Competitive Information for Luxray [Sword/Shield]

Competitive Pokemon Sword/Shield Movesets and Strategies for Luxray luxray
Base Stats for Luxray

Electric

Abilities:
IntimidateIntimidate: On switch-in, this Pokemon lowers the Attack of adjacent opponents by 1 stage.
,
GutsGuts: If this Pokemon is statused, its Attack is 1.5x; ignores burn halving physical damage.
,
RivalryRivalry: This Pokemon's attacks do 1.25x on same gender targets; 0.75x on opposite gender.


Evolutions / Family:
Shinx
Luxio
Luxray

Weakness Chart for Electric-type:
Bug
Dark
Dragon
Electric
Fairy
Fighting
Fire
Flying
Ghost
  
  
  
0.5x
  
  
  
0.5x
  
Grass
Ground
Ice
Normal
Poison
Psychic
Rock
Steel
Water
  
2x
  
  
  
  
  
0.5x
  
¼x
½x
2x
4x

Movesets for Singles


What is a good competitive moveset for Luxray? These builds have been optimized for Pokemon competing in Sword/Shield Single Battles. The movesets and EVs have been specifically calibrated to deal the most amount of damage to the largest group of potentially common opponents and typing threats for the Sword/Shield generation metagame.


Common team mates for Luxray in Pokemon Sword/Shield:

TalonflameScizorMiloticPorygon-ZVolcaronaUrshifu-Rapid-StrikeLycanrocInteleonDracovishFerrothorn


Luxray is an awesome Electric-typed Pokemon. It's a super common sight to see Luxray out in the 8th generation battlefield. Luxray's only type-related weakness is Ground.


Species: Luxray
Item: Aguav Berry / Iapapa Berry
Ability: Intimidate
Nature: Hasty (+Spe, -Def)
EVs: 248 Atk / 4 SpA / 252 Spe
Moveset:
- Superpower
- Wild Charge
- Protect
- Thunder Wave

Physical Sweeper Luxray (Popular/Trending)

Luxray is an extraordinary Physical Sweeper. It's meant to take down the opponent's team with brute physical power. With Intimidate, on switch-in Luxray lowers the attack of adjacent opponents by 1 stage.

Superpower is a physical 120-base power Fighting-type move (lowers your Luxray's attack and defense by 1 stage).
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Protect is a status move (prevents moves from affecting your Luxray this turn).
Thunder Wave is a status move (paralyzes the target).



Species: Luxray
Item: Flame Orb / Leftovers
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Strength
- Wild Charge / Spark
- Superpower
- Protect

Physical Sweeper Luxray (Guts)

Luxray is a stupendous Physical Sweeper. It tries to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Luxray last longer regaining it's it's HP every turn. Flame Orb will burn Luxray at the end of the turn which will activate Luxray's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Luxray is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Luxray a sweet boost.

Facade is a physical 70-base power Normal-type move (power doubles if Luxray is burn/poison/paralyzed).
Strength is a physical 80-base power Normal-type move that deals a good amount of damage.
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Superpower is a physical 120-base power Fighting-type move (lowers your Luxray's attack and defense by 1 stage).
Protect is a status move (prevents moves from affecting your Luxray this turn).



Species: Luxray
Item: Air Balloon
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 252 Hp / 252 Atk / 4 Spe
Moveset:
- Wild Charge
- Ice Fang / Night Slash
- Howl
- Charge

Luxray Physical Tank (Howl+charge Attacker)

Luxray is a fabulous Physical Tank. It's purpose is to take a substantial amount of physical hits while dealing some decent damage. Air Balloon makes the holder ungrounded, which means Luxray is immune to Ground-type moves until the balloon pops when hit by a damaging move. With Guts, if Luxray is statused its attack is 1.5x; ignores burn halving physical damage.

Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Ice Fang is a physical 65-base power Ice-type move (10% chance to freeze. 10% chance to flinch).
Night Slash is a physical 70-base power Dark-type move (high critical hit ratio).
Howl is a status move (raises your Luxray's and ally's attack by 1 stage).
Charge is a status move (+1 spd, Luxray's electric move next turn 2x power).


Movesets for Doubles


What is a good doubles moveset for Luxray? These builds have been optimized for Sword/Shield Double Battles. They have movesets and EVs specifically calibrated to generally work best versus multiple Pokemon at once as well as helping to support other team members and allys in the Sword/Shield generation metagame.


Common team mates for Luxray in Pokemon Sword/Shield:

TalonflameScizorMiloticPorygon-ZVolcaronaUrshifu-Rapid-StrikeLycanrocInteleonDracovishFerrothorn


Species: Luxray
Item: Flame Orb / Leftovers
Ability: Guts
Nature: Adamant (+Atk, -SpA)
EVs: 4 Hp / 252 Atk / 252 Spe
Moveset:
- Facade / Strength
- Wild Charge / Spark
- Superpower
- Protect

Doubles Physical Sweeper Luxray (Guts)

Luxray is a phenomenal Physical Sweeper. It was designed to take down the opponent's team with brute physical power. Leftovers are always a great recovery option to ensure Luxray last longer regaining it's stamina every turn. Flame Orb will burn Luxray at the end of the turn which will activate Luxray's Guts ability. Use Protect to help guarantee the Orb activates on your first turn. With Guts, if Luxray is statused its attack is 1.5x; ignores burn halving physical damage. Facade's damage doubles when the user has a status affliction. Combine that with Guts to seriously give Luxray a sweet boost.

Facade is a physical 70-base power Normal-type move (power doubles if Luxray is burn/poison/paralyzed).
Strength is a physical 80-base power Normal-type move that deals a hefty amount of damage.
Wild Charge is a physical STAB-boosted 90-base power Electric-type move (has 1/4 recoil).
Spark is a physical STAB-boosted 65-base power Electric-type move (30% chance to paralyze the target).
Superpower is a physical 120-base power Fighting-type move (lowers your Luxray's attack and defense by 1 stage).
Protect is a status move (prevents moves from affecting your Luxray this turn).


Movepool


Wondering what moves can Luxray learn? Here is the list of moves this Pokemon can learn in this selected generation.
Sort and organize the learnset by move type, category, accuracy, and power. Bolded moves will gain the same-type attack bonus (STAB) if this Pokemon uses them.


Cat
Type
Movename
Damage
Accuracy
PP
Effect
Charge Beam
50
90%
10
70% chance to raise the user's Sp. Atk by 1.
Discharge
80
100%
15
30% chance to paralyze adjacent Pokemon.
Electro Ball
--
100%
10
More power the faster the user is than the target.
Hyper Beam
150
90%
5
User cannot move next turn.
Mud-Slap
20
100%
10
100% chance to lower the target's accuracy by 1.
Rising Voltage
70
100%
20
2x power if target is grounded in Electric Terrain.
Round
60
100%
15
Power doubles if others used Round this turn.
Shock Wave
60
--
20
This move does not check accuracy.
Snarl
55
95%
15
100% chance to lower the foe(s) Sp. Atk by 1.
Snore
50
100%
15
User must be asleep. 30% chance to flinch target.
Swift
60
--
20
This move does not check accuracy. Hits foes.
Thunder
110
70%
10
30% chance to paralyze. Can't miss in rain.
Thunder Shock
40
100%
30
10% chance to paralyze the target.
Thunderbolt
90
100%
15
10% chance to paralyze the target.
Volt Switch
70
100%
20
User switches out after damaging the target.
Bite
60
100%
25
30% chance to flinch the target.
Crunch
80
100%
15
20% chance to lower the target's Defense by 1.
Double Kick
30
100%
30
Hits 2 times in one turn.
Facade
70
100%
20
Power doubles if user is burn/poison/paralyzed.
Fire Fang
65
95%
15
10% chance to burn. 10% chance to flinch.
Fury Cutter
40
95%
20
Power doubles with each hit, up to 160.
Giga Impact
150
90%
5
User cannot move next turn.
Headbutt
70
100%
15
30% chance to flinch the target.
Ice Fang
65
95%
15
10% chance to freeze. 10% chance to flinch.
Iron Tail
100
75%
15
30% chance to lower the target's Defense by 1.
Night Slash
70
100%
15
High critical hit ratio.
Play Rough
90
90%
10
10% chance to lower the target's Attack by 1.
Psychic Fangs
85
100%
10
Destroys screens, unless the target is immune.
Quick Attack
40
100%
30
Usually goes first.
Spark
65
100%
20
30% chance to paralyze the target.
Strength
80
100%
15
No additional effect.
Superpower
120
100%
5
Lowers the user's Attack and Defense by 1.
Tackle
40
100%
35
No additional effect.
Take Down
90
85%
20
Has 1/4 recoil.
Thief
60
100%
25
If the user has no item, it steals the target's.
Throat Chop
80
100%
15
For 2 turns, the target cannot use sound moves.
Thunder Fang
65
95%
15
10% chance to paralyze. 10% chance to flinch.
Wild Charge
90
100%
15
Has 1/4 recoil.
Agility
--
--
30
Raises the user's Speed by 2.
Attract
--
100%
15
A target of the opposite gender gets infatuated.
Baby-Doll Eyes
--
100%
30
Lowers the target's Attack by 1.
Charge
--
--
20
+1 SpD, user's Electric move next turn 2x power.
Confide
--
--
20
Lowers the target's Sp. Atk by 1.
Double Team
--
--
15
Raises the user's evasiveness by 1.
Eerie Impulse
--
100%
15
Lowers the target's Sp. Atk by 2.
Electric Terrain
--
--
10
5 turns. Grounded: +Electric power, can't sleep.
Endure
--
--
10
User survives attacks this turn with at least 1 HP.
Fake Tears
--
100%
20
Lowers the target's Sp. Def by 2.
Helping Hand
--
--
20
One adjacent ally's move power is 1.5x this turn.
Howl
--
--
40
Raises the user's and ally's Attack by 1.
Laser Focus
--
--
30
Until the end of the next turn, user's moves crit.
Leer
--
100%
30
Lowers the foe(s) Defense by 1.
Light Screen
--
--
30
For 5 turns, special damage to allies is halved.
Magnet Rise
--
--
10
For 5 turns, the user has immunity to Ground.
Protect
--
--
10
Prevents moves from affecting the user this turn.
Rain Dance
--
--
5
For 5 turns, heavy rain powers Water moves.
Rest
--
--
10
User sleeps 2 turns and restores HP and status.
Roar
--
--
20
Forces the target to switch to a random ally.
Scary Face
--
100%
10
Lowers the target's Speed by 2.
Sleep Talk
--
--
10
User must be asleep. Uses another known move.
Substitute
--
--
10
User takes 1/4 its max HP to put in a substitute.
Swagger
--
85%
15
Raises the target's Attack by 2 and confuses it.
Thunder Wave
--
90%
20
Paralyzes the target.
Toxic
--
90%
10
Badly poisons the target. Poison types can't miss.

Combo List


These are a list of several common move combinations Luxray can perform in Sword/Shield. Not every combo going to be game-changing, but some can be pretty fun to play with. Sometimes these can be easily overlooked or forgotten, hence why we find and list them here. Discover what items, abilities, and moves this Pokemon can use in combination with each other to gain a strategic advantage in competitive battles.


Competitive SS Move and Ability Combos for Luxray

Create a build


Have an idea in mind for Luxray that you'd like to test? Customize the IVs, EVs and their Sword/Shield moveset. This area allows you to examine the typing coverages of selected moves and stat variances.



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Optimize Luxray's EVs for Sword/Shield




Visit Smogon's Pokedex for more competitive movesets for LuxrayVisit Serebii's Pokedex for location, breeding, and other game details about LuxrayVisit Bulbapedia for more information about LuxrayVisit Pikalytics for competitive usage stats on Luxray