Okay. So. Um. This is one of my first times doing one of these, and I'm ridiculously new to competitive battling, so please bear with me. ^^;
Luxray
I've always been fond of the apex predator Pokemon like Luxray and Mightyena. Unfortunately, Gamefreak is constantly determined to make playing him difficult for me. Due to the commonness of Earthquake last generation, and a lack of a reliable or strong STAB move, Luxray in particular had a lot of trouble. Spark and Thunder Fang just didn't cut it.
That said, some of those problems has been addressed. Let's look at what Luxray has to offer now!
Abilities:
Rivalry: One of those abilities that always seemed good on paper, but really didn't have much of a use due to the evenness of gender ratios on most Pokemon.
Intimidate: Allows Luxray to switch in and take the opponent down a peg, and potentially survive a hit. Hindered by Luxray's ridiculously average defenses.
Guts: Now that's what I'm talking about. Luxray finally gets a decent ability in the form of Guts, which boosts its power while suffering from status. Unfortunately, this comes at the loss of one of Luxray's few advantages from Gen IV, Superpower, which was a move tutor.
Level-Up Moves
Egg Moves
TM/HMs
Gen IV Move Tutor
As you can see, Wild Bolt and Volt Charge both give Luxray what he's desperately needed since day one: reliable STAB. Both have their uses, with Wild Bolt favoring raw power and Volt Charge allowing it to hit while switching out.
In terms of its original abilities, Luxray gains moves and doesn't lose any of his old ones - it can be raised and tutored in Gen IV and sent to BW while still being able to reap the benefits of Volt Charge and Wild Bolt. Unfortunately, if you want to use Guts (assuming, that is, that Dream World abilities are breedable), he loses all but one of his pre-existing moves: Superpower, which would otherwise give it the ability to hit fairly hard against rock types like Tyranitar, as well as against Steel.
That said, Guts on its own does provide some advantages. Again assuming that Guts can be bred, here's one such potential moveset based on using Guts.
Luxray
Jolly - Toxic/Flame Orb
Ability: Guts
- Wild Bolt
- Ice Fang
- Crunch/Volt Charge
- Howl
Wild Bolt is favored for the first slot here, as it offers the most power. Unfortunately, with its held item, it's going to be dying very quickly. Ice Fang is normally very weak, and Howl normally not worth its salt, but between Guts and the boost from Howl, both become somewhat more respectable, giving Luxray the ability to hit Ground Types. Crunch is always good, but Volt Charge would also give Luxray the ability to exit the battle when faced against something unfavorable, which makes it somewhat worthwhile to run alongside Wild Bolt.
Obviously, the weaknesses here are Luxray's mediocre speed (somewhat deterred by Jolly) and defenses. Both of these make setting up Howl dangerous, which combined with the fact that he's entering the battle poisoned means he's got a good chance of dying before he can do anything.
This next moveset utilizes Luxray's existing abilities and focuses on his existing Gen IV options combined with his Gen V options.
Luxray
Jolly - Life Orb
Ability: Intimidate
- Wild Volt
- Superpower
- Crunch/Volt Charge/Howl/Roar
- Return/Volt Charge/Howl/Roar
This is pure offense. Wild Volt is standard again, while Superpower is your main defense against the likes of the steel and rock pantheon, and Tyranitar. The other two slots are trickier. Crunch and Return both add valid additional offense, while Howl provides a stat boost. Meanwhile, Volt Charge retains the previous set's validity of allowing Luxray to switch, while Roar lets him send away unfavorable opponents.
There is also the possibility of running him as a mixed attacker thanks to the new weather options, which allow him to accurately call down Thunder. He also has Signal Beam, which is a decent if unremarkable move.
That said, Luxray will never be as great as I want him to be. Certainly not in this generation, anyway. Nevertheless, one of the gaping holes in his repertoire has been filled, in addition to some new offerings that add to his versatility. So, Luxray has the potential to rise to the occasion as an average battler or member of the lower tiers, where it will undoubtedly gain the ability to prove itself after four years of languishing in mediocrity.
*whew* How did I do everyone?
Luxray
I've always been fond of the apex predator Pokemon like Luxray and Mightyena. Unfortunately, Gamefreak is constantly determined to make playing him difficult for me. Due to the commonness of Earthquake last generation, and a lack of a reliable or strong STAB move, Luxray in particular had a lot of trouble. Spark and Thunder Fang just didn't cut it.
That said, some of those problems has been addressed. Let's look at what Luxray has to offer now!
Abilities:
Rivalry: One of those abilities that always seemed good on paper, but really didn't have much of a use due to the evenness of gender ratios on most Pokemon.
Intimidate: Allows Luxray to switch in and take the opponent down a peg, and potentially survive a hit. Hindered by Luxray's ridiculously average defenses.
Guts: Now that's what I'm talking about. Luxray finally gets a decent ability in the form of Guts, which boosts its power while suffering from status. Unfortunately, this comes at the loss of one of Luxray's few advantages from Gen IV, Superpower, which was a move tutor.
Level-Up Moves
Tackle
Leer
Charge
Leer
Charge
Spark
Bite
Roar
Swagger
Thunder Fang
Crunch
Scary Face
Discharge
Wild Bolt
Leer
Charge
Leer
Charge
Spark
Bite
Roar
Swagger
Thunder Fang
Crunch
Scary Face
Discharge
Wild Bolt
Egg Moves
Ice Fang
Fire Fang
Thunder Fang
Quick Attack
Howl
Take Down
Night Slash
Shock Wave
Swift
Double Kick
Signal Beam
Helping Hand
Fire Fang
Thunder Fang
Quick Attack
Howl
Take Down
Night Slash
Shock Wave
Swift
Double Kick
Signal Beam
Helping Hand
TM/HMs
Roar
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Frustration
Thunderbolt
Thunder
Return
Double Team
Facade
Rest
Attract
Thief
Troll
Charge Beam
Giga Impact
Flash
Volt Charge
Thunder Wave
Swagger
Substitute
Wild Bolt
Back Out
Strength
Toxic
Hidden Power
Hyper Beam
Light Screen
Protect
Rain Dance
Frustration
Thunderbolt
Thunder
Return
Double Team
Facade
Rest
Attract
Thief
Troll
Charge Beam
Giga Impact
Flash
Volt Charge
Thunder Wave
Swagger
Substitute
Wild Bolt
Back Out
Strength
Gen IV Move Tutor
Fury Cutter
Headbutt
Magnet Rise
Mud-Slap
Signal Beam
Snore
Superpower
Swift
Headbutt
Magnet Rise
Mud-Slap
Signal Beam
Snore
Superpower
Swift
As you can see, Wild Bolt and Volt Charge both give Luxray what he's desperately needed since day one: reliable STAB. Both have their uses, with Wild Bolt favoring raw power and Volt Charge allowing it to hit while switching out.
In terms of its original abilities, Luxray gains moves and doesn't lose any of his old ones - it can be raised and tutored in Gen IV and sent to BW while still being able to reap the benefits of Volt Charge and Wild Bolt. Unfortunately, if you want to use Guts (assuming, that is, that Dream World abilities are breedable), he loses all but one of his pre-existing moves: Superpower, which would otherwise give it the ability to hit fairly hard against rock types like Tyranitar, as well as against Steel.
That said, Guts on its own does provide some advantages. Again assuming that Guts can be bred, here's one such potential moveset based on using Guts.
Luxray
Jolly - Toxic/Flame Orb
Ability: Guts
- Wild Bolt
- Ice Fang
- Crunch/Volt Charge
- Howl
Wild Bolt is favored for the first slot here, as it offers the most power. Unfortunately, with its held item, it's going to be dying very quickly. Ice Fang is normally very weak, and Howl normally not worth its salt, but between Guts and the boost from Howl, both become somewhat more respectable, giving Luxray the ability to hit Ground Types. Crunch is always good, but Volt Charge would also give Luxray the ability to exit the battle when faced against something unfavorable, which makes it somewhat worthwhile to run alongside Wild Bolt.
Obviously, the weaknesses here are Luxray's mediocre speed (somewhat deterred by Jolly) and defenses. Both of these make setting up Howl dangerous, which combined with the fact that he's entering the battle poisoned means he's got a good chance of dying before he can do anything.
This next moveset utilizes Luxray's existing abilities and focuses on his existing Gen IV options combined with his Gen V options.
Luxray
Jolly - Life Orb
Ability: Intimidate
- Wild Volt
- Superpower
- Crunch/Volt Charge/Howl/Roar
- Return/Volt Charge/Howl/Roar
This is pure offense. Wild Volt is standard again, while Superpower is your main defense against the likes of the steel and rock pantheon, and Tyranitar. The other two slots are trickier. Crunch and Return both add valid additional offense, while Howl provides a stat boost. Meanwhile, Volt Charge retains the previous set's validity of allowing Luxray to switch, while Roar lets him send away unfavorable opponents.
There is also the possibility of running him as a mixed attacker thanks to the new weather options, which allow him to accurately call down Thunder. He also has Signal Beam, which is a decent if unremarkable move.
That said, Luxray will never be as great as I want him to be. Certainly not in this generation, anyway. Nevertheless, one of the gaping holes in his repertoire has been filled, in addition to some new offerings that add to his versatility. So, Luxray has the potential to rise to the occasion as an average battler or member of the lower tiers, where it will undoubtedly gain the ability to prove itself after four years of languishing in mediocrity.
*whew* How did I do everyone?