Type to start searching.

Available search filters:

  • .ability, .a
  • .type, .t
  • .damage, .dmg (damage category for moves)
  • .description, .desc, .d
  • .tag
In other gens:

Deoxys-Defense

In-battle formes

HP:50
Attack:70
Defense:160
Sp. Atk:70
Sp. Def:160
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
Uber
Spikes216

Formes

Strategies

  • en
Formats:
Written by Minority

Overview

Deoxys-D, as its forme name implies, has solid bulk, sporting 50 / 160 / 160 defenses. A nice support movepool complements these defensive stats, with access to Spikes, Recover, Knock Off, status, and other tricks. Deoxys-D's Speed is disappointing, however, as it sits around a crowded Speed tier and doesn't have room to invest in this stat. It also suffers from abysmal typing on both offense and defense; Psychic doesn't trump any relevant types, doesn't resist any relevant types, and is weak to common Dark- and Ghost-type moves. Deoxys-D also doesn't check any offensive threats in particular, which is why it's almost entirely outclassed by other defensive setters of Spikes. To make matters worse, Deoxys-D is hard countered by a few viable Pokemon. Deoxys-D is also impacted by the fact that it is afflicted by all status ailments and entry hazards, further decreasing any potential for defensive synergy. Reconsider using this Pokemon, as it has little to no justifiable niche.

Spikes

Move 1
  • Spikes
    Hurts grounded foes on switch-in. Max 3 layers.
    TypeGround
Move 2
Move 3
Move 4
  • Toxic
    Badly poisons the target. Poison types can't miss.
    TypePoison
    Accuracy90%
  • Ice Beam
    10% chance to freeze the target.
    TypeIce
    CategorySpecial
    Power90 BP
    Accuracy100%

Moves

Spikes can be stacked up on switches or if the opponent is playing passively. Spikes deals residual damage to grounded foes that switch in, which can break down foes or bring them within range to be KOed by an offensive teammate. Recover is needed to keep longevity and to stall out threats in combination with Toxic. Skill Swap ensures that Spikes can be set against Pokemon with Magic Bounce such as Mega Diancie and Mega Sableye, and can also mess with Pokemon that heavily rely on their ability in order to deal damage, such as Mega Salamence. Toxic is used to punish support Arceus formes, Giratina-O, Latias, and Latios that might come in to Defog away Deoxys-D's Spikes. Ice Beam hits some common Pokemon for mild damage, but is mainly used to hit Mega Salamence. Knock Off can punish most Pokemon that Toxic doesn't by removing their held item, while still impacting Latias and Latios.

Set Details

248 HP EVs are used to maximize the low base HP of Deoxys-D and to make Recover more usable. 252 Defense EVs with a Bold nature are used to maximize physical bulk in order to better take attacks in the physically oriented Ubers metagame. The remaining 8 EVs are slotted to slightly boost Deoxys-D's Special Defense. Use an Impish nature if using Knock Off as to lower Deoxys-A's Special Attack rather than reduce Knock Off's power. Leftovers is the preferred item, which provides passive recovery to help offset residual damage. Pressure is the only ability available for Deoxys-D and, while it is generally useless, it can burn up low-PP moves used by the foe.

Usage Tips

Toxic, Ice Beam, and Knock Off are Deoxys-D's only means of punishing switch-ins. This means using Toxic when it is obvious a Defogger is coming in, Ice Beam if you want to chip away at a Pokemon that lacks recovery, and Knock Off to remove an opposing Pokemon's item that is removable. If neither Toxic, Ice Beam, nor Knock Off are capable of punishing an impending switch-in, it is best to double switch to an appropriate check. Don't let opposing Pokemon set up on top of Deoxys-D. Giving them a setup turn in exchange for poisoning them with Toxic is usually not worth it; immediately switch to a defensive check if setup is obvious. Become aware of what Deoxys-D can wall and what it can't. Most strong physical attackers will be able to break through after setup while the most powerful of special attackers can also 2HKO it. Stallbreakers that are immune to Toxic or that can Taunt Deoxys-D before it can move will also avoid being walled. Deoxys-D doesn't have much defensive utility, but it can be used as fodder to get a teammate in for free if its function as a Spikes setter is no longer needed.

Team Options

Fairy-types such as Xerneas, Arceus-Fairy, and Mega Diancie can switch in from Deoxys-D when it is fleeing from a Dark-type threat. Dark-types themselves are also good partners, as they are able to break down Arceus-Ghost and Giratina-O. Primal Kyogre benefits from the Spikes that Deoxys-D can set, as entry hazard damage wears down several of its common checks. Deoxys-D can also lure in Latios and Latias that come in to Defog, and can hit them with Toxic or Knock Off, making it easier for Primal Kyogre to pressure the opposing team. Primal Groudon is another partner that benefits from Spikes, while Deoxys-D can wear down some of its common checks with Toxic. Giratina-O can be a good partner when not using Ice Beam, as Deoxys-D using Skill Swap on Mega Salamence means that it has no moves to hit Giratina-O with unless it switches out.

Other Options

Thunder Wave can cripple opposing setup sweepers; however, Toxic is usually much more useful because of the residual damage it causes. Taunt is an option that can break down slower defensive Pokemon while also preventing incoming Defoggers from being able to remove Spikes, although there isn't room for it. Deoxys-D can function as a setter of Stealth Rock if needed, but it's hard to fit on the same set as Spikes and isn't stackable in the same way. Counter and Mirror Coat can be used to surprise unsuspecting attackers; however, it is prediction-reliant and risks giving the foe a free setup turn. Magic Coat can be used to bounce back status ailments and entry hazards aimed at Deoxys-D, but it is prediction-reliant and hard to find room for.

Checks and Counters

Magic Bounce Users: Mega Sableye and Mega Diancie force Deoxys-D to run Skill Swap in order to have any use as a setter of Spikes. Although they can be poisoned with Toxic after a Skill Swap, the fact that Deoxys-D has to run a dedicated move for them justifies them as notable threats.

Ghost-types: Arceus-Ghost, Mega Gengar, Giratina-O, and Aegislash can all threaten Deoxys-D with their super effective STAB attacks. Additionally, Arceus-Ghost and Giratina-O can Defog away Spikes, Aegislash is immune to Toxic, and Mega Gengar can trap and remove Deoxys-D entirely.

Dark-types: Darkrai, Yveltal, and Arceus-Dark are threats to Deoxys-D because of their powerful super effective STAB moves, while Deoxys-D can do little to them in return.

Primal Kyogre: Primal Kyogre has powerful enough rain-boosted STAB attacks to easily break through Deoxys-D.

Mewtwo: Mewtwo variants with Taunt can break down Deoxys-D by preventing it from using Recover.

Genesect and Mega Scizor: Both Genesect and Mega Scizor are immune to Toxic, resist Ice Beam, and have a strong U-turn that can threaten Deoxys-D.

Arceus-Poison and Arceus-Steel: Deoxys-D has no method of breaking down Arceus-Poison and Arceus-Steel, as they are both immune to Toxic.

Other Spikes Setters: Klefki, Ferrothorn, Skarmory, and Forretress can threaten Deoxys-D with Toxic or can set Spikes alongside it while Deoxys-D can do very little to them in return.

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
Switches position with the ally on the far side.
 
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
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
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
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
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
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
100%
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.
Loading...