My extensive play experience with Deoxys-D led me to a conclusion that Deoxys-D needs to work for its layers (unless the opponent lacks any semblance of offensive pressure / rapid spinner / magic bouncer / did not even attempt to deal with Deo-D offense) - it's not easy layers as many pro-ban users are making it out to be. Lot of scenarios have been painted in this thread where DeoD is at it's prime, but in reality DeoD is hardly ever gonna pull off 2+ layers without outplaying the opponent or without significant cost in the process.
Like I mentioned in my
previous post, Deoxys-D does not ensure layers as readily as Deoxys-S by virtue of its mediocre Speed (for a suicide spiker), and its set must
compromise if it wants to overcome its usual checks and counters.[/QUOTE]
As in my previous post (the one linked last) these methods aren't really a reliable way to deal with Deoxys-D. Offensive pressure, namely Pokemon that can always (outside of move acc) outspeed/underspeed and 2HKO/OHKO (as listed in the first link) or those that can setup a sweep on him, aren't reliable ways to beat Deoxys-D. The first group only force Deoxys-D into rolling the Red Card dice (which 30/53 OU mons are unable to prevent a second layer if dragged out by Red Card, see first link) which tend to be in favor of Deoxys. The second group can not actually set up a sweep on them outside of Volcarona and, to some extent, LO 2D Thundy (see 4th link). Meaning that all they accomplish is giving 2 layers to Deoxys-D (and most likely a third thanks to Red Card). Even in the case of the two exceptions, Dragonite can tank a +3 LO HP Rock from Volcarona and OHKO back with an Outrage
+3 252 SpA Life Orb Volcarona Hidden Power Rock vs. 0 HP / 4 SpD Multiscale Dragonite: 253-299 (78.32 - 92.56%) -- guaranteed 2HKO
+3 252+ SpA Life Orb Volcarona Hidden Power Rock vs. 0 HP / 4 SpD Multiscale Dragonite: 279-329 (86.37 - 101.85%) -- 12.5% chance to OHKO
252+ Atk Dragonite Outrage vs. 0 HP / 0 Def Volcarona: 313-369 (100.64 - 118.64%) -- guaranteed OHKO
while 2D LO Thundy is only AC mention and is going to have a hard time getting past Tyranitar, Ice Shard, Kyurem, Sashzam, etc. with only two move coverage. (I woudn't complain to much about going 4 to 5 with a strong hazards advantage and momentum ripe for the taking. You'll probably be in a even better position in the case of 2D LO Thundurus-T.)
Rapid Spin users straight up lose to Deoxys-D if they are faster (so Starmie). Forretress can be PP stalled out of Rapid Spin thanks to pressure while Tentacruel is the only one who can reliably "beat" Deoxys-D (the set I mentioned above) by limiting it to SR. However, Tentacruel won't actually solve this issue for very long as Rapid Spin (if you Scald, Red Card gives Deo 2 layers) will have done almost no damage meaning Deoxys-D still has the possibility to come back later in the near future to finish the job. Attempting to Rapid Spin any time past early game is nearly impossible as a good HO team (not the random ones seen on the ladder) aren't going to be throwing you free turns that allow you to spin without risks, assuming you even get the chance to take a risk. (if they do, hazards were the least of your worries)
Deoxys can't do anything about Magic Bounce without relying on a teammate (Pursuit Trap/Gothitelle) to remove them. Too bad Espeon and Xatu are such crummy mons themselves that there isn't much reason to use them on your team unless you really need their amazing(ly poor distributed) ability.
To sum it up, Deoxys-D isn't full proof but it is quite reliable (may not be at the same level as Deo-S but that doesn't mean it isn't good enough to deserve a ban) mostly relying on favorable odds in the worst case scenarios. (ignoring Magic Bounce)