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Deoxys-Attack

In-battle formes

HP:50
Attack:180
Defense:20
Sp. Atk:180
Sp. Def:20
Speed:150
Min (-ve nature, 0 IVs)274
Default336
Max Neutral399
Max Positive438
Max Neutral (+1)598
Max Positive (+1)657
Max Neutral (+2)798
Max Positive (+2)876
Doubles OU
Z-Move Attacker438

Formes

Strategies

  • en
Formats:
Written by Level 51

Overview

Deoxys-A's ridiculous Speed and power cement its place as one of DOU's most immediately threatening attackers. When combined with Tapu Lele's Psychic Surge, it's capable of OHKOing almost the entire metagame bar bulky Pokemon that naturally resist Psychic-type attacks, such as Aegislash, Mega Metagross, and Bronzong. If its wide array of viable Z-Moves based off its expansive movepool is taken into consideration, no threat is truly safe from Deoxys-A's almost perfect offensive coverage. Despite all these positive traits, though, Deoxys-A has abysmal defenses, which makes KOing it a mostly trivial matter; furthermore, being a relatively one-dimensional fast attacker, it is very reliant on its Speed and thus highly susceptible to opposing speed control and priority attacks. As such, Deoxys-A fits best on select hyper offensive teams, and when positioned properly, it is an extremely potent threat.

Z-Move Attacker

Move 1
Move 2
  • Superpower
    Lowers the user's Attack and Defense by 1.
    TypeFighting
    CategoryPhysical
    Power120 BP
    Accuracy100%
Move 3
  • Substitute
    User takes 1/4 its max HP to put in a substitute.
    TypeNormal
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Detect
    Prevents moves from affecting the user this turn.
    TypeFighting
    Priority4

Moves

True to Deoxys-A's nature, this moveset allows it to hit extremely hard and fast. Psycho Boost and Superpower are its main offensive moves, as its frailty leaves it with few turns on the field to feel the effects of the resultant stat drops. Psycho Boost is a powerful STAB move that can be boosted further with Psychium Z or Psychic Terrain, while Superpower grants Deoxys-A coverage on most of the Pokemon that resist or are immune to Psycho Boost, mainly Steel- and Dark-types such as Ferrothorn and Tyranitar. Substitute can be used in the third slot to capitalize upon the switches and Protects its sheer offensive pressure often forces, making it even harder for the opponent to play around Deoxys-A, while Ice Beam is another option to OHKO Zygarde, Landorus-T, and Mega Salamence without wasting its Z-Move or incurring the Special Attack decrease from Psycho Boost. Finally, on a Pokemon as frail and prone to double targeting as Deoxys-A, Detect buys it a turn on the field, letting an ally deal with a threatening opposing Pokemon and also allowing Deoxys-A to have a chance at stalling out field conditions such as rain and Trick Room.

Set Details

Since Deoxys-A's non-existent bulk is clearly not worth investing in, this set aims to maximize the power of Deoxys-A's Psycho Boost as well as its odds of actually being able to fire off the move by maximizing its Special Attack and Speed EVs. A Naive nature is generally preferred, as it lets Deoxys-A outrun Mega Manectric, but a Rash nature could be used for the 10% increase in damage output. Finally, Psychium Z is often Deoxys-A's item of choice—it makes an already powerful Psycho Boost even more powerful, allowing it to secure OHKOs on bulky Pokemon such as Tapu Fini and avoiding the Special Attack drop from Psycho Boost so it remains a strong offensive threat the turn after.

Usage Tips

Deoxys-A's complete lack of bulk is a major factor in how it's played; since Deoxys-A has difficulty switching in even on some resisted attacks without fainting, it's best brought as a lead or after an ally has fainted. In particular, Deoxys-A works best early- or mid-game to punch holes in the opposing team, notably making a good Turn 1 lead because of its ability to apply immediate offensive pressure to an opponent, putting them on the back foot from the get-go; however, if Deoxys-A is unable to immediately OHKO either opposing Pokemon, it's likely to faint to retaliation later on in the turn and should switch out instead. Likewise, should Deoxys-A manage to fire off several Psycho Boosts or Superpowers, it should switch out to reset its stat drops lest it act as dead weight. On the other hand, while Deoxys-A should generally be played offensively, a degree of caution is required to use it optimally—most importantly, since its Z-Move has such high damage potential, it's very precious and some care should be taken to avoid having it go to waste on a Protect. Other small things to note include using the activation of Pressure to check if any opposing Pokemon outrun it—if a foe's ability, outside of Unnerve, activates before Deoxys-A's, said foe is likely faster than Deoxys-A and poses a significant threat to it, so Deoxys-A should switch out of the situation.

Team Options

Tapu Lele is one of the best partners to Deoxys-A and is almost mandatory when using this set, with its Psychic Terrain not only boosting the power of Psycho Boost and Shattered Psyche to ridiculous levels but also removing Deoxys-A's vulnerability to priority moves. Apart from Tapu Lele, though, Deoxys-A also appreciates teammates that can easily break through the foes it struggles with; for example, Mega Charizard Y helps to break through Celesteela, Aegislash, and Ferrothorn, while Tyranitar can deal heavy damage to bulky Psychic-types like Cresselia and Necrozma that otherwise wall Deoxys-A. In terms of single moves, Deoxys-A enjoys Tailwind support to outspeed faster attackers, such as Choice Scarf users or weather sweepers, which it otherwise struggles against, though a weather setter such as Mega Charizard Y or Alolan Ninetales could potentially fulfill this role by removing Speed boosts from opposing weather sweepers like Excadrill and Kingdra. Finally, Stealth Rock is always a boon for fast sweepers like Deoxys-A: its ability to break Focus Sashes gives foes fewer chances to survive and retaliate against Deoxys-A's powerful attacks, while the mere chip damage it provides can be key on certain targets, such as Heatran and Kyurem-B, which are chipped into range of Superpower and Terrain-boosted Psycho Boost, respectively.

Other Options

Deoxys-A's wide range of coverage options means that a similarly wide range of Z-Crystals are viable options with it. Fightinium Z, for example, can be used with either Focus Blast or Superpower to create a strong Fighting-type move capable of OHKOing Incineroar, Ferrothorn, and Assault Vest Kyurem-B, which aren't OHKOed by a regular Superpower. Darkinium Z can combine with Dark Pulse to threaten would-be checks to the ubiquitous combination of Tapu Lele and Deoxys-A like Gothitelle and Aegislash. Finally, Hidden Power Fire can play a minor role in netting surprise KOs on opposing Ferrothorn while still giving Deoxys-A a free item slot. A less offensive but also effective option is Stealth Rock, which capitalizes upon free turns caused by the switches Deoxys-A often causes—all in all, Deoxys-A's extremely deep movepool contains many other options that could be at least somewhat usable on the right teams. Other items Deoxys-A could viably run include a Life Orb, which boosts the power of Deoxys-A's attacks across the board and frees up the Z-Crystal slot for a teammate, and Focus Sash, which offers far less power than the other two options but guarantees that Deoxys-A can get an attack off, usually two. However, when running Focus Sash, it's important to watch out for Stealth Rock and damaging weather, which completely negate its effectiveness.

Checks and Counters

Steel-types: Select Steel-types such as Mega Metagross, Mega Scizor, and Bronzong can survive a Psycho Boost due to their resistances to it and take neutral damage from Superpower, and they easily KO Deoxys-A in return. Each of these have to be wary of a Z-Move or coverage moves, though, such as Black Hole Eclipse from Dark Pulse for Mega Metagross and Bronzong and Hidden Power Fire for Mega Scizor.

Icy Wind, Tailwind, and Trick Room: Due to Deoxys-A's extreme frailty, its Speed is its greatest asset in preventing it from taking hits by knocking out its would-be aggressors before they can attack. Speed control options can either remove this advantage or even turn its Speed on it, almost ensuring that it's unable to move before it can fire off one of its powerful attacks.

Psychic-types: Bulky Psychic-types like Cresselia, Bronzong, Gothitelle, and Necrozma can easily stomach a hit from Deoxys-A and retaliate with Trick Room or Icy Wind to severely hamper Deoxys-A's offensive presence on the field. Notably, Cresselia can even stomach a potential Black Hole Eclipse from Deoxys-A before it retaliates.

Faster Pokemon: While Pokemon that are naturally faster than Deoxys-A are few and far between, relatively common Choice Scarf users like Genesect and Tapu Lele can outrun Deoxys-A, forcing it to switch out if the player is aware of the Choice Scarf or outright KOing it through its meager defenses otherwise. In addition, Swift Swim and Sand Rush users on weather teams could also easily outpace Deoxys-A and KO it.

Priority Attackers: If Psychic Terrain is replaced by another Terrain or simply expires, Deoxys-A becomes extremely vulnerable to priority attacks like Mega Scizor's Bullet Punch and Zygarde's Extreme Speed, which are capable of OHKOing it before it even gets to move. These users must be wary of a potential Tapu Lele switch-in next to Deoxys-A, though.

Credits

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
15
The user swaps positions with its ally.
 
Power
Accuracy
PP
20
Raises the user's Sp. Def by 2.
 
Power
60
Accuracy
100%
PP
10
Power doubles if user is damaged by the target.
 
Power
15
Accuracy
85%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, unless the target is immune.
 
Power
60
Accuracy
100%
PP
20
No additional effect. Hits adjacent Pokemon.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk and Sp. Def by 1.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk 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
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
5
Prevents moves from affecting the user this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
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
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
5
Nearly always 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
100%
PP
20
Lowers the target's accuracy by 1.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
10
Flings the user's item at the target. Power varies.
 
Power
120
Accuracy
70%
PP
5
10% chance to lower the target's Sp. Def 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
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
Accuracy
PP
5
5 turns: no Ground immunities, 1.67x accuracy.
 
Power
70
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
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
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
Accuracy
PP
30
Until the end of the next turn, user's moves crit.
 
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
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
65
Accuracy
100%
PP
20
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
15
Bounces back certain non-damaging moves.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
90
Accuracy
90%
PP
10
20% chance to raise the user's Attack by 1.
 
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
20
Raises the user's Sp. Atk by 2.
 
Power
Accuracy
100%
PP
15
Power and type depends on the user's Berry.
 
Power
Accuracy
100%
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
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
40
Accuracy
100%
PP
20
100% chance to raise the user's Attack by 1.
 
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
100%
PP
10
Transfers the user's status ailment to the target.
 
Power
Accuracy
PP
10
Copies the target's current stat stages.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
40
Accuracy
100%
PP
20
If a foe is switching out, hits it at 2x power.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
Heals the user by 50% of its max HP.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
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
40
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
60
Accuracy
95%
PP
15
100% chance to lower the target's Speed by 1.
 
Power
Accuracy
PP
10
User replaces its Ability with the target's.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
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
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
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
50
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
Accuracy
PP
20
Hurts foes on switch-in. Factors Rock weakness.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
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
85%
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
Target can't use status moves its next 3 turns.
 
Power
Accuracy
PP
15
For 3 turns, target floats but moves can't miss it.
 
Power
Accuracy
PP
20
Fails when used.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
15
Target can't select the same move twice in a row.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
10
User switches its held item with the target's.
 
Power
Accuracy
PP
5
Goes last. For 5 turns, turn order is reversed.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
For 5 turns, all Defense and Sp. Def stats switch.
 
Power
15
Accuracy
90%
PP
20
Traps and damages the target for 4-5 turns.
 
Power
120
Accuracy
50%
PP
5
100% chance to paralyze the target.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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