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Korrina & Lucario

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Table of Contents

Analysis by kieramisu
Other Forms

Trainer

Pokemon Info

Type Fighting
Weak Vs Fire
Role Strike (Physical)
Base Potential
Gender Male

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

3★
4★
5★
HP 62
ATK 11
DEF 5
Sp. ATK 11
Sp. DEF 5
Speed 13
HP 426
ATK 325
DEF 119
Sp. ATK 305
Sp. DEF 99
Speed 164
Bulk 372

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
No additional effect.
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.

Sync Move

Type Fighting
Category
Power
160 / 192
Accuracy -
Target An opponent
Effect Tag -

Become Mega Lucario until the end of battle.

Passive Skills

Unflappable

Prevents the Pokémon from flinching.

Sync Grid

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 (2,6)
Attack +5 24 2 (-1,-3)
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 (3,5)
Vacuum Wave : Power +5 24 2 (2,4)
Vacuum Wave : Power +5 36 3 (3,7)
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)
Close Combat : Power +4 48 4 2 (-1,-7)
Power-Up Punch : Power +6 36 3 (1,5)
Power-Up Punch : Power +6 36 3 3 (1,9)
Power-Up Punch : Power +6 36 3 2 (1,7)