Legendary trios, duos, and mascots

Legendary Pokémon

Show only legendary and mythical Pokémon.

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Legendary Pokémon are story-defining Pokémon that usually appear only once per save file. They guard regions, control time and space, or sit at the center of myths and calamities. This page gathers every legendary from Kanto through Paldea so you can quickly browse their typings, stats, and designs when planning teams or revisiting iconic encounters.

Showing 71 legendary Pokémon from the National Dex.

Introduction

Legendary Pokémon are rare, plot-driving species: mascots of box art, guardians of regions, and “one-per-save” encounters that games treat like major moments. They often come with high base stats, signature moves, and lore that explains a region’s myths or disasters.

Mythical Pokémon are different. While legendaries are usually obtainable in normal gameplay (often late-game), mythicals are typically distributed through events, special quests, or limited-time bonuses and are designed to feel elusive. In short: legendary = in-game centerpiece; mythical = special distribution and rarity.

Unlike Starter Pokémon, which players choose at the beginning of the game, legendary Pokémon are usually encountered much later and feature significantly higher stats.

Legendary Pokémon by Generation

From Gen I to Gen IX. Each entry includes an internal Pokédex link, typings, and a one-line “how it plays / why it matters” read.

Kanto’s legendaries set the tone: three elemental birds and one “final boss” psychic. Simple on paper, iconic in practice.
  • Pokémon - ArticunoArticuno
    Defensive, patient play—great into bulky targets, but hates Rock pressure.
  • Pokémon - ZapdosZapdos
    Fast and consistent—checks common Water/Flying cores and rarely feels useless.
  • Pokémon - MoltresMoltres
    Explosive damage with real volatility—Stealth Rock matchups define its comfort.
  • Pokémon - MewtwoMewtwo
    The original “boss legend”: absurd stats and coverage, but must respect Dark/Ghost revenge plans.
Johto adds roaming beasts and two shrine mascots—less “cosmic,” more legendary folklore and pursuit.
  • Pokémon - RaikouRaikou
    Speedy special pressure—clean, simple, and excellent at forcing switches.
  • Pokémon - EnteiEntei
    Straight-line offense—hits hard, but often needs support to break bulky Waters.
  • Pokémon - SuicuneSuicune
    Classic bulk wincon—if it gets time, it snowballs; if it doesn’t, it feels slow.
  • Pokémon - LugiaLugia
    A defensive titan—wins by refusing to die, not by racing damage.
  • Pokémon - Ho-OhHo-Oh
    Nuclear hits with big weaknesses—matchup-heavy, terrifying when it’s in the right game.
Hoenn is the “big stats” era: weather gods, sky dragons, and a toolbox of Regi/Latios-likes that shape matchups.
  • Pokémon - RegirockRegirock
    Pure bulk and chip—excellent into physical attackers, but can be passive.
  • Pokémon - RegiceRegice
    Special sponge with a brutal defensive typing—strong on paper, awkward in many metas.
  • Pokémon - RegisteelRegisteel
    The definition of “glue”: resists everything, wins with patience and smart utility.
  • Pokémon - LatiasLatias
    Flexible support or calm setup—great role compression when you need speed + bulk.
  • Pokémon - LatiosLatios
    More punch than Latias—threatens immediate progress, but trades durability.
  • Pokémon - KyogreKyogre
    Weather-fueled special nuke—few Pokémon switch in safely when it’s online.
  • Pokémon - GroudonGroudon
    Premium physical legend—sets tempo with sun synergy and monstrous Ground pressure.
  • Pokémon - RayquazaRayquaza
    Raw damage first, questions later—legendary for a reason, but needs respect for speed control.
Sinnoh goes cosmic: lake trio utility, time/space/antimatter mascots, and several “raid boss” stat profiles.
  • Pokémon - UxieUxie
    Pure utility—sets screens and momentum, rarely the damage source.
  • Pokémon - MespritMesprit
    Jack-of-all—can pivot, hit, or support, but rarely the best at one thing.
  • Pokémon - AzelfAzelf
    Tempo legend—fast hazards or fast hits; wins by acting first.
  • Pokémon - DialgaDialga
    Elite resist profile and huge damage—hard to trade with cleanly.
  • Pokémon - PalkiaPalkia
    Offensive coverage monster—punishes common cores with STABs that don’t overlap.
  • Pokémon - GiratinaGiratina
    A wall with bite—checks a lot, but must respect Ice/Fairy pressure.
  • Pokémon - HeatranHeatran
    Meta staple typing—punishes Fairies/Steels, but hates Ground and chip.
  • Pokémon - RegigigasRegigigas
    Massive stats, infamous drawback—fun in casual, tricky in serious play.
  • Pokémon - CresseliaCresselia
    Defensive “moon wall”—wins by outlasting and enabling teammates.
Unova floods the roster with sub-legends: swords of justice, forces of nature, and three dragons that define endgames.
  • Pokémon - CobalionCobalion
    Fast utility Steel—great resist profile, more team glue than closer.
  • Pokémon - TerrakionTerrakion
    High immediate threat—if it finds one opening, something usually drops.
  • Pokémon - VirizionVirizion
    Niche but useful—checks some Waters and Grounds, but relies on matchups.
  • Pokémon - TornadusTornadus
    Speed + utility—annoys teams with tempo and disruptive options.
  • Pokémon - ThundurusThundurus
    Offensive prankster energy—forces respect with both damage and utility.
  • Pokémon - LandorusLandorus
    The “default good Pokémon”—Ground pressure + immunity profile fits everywhere.
  • Pokémon - ReshiramReshiram
    Special wallbreaker—few defensive answers handle both STABs comfortably.
  • Pokémon - ZekromZekrom
    Physical pressure with great coverage—punishes passive lines hard.
  • Pokémon - KyuremKyurem
    Ice/Dragon is scary offensively—defensively fragile, but it creates real damage races.
Kalos is a compact trio: life/death mascots plus the “third” that keeps changing over time.
  • Pokémon - XerneasXerneas
    If it sets up, it ends games—one of the clearest ‘answer it now’ legends.
  • Pokémon - YveltalYveltal
    Versatile pivot—threatens damage while checking key threats with typing and utility.
  • Pokémon - ZygardeZygarde
    Sustained pressure and bulk—often wins the long game rather than the burst.
Alola mixes guardians, cosmic mascots, and Ultra Beasts—some of the sharpest stat ‘profiles’ in the series.
Galar leans into ‘role clarity’: two box wolves, a raid-boss dragon, and DLC legends that feel like mini toolkits.
  • Pokémon - ZacianZacian
    One of the most feared statlines—wins games by simply being faster and stronger.
  • Pokémon - ZamazentaZamazenta
    Defensive focus—can be excellent glue, but needs the right meta to shine.
  • Pokémon - EternatusEternatus
    Special pressure with staying power—hard to check without dedicated answers.
  • Pokémon - KubfuKubfu
    A story legend-in-training—its value is what it becomes.
  • Pokémon - UrshifuUrshifu
    Meta-defining in many formats—breaks defensive habits with brutal consistency.
  • Pokémon - RegielekiRegieleki
    Pure speed + pressure—either dominates tempo or gets stonewalled by Grounds.
  • Pokémon - RegidragoRegidrago
    Simple but explosive—wins when its Dragon damage is hard to answer.
  • Pokémon - GlastrierGlastrier
    Slow tank—terrifying in Trick Room style games, otherwise needs help.
  • Pokémon - SpectrierSpectrier
    Fast special sweeper—snowballs quickly if you let it get rolling.
  • Pokémon - CalyrexCalyrex
    Form-driven legend line—base is mild, but the ecosystem around it is huge.
Paldea’s legendaries are factional: ruin treasures, DLC story legends, and two paradox mascots that play like modern raid bosses.

Types of Legendary Pokémon

Community shorthand matters. These buckets aren’t official classifications, but they are how players talk about legendaries in teams and in discussion.

Box Legendaries

The main mascots on a game’s cover—usually high BST and story central.

Mythical Pokémon

Often event/quest distributed and intentionally elusive—distinct from legendaries even if the stats are similar.

Legendary Trios

Sets of three that share a theme (beasts, birds, lake trio, swords, etc.). They’re often the ‘sub-legends’ of a region.

Ultra Beasts

Alola’s invasive ‘UB’ roster—extreme stat profiles that play like specialized tools.

Strongest Legendary Pokémon

A practical top 10 (cross-format) based on raw stats, impact, and competitive history—not a tier list for any one ruleset.

  1. 1.
    Pokémon - ZacianZacian
    Ridiculous speed + power means it wins races and forces unhealthy trades in many metas.
  2. 2.
    Pokémon - MewtwoMewtwo
    Iconic stat monster with coverage—still the baseline for “legendary boss” pressure.
  3. 3.
    Pokémon - RayquazaRayquaza
    Damage-first profile; when it’s allowed to function, it breaks teams by sheer output.
  4. 4.
    Pokémon - XerneasXerneas
    One good setup sequence can end games; opponents must hold hard answers.
  5. 5.
    Pokémon - KyogreKyogre
    Weather-boosted special damage that invalidates “soft checks” and punishes slow teams.
  6. 6.
    Pokémon - GroudonGroudon
    Elite physical pressure with sun tempo—one of the most consistent box legends historically.
  7. 7.
    Pokémon - DialgaDialga
    Absurd resist profile plus real damage—hard to answer without Ground/Fighting plans.
  8. 8.
    Pokémon - EternatusEternatus
    Special pressure with longevity—forces dedicated counterplay.
  9. 9.
    Pokémon - MiraidonMiraidon
    Modern special nuke—great speed tier and STABs that punish common structures.
  10. 10.
    Pokémon - LandorusLandorus
    Not always the strongest on paper, but historically one of the best ‘fits anywhere’ legends.

How to Get Legendary Pokémon

The exact method depends on the game, but most legendaries fall into a handful of patterns. Think “scripted encounter,” not “random route.”

Story / Post-game encounters

Many legendaries are guaranteed encounters tied to the main plot or the post-game.

  • Often one per save: bring status moves, Ultra Balls, and don’t KO it by accident.
  • Sometimes you get a re-match window; sometimes you don’t—save before you engage.

Roaming legendaries

A few games use roamers that move between routes and can flee quickly.

  • Use trapping tools and chip damage; plan for repeated short encounters.
  • Expect time investment—this is the opposite of a clean scripted capture.

Raids, special battles, and DLC quests

Modern games frequently place legendaries behind raid-like content, limited-time events, or DLC storylines.

  • Check difficulty scaling—some are balanced around co-op or late-game teams.
  • Availability changes over time; if you missed it, trading is often the practical solution.

Version exclusives, trading, and transfers

Some legendaries are locked behind version choice, trading, or cross-game transfers.

  • If a legendary is version-exclusive, trading is the intended “complete the set” path.
  • Transfers/imports vary by generation—always verify what your current title supports.

Per-legend availability notes

These are the most common acquisition patterns across main-series titles. Always double-check your specific game’s version, DLC, and event rules.

Gen I static encounter (Kanto)

Classic acquisition: a fixed battle in the Seafoam Islands in Red/Blue/Yellow and FireRed/LeafGreen.

  • A true static legendary: not random grass, usually one-per-save.
Gen I static encounter (Kanto)

Classic acquisition: a fixed battle in the Power Plant in Red/Blue/Yellow and FireRed/LeafGreen.

  • Bring status + safe chip; the challenge is capture control, not finding it.
Gen I static encounter (Kanto)

Classic acquisition: a fixed battle in the Victory Road area in Red/Blue/Yellow and FireRed/LeafGreen.

  • Usually one-per-save; save before the encounter.
Post-game boss (static encounter)

Classic acquisition: a post-game fixed encounter in Cerulean Cave in Kanto titles (notably FRLG).

  • Often treated as a “final boss” capture—save first, bring status, avoid accidental KO.
Story-triggered roamer (Johto classic)

Classic acquisition: in Gold/Silver/Crystal, released after the Burned Tower event and then roams; encounters are brief and it can flee.

  • Roamer rules apply: repeated short encounters, escape control matters.
Story-triggered roamer (Johto classic)

Classic acquisition: in Gold/Silver/Crystal, released after the Burned Tower event and then roams; encounters are brief and it can flee.

  • Same roaming framework as Raikou/Suicune; trigger first, then chase.
Crystal: story-focused static capture

Classic acquisition: Crystal emphasizes Suicune in a story chase and culminates in a fixed capture battle (contrast with roaming behavior in other versions).

  • Same trio, but not always the same capture structure across titles.
Static mascot encounter

Classic acquisition: a fixed encounter tied to the Whirl Islands storyline in Gold/Silver/Crystal.

  • A ‘go to the place and fight it’ legend—scripted access, static battle.
Static mascot encounter

Classic acquisition: a fixed encounter tied to Tin Tower in Gold/Silver/Crystal.

  • Often version-spotlit and typically one-per-save.
Puzzle ruins → static encounter (Hoenn)

Classic acquisition: Ruby/Sapphire/Emerald use Sealed Chamber-style puzzles to unlock each Regi’s tomb, then a fixed battle inside.

  • This is ‘solve → unlock → static fight’, not RNG hunting.
Puzzle ruins → static encounter (Hoenn)

Classic acquisition: Ruby/Sapphire/Emerald use puzzle unlocks to access Regice’s tomb, then a fixed battle.

  • Same framework as Regirock/Registeel; different tomb, same idea.
Puzzle ruins → static encounter (Hoenn)

Classic acquisition: Ruby/Sapphire/Emerald use puzzle unlocks to access Registeel’s tomb, then a fixed battle.

  • The ‘work’ is the unlock condition; the capture is a normal static legend fight.
Post-game roaming / version-flavored

Classic acquisition: in Hoenn titles (notably RS/E), Latias/Latios are commonly handled as post-game roamers with version/story differences.

  • Expect the roamer loop: trigger → chase → repeat short encounters.
Post-game roaming / version-flavored

Classic acquisition: in Hoenn titles (notably RS/E), Latias/Latios are commonly handled as post-game roamers with version/story differences.

  • One save may favor one twin; completing the pair often involves trading/another file.
Story mascot (static encounter)

Classic acquisition: a plot-central fixed encounter in Hoenn titles (Ruby/Sapphire/Emerald and remakes).

  • Mascots are usually scripted access + static battle, often one-per-save.
Story mascot (static encounter)

Classic acquisition: a plot-central fixed encounter in Hoenn titles (Ruby/Sapphire/Emerald and remakes).

  • Paired with Kyogre as the region’s main weather legend.
Third mascot / story resolution

Classic acquisition: Emerald ties Rayquaza to story resolution with a static encounter at Sky Pillar.

  • Third mascots are typically ‘late-story boss’ style encounters.
Post-game lake return (static)

Classic acquisition: Diamond/Pearl/Platinum let you return to the lakes post-game for fixed encounters.

  • Lake trio often uses ‘post-game cleanup’: go back and catch them.
Lake roamer (Sinnoh classic)

Classic acquisition: in DPPt, Mesprit becomes a roaming Pokémon after the lake event—track it and catch via short encounters.

  • Among the lake trio, Mesprit is the one that uses the roamer framework.
Post-game lake return (static)

Classic acquisition: Diamond/Pearl/Platinum let you return to the lakes post-game for fixed encounters.

  • Static encounter once unlocked; save before engaging.
Gen IV mascot (story static encounter)

Classic acquisition: Diamond’s story fixed battle at Spear Pillar (Mt. Coronet).

  • Mascot legends are usually story-gated and one-per-save.
Gen IV mascot (story static encounter)

Classic acquisition: Pearl’s story fixed battle at Spear Pillar (Mt. Coronet).

  • Version counterpart to Dialga.
Post-game side legend (static)

Classic acquisition: DPPt post-game content around Stark Mountain culminates in a fixed Heatran encounter.

  • A standard ‘post-game legendary quest’ structure.
Condition gate → static encounter

Classic acquisition: in Sinnoh-era titles, Regigigas is gated behind conditions (famously involving the Regis) and then encountered as a fixed battle.

  • Think ‘meet requirements → unlock temple → static fight’.
Third mascot: Distortion World / post-game

Classic acquisition: Platinum integrates Giratina via the Distortion World; Diamond/Pearl typically place it as a later fixed encounter.

  • Different titles handle the same legend differently; the constant is “scripted access + static battle.”
Post-game event → roamer (classic)

Classic acquisition: DPPt triggers a Cresselia event (Fullmoon Island), after which it roams and must be chased down.

  • A textbook ‘event unlock → roaming capture’ legendary.
Exploration static (Unova)

Classic acquisition: Black/White place Cobalion as a fixed overworld encounter after you reach the right cave/area.

  • Swords of Justice generally follow ‘find the spot → static battle’.
Exploration static (Unova)

Classic acquisition: Black/White place Terrakion as a fixed overworld encounter in a specific area.

  • Same family structure as Cobalion/Virizion.
Exploration static (Unova)

Classic acquisition: Black/White place Virizion as a fixed overworld encounter in a forest area.

  • An ‘exploration reward’ legend, not a story mascot.
Version event → roamer (BW classic)

Classic acquisition: in Black/White, Tornadus is version-linked and appears via an event chain that leads to roaming encounters.

  • Counterpart to Thundurus by version; completing the set often involves trading.
Version event → roamer (BW classic)

Classic acquisition: in Black/White, Thundurus is version-linked and appears via an event chain that leads to roaming encounters.

  • Counterpart to Tornadus by version; completing the set often involves trading.
Story mascot (endgame static capture)

Classic acquisition: Black/White integrate Reshiram/Zekrom into the finale with a mandatory story capture sequence.

  • This is a scripted, plot-critical capture rather than optional exploration.
Story mascot (endgame static capture)

Classic acquisition: Black/White integrate Reshiram/Zekrom into the finale with a mandatory story capture sequence.

  • Version counterpart to Reshiram.
Both-genies prerequisite → static encounter

Classic acquisition: in Black/White, Landorus is unlocked after having both Tornadus and Thundurus, then encountered at a fixed shrine location.

  • A classic ‘collect two to unlock the third’ design.
Post-game static (Giant Chasm classic)

Classic acquisition: Black/White place Kyurem as a post-game fixed encounter in Giant Chasm.

  • Often treated as the ‘third dragon’ post-story boss.
Gen VI mascot (story static encounter)

Classic acquisition: X/Y feature a fixed mascot encounter during the Team Flare climax.

  • Story-gated, static battle; usually one-per-save.
Gen VI mascot (story static encounter)

Classic acquisition: X/Y feature a fixed mascot encounter during the Team Flare climax.

  • Version counterpart to Xerneas.
X/Y post-game static encounter

Classic acquisition: in X/Y, Zygarde is obtained as a fixed encounter in Terminus Cave after the story.

  • Later titles expand Zygarde’s form mechanics, but X/Y is the straightforward static capture.
Post-game ruin guardian (static)

Classic acquisition: Sun/Moon allow you to battle and catch each Tapu at its island ruin after becoming Champion.

  • The island guardians are a clean ‘post-game return and capture’ structure.
Post-game ruin guardian (static)

Classic acquisition: Sun/Moon allow you to battle and catch each Tapu at its island ruin after becoming Champion.

  • Static encounter once you unlock the post-game condition.
Post-game ruin guardian (static)

Classic acquisition: Sun/Moon allow you to battle and catch each Tapu at its island ruin after becoming Champion.

  • Same guardian framework as the other Tapu.
Post-game ruin guardian (static)

Classic acquisition: Sun/Moon allow you to battle and catch each Tapu at its island ruin after becoming Champion.

  • A fixed legendary fight—save first, then capture carefully.
Gift / story progression

Usually obtained as a story gift rather than a wild encounter.

  • Evolves into a box legendary line in supported titles; the ‘choice’ often happens later.
Evolution stage

Not typically a standalone capture—usually comes from evolving Cosmog.

  • If you have Cosmoem, you’re already on the gift/quest path.
Cosmog evolution line (mascot via gift)

Classic acquisition: Sun/Moon tie Solgaleo/Lunala to the Cosmog gift → evolution progression (version branch).

  • In many runs you don’t ‘catch Solgaleo’ directly—you receive and evolve into it through story progression.
Cosmog evolution line (mascot via gift)

Classic acquisition: Sun/Moon tie Solgaleo/Lunala to the Cosmog gift → evolution progression (version branch).

  • Version branch determines which mascot you end up with.
SM post-game static (more story in USUM)

Classic acquisition: Sun/Moon treat Necrozma as a post-game fixed encounter; Ultra Sun/Ultra Moon make it more story-central with forms.

  • The exact handling varies, but it’s usually a fixed encounter once unlocked.
SwSh post-game static (mascot capture)

Classic acquisition: Sword/Shield capture Zacian/Zamazenta via the post-game questline in the Slumbering Weald.

  • A scripted post-game arc with a fixed battle at the end.
SwSh post-game static (mascot capture)

Classic acquisition: Sword/Shield capture Zacian/Zamazenta via the post-game questline in the Slumbering Weald.

  • Version counterpart to Zacian.
Main-story scripted capture (boss)

Classic acquisition: Sword/Shield include a story-mandated Eternatus capture sequence near the finale.

  • This is one of the most ‘scripted’ legendary captures in the series.
DLC gift / quest line

Commonly given as part of a DLC story, then upgraded through a dedicated quest.

  • The key step is the evolution choice; the base is usually guaranteed.
Quest evolution result

Usually obtained by evolving Kubfu via a quest / challenge path.

  • Which form you get depends on the chosen path—often one per save.
Choice encounter (mutually exclusive)

Often one of a paired choice where you can only pick one in a single save.

  • To complete the pair, trading is the standard solution.
Choice encounter (mutually exclusive)

Often one of a paired choice where you can only pick one in a single save.

  • To complete the pair, trading is the standard solution.
Choice in a quest line

Typically tied to a quest choice where you obtain one of two partners.

  • If you chose the other partner, you’ll need trade/another save to get this one.
Choice in a quest line

Typically tied to a quest choice where you obtain one of two partners.

  • If you chose the other partner, you’ll need trade/another save to get this one.
Crown Tundra DLC main quest

Classic acquisition: Sword/Shield’s Crown Tundra DLC makes Calyrex the central story legendary with a fixed obtain/capture flow.

  • DLC quest completion is the real prerequisite.
Legends: Arceus request unlock (fixed encounter)

Classic acquisition: in Pokémon Legends: Arceus, Enamorus is obtained via a post-game request that unlocks a fixed encounter.

  • Not a roamer—this is a gated, scripted unlock → static battle.
Seals / exploration unlock

Unlocked by world exploration and removing seals (Paldea ‘ruin’ pattern).

  • The battle is fixed once unlocked; the work is finding and completing the unlock steps.
Seals / exploration unlock

Unlocked by world exploration and removing seals (Paldea ‘ruin’ pattern).

  • The battle is fixed once unlocked; the work is finding and completing the unlock steps.
Seals / exploration unlock

Unlocked by world exploration and removing seals (Paldea ‘ruin’ pattern).

  • The battle is fixed once unlocked; the work is finding and completing the unlock steps.
Seals / exploration unlock

Unlocked by world exploration and removing seals (Paldea ‘ruin’ pattern).

  • The battle is fixed once unlocked; the work is finding and completing the unlock steps.
SV story ride + post-game catchable specimen

Classic acquisition: Scarlet/Violet give you a ride partner through the story, then allow catching an additional specimen after the main story.

  • Modern mascot pattern: story companion vs. catchable post-game legendary.
SV story ride + post-game catchable specimen

Classic acquisition: Scarlet/Violet give you a ride partner through the story, then allow catching an additional specimen after the main story.

  • Version counterpart to Koraidon.
Limited-time raid / special distribution

Commonly tied to limited-time raid-style events in modern titles.

  • If the event isn’t active, trading is usually the practical path.
Limited-time raid / special distribution

Commonly tied to limited-time raid-style events in modern titles.

  • If the event isn’t active, trading is usually the practical path.
SV DLC: The Teal Mask story legendary

Classic acquisition: The Teal Mask DLC ties the Loyal Three to story progression and then makes them catchable as fixed encounters.

  • Scripted DLC flow: progress the story, then capture the unlocked encounters.
SV DLC: The Teal Mask story legendary

Classic acquisition: The Teal Mask DLC ties the Loyal Three to story progression and then makes them catchable as fixed encounters.

  • Same DLC framework as Okidogi/Fezandipiti.
SV DLC: The Teal Mask story legendary

Classic acquisition: The Teal Mask DLC ties the Loyal Three to story progression and then makes them catchable as fixed encounters.

  • A fixed encounter unlocked by DLC story steps.
SV DLC: The Teal Mask main story legendary

Classic acquisition: Ogerpon is the central legendary of The Teal Mask DLC, obtained through the main questline.

  • Not ‘randomly found’—it’s an end-of-arc scripted obtain/capture.
SV DLC: The Indigo Disk main story legendary

Classic acquisition: Terapagos is the central legendary of The Indigo Disk DLC, obtained through the main questline.

  • A story-locked legend: the prerequisite is completing the DLC arc.

Legendary Stats Comparison

A simple way to think about legendary numbers: most are built around clear stat “jobs,” not perfectly rounded spreads.

  • Box legendaries often sit around 680 BST (with notable outliers). That usually means they can do more than one thing well at once.
  • Many sub-legendaries (trios/guardians) feel like “specialists” around 570–600 BST—fast utility, bulky control, or clean wallbreaking.
  • Ultra Beasts are extremes by design: incredible in one direction, exploitable in another. Treat them like tools, not mascots.
  • Mythicals frequently land near 600 BST too, but their availability is what sets them apart, not just their numbers.

FAQ

Are mythical Pokémon the same as legendary Pokémon?

No. They can have similar stats, but mythicals are usually event/quest distributed and intentionally rare. Legendaries are typically designed to be obtainable in normal play. See: Mythical Pokémon.

Do I need a legendary to beat the story?

No—mainline games are balanced so a normal team can clear. Legendaries just compress power: fewer turns, fewer risks, less grinding.

Why do legendaries feel “stronger” than regular Pokémon?

They usually have higher base stats, better typing/coverage, and signature tools. The tradeoff is availability and ruleset restrictions in competitive formats.

Are Ultra Beasts legendary?

They’re a separate concept, but players often discuss them alongside legendaries because of their rarity and extreme stat profiles.

Full National Dex listing

Every legendary species in one grid—tap a card for stats, moves, abilities, and evolution details.

#144
Pokémon - Articuno

Articuno

IceFlyingKanto
#145
Pokémon - Zapdos

Zapdos

ElectricFlyingKanto
#146
Pokémon - Moltres

Moltres

FireFlyingKanto
#150
Pokémon - Mewtwo

Mewtwo

PsychicKanto
#243
Pokémon - Raikou

Raikou

ElectricJohto
#244
Pokémon - Entei

Entei

FireJohto
#245
Pokémon - Suicune

Suicune

WaterJohto
#249
Pokémon - Lugia

Lugia

PsychicFlyingJohto
#250
Pokémon - Ho-Oh

Ho-Oh

FireFlyingJohto
#377
Pokémon - Regirock

Regirock

RockHoenn
#378
Pokémon - Regice

Regice

IceHoenn
#379
Pokémon - Registeel

Registeel

SteelHoenn
#380
Pokémon - Latias

Latias

DragonPsychicHoenn
#381
Pokémon - Latios

Latios

DragonPsychicHoenn
#382
Pokémon - Kyogre

Kyogre

WaterHoenn
#383
Pokémon - Groudon

Groudon

GroundHoenn
#384
Pokémon - Rayquaza

Rayquaza

DragonFlyingHoenn
#480
Pokémon - Uxie

Uxie

PsychicSinnoh
#481
Pokémon - Mesprit

Mesprit

PsychicSinnoh
#482
Pokémon - Azelf

Azelf

PsychicSinnoh
#483
Pokémon - Dialga

Dialga

SteelDragonSinnoh
#484
Pokémon - Palkia

Palkia

WaterDragonSinnoh
#485
Pokémon - Heatran

Heatran

FireSteelSinnoh
#486
Pokémon - Regigigas

Regigigas

NormalSinnoh
#487
Pokémon - Giratina

Giratina

GhostDragonSinnoh
#488
Pokémon - Cresselia

Cresselia

PsychicSinnoh
#638
Pokémon - Cobalion

Cobalion

SteelFightingUnova
#639
Pokémon - Terrakion

Terrakion

RockFightingUnova
#640
Pokémon - Virizion

Virizion

GrassFightingUnova
#641
Pokémon - Tornadus

Tornadus

FlyingUnova
#642
Pokémon - Thundurus

Thundurus

ElectricFlyingUnova
#643
Pokémon - Reshiram

Reshiram

DragonFireUnova
#644
Pokémon - Zekrom

Zekrom

DragonElectricUnova
#645
Pokémon - Landorus

Landorus

GroundFlyingUnova
#646
Pokémon - Kyurem

Kyurem

DragonIceUnova
#716
Pokémon - Xerneas

Xerneas

FairyKalos
#717
Pokémon - Yveltal

Yveltal

DarkFlyingKalos
#718
Pokémon - Zygarde

Zygarde

DragonGroundKalos
#785
Pokémon - Tapu Koko

Tapu Koko

ElectricFairyAlola
#786
Pokémon - Tapu Lele

Tapu Lele

PsychicFairyAlola
#787
Pokémon - Tapu Bulu

Tapu Bulu

GrassFairyAlola
#788
Pokémon - Tapu Fini

Tapu Fini

WaterFairyAlola
#789
Pokémon - Cosmog

Cosmog

PsychicAlola
#790
Pokémon - Cosmoem

Cosmoem

PsychicAlola
#791
Pokémon - Solgaleo

Solgaleo

PsychicSteelAlola
#792
Pokémon - Lunala

Lunala

PsychicGhostAlola
#800
Pokémon - Necrozma

Necrozma

PsychicAlola
#888
Pokémon - Zacian

Zacian

FairyGalar
#889
Pokémon - Zamazenta

Zamazenta

FightingGalar
#890
Pokémon - Eternatus

Eternatus

PoisonDragonGalar
#891
Pokémon - Kubfu

Kubfu

FightingGalar
#892
Pokémon - Urshifu

Urshifu

FightingDarkGalar
#894
Pokémon - Regieleki

Regieleki

ElectricGalar
#895
Pokémon - Regidrago

Regidrago

DragonGalar
#896
Pokémon - Glastrier

Glastrier

IceGalar
#897
Pokémon - Spectrier

Spectrier

GhostGalar
#898
Pokémon - Calyrex

Calyrex

PsychicGrassGalar
#905
Pokémon - Enamorus

Enamorus

FairyFlyingGalar
#1001
Pokémon - Wo-Chien

Wo-Chien

DarkGrassPaldea
#1002
Pokémon - Chien-Pao

Chien-Pao

DarkIcePaldea
#1003
Pokémon - Ting-Lu

Ting-Lu

DarkGroundPaldea
#1004
Pokémon - Chi-Yu

Chi-Yu

DarkFirePaldea
#1007
Pokémon - Koraidon

Koraidon

FightingDragonPaldea
#1008
Pokémon - Miraidon

Miraidon

ElectricDragonPaldea
#1009
Pokémon - Walking Wake

Walking Wake

WaterDragonPaldea
#1010
Pokémon - Iron Leaves

Iron Leaves

GrassPsychicPaldea
#1014
Pokémon - Okidogi

Okidogi

PoisonFightingPaldea
#1015
Pokémon - Munkidori

Munkidori

PoisonPsychicPaldea
#1016
Pokémon - Fezandipiti

Fezandipiti

PoisonFairyPaldea
#1017
Pokémon - Ogerpon

Ogerpon

GrassPaldea
#1024
Pokémon - Terapagos

Terapagos

NormalPaldea
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