Luxray
No entry available for this game era.

Evolution Chain

shinx
Shinx
Level 15
luxio
Luxio
Level 30
luxray
Luxray

Pokédex & Training Data

Classification Gleam Eyes Pokémon
Height 1.4 m (4'07")
Weight 42.0 kg (92.6 lbs)
Abilities
EV Yield +3 attack
Catch Rate 45
Base Friendship 70
Growth Rate medium slow
Gender Ratio
♂ ♀
Egg Groups Ground

Pokédex Numbers

Sinnoh (D/P) #019
Sinnoh (Plat.) #019
Hisui #017
Paldea (S/V) #096
National #405
Isle of Armor #027
Kitakami #111

Learned Moves

Level Up Moves

Sun/Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
1 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
5 Leer
— 100% 30 Lowers the target’s Defense by one stage.
9 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
18 Bite
60 100% 25 Has a 30% chance to make the target flinch.
23 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
28 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
35 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
42 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
49 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
56 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
63 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
67 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
Ultra Sun/Ultra Moon
Lvl Name Class Power Acc. PP Effect
1 Tackle
40 100% 35 Inflicts regular damage with no additional effect.
1 Leer
— 100% 30 Lowers the target’s Defense by one stage.
1 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
1 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.
5 Leer
— 100% 30 Lowers the target’s Defense by one stage.
9 Charge
— — 20 Raises the user’s Special Defense by one stage. User’s Electric moves have doubled power next turn.
13 Spark
65 100% 20 Has a 30% chance to paralyze the target.
18 Bite
60 100% 25 Has a 30% chance to make the target flinch.
23 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
28 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
35 Thunder Fang
65 95% 15 Has a 10% chance to paralyze the target and a 10% chance to make the target flinch.
42 Crunch
80 100% 15 Has a 20% chance to lower the target’s Defense by one stage.
49 Scary Face
— 100% 10 Lowers the target’s Speed by two stages.
56 Discharge
80 100% 15 Has a 30% chance to paralyze the target.
63 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
67 Electric Terrain
— — 10 For five turns, prevents all Pokémon on the ground from sleeping and strengthens their electric moves to 1.5× their power.

TM/HM Moves

Sun/MoonUltra Sun/Ultra Moon
Name Class Power Acc. PP Effect
TM05 Roar
— — 20 Immediately ends wild battles. Forces trainers to switch Pokémon.
TM06 Toxic
— 90% 10 Badly poisons the target, inflicting more damage every turn.
TM10 Hidden Power
60 100% 15 Power and type depend upon user’s IVs. Power can range from 30 to 70.
TM15 Hyper Beam
150 90% 5 User foregoes its next turn to recharge.
TM16 Light Screen
— — 30 Reduces damage from special attacks by 50% for five turns.
TM17 Protect
— — 10 Prevents any moves from hitting the user this turn.
TM18 Rain Dance
— — 5 Changes the weather to rain for five turns.
TM21 Frustration
— 100% 20 Power increases as happiness decreases, up to a maximum of 102.
TM24 Thunderbolt
90 100% 15 Has a 10% chance to paralyze the target.
TM25 Thunder
110 70% 10 Has a 30% chance to paralyze the target.
TM27 Return
— 100% 20 Power increases with happiness, up to a maximum of 102.
TM32 Double Team
— — 15 Raises the user’s evasion by one stage.
TM42 Facade
70 100% 20 Power doubles if user is burned, paralyzed, or poisoned.
TM44 Rest
— — 5 User sleeps for two turns, completely healing itself.
TM45 Attract
— 100% 15 Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.
TM46 Thief
60 100% 25 Takes the target’s item.
TM48 Round
60 100% 15 Has double power if it’s used more than once per turn.
TM57 Charge Beam
50 90% 10 Has a 70% chance to raise the user’s Special Attack by one stage.
TM68 Giga Impact
150 90% 5 User foregoes its next turn to recharge.
TM72 Volt Switch
70 100% 20 User must switch out after attacking.
TM73 Thunder Wave
— 90% 20 Paralyzes the target.
TM87 Swagger
— 85% 15 Raises the target’s Attack by two stages and confuses the target.
TM88 Sleep Talk
— — 10 Randomly uses one of the user’s other three moves. Only works if the user is sleeping.
TM90 Substitute
— — 10 Transfers 1/4 of the user’s max HP into a doll, protecting the user from further damage or status changes until it breaks.
TM93 Wild Charge
90 100% 15 User receives 1/4 the damage it inflicts in recoil.
TM95 Snarl
55 95% 15 Has a 100% chance to lower the target’s Special Attack by one stage.
TM100 Confide
— — 20 Lowers the target’s Special Attack by one stage.

Tutor Moves

Ultra Sun/Ultra Moon
Name Class Power Acc. PP Effect
Helping Hand
— — 20 Ally’s next move inflicts half more damage.
Iron Tail
100 75% 15 Has a 30% chance to lower the target’s Defense by one stage.
Laser Focus
— — 30 Guarantees a critical hit with the user’s next move.
Magnet Rise
— — 10 User is immune to Ground moves and effects for five turns.
Shock Wave
60 — 20 Never misses.
Signal Beam
75 100% 15 Has a 10% chance to confuse the target.
Snore
50 100% 15 Has a 30% chance to make the target flinch. Only works if the user is sleeping.
Superpower
120 100% 5 Lowers the user’s Attack and Defense by one stage after inflicting damage.
Throat Chop
80 100% 15 Prevents the target from using sound-based moves for two turns.

Base Stats

Hp 80
Attack 120
Defense 79
Sp. Atk 95
Sp. Def 79
Speed 70
Total 523

Type Defenses

(vs. Gen 6+ rules)

0.5x
2x
0.5x
0.5x