Stats, type matchups, abilities, learnset, current usage, and build context for Lucario in Pokemon Champions.
Current ranked usage data is limited for this entry. Use the full learnset, matchups, and MetaDex tournament page to decide whether it fits your team.
Flying - physical / 60 BP
This move does not check accuracy.
Psychic - status
Raises the user's Speed by 2.
Fighting - special / 80 BP
This move does not check accuracy.
Dark - physical / 60 BP / 100%
30% chance to make the target flinch.
Fire - physical / 85 BP / 90%
High critical hit ratio. 10% chance to burn.
Normal - physical / 85 BP / 100%
30% chance to paralyze the target.
Ground - physical / 30 BP / 90%
Hits 2-5 times in one turn.
Fighting - physical / 75 BP / 100%
Destroys screens, unless the target is immune.
Fighting - status
Raises the user's Attack and Defense by 1.
Ground - physical / 60 BP / 100%
100% chance lower adjacent Pkmn Speed by 1.
Steel - physical / 40 BP / 100% / Priority +1
Usually goes first.
Psychic - status
Raises the user's Sp. Atk and Sp. Def by 1.
Fighting - physical / 60 BP / 90% / Priority -6
Forces the target to switch to a random ally.
Fighting - physical / 120 BP / 100%
Lowers the user's Defense and Sp. Def by 1.
Fighting - status
Raises an ally's Attack and Defense by 1.
Normal - status
Uses the last move used in the battle.
Fighting - physical / 100% / Priority -5
If hit by physical attack, returns double damage.
Fighting - physical / 100 BP / 80%
High critical hit ratio.
Dark - physical / 80 BP / 100%
20% chance to lower the target's Defense by 1.
Dark - special / 80 BP / 100%
20% chance to make the target flinch.
Fighting - status / Priority +4
Prevents moves from affecting the user this turn.
Ground - physical / 80 BP / 100%
Digs underground turn 1, strikes turn 2.
Dragon - special / 85 BP / 100%
No additional effect.
Fighting - physical / 75 BP / 100%
User recovers 50% of the damage dealt.
Ground - physical / 100 BP / 100%
Hits adjacent Pokemon. Double damage on Dig.
Normal - status / Priority +4
User survives attacks this turn with at least 1 HP.
Normal - physical / 80 BP / 100% / Priority +2
Nearly always goes first.
Normal - physical / 70-140 BP / 100%
Power doubles if user is burn/poison/paralyzed.
Normal - physical / 30 BP / 100% / Priority +2
Nullifies Detect, Protect, and Quick/Wide Guard.
Fighting - special / 100%
Does damage equal to the user's HP. User faints.
Steel - special / 80 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Dark - physical / 10-130 BP / 100%
Flings the user's item at the target. Power varies.
Fighting - special / 120 BP / 70%
10% chance to lower the target's Sp. Def by 1.
Normal - status
Raises the user's critical hit ratio by 2.
Fighting - physical / 150 BP / 100% / Priority -3
Fails if the user takes damage before it hits.
Normal - physical / 150 BP / 90%
User cannot move next turn.
Psychic - status
Heals the target by 50% of its max HP.
Normal - status / Priority +5
One adjacent ally's move power is 1.5x this turn.
Fighting - physical / 130 BP / 90%
User is hurt by 50% of its max HP if it misses.
Normal - status
Raises the user's and ally's Attack by 1.
Normal - special / 150 BP / 90%
User cannot move next turn.
Ice - physical / 75 BP / 100%
10% chance to freeze the target.
Steel - status
Raises the user's Defense by 2.
Steel - physical / 100 BP / 75%
30% chance to lower the target's Defense by 1.
Water - status
Heals the user and its allies by 1/4 their max HP.
Fighting - physical / 20-120 BP / 100%
More power the heavier the target.
Fighting - physical / 65 BP / 100%
100% chance to lower the target's Speed by 1.
Normal - physical / 120 BP / 75%
No additional effect.
Steel - status / 85%
Lowers the target's Sp. Def by 2.
Steel - physical / 90 BP / 90%
20% chance to raise the user's Attack by 1.
Dark - status
Raises the user's Sp. Atk by 2.
Dark - physical / 50 BP / 100%
Power doubles if the user moves after the target.
Poison - physical / 80 BP / 100%
30% chance to poison the target.
Normal - status / Priority +4
Prevents moves from affecting the user this turn.
Normal - status
Copies the target's current stat stages.
Psychic - special / 90 BP / 100%
10% chance to lower the target's Sp. Def by 1.
Normal - physical / 40 BP / 100% / Priority +1
Usually goes first.
Fighting - status / Priority +3
Protects allies from priority attacks this turn.
Water - status
For 5 turns, heavy rain powers Water moves.
Psychic - status
User sleeps 2 turns and restores HP and status.
Fighting - physical / 20-200 BP / 100%
More power the less HP the user has left.
Normal - status / Priority -6
Forces the target to switch to a random ally.
Rock - physical / 75 BP / 90%
30% chance to make the foe(s) flinch.
Rock - physical / 60 BP / 95%
100% chance to lower the target's Speed by 1.
Normal - special / 60 BP / 100%
Power doubles if others used Round this turn.
Normal - status / 100%
Lowers the target's Speed by 2.
Normal - status / 85%
Lowers the target's Defense by 2.
Ghost - special / 80 BP / 100%
20% chance to lower the target's Sp. Def by 1.
Ghost - physical / 70 BP / 100%
High critical hit ratio.
Normal - status
User must be asleep. Uses another known move.
Normal - special / 50 BP / 100%
User must be asleep. 30% chance to flinch target.
Steel - special / 140 BP / 95%
User loses 50% max HP.
Rock - physical / 100 BP / 80%
High critical hit ratio.
Normal - status
User takes 1/4 its max HP to put in a substitute.
Fire - status
For 5 turns, intense sunlight powers Fire moves.
Normal - status
Raises the user's Attack by 2.
Normal - special / 50-100 BP / 100%
User on terrain: power doubles, type varies.
Electric - physical / 75 BP / 100%
10% chance to paralyze the target.
Grass - physical / 50 BP / 100%
100% chance to raise the user's Speed by 1.
Fighting - physical / 65 BP / 100% / Priority +3
100% flinch. Fails unless target using priority attack.
Fighting - special / 40 BP / 100% / Priority +1
Usually goes first.
Water - special / 60 BP / 100%
20% chance to confuse the target.
Psychic - physical / 80 BP / 90%
20% chance to make the target flinch.