit. | ||
| Sleep Talk | - | - | 10 | One of the user's known moves, besides this move, is selected for use at random. Fails if the user is not asleep. The selected move does not have PP deducted from it, and can currently have 0 PP. This move cannot select Assist, Beak Blast, Belch, Bide, Blazing Torque, Celebrate, Chatter, Combat Torque, Copycat, Dynamax Cannon, Focus Punch, Hold Hands, Magical Torque, Me First, Metronome, Mimic, Mirror Move, Nature Power, Noxious Torque, Shell Trap, Sketch, Sleep Talk, Struggle, Uproar, Wicked Torque, or any two-turn move. | ||
| Snore | 50 | 100 | 15 | Has a 30% chance to make the target flinch. Fails if the user is not asleep. | ||
| Steel Beam | 140 | 95 | 5 | Whether or not this move is successful and even if it would cause fainting, the user loses 1/2 of its maximum HP, rounded up, unless the user has the Magic Guard Ability. | ||
| Stone Edge | 100 | 80 | 5 | Has a higher chance for a critical hit. | ||
| Substitute | - | - | 10 | The user takes 1/4 of its maximum HP, rounded down, and puts it into a substitute to take its place in battle. The substitute is removed once enough damage is inflicted on it, if the user switches out or faints, or if any Pokemon uses Tidy Up. Baton Pass can be used to transfer the substitute to an ally, and the substitute will keep its remaining HP. Until the substitute is broken, it receives damage from all attacks made by other Pokemon and shields the user from status effects and stat stage changes caused by other Pokemon. Sound-based moves and Pokemon with the Infiltrator Ability ignore substitutes. The user still takes normal damage from weather and status effects while behind its substitute. If the substitute breaks during a multi-hit attack, the user will take damage from any remaining hits. If a substitute is created while the user is trapped by a binding move, the binding effect ends immediately. Fails if the user does not have enough HP remaining to create a substitute without fainting, or if it already has a substitute. | ||
| Sunny Day | - | - | 5 | For 5 turns, the weather becomes Sun. The damage of Fire-type attacks is multiplied by 1.5 and the damage of Water-type attacks is multiplied by 0.5 during the effect. Lasts for 8 turns if the user is holding Heat Rock. Fails if the current weather is Sun. | ||
| Swords Dance | - | - | 20 | Raises the user's Attack by 2 stages. | ||
| Terrain Pulse | 50 | 100 | 10 | Power doubles if the user is grounded and a terrain is active, and this move's type changes to match. Electric type during Electric Terrain, Grass type during Grassy Terrain, Fairy type during Misty Terrain, and Psychic type during Psychic Terrain. | ||
| Thunder Punch | 75 | 100 | 15 | Has a 10% chance to paralyze the target. | ||
| Trailblaze | 50 | 100 | 20 | Has a 100% chance to raise the user's Speed by 1 stage. | ||
| Upper Hand | 65 | 100 | 15 | Has a 100% chance to make the target flinch. Fails if the target did not select a physical or special attack for use this turn with altered priority greater than 0, or if the target moves before the user. | ||
| Vacuum Wave | 40 | 100 | 20 | No additional effect. | ||
| Water Pulse | 60 | 100 | 20 | Has a 20% chance to confuse the target. | ||
| Zen Headbutt | 80 | 90 | 15 | Has a 20% chance to make the target flinch. |