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SwSh / Pokédex

Luxio

Back to Pokédex

Luxio

Isle of Armor Pokédex #26 • Spark Pokémon

Luxio in the National Pokédex
Luxio sprite

Normal

Shiny Luxio sprite

Shiny

Pokédex entries

Sword

By joining its tail with that of another Luxio, this Pokémon can receive some of the other Luxio’s electricity and power up its own electric blasts.

Shield

Upon encountering an opponent, this Pokémon prepares for battle by extending its claws, which can put out 1,000,000 volts of electricity.

Details

Type

Electric

Category

Spark Pokémon

Height

0.9 m (2'11")

Weight

30.5 kg (67.2 lbs)

National Pokédex

#0404

Pokédex

Armor #26

Luxio in Other Games

National Dex page
Base stat spread shown as a hex chart and supporting stat bars.

Min

Max

HP

60

230

324

Attack

85

157

295

Defense

49

92

216

Sp. Atk

60

112

240

Sp. Def

49

92

216

Speed

60

112

240

Total

363

Ranges are for Level 100. Max assumes a beneficial nature, 252 EVs, and 31 IVs; min assumes a hindering nature, 0 EVs, and 0 IVs.

Type-only matchups for Luxio, sorted from worst weakness to best resistance. Abilities, held items and battle conditions can change the damage taken.

Weak to

EV yield, catch rate, and experience details for this Pokémon.
Pokédexes
Isle of Armor #26
EV yield
2 Atk
Catch rate
120
Base Exp.
127
Egg groups, gender ratio, and hatching details for this Pokémon.
Egg groups
Gender
50% male
50% female
Egg cycles
20 cycles
Evolution requirements shown in a compact table or chain view.
PokémonRequiresEvolution
Shinx

Shinx

Armor #25

Level 15

Luxio

Luxio

Armor #26

Luxio

Luxio

Armor #26

Level 30

Luxray

Luxray

Armor #27

Known encounter locations for this Pokémon in this game.
Shield
LocationMethodLevelChanceConditions

Fields of Honor

Wild Pokémon

Special Overworld Encounters20-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters30-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters28-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Sword
LocationMethodLevelChanceConditions

Fields of Honor

Wild Pokémon

Special Overworld Encounters20-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Fields of Honor

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters30-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Loop Lagoon

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters28-

The Isle of Armor Expansion Pass required, Before the Darkest Day and Eternatus battle, Thunderstorm

Training Lowlands

Wild Pokémon

Special Overworld Encounters60-

The Isle of Armor Expansion Pass required, After the Darkest Day and Eternatus battle; ordinary Wild Area level scaling to 60, Thunderstorm

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle35-4015%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 105 (common beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 105, common beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle35-4025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 3-star Max Raid Battle; rank availability depends on Gym Badges and the host

Challenge Beach

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Fields of Honor

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Forest of Focus

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Honeycalm Sea

Max Raid Battles — pool 106 (rare beam)

Max Raid Battle45-5025%

The Isle of Armor Expansion Pass required, Permanent pool 106, rare beam; listed percentage is conditional on this selected pool and rank; Wild Area News can override the permanent table, 4-star Max Raid Battle; rank availability depends on Gym Badges and the host

Listed levels describe learning by leveling up. The Move Reminder can also teach available level-up moves regardless of the current level.
Class
StartTackle

A physical attack in which the user charges and slams into the target with its whole body.

Normal4010035
StartLeer

The user gives opposing Pokémon an intimidating leer that lowers the Defense stat.

Normal-10030
StartThunder Shock

A jolt of electricity crashes down on the target to inflict damage. This may also leave the target with paralysis.

Electric4010030
StartCharge

The user boosts the power of the Electric move it uses on the next turn. This also raises the user’s Sp. Def stat.

Electric--20
12Bite

The target is bitten with viciously sharp fangs. This may also make the target flinch.

Dark6010025
18Spark

The user throws an electrically charged tackle at the target. This may also leave the target with paralysis.

Electric6510020
24Roar

The target is scared off, and a different Pokémon is dragged out. In the wild, this ends a battle against a single Pokémon.

Normal--20
31Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
36Scary Face

The user frightens the target with a scary face to harshly lower its Speed stat.

Normal-10010
42Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
48Crunch

The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.

Dark8010015
54Discharge

The user strikes everything around it by letting loose a flare of electricity. This may also cause paralysis.

Electric8010015
60Swagger

The user enrages and confuses the target. However, this also sharply raises the target’s Attack stat.

Normal-8515
68Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
Moves this Pokémon can learn from Technical Machines and Technical Records in Pokémon Sword and Shield.
Class
TM14Thunder Wave

The user launches a weak jolt of electricity that paralyzes the target.

Electric-9020
TM17Light Screen

A wondrous wall of light is put up to reduce damage from special attacks for five turns.

Psychic--30
TM21Rest

The user goes to sleep for two turns. This fully restores the user’s HP and heals any status conditions.

Psychic--10
TM23Thief

The user attacks and steals the target’s held item simultaneously. The user can’t steal anything if it already holds an item.

Dark6010025
TM24Snore

This attack can be used only if the user is asleep. The harsh noise may also make the target flinch.

Normal5010015
TM25Protect

This move enables the user to protect itself from all attacks. Its chance of failing rises if it is used in succession.

Normal--10
TM26Scary Face

The user frightens the target with a scary face to harshly lower its Speed stat.

Normal-10010
TM31Attract

If it is the opposite gender of the user, the target becomes infatuated and less likely to attack.

Normal-10015
TM33Rain Dance

The user summons a heavy rain that falls for five turns, powering up Water-type moves. It lowers the power of Fire-type moves.

Water--5
TM39Facade

This attack move doubles its power if the user is poisoned, burned, or paralyzed.

Normal7010020
TM40Swift

Star-shaped rays are shot at opposing Pokémon. This attack never misses.

Normal60-20
TM41Helping Hand

The user assists an ally by boosting the power of that ally’s attack.

Normal--20
TM47Fake Tears

The user feigns crying to fluster the target, harshly lowering its Sp. Def stat.

Dark-10020
TM66Thunder Fang

The user bites with electrified fangs. This may also make the target flinch or leave it with paralysis.

Electric659515
TM67Ice Fang

The user bites with cold-infused fangs. This may also make the target flinch or leave it frozen.

Ice659515
TM68Fire Fang

The user bites with flame-cloaked fangs. This may also make the target flinch or leave it with a burn.

Fire659515
TM76Round

The user attacks the target with a song. Others can join in the Round to increase the power of the attack.

Normal6010015
TM80Volt Switch

After making its attack, the user rushes back to switch places with a party Pokémon in waiting.

Electric7010020
TM85Snarl

The user yells as if it’s ranting about something, which lowers the Sp. Atk stats of opposing Pokémon.

Dark559515
TM93Eerie Impulse

The user’s body generates an eerie impulse. Exposing the target to it harshly lowers the target’s Sp. Atk stat.

Electric-10015
TR08Thunderbolt

A strong electric blast crashes down on the target. This may also leave the target with paralysis.

Electric9010015
TR09Thunder

A wicked thunderbolt is dropped on the target to inflict damage. This may also leave the target with paralysis.

Electric1107010
TR20Substitute

The user creates a substitute for itself using some of its HP. The substitute serves as the user’s decoy.

Normal--10
TR26Endure

The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.

Normal--10
TR27Sleep Talk

While it is asleep, the user randomly uses one of the moves it knows.

Normal--10
TR31Iron Tail

The target is slammed with a steel-hard tail. This may also lower the target’s Defense stat.

Steel1007515
TR32Crunch

The user crunches up the target with sharp fangs. This may also lower the target’s Defense stat.

Dark8010015
TR80Electro Ball

The user hurls an electric orb at the target. The faster the user is than the target, the greater the move’s power.

Electric-10010
TR86Wild Charge

The user shrouds itself in electricity and smashes into its target. This also damages the user a little.

Electric9010015
TR90Play Rough

The user plays rough with the target and attacks it. This may also lower the target’s Attack stat.

Fairy909010
TR97Psychic Fangs

The user bites the target with its psychic capabilities. This can also destroy Light Screen and Reflect.

Psychic8510010
Moves this Pokémon can learn from move tutors in this game.
Class
Rising Voltage

The user attacks with electric voltage rising from the ground. This move’s power doubles when the target is on Electric Terrain.

Electric7010020
Individual options, not a guarantee that every four-move combination is legal or eligible for Ranked Battles. Imports require the indicated transfer path; later games use separate HOME movesets.
Class
Baby-Doll Eyes

The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fairy-10030
Baby-Doll Eyes

The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fairy-10030
Baby-Doll Eyes

The user stares at the target with its baby-doll eyes, which lowers the target’s Attack stat. This move always goes first.

Learn as Shinx, then retain through evolution.

Fairy-10030
Charge Beam

The user attacks the target with an electric charge. The user may use any remaining electricity to raise its Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric509010
Confide

The user tells the target a secret, and the target loses its ability to concentrate. This lowers the target’s Sp. Atk stat.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--20
Double Kick

The target is quickly kicked twice in succession using both feet.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Fighting3010030
Double Kick

The target is quickly kicked twice in succession using both feet.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Fighting3010030
Double Kick

The target is quickly kicked twice in succession using both feet.

Learn as Shinx, then retain through evolution.

Fighting3010030
Double Team

By moving rapidly, the user makes illusory copies of itself to raise its evasiveness.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--15
Fury Cutter

The target is slashed with scythes or claws. This attack becomes more powerful if it hits in succession.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Bug409520
Headbutt

The user sticks out its head and attacks by charging straight into the target. This may also make the target flinch.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal7010015
Howl

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal--40
Howl

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal--40
Howl

The user howls loudly to raise the spirit of itself and allies. This raises their Attack stats.

Learn as Shinx, then retain through evolution.

Normal--40
Magnet Rise

The user levitates using electrically generated magnetism for five turns.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric--10
Mud-Slap

The user hurls mud in the target’s face to inflict damage and lower its accuracy.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Ground2010010
Night Slash

The user slashes the target the instant an opportunity arises. Critical hits land more easily.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Dark7010015
Night Slash

The user slashes the target the instant an opportunity arises. Critical hits land more easily.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Dark7010015
Night Slash

The user slashes the target the instant an opportunity arises. Critical hits land more easily.

Learn as Shinx, then retain through evolution.

Dark7010015
Quick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal4010030
Quick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal4010030
Quick Attack

The user lunges at the target at a speed that makes it almost invisible. This move always goes first.

Learn as Shinx, then retain through evolution.

Normal4010030
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Electric60-20
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Electric60-20
Shock Wave

The user strikes the target with a quick jolt of electricity. This attack never misses.

Learn as Shinx, then retain through evolution.

Electric60-20
Strength

The target is slugged with a punch thrown at maximum power.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal8010015
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Normal908520
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Nursery sharing: leave two Pokémon of the same species together, with an empty move slot on the recipient.

Normal908520
Take Down

A reckless, full-body charge attack for slamming into the target. This also damages the user a little.

Learn as Shinx, then retain through evolution.

Normal908520
Toxic

A move that leaves the target badly poisoned. Its poison damage worsens every turn.

Import from an eligible earlier game through Pokémon HOME; Bank/Transporter where required. The Battle Ready symbol removes these imported moves. Later games use separate HOME movesets.

Poison-9010
Ability options available to this Pokémon in this game.

Rivalry

Ability Slot 1

Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.

Increases damage inflicted to 1.25× against Pokémon of the same gender, but decreases damage to 0.75× against the opposite gender.

Intimidate

Ability Slot 2

The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat.

Lowers opponents' Attack one stage upon entering battle.

Guts(Hidden Ability)

It’s so gutsy that having a status condition boosts the Pokémon’s Attack stat.

Increases Attack to 1.5× with a major status ailment.

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