Table of Contents
Korrina & Lucario
Mega Lucario has a decent Attack value, and “Power-Up Punch” further increases Attack. Mega Lucario can also raise her Critical Hit Rate, so Teaming up with a Support Sync Pair who has "Dire Hit All" would allow Mega Lucario to achieve 100% Critical Hit Rate. This makes Korrina & Lucario a solid Sync Pair choice when looking for Physical Strike Offense.
Other Forms
Trainer
Pokemon Info
Pokemon Description
It concentrates its mental energy and fires off mysterious waves called auras, which can crush boulders of large size to dust.
Table of Contents
Stats
Table of Contents
Pokemon Analysis
Overview
As a fast Physical Striker Pair, Korrina & Lucario are hard to beat. Sporting high Speed and an array of self-sufficient buffs, these two can easily carry players through the main Story and sub in on quests against foes vulnerable to the Fighting type. However, being a glass cannon, Lucario can’t take much heat and will throw the match if she falters too early in a fight.
Strengths
Unstoppable Force
Once Korrina & Lucario get rolling, Lucario’s power grows continuously, building huge momentum. The opening combo of Dire Hit and “Skate On Through!” dramatically increases Critical Chance, Attack, and Speed. After Mega Evolving, Lucario also acquires the low-cost Power-Up Punch, which stacks Attack bonuses with each hit.
Weaknesses
The Glassiest Cannon
Due to the steep Defense and Special Defense penalties following each use of Close Combat, Lucario is left completely vulnerable to any attack. Bulk mechanics keep her from being targeted in most situations, but against AoEs, she'll take a large chunk of damage even from feeble foes.
Single-Target Damage
Lucario has to focus down enemy Sync Pairs one-by-one, which can get hectic when no one opponent Sync Pair is a single big threat.
Team Synergy
Bulkier teammates are a must for making Lucario the lowest priority for targeting mechanics. To cover Lucario’s bases defensively, any Defense buffs from teammates like Swanna help survival. Given her offensive nature though, Lucario would prefer complementary support in the form of Move Gauge refills. Rosa & Sererior, Phoebe & Dusclops, and Drake & Salamence are some strong teammates with this capability. The Dusclops pair is especially good with their Attack Up, something also provided by pairs like Lyra & Meganium, Maylene & Meditite or Liza & Lunatone.
Table of Contents
Moves
Type |
Fighting |
Category |
 |
Power |
20 / 24
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Raises the user’s critical-hit rate.
Type |
Fighting |
Category |
 |
Power |
124 / 148
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Lowers the user’s Defense and Sp. Def.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Raises the user’s Attack. Drastically raises the user’s Speed.
Type |
Fighting |
Category |
|
Power |
160 / 192 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
Become Mega Lucario until the end of battle.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises allies’ Attack and Sp. Atk by [Value] when using Fighting-type attacks.
- Lv1: +15
- Lv2: +20
- Lv3: +25
- Lv4: +30
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +2
- Lv2: +4
- Lv3: +6
- Lv4: +8
Sync Grid
Sync Grid for Korrina & Lucario
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
Attack
+5
|
5 |
0 |
|
(1,-1) |
|
Attack
+5
|
24 |
2 |
|
(-1,-3) |
|
Attack
+5
|
24 |
2 |
|
(2,6) |
|
Attack
+5
|
36 |
3 |
2 |
(2,8) |
|
Attack
+10
|
60 |
5 |
|
(-3,1) |
|
HP
+10
|
5 |
0 |
|
(1,1) |
|
HP
+20
|
48 |
4 |
2 |
(2,-4) |
|
HP
+30
|
96 |
8 |
2 |
(-3,3) |
|
Sp. Atk
+5
|
5 |
0 |
|
(-1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
|
(1,3) |
|
Speed
+5
|
5 |
0 |
|
(0,2) |
|
Speed
+5
|
24 |
2 |
|
(-2,-4) |
|
Speed
+5
|
24 |
2 |
|
(-1,3) |
|
Speed
+5
|
24 |
2 |
|
(-1,-5) |
|
Speed
+5
|
24 |
2 |
|
(-2,0) |
|
Speed
+10
|
48 |
4 |
2 |
(-2,-8) |
|
Defense
+5
|
5 |
0 |
|
(0,-2) |
|
Defense
+5
|
24 |
2 |
|
(1,-3) |
|
Defense
+10
|
48 |
4 |
2 |
(1,-5) |
|
Defense
+10
|
48 |
4 |
2 |
(-2,4) |
|
Sp. Def
+5
|
5 |
0 |
|
(-1,1) |
|
Sp. Def
+5
|
24 |
2 |
|
(2,0) |
|
Sp. Def
+10
|
48 |
4 |
|
(3,-1) |
|
Sp. Def
+10
|
60 |
5 |
2 |
(-1,5) |
|
Give-It-All-Ya-Got Power-Up Punch
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Give-It-All-Ya-Got Power-Up Punch
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Dire Hit
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(2,-2) |
|
Vacuum Wave
:
Move Gauge Refresh 9
- Charges the user’s move gauge by one when a move is successful.
|
84 |
7 |
2 |
(3,9) |
|
Close Combat
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
72 |
6 |
|
(-2,-6) |
|
Close Combat
:
Stat’s Quo 3
- Has a moderately good chance of returning the user’s lowered stats to normal when a move is successful.
|
120 |
10 |
3 |
(-2,6) |
|
Power-Up Punch
:
Mad Strength 4
- Has a good chance of raising the Pokémon’s Attack when one of its attacks is successful.
|
120 |
10 |
2 |
(3,-3) |
|
Power-Up Punch
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(2,10) |
|
Skate On Through!
:
MP Refresh 2
- Has a moderate chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
|
(-2,2) |
|
Skate On Through!
:
Berserker 1
- Raises the user’s Attack when a move is successful.
|
72 |
6 |
3 |
(-2,-10) |
|
Power Reserves 5
- Powers up moves in a pinch.
|
120 |
10 |
3 |
(2,-6) |
|
Stamina Reserves 6
- Once per battle, charges the user’s move gauge by six when the user is in a pinch.
|
120 |
10 |
2 |
(-3,-9) |
|
Fierce Entry 1
- Raises the user’s Attack when the Pokémon enters a battle.
|
120 |
10 |
3 |
(3,-5) |
|
Boiling Point 6
- Once per battle, radically raises the user’s Attack when in a pinch.
|
120 |
10 |
3 |
(-3,5) |
|
Starting Node
|
0 |
0 |
|
(0,0) |
|
Vacuum Wave
:
Power
+5
|
24 |
2 |
|
(2,4) |
|
Vacuum Wave
:
Power
+5
|
24 |
2 |
|
(3,5) |
|
Vacuum Wave
:
Power
+5
|
36 |
3 |
|
(3,7) |
|
Close Combat
:
Power
+4
|
48 |
4 |
2 |
(-1,-7) |
|
Close Combat
:
Power
+4
|
48 |
4 |
|
(-3,-5) |
|
Close Combat
:
Power
+4
|
48 |
4 |
3 |
(-1,-9) |
|
Close Combat
:
Power
+4
|
48 |
4 |
|
(-3,-7) |
|
Power-Up Punch
:
Power
+6
|
36 |
3 |
2 |
(1,7) |
|
Power-Up Punch
:
Power
+6
|
36 |
3 |
|
(1,5) |
|
Power-Up Punch
:
Power
+6
|
36 |
3 |
3 |
(1,9) |