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448 - Lucario

TypeAbility

(1) Justified
(2) Steadfast
(HA) Inner Focus
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Riolu
Level Up with move Aura Sphere
Lucario

Stats

HP
70
ATK
110
DEF
70
SPA
115
SPD
70
SPE
90
BST
525

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
1Cross Chop100805Priority: 0. User's critical hit rate is one level higher when using this move.
1Final GambitNone1005Priority: 0. Inflicts damage equal to the user's remaining HP. User faints.
1Helping HandNoneNone20Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
4Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
7Follow MeNoneNone20Priority: 2. Until the end of this turn, any moves that opposing Pokémon target solely at the user's ally will instead target the user.

This effect takes priority over lightning rod and storm drain.

If the user's ally switches out, opposing Pokémon may still hit it with pursuit.
10Water Pulse6010020Priority: 0. Has a 20% chance to confuse the target.
14Quick Attack4010020Priority: 1. Inflicts regular damage.
18AgilityNoneNone30Priority: 0. Raises the user's Speed by two stages.
22Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
26Metal Claw509535Priority: 0. Has a 10% chance to raise the user's Attack one stage.
27Bone Rush259010Priority: 0. Hits 2–5 times in one turn.

Has a 3/8 chance each to hit 2 or 3 times, and a 1/8 chance each to hit 4 or 5 times. Averages to 3 hits per use.
29Dual Chop409015Priority: 0. Hits twice in one turn.
32Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.
35Sky Uppercut859015Priority: 0. Inflicts regular damage.

This move can hit Pokémon under the effect of bounce, fly, or sky drop.
38Helping HandNoneNone20Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
42Bullet Punch4010020Priority: 1. Inflicts regular damage.
46Dragon Pulse90None10Priority: 0. Bypasses accuracy checks
50Blaze Kick8510010Priority: 0. User's critical hit rate is one level higher when using this move. Has a 10% chance to burn the target.
54Heal PulseNoneNone10Priority: 0. Heals the target for half its max HP.
58Meteor Mash959010Priority: 0. Has a 20% chance to raise the user's Attack one stage.
62Close Combat1201005Priority: 0. Inflicts regular damage, then lowers the user's Defense and Special Defense by one stage each.
66Nasty PlotNoneNone20Priority: 0. Raises the user's Special Attack by two stages.
70Extreme Speed801005Priority: 2. Inflicts regular damage.
74High Jump Kick1309010Priority: 0. If this move misses, is blocked by protect or detect, or has no effect, the user takes damage equal to half of its max HP rounded down.

This move cannot be used while gravity is in effect.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM1Hone ClawsNoneNone15Priority: 0. Raises the user's Attack and accuracy by one stage.
TM4Calm MindNoneNone10Priority: 0. Raises the user's Special Attack and Special Defense by one stage each.
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM8Bulk UpNoneNone10Priority: 0. Raises the user's Attack and Defense by one stage each.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM11Sunny DayNoneNone5Priority: 0. Changes the weather to sunshine for five turns.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM17ProtectNoneNone10Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM26Earthquake10010010Priority: 0. Inflicts regular damage.

If the target is in the first turn of dig, this move will hit with double power.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM28Dig8010010Priority: 0. User digs underground for one turn, becoming immune to attack, and hits on the second turn.

During the immune turn, earthquake, fissure, and magnitude still hit the user normally, and their power is doubled if appropriate.

The user may be hit during its immune turn if under the effect of lock on, mind reader, or no guard.

This move cannot be selected by sleep talk.
TM29Psychic9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM30Shadow Ball8010010Priority: 0. Has a 20% chance to lower the target's Special Defense by one stage.
TM31Brick Break7510015Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
TM39Rock Tomb609515Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM45Power-Up Punch5010020Priority: 0. Raises the user's Attack by one stage.
TM46Aura Sphere90None20Priority: 0. Ignores accuracy and evasion modifiers.
TM47Low Sweep6510020Priority: 0. Lowers the target's Speed by one stage.
TM52Focus Blast120705Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM65Shadow Claw7010090Priority: 0. User's critical hit rate is one level higher when using this move.
TM67Retaliate701005Priority: 0. If a friendly Pokémon fainted on the previous turn, this move has double power.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM71Stone Edge100805Priority: 0. User's critical hit rate is one level higher when using this move.
TM75Swords DanceNoneNone20Priority: 0. Raises the user's Attack by two stages.
TM78Bulldoze6010020Priority: 0. Has a 100% chance to lower the target's Speed by one stage.
TM80Rock Slide759010Priority: 0. Has a 30% chance to make the target flinch.
TM83Work UpNoneNone30Priority: 0. Raises the user's Attack and Special Attack by one stage each.
TM84Poison Jab8010010Priority: 0. Has a 30% chance to poison the target.
TM87Rock Climb809510Priority: 0. Has a 20% chance to confuse the target.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM91Flash Cannon9010010Priority: 0. Has a 10% chance to lower the target's Special Defense by one stage.
TM94Rock Smash5510015Priority: 0. 100% chance to drop target's Def by one stage. Also boosted by the ability Iron Fist
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Dark Pulse80Never Miss10Priority: 0. Has a 20% chance to make the target flinch.
Dragon Pulse90None10Priority: 0. Bypasses accuracy checks
Drain Punch7510010Priority: 0. Drains half the damage inflicted to heal the user.
Dual Chop409015Priority: 0. Hits twice in one turn.
Helping HandNoneNone20Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
Ice Punch7510010Priority: 0. Has a 10% chance to freeze the target.
Iron DefenseNoneNone15Priority: 0. Raises the user's Defense by two stages.
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Low KickNone10020Priority: 0. Power increases with the target's weight in kilograms, to a maximum of 120.

Target's weight | Power
--------------- | ----:
Up to 10kg | 20
Up to 25kg | 40
Up to 50kg | 60
Up to 100kg | 80
Up to 200kg | 100
Above 200kg | 120
Magnet RiseNoneNone10Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Role PlayNoneNone10Priority: 0. User's ability is replaced with the target's until the user leaves the field. Ignores accuracy and evasion modifiers.

If the target has flower gift, forecast, illusion, imposter, multitype, stance change, trace, wonder guard, or zen mode, this move will fail.
Sleep TalkNoneNone10Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Thunder Punch7510010Priority: 0. Has a 10% chance to paralyze the target.
Zen Headbutt809010Priority: 0. Has a 20% chance to make the target flinch.

Pre-Evolution Moves

Species Method Move
Riolu Lvl 1 / Lvl 18 Bite
Riolu Lvl 1 Copycat
Riolu Lvl 4 Counter
Riolu Lvl 39 Endure
Riolu Lvl 28 Fling
Riolu Lvl 16 Force Palm
Riolu Lvl 1 Foresight
Riolu Lvl 12 Howl
Riolu Lvl 1 Mind Reader
Riolu Lvl 20 Reversal
Riolu Lvl 22 Screech
Riolu Lvl 10 Vacuum Wave

Encounter Locations

Location     Level Spawn Percent
Victory Road Upper Mountainside Shaking Grass 60-65 5.0