Last updated: 2026-09-14

Related Pokemon
Boosts the power of moves of the same type as the Pokémon by 100% instead of 50%.
Lucario holds Lucarionite at an almost fixed rate, so it is effectively played as its Mega. After Mega Evolving it becomes a Fighting/Steel attacker with Adaptability and 112 Speed, splitting into a physical build that swings Close Combat and Meteor Mash after Swords Dance, and a special build centred on Aura Sphere and Flash Cannon.
This analysis is auto-generated by AI based on base stats, typing, and recent-season usage trends. It may differ from the actual competitive environment.
Season: M-6 (2026-09-14)
Moves
Item
Ability
Nature
AP Spreads
Physical Setup Ace
High Atk/Speed + Swords Dance sweep.
Mega Lucario
| HP | 147 | 2 | |
|---|---|---|---|
| Atk | 197 | 32 | |
| Def | 108 | - | |
| SpA↓ | 144 | - | |
| SpD | 90 | - | |
| Spe↑ | 180 | 32 |
the ability Adaptabilityboosts STAB damage, combined with Swords Dance as a physical setup ace. High Speed pressures opponents, and priority moves lock down weakened foes.
High-priority Extreme Speed is also strong
Extreme Speed is Bullet Punchhigher priority than the alternatives, winning priority wars. It also hits Water/Fire types neutrally despite Steel resistance — a differentiator.
From favorable matchups, Swords Danceuse a role of breaking the opponent's team with boosted Attack and ability boost. After boosts, STAB priority moves handle opposing attackers as a finisher.
Unfavorable vs. Pokémon resisting both main weapons
Its main weapons Close Combat and Meteor Mashresisted Pokémon are hard to break. Swords DanceWith stat boosts you can muscle through sometimes, but watch out for counterattacks if you fail to KO.
Example Threats
Special Setup Ace
Nasty Plot boosts SpA for sweep.
Mega Lucario
| HP | 147 | 2 | |
|---|---|---|---|
| Atk↓ | 148 | - | |
| Def | 108 | - | |
| SpA | 192 | 32 | |
| SpD | 90 | - | |
| Spe↑ | 180 | 32 |
Specializes EVs in Sp. Atk and Speed, Nasty PlotMega Lucario special attacker build that fights using this. With Mega Evolution stat boosts and the STAB-boosting Ability Adaptability leverages, Dominates opponents with high-damage special moves including priority moves — its composition.
Compare moves by accuracy and power
Aura Sphere is a stable move that always hits, but for even higher power, Focus Blast adoption is also an option. However, Focus Blast's accuracy at 70 is unreliable, so consider carefully when adopting.
Boosts power in exchange for recoil
STAB Steel-type moves, easy-to-use Flash Cannon besides, Mega Lucario's max damage Steel Beam is an option. Recoil is very large, but Can output power capable of OHKOing many Pokémon even at neutral effectiveness.
■ Steel Beam damage output
▲ Can OHKO Garchomp with no HP/Sp. Def investment.
In favorable matchups, Nasty Plot stacks to raise Sp. Atk, and breaks the opponent's board with boosted STAB moves as the main role. Attacks first from high Speed, and against faster or weakened opponents, Vacuum Wave uses, Aims for sweep with revenge-kills from above and high damage — its role.
Pokémon with Sp. Def lower than Defense
Mega Lucario has both high Attack and Sp. Atk, but this build invests in Sp. Atk.Attacks with special moves effective against high-Defense Pokémon selected to counter physical Mega Lucario can be done.
Example Favorable Matchups
Attackers faster than itself
Mega Lucario's bulk isn't very high, so
Choice Scarf attackers with this or Pokémon faster in base Speed, be careful. Pre-, Nasty Plot stacks to use priority moves like Vacuum Wave requires effort like pre-boosting damage.
Example Threats
AS Sash Counter
Focus Sash survives; Counter reflects physical hits.
Lucario
| HP | 147 | 2 | |
|---|---|---|---|
| Atk↑ | 178 | 32 | |
| Def | 90 | - | |
| SpA↓ | 121 | - | |
| SpD | 90 | - | |
| Spe | 142 | 32 |
A Lucario build that allocates EVs to Attack and Speed and uses Focus Sash to survive a hit while counterattacking with Counter. The Inner Focus Ability prevents being affected by Intimidate, so Stable revenge-kill performance via two types of priority moves has
Counter can be replaced with Earthquake or Swords Dance
Focus Sash and Counter can also output high damage, but they become dead weight if countered by Fake Out, etc. Therefore, Using Earthquake for wide coverage or Swords Dance to boost priority moves' power are also recommended.
Leverages high matchup performance to survive one hit, then Handles matchup opponents with strong physical moves and Counter while stopping the opponent's ace from sweeping with priority movesPlays the role of a stopper. Its signature is forcibly breaking through the opponent's physical ace using Focus Sash as a shield.
Struggles against physical walls
Sash Lucario struggles against Pokémon that resist its main weapon at half or less, or against Pokémon with high physical bulk.Can also be switched into and have its position run over, so fight carefully while involving backup Pokémon.
Example Threats
High-Speed Special Attacker
A build that overwhelms opponents with extremely high Sp. Atk and Speed.
Mega Lucario Z
| HP | 147 | 2 | |
|---|---|---|---|
| Atk↓ | 108 | - | |
| Def | 90 | - | |
| SpA | 216 | 32 | |
| SpD | 90 | - | |
| Spe↑ | 223 | 32 |
Its EVs are fully invested in Sp. Atk and Speed, forcing through fast, high-power Flash Cannonfast, high-power moves — this is Mega Lucario Z, a Special Attacker build.Aura Guard reduces damage from some moves, so it's also easy to fit in setup moves — another strength.
Steel Beam Is Also Recommended
Nasty Plot instead of Steel Beam and others are also recommended. Since it costs half its HP to use, Aura Guard, it doesn't pair well with — but doing so can further boost the burst damage that comes from its high Sp. Atk and Speed.
Pokémon That Know Earthquake
Earthquake is Aura Guard can't halve it, and since it's also a weakness type, this is tough to handle. It's important to identify Pokémon that can one-shot Mega Lucario Z and decide whether to switch out.
Example Threats
Special Attacker Build for Doubles
A Doubles build that uses its Ability to take contact moves at half damage while moving first to attack with special moves.
Mega Lucario Z
| HP | 147 | 2 | |
|---|---|---|---|
| Atk↓ | 108 | - | |
| Def | 90 | - | |
| SpA | 216 | 32 | |
| SpD | 90 | - | |
| Spe↑ | 223 | 32 |
Investing EVs in Special Attack and Speed, a Special Attacker build that moves first to use powerful moves — this is Mega Lucario Z. After Mega Evolving, its Ability Aura Guard also lets it take contact moves at half damage.
Moves like Steel Beam are also recommended
Steel Beamis a Steel-type special move that hits harder thanFlash Cannon, and can KO Mega Floette or Sylveon in one hit. Also, Dark Pulse can exploit the weakness of Basculegion, which takes both Fighting- and Steel-type moves at half damage or less.
Leveraging its high Special Attack and Speed, it takes on the role of moving first to deal heavy damage with special moves. The ability Aura Guard. Since it can halve the damage taken from contact moves, it's especially strong in trades against Pokémon that use contact moves.
Pokémon that use powerful non-contact moves
Since Mega Lucario Z doesn't have high bulk, its Ability can't halve non-contact moves, so it can sometimes be KO'd in one hit by them.It also struggles against Pokémon that take both Fighting- and Steel-type moves at half damage or less. Moves from Pokémon it struggles against include Detect or switching, then counterattack with your allies' moves.
Example Threats
Type
Category
Target
Properties
83 / 83
| Move | Type | Category | Power | Acc. | PP | Properties | Target | Effect |
|---|---|---|---|---|---|---|---|---|
| Giga Impact | Normal | Phys | 150 | 90 | 8 | Contact | 1 Foe | The user gains the Recharging status on the turn after this move is used. |
| Mega Kick | Normal | Phys | 120 | 75 | 8 | Contact | 1 Foe | An ordinary attacking move. |
| Body Slam | Normal | Phys | 85 | 100 | 16 | Contact | 1 Foe | Has a 30% chance of paralyzing the target. If the target has the Minimized status, this move’s power is doubled and it will be sure to hit. |
| Extreme Speed | Normal | Phys | 80 | 100 | 8 | Contact | 1 Foe | Always strikes first (priority +2). |
| Facade | Normal | Phys | 70 | 100 | 20 | Contact | 1 Foe | This move’s power is doubled if the user is poisoned, badly poisoned, burned, or paralyzed. Although this move is a physical move, the damage it deals is not halved when the user is burned. |
| Quick Attack | Normal | Phys | 40 | 100 | 20 | Contact | 1 Foe | Always strikes first. (Priority +1) |
| Feint | Normal | Phys | 30 | 100 | 12 | 1 Foe | This move can hit a target using a move such as Protect or Detect and removes the effects of those moves. | |
| Hyper Beam | Normal | Spec | 150 | 90 | 8 | 1 Foe | The user gains the Recharging status on the turn after this move is used. | |
| Round | Normal | Spec | 60 | 100 | 16 | Sound | 1 Foe | If multiple Pokémon use this move in the same turn, the second user onward will act immediately after the first, and the power of the second Round onward will be doubled. |
| Terrain Pulse | Normal | Spec | 50 | 100 | 12 | Pulse | 1 Foe | This move’s power is doubled if the user is under the effect of a terrain. This move’s type depends on the terrain. |
| Snore | Normal | Spec | 50 | 100 | 16 | Sound | 1 Foe | Can be used only if the user is asleep. Has a 30% chance of making the target flinch. |
| Copycat | Normal | Stat | - | - | 20 | Self | The user mimics the move that was last used. This move fails if no other move has been used yet. | |
| Howl | Normal | Stat | - | - | 20 | Sound | All Allies | Boosts the Attack stats of the user and its allies by 1 stage. |
| Helping Hand | Normal | Stat | - | - | 20 | Ally | Boosts the power of an ally’s move by 50% during the turn this move is used. | |
| Psych Up | Normal | Stat | - | - | 12 | 1 Foe | The user copies the target’s stat changes. | |
| Sleep Talk | Normal | Stat | - | - | 12 | Self | Can be used only if the user is asleep. The user uses one of the other moves it knows at random. | |
| Endure | Normal | Stat | - | - | 12 | Self | During the turn this move is used, if the user takes damage from a move that would knock it out, it will endure the hit with 1 HP. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Scary Face | Normal | Stat | - | 100 | 12 | 1 Foe | Lowers the target’s Speed stat by 2 stages. | |
| Protect | Normal | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Substitute | Normal | Stat | - | - | 12 | Self | The user loses 1/4 of its max HP to create a substitute. The substitute will be hit by moves instead of the user, and it will vanish when it takes damage equal to 1/4 of the user’s max HP. | |
| Focus Energy | Normal | Stat | - | - | 20 | Self | The user gains a 2-stage Critical-Hit Ratio Boost. | |
| Screech | Normal | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Defense stat by 2 stages. |
| Roar | Normal | Stat | - | - | 20 | Sound | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Swords Dance | Normal | Stat | - | - | 20 | Dance | Self | Boosts the user’s Attack stat by 2 stages. |
| Trailblaze | Grass | Phys | 50 | 100 | 20 | Contact | 1 Foe | Boosts the user’s Speed stat by 1 stage. |
| Blaze Kick | Fire | Phys | 85 | 90 | 12 | Contact | 1 Foe | Has a 10% chance of burning the target. This move has a 1-stage Critical-Hit Ratio Boost. |
| Sunny Day | Fire | Stat | - | - | 8 | Whole Field | Summons harsh sunlight for 5 turns. | |
| Water Pulse | Water | Spec | 60 | 100 | 20 | Pulse | 1 Foe | Has a 20% chance of confusing the target. |
| Life Dew | Water | Stat | - | - | 12 | All Allies | Restores 1/4 of the max HP of the user and its allies. | |
| Rain Dance | Water | Stat | - | - | 8 | Whole Field | Summons rain for 5 turns. | |
| Thunder Punch | Electric | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of paralyzing the target. |
| Aerial Ace | Flying | Phys | 60 | - | 20 | ContactCut | 1 Foe | This move never misses. |
| Stone Edge | Rock | Phys | 100 | 80 | 8 | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. | |
| Rock Slide | Rock | Phys | 75 | 90 | 12 | All Foes | Has a 30% chance of making targets flinch. | |
| Rock Tomb | Rock | Phys | 60 | 95 | 16 | 1 Foe | Lowers the target’s Speed stat by 1 stage. | |
| Poison Jab | Poison | Phys | 80 | 100 | 20 | Contact | 1 Foe | Has a 30% chance of poisoning the target. |
| Earthquake | Ground | Phys | 100 | 100 | 12 | All | This move’s power is doubled against targets that have the Underground status. When Grassy Terrain is active, this move’s power is halved. | |
| Dig | Ground | Phys | 80 | 100 | 12 | Contact | 1 Foe | The user gains the Underground status on the turn this move is used, then attacks on the following turn. |
| Bulldoze | Ground | Phys | 60 | 100 | 20 | All | Lowers targets’ Speed stats by 1 stage. When Grassy Terrain is active, this move’s power is halved. | |
| Bone Rush | Ground | Phys | 30 | 90 | 12 | 1 Foe | The user attacks 2 to 5 times in a row. | |
| Ice Punch | Ice | Phys | 75 | 100 | 16 | ContactPunch | 1 Foe | Has a 10% chance of freezing the target. |
| Focus Punch | Fighting | Phys | 150 | 100 | 20 | ContactPunch | 1 Foe | This move fails if the user has already taken damage from a move in the same turn. |
| High Jump Kick | Fighting | Phys | 130 | 90 | 12 | Contact | 1 Foe | If this move misses or fails, the user takes damage equal to 1/2 of its max HP. |
| Close Combat | Fighting | Phys | 120 | 100 | 8 | Contact | 1 Foe | Lowers the user’s Defense and Sp. Def stats by 1 stage. |
| Cross Chop | Fighting | Phys | 100 | 80 | 8 | Contact | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Drain Punch | Fighting | Phys | 75 | 100 | 12 | ContactPunch | 1 Foe | The user’s HP is restored by 1/2 of the damage dealt by this move. |
| Brick Break | Fighting | Phys | 75 | 100 | 16 | Contact | 1 Foe | Removes the Light Screen, Reflect, and Aurora Veil statuses on the target’s side. |
| Upper Hand | Fighting | Phys | 65 | 100 | 16 | Contact | 1 Foe | Makes the target flinch. This move fails if the target isn’t about to use a priority move. |
| Low Sweep | Fighting | Phys | 65 | 100 | 20 | Contact | 1 Foe | Lowers the target’s Speed stat by 1 stage. |
| Circle Throw | Fighting | Phys | 60 | 90 | 12 | Contact | 1 Foe | If there are other Pokémon in the target’s party that can switch into battle, the target is forced to switch out of battle and is replaced by one of those Pokémon at random. |
| Reversal | Fighting | Phys | - | 100 | 16 | Contact | 1 Foe | The less HP the user has left, the greater this move’s power (ranging between 20 and 200). |
| Counter | Fighting | Phys | - | 100 | 20 | Contact | Special | The user retaliates to deal double the damage it took from an opponent’s physical move during the turn this move is used. |
| Low Kick | Fighting | Phys | - | 100 | 20 | Contact | 1 Foe | The heavier the target, the greater this move’s power (ranging between 20 and 120). |
| Focus Blast | Fighting | Spec | 120 | 70 | 8 | Ball | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Aura Sphere | Fighting | Spec | 80 | - | 20 | BallPulse | 1 Foe | This move never misses. |
| Vacuum Wave | Fighting | Spec | 40 | 100 | 20 | 1 Foe | Always strikes first. (Priority +1) | |
| Final Gambit | Fighting | Spec | - | 100 | 8 | 1 Foe | The user faints. This move deals damage to the target equal to the user’s remaining HP at the time this move was used. | |
| Coaching | Fighting | Stat | - | - | 12 | Ally | Boosts allies’ Attack and Defense stats by 1 stage. | |
| Quick Guard | Fighting | Stat | - | - | 16 | Ally Side | The user protects itself and its allies from priority moves for the turn. | |
| Bulk Up | Fighting | Stat | - | - | 20 | Self | Boosts the user’s Attack and Defense stats by 1 stage. | |
| Detect | Fighting | Stat | - | - | 8 | Self | The user protects itself from incoming moves for the turn. With each consecutive use, this move’s chance of success becomes 1/3 of what it was before. | |
| Zen Headbutt | Psychic | Phys | 80 | 90 | 16 | Contact | 1 Foe | Has a 20% chance of making the target flinch. |
| Psychic | Psychic | Spec | 90 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Heal Pulse | Psychic | Stat | - | - | 12 | Pulse | 1 Foe | Restores 1/2 of the target’s max HP. |
| Calm Mind | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk and Sp. Def stats by 1 stage. | |
| Rest | Psychic | Stat | - | - | 8 | Self | Fully restores the user’s HP and cures any status conditions. The user falls asleep for 2 turns. This move fails if the user’s HP is full. | |
| Agility | Psychic | Stat | - | - | 20 | Self | Boosts the user’s Speed stat by 2 stages. | |
| Shadow Claw | Ghost | Phys | 70 | 100 | 16 | ContactCut | 1 Foe | This move has a 1-stage Critical-Hit Ratio Boost. |
| Shadow Ball | Ghost | Spec | 80 | 100 | 16 | Ball | 1 Foe | Has a 20% chance of lowering the target’s Sp. Def stat by 1 stage. |
| Dragon Pulse | Dragon | Spec | 85 | 100 | 12 | Pulse | 1 Foe | An ordinary attacking move with no additional effect. |
| Crunch | Dark | Phys | 80 | 100 | 16 | ContactBite | 1 Foe | Has a 20% chance of lowering the target’s Defense stat by 1 stage. |
| Bite | Dark | Phys | 60 | 100 | 20 | ContactBite | 1 Foe | Has a 30% chance of making the target flinch. |
| Payback | Dark | Phys | 50 | 100 | 12 | Contact | 1 Foe | This move’s power is doubled if the user attacks after the target. |
| Fling | Dark | Phys | - | 100 | 12 | 1 Foe | This move’s power and effects depend on the user’s held item. The held item is lost after this move is used. | |
| Dark Pulse | Dark | Spec | 80 | 100 | 16 | Pulse | 1 Foe | Has a 20% chance of making the target flinch. |
| Nasty Plot | Dark | Stat | - | - | 20 | Self | Boosts the user’s Sp. Atk stat by 2 stages. | |
| Iron Tail | Steel | Phys | 100 | 75 | 16 | Contact | 1 Foe | Has a 30% chance of lowering the target’s Defense stat by 1 stage. |
| Meteor Mash | Steel | Phys | 90 | 90 | 12 | ContactPunch | 1 Foe | Has a 20% chance of boosting the user’s Attack stat by 1 stage. |
| Bullet Punch | Steel | Phys | 40 | 100 | 20 | ContactPunch | 1 Foe | Always strikes first. (Priority +1) |
| Steel Beam | Steel | Spec | 140 | 95 | 8 | 1 Foe | After attacking, the user takes damage equal to 1/2 of its max HP. | |
| Flash Cannon | Steel | Spec | 80 | 100 | 12 | 1 Foe | Has a 10% chance of lowering the target’s Sp. Def stat by 1 stage. | |
| Iron Defense | Steel | Stat | - | - | 16 | Self | Boosts the user’s Defense stat by 2 stages. | |
| Metal Sound | Steel | Stat | - | 85 | 20 | Sound | 1 Foe | Lowers the target’s Sp. Def stat by 2 stages. |