PU Luxray

For Checks and Counters, mention Gourgeist-XL under Grass-types as it can switch into Wild Charge with ease and is 3HKOd by Ice Fang and can heal off damage with Synthesis, cripple Luxray with Will-O-Wisp, or retaliate with Foul Play. Remove Haunter and Gourgeist mentions as the former is no longer PU and the latter is mainly defensive. You also meant to say Choice Specs Chatot not Band lol. Also remove all mentions of Haunter and I also see a Vileplume mention. Do this and tag me when you're done.

The Quasar

e: nice 400th post.
 
For Team Options, remove the sentence regarding Marowak and Ninetales as Marowak is a wallbreaker, not a set up sweeper and you already mentioned Ninetales in another sentence. Remove the last sentence as you already talked about entry hazard setters in the first two sentences. Do this, and QC 3/3.
 
add/correct remove comments
[OVERVIEW]
Luxray fits best on offensive and balanced teams acting as a wallbreaker and as an offensive pivot, [rc] due to its ability Intimidate, [ac] which ability allows Luxray to perform this role decently well. Intimidate is useful to lighten damage taken from physical attackers, and Guts could allow Luxray to absorb Will-O-Wisp or another non-volatile status. In fact Its good physical movepool plus Volt Switch give it an important niche on PU tier, despite the fact that its modest Speed is not sufficient enough to outspeed many foes opponents and without an Adamant nature the power loss is substantial. Its abilities, Intimidate and Guts, are really competitive abilities. In particular, Intimidate is useful to lighten damages from physical attackers, Guts could be activated from an exact game predict to absorb Will-O-Wisp or another non-volatile status. Intimidate and Guts are also representing niche abilities, making Luxray a valid option over other Electric-types. Even if Luxray is powerful, it's often outclassed from others offensive Electric-type such as Raichu and Zebstrika, [rc] due to of its lower Speed. In fact, [ac] Jolly Barbaracle, Simipour, [ac] and Kadabra always outspeed Luxray (only Electabuzz has a speed tie with Kadabra, if it don't carry Hidden Power Fighting).

[SET]
name: Choice Band
move 1: Wild Charge
move 2: Ice Fang
move 3: Superpower
move 4: Volt Switch
item: Choice Band
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========
Wild Charge is the Physical STAB move on this set; Despite its recoil damage, Wild Charge basically hits hard everything that isn't immune to it hard; [semi] and it's mainly useful against Pokemon such as Pelipper and Poliwrath. Ice Fang provides decent coverage with Wild Charge, hitting common Grass-types opponents and bulky Ground-types Pokemons such as Torterra. Superpower hits integrates Luxray's Attack, hitting Normal- and Steel-types and Pokemon such as but alsoProbopass and Piloswine, which too. In particular it's important to highlight Superpower Luxray's effectiveness against Piloswine. That's a very prominent 'mon that resists BoltBeam coverage and Superpower hits it incredibly hard, having a chance to OHKO after Rocks. Since Wild Charge, Ice Fang, [ac] and Superpower provide a good coverage, it can easily afford to run Volt Switch as its last move. Volt Switch lets you scout for switches against disadvantageous foes opponents, giving you momentum, so it's really useful in tandem with Intimidate, as it makes Luxray a viable pivot.

Set Details
==========
The EVs spread, Adamant nature, [ac] and Choice Band item maximize Luxray's Attack. Also a Speed investment brings keeps Luxray's Speed to a at least decent level. An Adamant nature is essential to KO Carracosta. Intimidate is useful to soften up damage from physical attackers; Intimidate can be so useful that you can use it can be used to weaken and force out switches of physical attackers opponent, easing even to ease the job of revenge [add space] killers against a dangerous threat, sacrificing Luxray itself. It's also good to sort of Intimidate can also somewhat muzzle threats like such as Shell Smash Carracosta, Sword Dance Leafeon, and Sword Dance Jumpluff; while Luxray is by no means counters to these Pokemons, it can use Intimidate to weaken them severely; for example, [ac] +1 Carracosta is definitely a lot less scary. [period] and This is invaluable to a lot of teams that don't run Poliwrath. Finally, Volt Switch is just too important to Luxray's role as a bulky pivot to give up and it is just nice for pivoting out of Pokemons like such as Tangela.

Usage Tips
==========
Luxray, especially when running Intimidate, should be brought in on weak attackers and others Pokemons to force them their switch out, therefore gaining momentum with Volt Switch or directly go for a stronger move to damage the switch. It's better to use Volt Switch against bulkier teams to wear down foes and gain momentum, but be careful when pivoting in against Defiant users, as giving them a free dangerous Attack boost is dangerous. Luxray should be used to break down walls with its powerful attacks, but don't not to expect it to sweep with its mediocre Speed. Also, Luxray must be used considerated in a slow VoltTurn team, [ac] as this will allow it to safely switch into strong attackers, especially specially based ones. Even if Luxray could revenge kill many Pokemons such as as Haunter, Raichu, and Rotom-F, it can't switch in safely against them.

Team Options
============
Stealth Rock setters as Propobass and Golem are good teammates, [rc] because they make it easier for Luxray to wallbreak, [ac] especially its wallbreaker role, e.g. against Raichu and Regice. But also Spikes setters such as Roselia are really appreciated as well. Roselia can also takes advantage of opposing against Tangela rather easily (Tangela can't do much to Roselia while Roselia can setup spikes and threaten it with a Sludge Bomb). More broadly Luxray will be able to force switches and gaining momentum with Volt Switch, its counters/checks are more easily worn down with hazard support. Even Toxic Spikes support works is a good Luxray's synergy, especially against bulky Ground-types. [period] and at the same time Thunder Wave support is well-accepted because it slows down foes and makes it easier for Luxray to handle them. [period] opponent pokemons and so a possible gap against Luxray could be lowered. [remove line break] Pokemon that are immune or resistant to Ground-type attacks, [ac] such immune as as Jumpluff, [ac] or resistors as bulky Torterra, and Leafeon, [ac] are also good teammates because Luxray is weak to Ground. unable to tollerate Ground attacks as Earthquake or Earth Power; they are all worthy of consideration too as due of Intimidate ability, setup sweepers such as Ninetales, Leafeon, and Jumpluff or weather sweepers such as Rain Dance Poliwrath. [I don't really get what this last part means, sorry. Due to Luxray's Intimidate ability, these Pokemon can do what?] Finally, it's not difficult to see Luxray in a slow VoltTurn. Luxray fits well in VoltTurn cores where it can be switched in safely because it appreciates to get brought into field with safety and with Intimidate's support. Probopass (as other volt switcher), Ninjask, Togetic and Jumpluff.

[STRATEGY COMMENTS]
Other Options
=============
An Luxray Assault Vest set is playable because it can defeat all relevant Defog users in the tier and take advantage of potential Scald burns to gain an Attack boost, if you use Guts ability. Despite the fact that there are better switch-ins for to Water-type defog-ers Defoggers, Luxray takes special attacks, [ac] (such as Swanna and / Pelipper's Scald, [ac]) better from defoggers. Crunch hits Gourgiest-XL forms significantly harder and gives it has a chance to cleanly 2HKO after Stealth Rock, [ac] however it's usually not worth using over Luxray's other moves. But it's not easy to prefer it over main moves. Quick Attack can be used as a form of priority to finish off weak foes such opponents as a Ninetales at around 30% of total HP, as well as Jumpluff and Ursuring. A Guts set with Toxic Orb and Facade is always also playable, searching on game a free turn to activate its Status Orb. Choice Band set is viable better because it gives Luxray it the utility of a pivot as well as better power right off the bat and does not require Luxray, [rc] without requiring to take residual damage from poison/ or burn. Regarding Around different natures, a Jolly nature allows gives Luxray more speed, [rc] to outspeed Barbaracle, neutral-natured Poliwrath, Drifblim, [ac] and Kricketune, [ac] but it has less power can't hit with enough power, too. Then, A Choice Scarf set can be used, [ac] but the Speed boost isn't not so considerable and without Choice Band, Luxray's attacking capacity is too weak.

Checks & Counters
=============
**Ground-types**: Support Stunkfisk can could resist against Luxray's attacks and can hit it with Earth Power, and Marowak KOes Luxray with Bonemerang. Piloswine, despite the fact that it's hit hard by from Superpower, can revenge kill Luxray with Earthquake.

**Grass-types**: Usually, Grass-types are pretty good checks and counters to Luxray; for example, [ac] even if Tangela has taken a lot of residual damage and is 2HKOed by Ice Fang on the switch, it can pivot out to a resist and get regenerate its health back with Regenerator. Also, [ac] it's impossible for to Luxray to switch in on Torterra, too. Also Gourgeist-XL can switch into Wild Charge with ease and it's is only 3HKOed by Ice Fang; then it can heal off damage with Synthesis, cripple Luxray with Will-O-Wisp, or retaliate with Foul Play.

**Electric-types**: Zebstrika and Raichu ara faster and, [ac] despite the fact that Luxray's Superpower cleanly OHKOes both, Lightningrod variants can switch in on Volt Switch or Wild Charge. Also it's impossible to switch in front of us, due to Specs Raichu Focus Blast or Zebstrika Overheat. [Not really sure what the last sentence meant sorry!]

**Offensive Checkers Checks**: Life Orb Ninetales, Torterra, Rotom-F, and Choice Specs Chatot can OHKO or 2HKO Luxray, thus making them good offensive checks that force Luxray out.

**Status**: Will-O-Wisp halves Luxray's Attack, rendering it less effective, and Toxic puts a timer on Luxray's longevity too. Obviously, this is a non-issue for Guts Luxray variants.
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(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW] (no need to bold these)
Luxray fits best on offensive and balanced teams as a wallbreaker and an offensive pivot due to its ability Intimidate, (AC) which allows Luxray to perform this role decently well. Intimidate is useful to lighten damage taken from physical attackers, and Guts could allow Luxray to absorb Will-O-Wisp or another non-volatile status. Its good physical movepool plus Volt Switch give it an important niche on in the PU tier, despite the fact that its modest Speed is not sufficient enought to outspeed many foes and without an Adamant nature the power loss is substantial. Even if though Luxray is powerful, it's often outclassed from others by other offensive Electric-types such as Raichu and Zebstrika due to its lower Speed. In fact, Jolly Barbaracle, Simipour, and Kadabra always outspeed Luxray.

[SET]
name: Choice Band
move 1: Wild Charge
move 2: Ice Fang
move 3: Superpower
move 4: Volt Switch
item: Choice Band
ability: Intimidate
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves

========
Despite its recoil damage, Wild Charge basically hits everything that isn't immune to it hard; it's mainly useful against Pokemon such as Pelipper and Poliwrath. Ice Fang provides decent excellent (BoltBeam coverage is more than just 'decent' imo) coverage with Wild Charge, hitting common Grass-types and bulky Ground-types such as Torterra. Superpower hits Normal- and Steel-types and Pokemons Pokemon such as Probopass and Piloswine, which resists BoltBeam coverage. (actually Probopass doesn't resist it so it'd just fall under Steel-types... idk if there are any other relevant Pokemon that resist BoltBeam so I just removed it, but of course you can put in another example if appropriate) Since Because Wild Charge, Ice Fang, and Superpower provide good coverage, it Luxray can easily afford to run Volt Switch as its last move. Volt Switch lets you Luxray scout for switches against disadvantageous foes, giving you momentum, so it's really useful in tandem with Intimidate, as it makes Luxray a viable pivot.

Set Details
==========
The EV spread, Adamant nature, and Choice Band item maximize Luxray's Attack. Speed investment brings Luxray's Speed to a decent level. An Adamant nature is essential to KO Carracosta. Intimidate is useful to soften up damage from physical attackers; it can be used to weaken and force out physical attackers, easing the job of revenge killers. Intimidate can also somewhat muzzle threats such as Shell Smash Carracosta, Sword Swords Dance Leafeon, and Sword Swords Dance Jumpluff; while Luxray is by no means counters to these Pokemon, it can use Intimidate to weaken them; foe example, +1 Carracosta is definitely and make them a lot less scary. This is invaluable to a lot of teams that don't run Poliwrath. Finally, Volt Switch is just too important to Luxray's role as a bulky pivot to give up and it is just nice for pivoting out of Pokemon such as Tangela.

Usage Tips
==========
Luxray, especially when running Intimidate, should be brought in on weak attackers and other Pokemon to force them out, therefore gaining momentum. It's better to use Volt Switch against bulkier teams to wear down foes and gain momentum, but be careful when pivoting in against Defiant users, as giving them a free Attack boost is dangerous. Luxray should be used to break down walls with its powerful attacks, but don't expect it to sweep with its mediocre Speed. Also, Luxray must be used in a slow VoltTurn team, as this will allow it to safely switch into strong attackers, especially specially based ones. Even if Luxray could revenge kill many Pokemon such as Haunter, Raichu, and Rotom-F, it can't switch in safely against them.

Team Options
============
Stealth Rock setters such as Propobass Probopass and Golem are good teammates because they make it easier for Luxray to wallbreak, especially against Raichu and Regice. Spikes setters such as Roselia are really appreciated as well. Roselia can also take advantage of opposing Tangela rather easily. Even Toxic Spikes support works, especially against bulky Ground-types. Thunder Wave support slows down foes and makes it easier for Luxray to handle them.
Pokemon that are immune or resistant to Ground-type attacks, such as Jumpluff, as Torterra, and Leafeon, are also good teammates because Luxray is weak to Ground. Then, setup sweepers such as Ninetales, Leafeon, and Jumpluff or weather sweepers such as Rain Dance Poliwrath are good teammates, thanks to synergie with Intimidate ability as Luxray can help them find setup opportunities with Intimidate. Luxray fits well in VoltTurn cores, (AC) where it can be switched in safely.

[STRATEGY COMMENTS]
Other Options
=============

An Assault Vest set is playable because it can defeat all relevant Defog users in the tier and take advantage of potential Scald burns to gain an Attack boost, if you use Guts ability. Despite the fact that there are better switch-ins for Water-type Defoggers, Luxray takes special attacks, such as Swanna and Pelipper's Scald, better when equipped with an Assault Vest. (assuming that's what you were getting at) Crunch hits Gourgiest-XL Gourgeist-XL significantly harder than Ice Fang and has a chance to cleanly 2HKO after Stealth Rock, however but it's usually not worth using over Luxray's other moves. Quick Attack can be used as a form of priority to finish off weak weakened foes such as a Ninetales at around 30% of total HP, as well as Jumpluff and Ursuring Ursaring. A Guts set with Toxic Orb and Facade is also playable. However, a Choice Band set is viable preferred because it gives Luxray better power right off the bat and does not require Luxray take residual damage from poison or burn. Regarding natures, a Jolly nature allows Luxray to outspeed Barbaracle, neutral-natured Poliwrath, Drifblim, and Kricketune, but it has less power. A Choice Scarf set can be used, but the Speed boost isn't not so considerable too substantial, (AC) and without Choice Band, Luxray's attacking capacity is too weak.

Checks & Counters
=============
**Ground-types**
: Support Stunkfisk can resist Stunfisk resists Luxray's attacks and can hit it with Earth Power, and Marowak KOes Luxray with Bonemerang. Piloswine, despite the fact that it's hit hard by Superpower, can revenge kill Luxray with Earthquake.

**Grass-types**: Usually, Grass-types are pretty good checks and counters to Luxray; for example, even if Tangela has taken a lot of residual damage and is 2HKOed by Ice Fang on the switch, it can pivot out to a resist and get its health back with Regenerator. Also, it's impossibile for Luxray to switch in on Torterra. Gourgeist-XL can switch into Wild Charge with ease and is only 3HKOed by Ice Fang; then after getting in, it can heal off damage with Synthesis, cripple Luxray with Will-O-Wisp, or retaliate with Foul Play.

**Electric-types**: Zebstrika and Raichu ara faster and, despite the fact that Luxray's Superpower cleanly OHKOes both, (<- unbold this one) Lightningrod variants can switch in on Volt Switch or Wild Charge.

**Offensive Checks**: Life Orb Ninetales, Torterra, Rotom-F, and Choice Specs Chatot can OHKO or 2HKO Luxray, thus making them good offensive checks that force Luxray out.

**Status**: Will-O-Wisp halves Luxray's Attack, rendering it less effective, and Toxic puts a timer on Luxray's longevity. Obviously, this is a non-issue for Guts Luxray variants.
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GP 2/2
 
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