How to play
Intimidate can lower an eligible opponent’s Attack on entry. Attack a favorable target or use Volt Switch to bring in a teammate when the move can hit.
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Level 15To Luxio
Level 30To Luxray
LuxrayLast stage shown
#0405 · GENERATION 4
Physical attacker and pivot
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Custom Pokédex collection.
Generation 9 · casual singles · base form
Intimidate can lower an eligible opponent’s Attack on entry. Attack a favorable target or use Volt Switch to bring in a teammate when the move can hit.
Key risk. Wild Charge causes recoil and Ice Fang can miss. Volt Switch is special and is included mainly for switching utility; Ground immunity blocks its damage and switch. Intimidate does not weaken special attackers.
This editorial starting point is not a ranked-format recommendation or a legality check. It does not specify EVs or Tera type. Moves, items and abilities here do not change the builder score.
BATTLE PLAN
Intimidate can lower an eligible opponent’s Attack on entry. Attack a favorable target or use Volt Switch to bring in a teammate when the move can hit.
Electric moves cannot touch a Ground type, so both Wild Charge and Volt Switch are dead against it at once — the pivot that works on everything else is the one that stops here. Crunch and Ice Fang are what Luxray has left.
Use the entry to drop the incoming attacker’s Attack before it hits, which is worth a turn against a setup sweeper and worth nothing against the special attacker on the other side of the switch.
Volt Switch only brings a teammate in if the attack connects, so a Ground immunity costs the switch as well as the damage, and Wild Charge recoil is paid whether or not the target faints. Heavy-Duty Boots keep hazards off the calculation; they do not keep direct hits off it.
A teammate uses a switching move to bring Luxray in. A slower pivot may take the opponent’s hit first. Turn order and the opponent’s move still matter.
ITEM & ABILITY
Intimidate lowers an eligible opponent’s Attack the moment Luxray enters, which is a one-turn discount on physical damage and nothing at all against a special attacker. Wild Charge is the payoff and charges recoil, while Volt Switch is a special move kept here for the switch rather than the damage.
Watch the tradeoff. Wild Charge causes recoil and Ice Fang can miss. Volt Switch is special and is included mainly for switching utility; Ground immunity blocks its damage and switch. Intimidate does not weaken special attackers.
These battle mechanics do not change the builder’s type-and-base-stat score. The tool does not simulate moves, abilities, held items or damage.
COMPARE YOUR OPTIONS
Electivire offers Motor Drive and different coverage instead of Intimidate.
| Stat | Luxray | Electivire |
|---|---|---|
| HP | 80 | 75 |
| Attack | 120 | 123 |
| Defense | 79 | 67 |
| Sp. Attack | 95 | 95 |
| Sp. Defense | 79 | 85 |
| Speed | 70 | 95 |
Base stats are not final battle stats. Level, nature, IVs, EVs and battle effects affect the result. Check availability in your game before choosing an alternative.
A Flying teammate covers Ground attacks. A special attacker and recovery support help complement this physical pivot.
Ground immunity and U-turn provide complementary switching options.
Adds special damage and direct recovery alongside a recoil attacker.
These are typing-based starting pairs, not a complete competitive team. Check the remaining four slots and your game’s rules.
Compare computed teammate suggestions →Electivire offers Motor Drive and different coverage instead of Intimidate.
Try Electivire →Typing only. Abilities, items and battle effects can change these matchups.
Level 15
Luxio#404Level 30
Luxray#405Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.
Start with Luxray. Add teammates and compare your type-and-base-stat score.
Base species #001–1025, using Generation 9 data. A casual planning pool, not a VGC, ranked, or Showdown National Dex legality validator. Regional, Mega and alternate forms are not included yet.
Types & base stats only · Not a win probability.
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FIND A BETTER FIT
Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.
Team score 43 → 71
Team score 43 → 69
Team score 43 → 69
Team score 43 → 69
Team score 43 → 69
Team score 43 → 69
Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.
Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.
| Attack | Luxray | Weak | Resist |
|---|---|---|---|
| Normal | 1× | 0 | 0 |
| Fire | 1× | 0 | 0 |
| Water | 1× | 0 | 0 |
| Electric | ½× | 0 | 1 |
| Grass | 1× | 0 | 0 |
| Ice | 1× | 0 | 0 |
| Fighting | 1× | 0 | 0 |
| Poison | 1× | 0 | 0 |
| Ground | 2× | 1 | 0 |
| Flying | ½× | 0 | 1 |
| Psychic | 1× | 0 | 0 |
| Bug | 1× | 0 | 0 |
| Rock | 1× | 0 | 0 |
| Ghost | 1× | 0 | 0 |
| Dragon | 1× | 0 | 0 |
| Dark | 1× | 0 | 0 |
| Steel | ½× | 0 | 1 |
| Fairy | 1× | 0 | 0 |
Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.
Offense (25%): neutral-or-better type coverage and strongest attacking base stats. Defense (30%): team resistances, unprotected and repeated weaknesses, and 4× vulnerabilities. Coverage (25%): fraction of 18 single-type targets hit super effectively by your own types. Synergy (20%): teammates resisting each other’s weaknesses, physical/special/bulk stat signals and base Speed ≥100. Scores are rounded to 0–100; the total uses the displayed subscores.
Rating bands: Excellent ≥80, Good ≥65, Fair ≥45, Poor below 45. An empty team has no rating.
Small teams are provisional and are not given a separate completion bonus. Adding a Pokémon can lower the score if it creates new weaknesses or lowers averages. These initial heuristics have not been calibrated against battle outcomes.
Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only
Starter advice written for this guide; mechanics checked against Pokémon Showdown’s Generation 9 data.
Starter moveset reviewed October 6, 2026; battle notes added October 21, 2026. Suggest a correction.