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404 - Luxio

  Type Ability

(1) Rivalry
(2) Intimidate
(HA) Guts

Evolutions


Shinx
Level 15
Luxio
Level 30
Luxray

Defenses

Immune 0.25x Resist 0.5x Resist Neutral 2x Weak 4x Weak
   

















 

Stats

HPATKDEFSPASPDSPEBST
608549604960363

Level Up Moves

Level Name Power Accuracy PP Type Damage Class Effect
1 Leer None 100 30 Priority: 0. Lowers the target's Defense by one stage.
1 Tackle 50 100 30 Priority: 0. Inflicts regular damage.
1 Thunder Shock 40 100 25 Priority: 0. Has a 10% chance to paralyze the target.
4 Charge None None 20 Priority: 0. Raises the user's Special Defense by one stage. If the user uses an electric move next turn, its power will be doubled.
7 Howl None None 40 Priority: 0. Raises the user's Attack by one stage.
9 Helping Hand None None 20 Priority: 5. Boosts the power of the target's moves by 50% until the end of this turn.

This move cannot be copied by mirror move, nor selected by assist or metronome.
11 Spark 65 100 20 Priority: 0. Has a 30% chance to paralyze the target.
14 Bite 60 100 20 Priority: 0. Has a 30% chance to make the target flinch.
16 Double Kick 30 100 30 Priority: 0. Hits twice in one turn.
18 Nuzzle 20 100 20 Priority: 0. Has a 100% chance to paralyze the target.
21 Fire Fang 65 95 15 Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
21 Ice Fang 65 95 15 Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
21 Thunder Fang 65 95 15 Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
23 Quick Attack 40 100 20 Priority: 1. Inflicts regular damage.
26 Fake Tears None 100 20 Priority: 0. Lowers the target's Special Defense by two stages.
29 Revenge 60 100 10 Priority: -4. If the target damaged the user this turn and was the last to do so, this move has double power.

pain split does not count as damaging the user.
32 Take Down 90 85 20 Priority: 0. User takes 1/4 the damage it inflicts in recoil.
35 Scary Face None 100 10 Priority: 0. Lowers the target's Speed by two stages.
38 Discharge 80 100 15 Priority: 0. Has a 30% chance to paralyze the target.
42 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
46 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
49 Crunch 80 100 10 Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
52 Double-Edge 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil.
56 Volt Tackle 120 100 15 Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to paralyze the target.

TM Moves

Machine Name Power Accuracy PP Type Damage Class Effect
TM10 Hidden Power 60 100 15 Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM16 Light Screen None None 30 Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17 Protect None None 10 Priority: 4. No moves will hit the user for the remainder of this turn. If the user is last to act this turn, this move will fail. Success rate drops by 1/2 on successive attempts.
TM18 Rain Dance None None 5 Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21 Frustration None 100 20 Priority: 0. Power increases inversely with happiness, given by (255 - happiness) * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM24 Thunderbolt 90 100 10 Priority: 0. Has a 10% chance to paralyze the target.
TM25 Thunder 110 70 5 Priority: 0. Has a 30% chance to paralyze the target.

During rain dance, this move has 100% accuracy.

During sunny day, this move has 50% accuracy.
TM27 Return None 100 20 Priority: 0. Power increases with happiness, given by happiness * 2 / 5, to a maximum of 102. Power bottoms out at 1.
TM42 Facade 70 100 20 Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44 Rest None None 10 Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM5 Roar None None 20 Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM57 Charge Beam 50 90 15 Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM6 Toxic None 90 10 Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM70 Flash None 100 20 Priority: 0. Lowers the target's accuracy by one stage.
TM72 Volt Switch 70 100 20 Priority: 0. Inflicts regular damage, then the user immediately switches out, and the trainer selects a replacement Pokémon from the party. If the target faints from this attack, the user's trainer selects the new Pokémon to send out first. If the user is the last Pokémon in its party that can battle, it will not switch out.

The user may be hit by pursuit when it switches out, if it has been targeted and pursuit has not yet been used.

This move may be used even if the user is under the effect of ingrain. ingrain's effect will end.
TM73 Thunder Wave None 90 20 Priority: 0. Paralyzes the target.
TM85 Play Rough 90 90 10 Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM90 Substitute None None 10 Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93 Wild Charge 90 100 10 Priority: 0. Inflicts regular damage without recoil.
TM95 Snarl 55 100 15 Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM4 Strength 85 100 10 Priority: 0. 10% Raise Attack

Tutor Moves

  Name Power Accuracy PP Type Damage Class Effect
Tutor Signal Beam 75 100 15 Priority: 0. Has a 10% chance to confuse the target.
Tutor Magnet Rise None None 10 Priority: 0. For five turns, the user is immune to ground moves.

If the user is under the effect of ingrain or has levitate, this move will fail.

This effect is temporarily disabled by and cannot be used during gravity.

This effect is passed on by baton pass.
Tutor Iron Tail 100 75 15 Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Tutor Snore 50 100 15 Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Tutor Sleep Talk None None 10 Priority: 0. Only usable if the user is sleeping. Randomly selects and uses one of the user's other three moves. Use of the selected move requires and costs 0 PP.