


Mega Lucario ex and Lucario Deck Guide in Pokémon TCG Pocket
Stack Fighting Coach and Korrina on top of Fighting Pulse to one-shot almost any ex attacker for 190
Mega Lucario ex and Lucario is a compact
Combat deck where every Pokémon evolves from the same Basic. The plan is to park a Lucario on the Bench, load a three Energy Mega Lucario ex in the Active Spot, and turn Fighting Pulse into 160 damage every turn, or 190 into an Active ex with Korrina. Two or three boosted swings score your 3 points before most decks finish charging.
The decklist
How it works
Mega Lucario ex is a Stage 1 that evolves directly from Riolu, carries 190 HP,
and retreats for 1. Fighting Pulse costs
Combat
Combat and deals 90 damage, but if at least 1 extra
Combat Energy is attached it deals 50 more, so your
standard line is three Energy and a 140 damage attack. Keep attaching even
after it can attack, because the jump from 90 to 140 changes every knockout
calculation. The one number that should scare you is its own point value: it
is a Mega ex, so losing it hands the opponent 3 points and the game.
Lucario is the engine behind the numbers. Its Fighting Coach ability adds 20
damage to every attack your
Combat Pokémon uses against
the opponent's Active Pokémon, which turns a charged Fighting Pulse into a
clean 160. It does that from the Bench without spending Energy, so evolve your
second Riolu into Lucario and leave it there all game. With 100 HP it also
works as an emergency attacker: Submarine Blow costs
Combat for 40 damage, and since it is a regular Pokémon,
trading it away only gives up 1 point instead of 3.
Korrina is your removal button for the biggest targets in the game. For the
turn she is played, your
Combat Pokémon deal 30 more
damage to the opponent's Active Pokémon ex, stacking with Fighting Coach for a
total of 190 from a fully loaded Fighting Pulse. That number knocks out almost
every ex attacker in the format in one hit, converting a single Supporter into
2 or even 3 points. She does nothing against regular Pokémon, so hold both
copies until an ex sits in the Active Spot and the knockout wins or closes the
game.
Giant Cape gives the Pokémon it is attached to 20 more HP, and both copies belong on your Mega Lucario ex lines. At 210 HP the Mega becomes a genuine wall that most attackers need three turns to remove, and every extra turn it survives is another 160 damage swing. Potion works with the cape, healing 20 to push you back out of two-hit range. Lucky Egg is the safety net: attach it to whichever Pokémon will be Knocked Out next, and when it falls to an opponent's attack you draw until you hold 5 cards, refueling straight into your second attacker line.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| Mega Sableye ex and Greninja | Favored | Their chip and snipe plan preys on small evolving boards, but Fighting Pulse math does not care about spread damage. Set up the Lucario bench piece early, then aim a 190 damage Korrina turn at Mega Sableye ex, because that knockout alone is worth 3 points and ends the game. |
| Miraidon ex and Magnezone | Favored | They race out fast Basic ex attackers, and every one of them dies to a single boosted Fighting Pulse while your 210 HP caped Mega shrugs off their early numbers. Attack for 90 on the first legal turn to break their tempo, then finish charged threats with Korrina for 2 points apiece. |
| Suicune ex and Baxcalibur | Even | Their Energy ramp eventually produces attacks big enough to threaten even a caped Mega, so this is a race to the first knockout. Attach every turn, use Potion to break their two-hit math, and time Korrina so 190 removes Suicune ex the turn it becomes Active rather than a turn late. |
| Mega Diancie ex and Mega Gardevoir ex | Unfavored | Both of their attackers are |
| Mega Altaria ex and Espeon | Heavily unfavored | Fast |
Tech options and swaps
The flex slots are the four single copies. Lucky Egg is the first cut if you prefer a second Potion, since keeping a Mega alive usually beats refilling after it falls. Field Blower earns its place in a field full of Giant Cape and Stadiums, while X Speed is nearly free because Mega Lucario ex retreats for 1 anyway; swap it for a second Field Blower if opposing Tools keep breaking your knockout math. Do not touch the Pokémon lines or the double Korrina, because they are the whole identity of the deck.
How to pilot it
- Setup: the deck registers only
Combat Energy, and every Pokémon evolves from Riolu, so Poké Ball always fetches exactly what you need: a Riolu on turn one. - Turn one: place Riolu in the Active Spot and a second on the Bench if you have it. Going first you get no Energy from the Energy Zone this turn, so dig with Professor's Research or Poké Ball instead.
- Early turns: attach to the Active Riolu every turn and evolve it into Mega Lucario ex as soon as evolution is legal. Going second you can attack with Fighting Pulse for 90 on turn two; the third attachment upgrades that to 140 the following turn.
- Bench work: evolve the second Riolu into Lucario and leave it on the Bench, taking every subsequent attack to 160 against the Active. Use Pokémon Communication to trade spare copies in hand for the evolution you are missing.
- Midgame: attach Giant Cape to the Active Mega for 210 HP, heal with Potion to break two-hit knockouts, and feed Energy to your backup Riolu line so a second attacker is ready in time.
- Closing: regular Pokémon give you 1 point, ex Pokémon 2, and Mega ex 3, so a single 190 damage Korrina swing into a Mega ex wins outright from zero. Play her only when the right target is Active.
- Misplays to avoid: attacking with 90 when a third Energy would have made it 140, spending Korrina on a regular Pokémon where she adds nothing, and promoting Mega Lucario ex into lethal range, gifting 3 points.
Deck strengths
- Fighting Pulse reaches 160 every turn with Lucario benched, and 190 into an Active ex with Korrina, enough to one-shot nearly every ex attacker
- One evolution line means Poké Ball only ever finds Riolu and Pokémon Communication digs straight to the evolutions, so the deck rarely bricks
- 190 HP plus Giant Cape makes a 210 HP Active that most decks need three attacks to remove
- A Retreat Cost of 1 on Mega Lucario ex makes rotating a damaged copy out cheap
- Lucario contributes from the Bench without Energy, so all your attachments go to the attacker
Deck weaknesses
- Weakness to
Psy hands the format's strongest tempo decks 20 extra damage on every attack - Each Mega Lucario ex you lose gives the opponent 3 points, so a single misjudged promotion loses the game
- Riolu has only 60 HP, and losing both copies early leaves the deck with no attacker at all
- The 90 damage floor before the third Energy arrives gives faster decks a window to race you
Is it worth building?
Yes. The deck asks for two copies of one expansion rare plus a cheap A2 evolution line, making it one of the most affordable top decks to assemble, and every Trainer in it is a staple you will reuse elsewhere. It suits players who like clean damage math and decisive single turns: you assemble a known board, then win with one perfectly timed Korrina. The honest caveat is the
Psy weakness, because a ladder full of Mega Altaria ex and Mega Gardevoir ex decks makes every game an uphill race. Everywhere else, this is a consistent, hard-hitting list that punishes any deck built around ex attackers.











