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405 - Luxray

TypeAbility

(1) Guts
(2) Intimidate
(HA) Guts
Defenses
Immune:
0.25x Resist:
0.5x Resist:
Neutral:
2x Weak:
4x Weak:

Evolutions


Shinx
Level 15
Luxio
Level 30
Luxray

Stats

HP
80
ATK
120
DEF
79
SPA
95
SPD
79
SPE
70
BST
523

Level Up Moves

LevelNamePowerAccuracyPPTypeDamage ClassEffect
1Psychic Fangs8510010Priority: 0. Destroys any light screen or reflect on the target's side of the field, then inflicts regular damage.
1Sucker Punch701005Priority: 1. If the target has not selected a damaging move this turn, or if the target has already acted this turn, this move will fail.

This move is not affected by iron fist.
1Superpower1201005Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.
7HowlNoneNone40Priority: 0. Raises the user's Attack by one stage.
9Helping HandNoneNone20Priority: 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.
11Spark6510020Priority: 0. Has a 30% chance to paralyze the target.
14Bite6010020Priority: 0. Has a 30% chance to make the target flinch.
16Double Kick3010030Priority: 0. Hits twice in one turn.
18Nuzzle2010020Priority: 0. Has a 100% chance to paralyze the target.
21Fire Fang659515Priority: 0. Has a 10% chance to burn the target and a separate 10% chance to make the target flinch.
21Ice Fang659515Priority: 0. Has a 10% chance to freeze the target and a separate 10% chance to make the target flinch.
21Thunder Fang659515Priority: 0. Has a 10% chance to paralyze the target and a separate 10% chance to make the target flinch.
23Quick Attack4010020Priority: 1. Inflicts regular damage.
26Fake TearsNone10020Priority: 0. Lowers the target's Special Defense by two stages.
29Revenge6010010Priority: -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.
30Night Slash7010015Priority: 0. User's critical hit rate is one level higher when using this move.
33Take Down908520Priority: 0. User takes 1/4 the damage it inflicts in recoil.
36Scary FaceNone10010Priority: 0. Lowers the target's Speed by two stages.
39Discharge8010015Priority: 0. Has a 30% chance to paralyze the target.
43Play Rough909010Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
47Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.
51Crunch8010010Priority: 0. Has a 20% chance to lower the target's Defense by one stage.
55Double-Edge12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil.
60Volt Tackle12010015Priority: 0. User takes 1/3 the damage it inflicts in recoil. Has a 10% chance to paralyze the target.
65Foul Play9510015Priority: 0. Damage is calculated using the target's attacking stat rather than the user's.

TM Moves

MachineNamePowerAccuracyPPTypeDamage ClassEffect
TM5RoarNoneNone20Priority: -6. Switches the target out for another of its trainer's Pokémon selected at random. Wild battles end immediately.
TM6ToxicNone9010Priority: 0. Badly poisons the target. Never misses when used by a poison-type Pokémon.
TM10Hidden Power6010015Priority: 0. Power and type depend upon user's IVs. Power can range from 30 to 70.
TM15Hyper Beam150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM16Light ScreenNoneNone30Priority: 0. Reduces damage from special attacks by half for five turns. In double battles, the reduction is 1/3.
TM17ProtectNoneNone10Priority: 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.
TM18Rain DanceNoneNone5Priority: 0. Changes the weather to rain for five turns, during which water moves inflict 50% extra damage, and fire moves inflict half damage.
TM21FrustrationNone10020Priority: 0. Power increases inversely with happiness, given by `(255 - happiness) * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM24Thunderbolt9010010Priority: 0. Has a 10% chance to paralyze the target.
TM25Thunder110705Priority: 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.
TM27ReturnNone10020Priority: 0. Power increases with happiness, given by `happiness * 2 / 5`, to a maximum of 102. Power bottoms out at 1.
TM42Facade7010020Priority: 0. If the user is burned, paralyzed, or poisoned, this move has double power.
TM44RestNoneNone10Priority: 0. User falls to sleep for two turns, replacing any existing non-volatile status ailments, and immediately regains all its HP.
TM57Charge Beam509015Priority: 0. Has a 70% chance to raise the user's Special Attack by one stage.
TM68Giga Impact150905Priority: 0. User loses its next turn to "recharge", and cannot attack or switch out during that turn.
TM70FlashNone10020Priority: 0. Lowers the target's accuracy by one stage.
TM72Volt Switch7010020Priority: 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.
TM73Thunder WaveNone9020Priority: 0. Paralyzes the target.
TM85Play Rough909010Priority: 0. Has a 10% chance to lower the target's Attack by one stage.
TM90SubstituteNoneNone10Priority: 0. Transfers 1/4 the user's max HP into a doll that absorbs damage and causes most negative move effects to fail.
TM93Wild Charge9010010Priority: 0. Inflicts regular damage without recoil.
TM95Snarl5510015Priority: 0. Has a 100% chance to lower the target's Special Attack by one stage.
HM4Strength8510010Priority: 0. 10% Raise Attack

Tutor Moves

NamePowerAccuracyPPTypeDamage ClassEffect
Iron Tail1007515Priority: 0. Has a 30% chance to lower the target's Defense by one stage.
Magnet RiseNoneNone10Priority: 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.
Signal Beam7510015Priority: 0. Has a 10% chance to confuse the target.
Sleep TalkNoneNone10Priority: 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.
Snore5010015Priority: 0. Only usable if the user is sleeping. Has a 30% chance to make the target flinch.
Superpower1201005Priority: 0. Inflicts regular damage, then lowers the user's Attack and Defense by one stage each.

Pre-Evolution Moves

Species Method Move
Luxio Lvl 4 Charge
Luxio Lvl 1 Leer
Luxio Lvl 1 Tackle
Luxio Lvl 1 Thunder Shock

Encounter Locations

Location   Level Spawn Percent
Route 3 Hidden Grotto: In the Dark, Doubles Grass ?? 3.75