Din's is bad and won't be used unless they're off the stage. Zelda cannot camp Lucario, even with naryu's. Luc has range and AS to prevent Din's spam.
Don't underestimate Zelda. Bair kills you at ridiculously low percents. Naryu's and dsmash set up very plausable spike opportunities (one of the few characters in the game that can force Luc to use ES at such low percents due to trajectory) and her spacing game is easily on par with your own.
Despite Zelda having some amazing killpower, landing them will prove difficult. So you won't be dying under 130 very often (uair is heavily telegraphed, usmash requires you to land like right on top of Zelda, fsmash CAN be DI'd+doesn't kill until 140% or so fresh, Lightning kicks require Zelda to be very close to the opponent to sweetspot, and Luc's overall better aerial game will prove difficult for Zelda to land one of these very early...ftilt/utilt have pretty flimsy range, but will kill you sooner than 130 if you do happen to screw up and somehow land right on top of Zelda...), and Zelda is light. Take advantage of that. A lot of Zelda's moves require the player to fully commit to them, which makes for some easy punishers from AS, fsmash, etc. should Zelda happen to whiff.
And...despite the situational killers she has, her dtilt sets them all up wonderfully. Dtilt pops you up into fair, usmash, utilt, ftilt, fsmash, and at lower percents can trip into dsmash. Easily considered a fundamental move to Zelda. It's really not recommended to stand in front of her long enough for her to get the dtilt off anyways, especially when you should be playing it safe and reaping the aura. Zelda simply has better closerange options than you do.