Luxray buffs! [No, it's not a Dark-Type now.]

Theorymon Thursday
  • This was inspired by Lockémon's Luxray Regional Form! Check his stuff out, they're great!
  • Hypothetical Luxray buffs.
  • Type: Electric/Ice. [This will probably require changing Luxray's design significantly, but the point is that Luxray is partially based off of lynxes, which often live in cold climates. So, if we make Luxray's design match that, we can add the Ice Type.]
  • HP: 80.
  • Physical Attack: 120.
  • Physical Defense: 83. [Higher Physical Defense due to thicker fur.]
  • Special Attack: 70. [This is a much more min-maxed Pokémon than I'd usually make. I apologize.]
  • Special Defense: 83. [Higher Special Defense due to greater resolve from living in the cold.]
  • Speed: 82. [Higher Speed is needed to hunt in colder conditions.]
  • Base Stat Total: 523.
  • Abilities: Rivalry, Intimidate, Guts.
  • Moves [Special]: Discharge, Signal Beam, Ice Beam, Freeze Dry, Flash Cannon, Dazzling Gleam, Charge Beam, Electroweb, Snarl, Rising Voltage, Mud-Slap, Volt Switch, Blizzard, Thunderbolt, Thunder, Icy Wind, Aurora Beam, Powder Snow. [The Light-Based Moves were added because Luxray is somewhat associated with light.]
  • Moves [Physical]: Body Slam, Double-Edge, Facade, Flame Charge, Crunch, Wild Charge, Superpower, Trailblaze, Sucker Punch, U-Turn, Ice Fang, Iron Tail, Play Rough, Quick Attack, Return, Frustration, Supercell Slam, Throat Chop, Nigh Slash, Fire Fang, Slash, Ice Shard, Icicle Crash.
  • Moves [Status]: Agility [this should be Normal-Type], Light Screen, Reflect, Roar, Substitute, Taunt, Thunder Wave, Screech, Bulk Up, Protect, Baby-Doll Eyes, Confuse Ray, Attract, Charge, Howl, Fake Tears, Helping Hand, Magnet Rise, Sunny Day, Snowscape, Rain Dance, Electric Terrain, Eerie Impulse, Flash, Double Team, Focus Energy, Laser Focus, Lock-On, Swagger, Captivate.
  • Changed Mechanics: Wild Charge is now 120 Base Power, has a 10% to Paralyze the Target, and does 33% of the damage dealt in Recoil. Volt Tackle now has 140 Base Power and a High Critical Hit Ratio. Ice now resists Ice, Fairy, Bug, Grass, and Water. [Yes, I know that changing Type interactions is taboo, but this isn't just changing Type interactions.] Freeze Dry is now 80 Base Power, Scald is now super-effective against Ice. More Ice-Types now have access to Water-Type Moves, mirroring how Water-Types often have access to Ice-Type Moves. Fire Fang, Ice Fang, Thunder Fang, etc are now 70 Base Power. Fire Punch, Ice Punch, Thunder Punch, Drain Punch, Shadow Punch, etc are now 80 Base Power. Night Slash, Aqua Cutter, Psycho Cut, Slash, Aerial Ace, Dragon Claw, etc are now 90 Base Power, with a High Critical Hit Ratio. Dragon Claw is now a Slicing-Based Move.
  • Niche [PU Wall-Breaker]: Its Speed Tier was made to be just above the Base 80's [Goodra, Mesprit, Shiftry, etc] of the Tier, and equal to the Base 82's [Tatsugiri, Bombirdier]. Most of the Walls of the Tier are below this Speed Tier, meaning Luxray would be able to outspeed and Break for its Team with a newly-excellent STAB combination. Guts + Facade still hits hard. While it can threaten most Walls [other than Fluffy Houndstone], it's still rather simple to revenge-kill, assuming it didn't grab a Trailblaze or Flame Charge first. Access to Sucker Punch and Ice Shard allows Luxray to somewhat overcome its middling Speed, while U-Turn and Volt Switch can allow its Team members to switch in more easily. It can also alternatively try to use an Assault Vest set with Intimidate, using the Ice-Type's new resistances, as long as Hazards are kept off the field.

Posted Sep 4, 2025, 11:23 PM UTC

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