Luxray

Intimidate
Lowers the foe's Attack one stage. Decreases wild encounter rate.
Rivalry
Move power depends on gender of the opponent.
Type Tier
Electric NU
Level 50 Statistics (see level 5, 50, 100)
Min- Min Max Max+
HP
80
- 155 187 -
Atk
120
126 140 172 189
Def
79
89 99 131 144
SpA
95
103 115 147 161
SpD
79
89 99 131 144
Spe
70
81 90 122 134
  • Underused

Overview

Luxray is a rather unique Electric-type, sporting high Attack, low Speed, and Intimidate, which augments his decent bulk. This means that while most other pure Electric-types take on a sweeping role, Luxray is best suited to functioning as a wallbreaker. Luxray's offensive movepool — although he lacks a strong physical STAB move — is very good. With access to key wallbreaking moves in Superpower and Thunderbolt, and coverage moves like Crunch, Hidden Power, and Ice Fang, he can seriously damage just about anything with the correct move. Intimidate also lets him run defensive sets that play some niche defensive roles against physical Water- and Flying-types, making him a decent counter to the extremely troublesome physical rain sweepers.

Despite these strong points, Luxray is generally overlooked in favor of other wallbreakers such as Blaziken, Nidoking, and Magmortar, who have numerous advantages over him in terms of power, versatility, and special coverage. Luxray retains some advantages over his fellow wallbreakers, namely his physical power and ease with which he deals with Water-types. Keep this in mind when choosing Luxray over other Pokemon who compete for his team slot. Luxray is also somewhat let down by his low Speed stat, which limits his offensive ability to taking out walls and hitting things on the switch. Intimidate is useful in this regard, as it helps Luxray force switches. Overall, Luxray has the potential to be very useful to your team, but make sure you play to his unique advantages.

Name Item Ability Nature

Wallbreaker

Life Orb Intimidate Naughty
Moveset EVs
~ Thunderbolt
~ Superpower
~ Crunch
~ Hidden Power Grass / Hidden Power Water / Ice Fang
204 Atk / 156 SpA / 148 Spe

This set takes advantage of Luxray's mixed attacking stats, making him a good wallbreaker in UU. Thunderbolt deals with bulky Water-types, while Superpower decimates most special walls and does good damage to Rock- and Steel-types. Crunch damages Uxie and Claydol and OHKOes Rotom and Mismagius. There are many options for the final moveslot. Hidden Power Grass and Hidden Power Water both cover Ground-types, with Donphan and Rhyperior being 2HKOed by a combination of Superpower and Hidden Power. Hidden Power Grass covers Quagsire, while Hidden Power Water allows Luxray to 2HKO Steelix with Superpower followed by Hidden Power Water. Ice Fang hits Venusaur and Altaria on their weaker Defense stat, while dealing hefty damage to Torterra, though you lose the ability to significantly damage most Ground-types. Hidden Power Ice is a final option to maintain coverage on Ground-types while still having decent coverage against Venusaur.

Team Options & Additional Comments >>>
Name Item Ability Nature

Choice Band

Choice Band Intimidate Adamant
Moveset EVs
~ Spark
~ Ice Fang
~ Superpower
~ Crunch
40 HP / 252 Atk / 216 Spe

Luxray has a high Attack stat and excellent type coverage, so a Choice Band set can work well. Electric / Ice and Dark / Fighting are well known two-move coverage combinations, and having both together is one of the main draws of this set. Superpower is your most powerful move here, and it helps that Slowbro and Flying-types are not likely to switch in on Luxray for fear of an Electric-type attack. Spark is better than Thunder Fang for physical STAB, as the 30% paralysis rate can really help Luxray with his low Speed stat.

Team Options & Additional Comments >>>
Name Item Ability Nature

Defensive

Leftovers Intimidate Bold
Moveset EVs
~ Discharge / Thunderbolt
~ Hidden Power Grass
~ Toxic / Thunder Wave
~ Protect / Roar
252 HP / 252 Def / 4 Spe

Intimidate is a great ability for Luxray, despite his rather average defensive capabilities. A few useful resistances allow him to take quite a few hits before fainting. When factoring in Intimidate, Luxray is capable of surviving Swords Dance-boosted Bug Bite from Scyther and Stone Edge from Kabutops to hit them back with Discharge. Unfortunately, with the removal of Crobat, Honchkrow, and Staraptor from the UU tier, this set has lost some of its relevance. Still, he makes a decent switch against physical Water-types, Scyther, and Swellow, while keeping the useful Electric-type STAB and acting as a status platform.

Team Options & Additional Comments >>>
Name Item Ability Nature

RestTalk

Leftovers Intimidate Bold
Moveset EVs
~ Rest
~ Sleep Talk
~ Discharge / Thunderbolt
~ Roar / Hidden Power Grass
252 HP / 252 Def / 4 Spe

Although Luxray lacks a reliable recovery move such as Recover or Wish, he can utilize the RestTalk combo to recover health and cure status. Luxray's support movepool leaves much to be desired, so he doesn't really mind giving up moveslots for Rest and Sleep Talk. Since Luxray doesn't have room for Toxic or Thunder Wave on this set, Discharge is the primary option for the first move. Roar is useful to prevent threats from setting up on Luxray and works well in conjunction with entry hazards such as Stealth Rock and Spikes. Thanks to Rest and Sleep Talk, Luxray will be able to utilize Roar repeatedly, racking up a lot of entry hazard damage. Hidden Power Grass is still an option to 2HKO Rhyperior and Quagsire, but has little use other than that.

Team Options & Additional Comments >>>

Other Options

Offensively, Quick Attack is an option on mixed or Choice sets to pick off weakened foes, but it is very weak and doesn't hit anything super effectively. The defensive set has some other support options it can run; Light Screen can cushion it on the special side, and it also helps you gain momentum if the opponent sends in a special attacker to deal with Luxray. Magnet Rise can turn the tables on Rhyperior, Registeel, and Dugtrio, but is very situational. Shed Shell is also an option on defensive sets to escape from Dugtrio, but usually should only be used in conjunction with Rest to ensure Luxray has a way to recover HP. Rest can be used on non-Sleep Talk sets to keep Luxray around longer, but only if you have a cleric on your team to wake him up with Heal Bell or Aromatherapy. While Intimidate is usually the ability of choice, Rivalry can be used to gain extra power on offensive sets. Unfortunately, some players run all-female teams to counteract this, which will cause Luxray problems. It is even less reliable on Wi-fi, as the even distribution of sexes will surely cause Luxray to lose power at inopportune times.

Checks and Counters

Luxray boasts great type coverage and mixed attacking stats, so not many things can switch in safely. Physically defensive Grass-types can counter any set without Ice Fang (or Choice sets not using Ice Fang) easily. Tangrowth can even avoid a 2HKO from a Choice Banded Ice Fang, making him an effective counter. Regirock can switch in on anything but a Choice Banded Superpower and OHKO Luxray with Earthquake. Nidoqueen can switch in on Thunderbolt or Superpower and threaten Luxray with Earthquake, although she should watch out for Hidden Power Water or Ice Fang. Dugtrio can switch in on Thunderbolt, but must be careful, as a well-played Luxray won't just spam Electric-type attacks. Uxie can take a few hits from Crunch and cripple Luxray with paralysis or Toxic status, or set up dual screens and Stealth Rock.

Luxray's low Speed allows him to be checked by faster Pokemon with a little bit of prediction. Offensive Venusaur can come in on Thunderbolt or Superpower and dispatch of him with Earthquake. Moltres can take any attack that isn't Thunderbolt or Spark and beat Luxray with Fire Blast. Altaria can set up on any set without Ice Fang and KO Luxray with Earthquake.

The defensive set is fairly easy to counter. Venusaur only has to worry about being paralyzed by Discharge, while Chansey and Altaria can pretty much come in for free. Basically, anything that can take weak special attacks and doesn't mind status walks all over him, but must be careful switching in repeatedly with entry hazards up in case Luxray uses Roar.