This isn't really my set but I've use this set a decent amount today in a couple of tour matches and I've had pretty good results.
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 40 Atk / 120 SDef / 96 Spd
Careful Nature
- Stealth Rock
- Spikes
- Superpower
- Mirror Coat
This set functions just like the standard lead but with a couple added bonuses. The idea behind the set is to basically beat Aegislash and Bisharp as both are common counter leads to all Deoxys-D. With the given EV spread, you outspeed Adamant Bisharp by 1 point which allows you to OHKO with Superpower. Because no one is going to Sucker Punch a Deoxys-D, this is a matchup that you will always win barring the random Jolly Bisharp. The rest of the EVs are invested in bulk to take a Life Orb or Spooky Plate Shadow Ball from Aegislash and OHKO with a Mirror Coat.
I should mention that this set doesn't beat Aegislash if its the Subsitute variants as Mirror Coat doesn't go through subs.
As an avid user of DeoD, I just want to make some comments.
Superpower DeoD is worth investing in because Bisharp is worth luring -- that, and since Bisharp never Sucker Punch, you have 100% HP, which means you are likely to get up SR despite the -1 defenses. However . . . what is the point of Mirror Coat? Taunt is essential to stop slow Defog users like Mandibuzz. Personally, there is no reason for any DeoD team to lure Aegislash -- most offensive threats are pretty solid answers to Aegislash (see: Bisharp, Charizard, Garchomp, Pinsir, Tyranitar, Mawile, Landorus, Talonflame, other Aegislash, Excadrill, Thundurus, etc.). While Aegislash is a very solid Pokemon, I just don't see common DeoD teams that utilize even one top tier threat that is going to really benefit from the luring of Aegislash.
The other issue it brings up is the fact that DeoD has to take damage for this to work, and it will be less likely to perform it's most mandatory role: setting up hazards. The lure of Aegislash is hardly worth it. By opting not to lure Aegislash, you can invest EVs back into speed, while also being able to run Taunt, and you can switch the item choice to Red Card (personally, that stumps Aegis leads since you SR, they Shadow Ball, and then they're forced out: most of the time into a slower threat).
The set should look a bit more like this:
Deoxys-Defense @ Red Card / Mental Herb
Ability: Pressure
EVs: 192 HP / 40 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Spikes
- Superpower
- Thunder Wave / Taunt / Magic Coat
The speed is quite important this metagame, and Red Card is usually the most worth-while investment. The luring of Aegislash has pretty slim chances of ever being as helpful as luring out Bisharp, and even then, you can only really lure those two Pokemon out: Excadrill needs to take SR + 1 Spike before two Superpowers can 2HKO, and even then, I believe Scarf Drill and Chople Drill are common enough to make it . . . eh, while Tyranitar takes nothing from Superpower, and Mirror Coat, while it has a few more uses, certainly doesn't help it perform its role as a suicide hazard lead.
Those are my opinions based of tests after tests, but they are still my opinions. I haven't used Mirror Coat as often simply because I've never needed to lure Aegislash (like ever, a lot of offensive threats don't mind it much other than it's bulky and can't usually be OHKOd without set up), but perhaps someone can prove me wrong? Has anyone actually made a DeoD team that can utilize that lure?
Kyurem-B also gets iron head, which is an option to kill Sylveon and Clef before they can do much to you.
One of the best anti-meta mons right now is Toxicroak. I was looking into checks for Azumarill that fit into hyper offense, and kept going back to Venusaur, who kills any offensive momentum you have, and came up with this.
Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Drain Punch
- Gunk Shot
- Knock Off
- Sucker Punch
Which does solid damage to so much.
First off is Toxicroak's speed tier. At 85 speed, you're slower than every one of the "fast" mons, but you still beat Adamant Gyarados, Adamant Dragonite, Adamant Mamoswine, Jolly Breloom, Jolly Mega-Tar as well as every defensive Pokemon up to Mew running 128 speed.
The typing and ability combination means you can switch into quite a lot, mainly the Choice'd Water attacks from Azumarill and Keldeo, but also Crocune, Venusaur, Lando's Rock Attacks.
The set itself is just an all-out 4 move attacker. Come in, pick the best move, use it, repeat till forced out or dead. Here's some calcs.
First off, just for comparison:
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 4 Def Deoxys-D: 161-191 (52.9 - 62.8%)
252+ Atk Life Orb Huge Power Azumarill Play Rough vs. 252 HP / 4 Def Deoxys-D: 153-183 (50.3 - 60.1%)
So right off the bat, you have a move stronger than Azumarill's Play Rough (although admittedly, most Azu's would run Choice Band).
Gunk Shot is your best option against almost anything.
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 252+ Def Mega Venusaur: 152-179 (41.7 - 49.1%) -- Does almost half to the most physically defensive Mega Venu available, any sort of S.Def or Spe investment will get it killed.
252+ Atk Life Orb Toxicroak Gunk Shot vs. 4 HP / 0 Def Dragonite: 253-300 (78 - 92.5%) -- KO's after Stealth Rock
252+ Atk Life Orb Toxicroak Gunk Shot vs. 0 HP / 0 Def Keldeo: 265-313 (82 - 96.9%) -- Easily forced out if locked into a water move
252+ Atk Toxicroak Gunk Shot vs. 252 HP / 0 Def Azumarill: 450-530 (111.3 - 131.1%)
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 252+ Def Clefable: 429-507 (108.8 - 128.6%)
252+ Atk Life Orb Toxicroak Gunk Shot vs. +1 252 HP / 252+ Def Clefable: 283-338 (71.8 - 85.7%)
252+ Atk Life Orb Toxicroak Gunk Shot vs. +2 252 HP / 252+ Def Clefable: 218-257 (55.3 - 65.2%) -- You can still win against Clefable even after a Cosmic Power
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 252+ Def Suicune: 160-188 (39.6 - 46.5%) -- Strategy is to Knock Off, then Drain Punch till you force a Rest. At that point, use Gunk Shot twice, then Drain Punch for the KO. If one of the Gunk Shot misses, use Drain Punch until you force another Rest. Pressure give you only 4 Gunk Shots, leading to some unpleasant hax from the 80% accuracy.
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 252+ Def Mandibuzz: 169-200 (39.8 - 47.1%) -- a 3HKO after SR.
252+ Atk Life Orb Toxicroak Gunk Shot vs. 252 HP / 0 Def Conkeldurr: 253-300 (61.1 - 72.4%) -- Gunk Shot + Drain Punch to KO.
252+ Atk Life Orb Toxicroak Gunk Shot vs. 4 HP / 0 Def Latios: 292-344 (96.6 - 113.9%) -- Can't come in.
Gunk Shot also has a 30% chance to poison, so even stuff that otherwise would resist (Lando, Hippowdon) risk getting crippled.
Drain Punch helps offset the damage from LO, and is your best option against Tyranitar and Ferrothorn.
Knock Off deters Aegislash from switching in (although most charge in anyway. Oh well.)
Sucker Punch helps a few revenge kills here and there, mostly against Zard-Y/X.
The main reason to use Toxicroak is as a check to a lot of current threats. It's very hard to fit a check to Belly Drum Azu in an offensive team, to Crocune, to Clefable, to Mega-Venusaur, to Conkeldurr, to Keldeo, to Ferrothorn, to Tyranitar, and to somehow have it fit into a single teamslot. It frees up a teamslot that you can use on different things.
I love Toxicroak, and it's pretty neat, but Knock Off + Sucker Punch + Stealth Rock from Bisharp just makes the KO iirc. Keldeo's Specs Secret Sword is a 2HKO while the HP Flying variants OHKO, and without the rain supplying Dry Skin, it's pretty hard to keep this thing alive. Mind you, it seems like a fantastic wallbreaker though, but I'd mention these little flaws since Toxicroak, at first, seems like a pretty reliable answer to Keldeo and Bisharp, when it's a check at best.
I wouldn't say Sucker Punch is a good way to face ZardY and ZardX either when they can easily Roost, the former causing Droughts, which mean LO + Dry Skin damage. Ouch. Pretty much coinflips in the Zard player's favor if you ask me.
Just curious but how much does Banded Espeed from Dragonite do to Toxicroak? Can it live after SR + LO damage?
Don't get me wrong, this seems like an invaluable Pokemon for breaking stall teams (it can break Chansey / Clefable / Venu / Conk, which makes it pretty great if you ask me), but I just wanted the flaws to be more apparent for the newer players browsing this threat, if that's OK with you! :)