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Deoxys-Speed

In-battle formes

HP:50
Attack:95
Defense:90
Sp. Atk:95
Sp. Def:90
Speed:180
Min (-ve nature, 0 IVs)328
Default396
Max Neutral459
Max Positive504
Max Neutral (+1)688
Max Positive (+1)756
Max Neutral (+2)918
Max Positive (+2)1008
Uber
Staller440
Mixed Sweeper440
Choice Band440
Support440
Taunt + Calm Mind440

Strategies

  • en
Formats:
  • Uber

Overview

Probably the worst Uber. Offensive sets are either a poor man's Deoxys-A or a poor man's Mewtwo, and defensive sets wish they were Deoxys-D. At least it has Speed going for it.

Staller

Move 1
  • Taunt
    For 2 turns, the target can't use status moves.
    TypeDark
    Accuracy100%
Move 2
Move 3
  • Knock Off
    Target's item is lost and it cannot obtain another.
    TypeDark
    CategorySpecial
    Power20 BP
    Accuracy100%
Move 4

Toxic opponents, Taunt all forms of recovery and status, and toss in a few Knock Offs between Recovers and Taunts. Nothing is getting an Aromatherapy past this.

Mixed Sweeper

Move 1
Move 2
  • Thunder
    30% chance to paralyze. Can't miss in rain.
    TypeElectric
    CategorySpecial
    Power120 BP
    Accuracy70%
Move 3
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power75 BP
    Accuracy100%
Move 4
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%

Unlike Deoxys-A, this can actually take special hits as it uses Calm Mind to set up. Superpower is to stop Blissey from blocking you. With these EVs, Deoxys-S will 2HKO a 4/252 Blissey 100% of the time, factoring in the Attack drop from Superpower, and it is just faster than a Hasty Deoxys-A, the fastest Pokemon you'll encounter in Ubers (except some Swift Swimmers). If you want Deoxys-S's special attacks to have a bit more power, you can switch to Mild, lower its Attack, and raise its Speed to 176 EVs.

Choice Band

Move 1
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 2
  • Shadow Ball
    20% chance to lower the target's Sp. Def by 1.
    TypeGhost
    CategoryPhysical
    Power80 BP
    Accuracy100%
Move 3
Move 4
  • Fire Punch
    10% chance to burn the target.
    TypeFire
    CategorySpecial
    Power75 BP
    Accuracy100%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%

Deoxys-S is not the strongest Choice Band user out there, but its fantastic Speed makes it a good choice. Nothing resists the combo of Superpower and Shadow Ball. Extreme Speed is solely to stop Choice Band Deoxys-A. Ice Beam beats Groudon and Rayquaza, but Fire Punch helps against Forretress and Metagross. Only use Fire Punch if you have Groudon. If you have Fire Punch, you might want to replace the Special Attack EVs with HP, but Ice Beam needs the Special Attack to damage its intended targets.

Support

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
  • Knock Off
    Target's item is lost and it cannot obtain another.
    TypeDark
    CategorySpecial
    Power20 BP
    Accuracy100%
Move 3
Move 4
  • Shadow Ball
    20% chance to lower the target's Sp. Def by 1.
    TypeGhost
    CategoryPhysical
    Power80 BP
    Accuracy100%

This attempts to set up Spikes and Knock Off random items. Shadow Ball lets it finish off Latias and Latios and OHKO Deoxys-A.

Taunt + Calm Mind

Move 1
  • Psychic
    10% chance to lower the target's Sp. Def by 1.
    TypePsychic
    CategorySpecial
    Power90 BP
    Accuracy100%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power95 BP
    Accuracy100%
Move 2
Move 3
  • Taunt
    For 2 turns, the target can't use status moves.
    TypeDark
    Accuracy100%
Move 4

This set has obvious weaknesses to Dark- and Psychic-types if you go with Psychic and is stopped cold by Kyogre if you use Ice Beam, but it beats Blissey and company one-on-one. Deoxys-S has the Speed to come in on some other Calm Mind users and win any Calm Mind war by Taunting any attempts by the enemy to Calm Mind. The only way this can backfire is if the enemy Calm Minds once while Deoxys-S switches in and is a Pokemon that has a strong non-Psychic attack to hurt Deoxys-S with, such as Latias, Latios, and Kyogre. Other than that, the fastest Taunt user in the game ruins a lot of stuff; try it out and have fun.

Other Options

Oh lordy, this Pokemon can do a lot. It can pull off Counter or Mirror Coat (best used with Recover). Deoxys-S gets Light Screen, Reflect, and Safeguard, and it has the Speed to use any of these. Substitute is an option for most Pokemon, but especially things with a lot of Speed, and this Pokemon is all about the Speed. Rock Slide works if you are lucky and want to flinch, as Deoxys-S is fast enough to flinch anything, and it hits both Ho-Oh and Rayquaza. Pursuit is available for other Psychic-types, especially Deoxys-A, but it needs to be used carefully, as some of those Pokemon can do some damage to Deoxys-S if they know it has Pursuit and stay in (you need 172 Special Attack EVs to have a chance to OHKO and 248 Special Attack EVs and a +Special Attack nature to always OHKO a Deoxys-A that stays in). Snatch always allows for some creativity, so don't be afraid to get creative with Deoxys-S.

EVs

For most sets, you'll want to get to 440 Speed to be faster than +Speed Deoxys-A, which requires 16 Speed EVs and a Speed boosting nature or 176 EVs and a neutral nature. Offensive sets should go for maxing the attacking stats, and defensive sets should max HP and then focus on the defenses.

Checks and Counters

The most reliable counter is probably Forretress. It can Rapid Spin away Spikes, is immune to Toxic, doesn't take much from physical attacks, doesn't take much from special attacks except Thunder and Fire Punch, and can easily 2HKO with STAB Hidden Power Bug. Tyranitar and Snorlax beat Deoxys-S that lack Superpower. Blissey can stop anything without Taunt or Superpower. Groudon with max HP is rarely 2HKOed by Ice Beam, and it can OHKO or 2HKO back with Earthquake (guaranteed OHKO if it is Choice Banded). Kyogre 2HKOes Deoxys-S with Surf even if it gets a Calm Mind in (it OHKOes otherwise), but it is 2HKOed by Thunder after Deoxys-S uses Calm Mind. It won't take much damage from anything else, however. Latias and Latios can Calm Mind up against any special attacker and easily beat it with their high Special Defense, but hate Knock Off variants. Ho-Oh beats any Deoxys-S that does not have Rock Slide.

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
Accuracy
PP
20
Raises the user's Defense and Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
80
Accuracy
100%
PP
5
Usually goes first.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
Accuracy
70%
PP
20
Lowers the target's accuracy by 1.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
95
Accuracy
100%
PP
10
10% chance to freeze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
PP
15
Raises the user's Defense by 2.
 
Power
20
Accuracy
100%
PP
20
Target's item is lost and it cannot obtain another.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
30
For 5 turns, special damage to allies is halved.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
Accuracy
100%
PP
20
If hit by special attack, returns double damage.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
100%
PP
15
Does damage equal to the user's level.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
140
Accuracy
90%
PP
5
Lowers the user's Sp. Atk by 2.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
40
Accuracy
100%
PP
20
Power doubles if the targeted foe is switching out.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
20
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
20
For 5 turns, physical damage to allies is halved.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
75
Accuracy
90%
PP
10
30% chance to make the foe(s) flinch.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
50
Accuracy
80%
PP
10
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
10
The user and the target trade Abilities.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
20
Hurts grounded foes on switch-in. Max 3 layers.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
120
Accuracy
100%
PP
5
Lowers the user's Attack and Defense by 1.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
For 2 turns, the target can't use status moves.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 2-5 turns.
 
Power
100
Accuracy
50%
PP
5
100% chance to paralyze the target.
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