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Level 15To Luxio

Level 30To Luxray

LuxrayLast stage shown

#0405 · GENERATION 4

Luxray Build Guide

Electric

Physical attacker and pivot

Build a Luxray team ↓

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Starter moveset

Generation 9 · casual singles · base form

ITEMHeavy-Duty Boots
ABILITYIntimidate
NATUREAdamant
1
Wild Charge
2
Crunch
3
Ice Fang
4
Volt Switch

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.

Watch out for

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.

About this example

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

When to attack, set up or switch

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.

A Ground type switches in

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.

The burn on the matchup is physical

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.

You want to leave the field

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.

What does a safe pivot mean?

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

How this build works

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

Luxray or Electivire?

Electivire offers Motor Drive and different coverage instead of Intimidate.

Base stats · standard forms in the local Generation 9 dataset
StatLuxrayElectivire
HP8075
Attack120123
Defense7967
Sp. Attack9595
Sp. Defense7985
Speed7095

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.

Teammate ideas

A Flying teammate covers Ground attacks. A special attacker and recovery support help complement this physical pivot.

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 →
Alternative: Electivire

Electivire offers Motor Drive and different coverage instead of Intimidate.

Read Electivire guide →

Try Electivire →

Type matchups

Weak to

Ground2×
Resistances and immunities
Electric0.5×Flying0.5×Steel0.5×

Typing only. Abilities, items and battle effects can change these matchups.

HP80
Attack120
Defense79
Sp. Attack95
Sp. Defense79
Speed70

Evolution chain

  1. Shinx#403
  2. Level 15

    Luxio#404
  3. Level 30

    Luxray#405

Standard main-series evolution conditions. Regional forms and games with special evolution systems can differ.

Build your Luxray team

Start with Luxray. Add teammates and compare your type-and-base-stat score.

TEAM WORKSPACE

Your team 1 / 6

Team score 43 of 100/ 100Poor
Generate a random team
Gen 9 · National Dex · Casual Settings & scope
Format scope · casual planning

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.

SLOT 01#405

Luxray

Electric
SLOT 02
SLOT 03
SLOT 04
SLOT 05
SLOT 06

Understand your team

Offense79
Defense64
Coverage11
Synergy8

Types & base stats only · Not a win probability.

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    FIND A BETTER FIT

    Recommended Pokémon

    Fill your empty slots first. Each candidate is scored using the same rules as your current team. Only positive score changes are shown.

    +28 pts

    Celesteela

    SteelFlying

    Team score 43 → 71

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Grass, Ice, Fighting and more
    • Defense 64 → 83
    +26 pts

    Gyarados

    WaterFlying

    Team score 43 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Fighting and more
    • Defense 64 → 76
    +26 pts

    Mantine

    WaterFlying

    Team score 43 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Fighting and more
    • Defense 64 → 76
    +26 pts

    Keldeo

    WaterFighting

    Team score 43 → 69

    Why this Pokémon?
    • Adds super-effective coverage against Normal, Fire, Ice and more
    • Defense 64 → 75
    • Synergy 8 → 57
    +26 pts

    Golisopod

    BugWater

    Team score 43 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Fire, Grass, Ground and more
    • Defense 64 → 74
    +26 pts

    Pheromosa

    BugFighting

    Team score 43 → 69

    Why this Pokémon?
    • Adds Ground resistance or immunity
    • Adds super-effective coverage against Normal, Grass, Ice and more
    • Defense 64 → 74

    Suggestions optimize this initial planning heuristic. Your preferences and actual battle strategy may favor another Pokémon.

    Key insights
    • Ground attacks threaten 1 of 1 teammates, with no teammate resisting them by type.
    • Your own types can hit 2 of 18 single-type targets super effectively. Actual move coverage can differ.
    • No teammate has a base Speed of 100 or higher. Consider adding a faster option.
    Detailed type analysis · all 18 types

    Incoming damage assumes typing only. 0× = immune, ½× / ¼× = resistant, 2× / 4× = weak. Resistance counts include immunities.

    Incoming damage by attacking type
    AttackLuxrayWeakResist
    Normal1×00
    Fire1×00
    Water1×00
    Electric½×01
    Grass1×00
    Ice1×00
    Fighting1×00
    Poison1×00
    Ground2×10
    Flying½×01
    Psychic1×00
    Bug1×00
    Rock1×00
    Ghost1×00
    Dragon1×00
    Dark1×00
    Steel½×01
    Fairy1×00

    Offensive type coverage

    Against single-type targets, using only same-type attacks. This is not coverage against every dual-type species.

    NormalNeutral
    FireNeutral
    Water✓ Super effective
    ElectricResisted
    GrassResisted
    IceNeutral
    FightingNeutral
    PoisonNeutral
    GroundImmune target
    Flying✓ Super effective
    PsychicNeutral
    BugNeutral
    RockNeutral
    GhostNeutral
    DragonResisted
    DarkNeutral
    SteelNeutral
    FairyNeutral
    How is the score calculated?

    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.

    Choose Pokémon · Slot 1

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    Data: Pokémon Showdown / @pkmn/dex · Sprites: PokéAPI contributors · Base species only

    Sources & guide notes

    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.

    Disclaimer: This is an unofficial fan-made tool, not affiliated with or endorsed by The Pokémon Company, Nintendo, Creatures or GAME FREAK. Pokémon names, artwork and type symbols belong to their respective owners.

    Scores and recommendations are casual planning estimates based on typing and base stats, not win probabilities or guarantees. Moves, abilities, items and competitive rules can change actual results. Read the methodology and limitations.