Deoxys-S (Revamp) (GP: 2/2)

Minority

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QC Checks: Nayrz / Fireburn / Sweep
GP Checks: The Dutch Plumberjack / P Squared

deoxys-speed.gif

Like a new pair of underwear at first it's constrictive, but then it becomes a part of you.


[OVERVIEW]

Deoxys-S has the highest base Speed of any Uber Pokemon, and its 50 / 90 / 90 bulk is respectable for such a utility Pokemon. Its access to Stealth Rock, Spikes, Taunt, Skill Swap, and Magic Coat makes it worth using, as consistently setting entry hazards is what composes its niche. In this area, Deoxys-S is a specialist, doing great at the one job it does but not offering a more dynamic list of uses. Using Deoxys-S is desirable due to it letting hyper offense teams free up Primal Groudon's moveset without needing to resort to other, sometimes more awkward, offensive Stealth Rock setters. Despite such utility, Deoxys-S offers next to no defensive synergy for offensive builds, partially due to the fact that flexibility in its moveset is restricted by Magic Bounce users. Deoxys-S also only fits on hyper offense teams, and even then it doesn't actually fit on very many builds.


[SET]
name: Entry Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe


[SET COMMENTS]
Moves
========

Taunt is necessary to prevent the opposing Pokemon from setting up or Defogging. This also forces Pokemon to attack and eliminate Deoxys-S. Deoxys-S provides an effective means of setting Stealth Rock, and this potentially frees up a teammate's moveset, usually Primal Groudon's. Skill Swap is needed to ensure entry hazards can be set against Pokemon with the ability Magic Bounce. Magic Coat is used to reflect incoming Taunt and thus gives some edge when facing opposing Deoxys-S or hyper offense teams. Spikes can be used instead of Magic Coat as a secondary entry hazard to set once Stealth Rock is in place, giving Deoxys-S something worthwhile to do until it faints.


Set Details
========

248 HP EVs with 244 Defense EVs let Deoxys-S avoid being limited to a single layer of hazards by a Choice Band Ho-Oh's Sacred Fire that burns as well as prevent Deoxys-S from being OHKOed by most physical attacks. 16 Speed EVs and a Timid nature make Deoxys-S faster than maximum Speed Deoxys-A and Mega Aerodactyl. A Rocky Helmet punishes moves that make contact, most notably priority moves and Rapid Spin. In regards to Rapid Spin, this also breaks a Focus Sash held by Cloyster or Excadrill as well as Sturdy on Forretress. A Focus Sash ensures Deoxys-S survives any single attack so that it can be guaranteed a layer of Spikes, most notably powerful special attacks. A Mental Herb saves Deoxys-S once from being Taunted or from accidentally Taunting itself, but to ensure that you beat opposing Deoxys-S, Magic Coat is needed as well. Maximum Speed can be used to gain some edge when facing opposing Deoxys-S, and it is desired if not running Magic Coat.


Usage Tips
========

Anti-leads to Deoxys-S spotted at Team Preview may necessitate leading with another Pokemon. Even then, there are very few Pokemon that can deny this set at least Stealth Rock. Against threats that pose a great danger after setup, Taunt is used to prevent them from boosting. Threats such as Rayquaza that can set up and anti-lead Deoxys-S reasonably well are the most troublesome. Against Mega Sableye and Mega Diancie, you will have to use Skill Swap before Stealth Rock can be set. Mega Diancie 2HKOes with Moonblast and Mega Sableye only 3HKOes with Foul Play, so there is sufficient time to get Stealth Rock in place. Opposing Diancie and Sableye may choose not to Mega Evolve, in which case Deoxys-S will be unable to Skill Swap Magic Bounce. In this situation, Deoxys-S can always opt to set Stealth Rock immediately, which will ensure Stealth Rock against these foes, but this may come at the cost of having it on your side as well. Spinners are sufficiently punished by Rocky Helmet, meaning entry hazards can be continually re-set. Getting entry hazards up and then switching to a Ghost-type can also work. Against opposing Deoxys-S, you have a greater advantage if your set is running maximum Speed or if you have a Mental Herb; otherwise, you may want to anti-lead with a teammate. If Deoxys-S is paralyzed, it will no longer be fast enough to Taunt Defoggers before they remove entry hazards. Against such threats, it can use Taunt and set up hazards afterwards, but Deoxys-S may not survive for that long.


Team Options
========

Freeing up Primal Groudon's moveset is a large draw of running Deoxys-S. For this reason, Rock Polish, Swords Dance, or Double Dance Primal Groudon is a desirable teammate. Darkrai is a good partner due to how it threatens defensive teams and can lead well against some of the Pokemon Deoxys-S struggles to set up Stealth Rock on. Swords Dance Arceus formes are typically good fits for offensive builds that utilize Deoxys-S; Extreme Killer Arceus can revenge kill Darkrai and threaten Pokemon with Speed Boost, Arceus-Ghost can provide an immunity to Normal-type priority moves, and Arceus-Ground crushes Mega Diancie. A Mega Diancie of your own can lead against Darkrai and opposing Deoxys-S well and also checks several of the strong special attackers that Rocky Helmet Deoxys-S fears. Xerneas is another offensive Fairy-type that can lead well against Darkrai and Deoxys-S if it has a Choice Scarf, and it can also take full advantage of the hazard support Deoxys-S provides with a Geomancy set.



[STRATEGY COMMENTS]
Other Options
=============

A dual screens set of Taunt, Stealth Rock, Reflect, and Light Screen can be used with an EV spread of 248 HP / 8 Def / 252 Spe with a Timid nature and Light Clay. Such a set is less consistent at ensuring Stealth Rock when compared to the standard set, but the utility of screens can make setup for teammates a bit easier.


Checks and Counters
=============

**Darkrai**: Darkrai can OHKO Deoxys-S with Dark Pulse if it is running Rocky Helmet. The threat of Dark Void also causes mind games in regards to whether Deoxys-S should set entry hazards, use Taunt, or use Magic Coat.

**Taunt**: If Taunted, Deoxys-S becomes useless, as it runs no attacking moves. This mainly applies to Pokemon with priority Taunt and those that bounce Taunt back at Deoxys-S.

**Magic Bounce and Magic Coat**: Magic Bounce and Magic Coat can bounce Deoxys-S's entry hazards and Taunt back at it.

**Priority**: Priority moves can potentially limit Deoxys-S to a single turn on the battlefield; common users include Arceus, Rayquaza, Giratina-O, Deoxys-A, and Mega Lucario.

**Speed Boost**: Scolipede and Mega Blaziken can become faster than Deoxys-S due to the ability Speed Boost. In combination with Pin Missile, Scolipede becomes effective at anti-leading Deoxys-S, while Blaziken at +1 is faster than the standard spread.

**Powerful Special Attackers**: Powerful special attackers such as Latios, Judgment Arceus Ghost, Primal Kyogre, mixed Rayquaza, Yveltal, and Arceus-Dark can OHKO Deoxys-S if it does not have a Focus Sash.
 
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The slashing should be something like this:

name: Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe

sash runs spikes, rocky helm does not. Additionally, more speed is fine on a sash set. Nice spread
 
mental herb is gimmicky

i still think deo s sets the standard to compare all leads to in the metagame much like in dpp and bw2, and deo s itself equipped with a mental herb (thus forgoing magic coat) falls to opposing deo s's with magic coat which sucks

BUT at the same time since it does have room to fit spikes, despite its inability to tie with opposing deo s's on its own, it definitely deserves a mention in other options as an alternative set thats dangerous to run liberally w/o correct team support but can be effective if one anticipates correctly that one's opponent will not bring hyperoffense versus you

by team support i mean that the ho that youre using with the mental herb set should have another good antilead against opposing magic coat deo s like magic coat ekiller, mgar (which getes a free mevolve sans protect), ray with espeed to limit hazards to just sr, or a spinner like cloyster; scoli should be mentioned in checks and counters too. btw about spinners, mention with rocky helm that it breaks sturdy on forre and that for cloy and exca it breaks their sashes which is helpful ngl

there is literally no reason to go for max speed or screens, idk why theyre even considered lol can someone plz explain like max speed was for bopping scarfgene in bw2 and bulk is wayyy more important this gen so scratch all mention of max spe imo. i came up with hack's exact speed investment too and explaining that its for outpacing maero would be helpful for lazy people. also nitpick but all sets should have 0 atk ivs which helps vs liepard lel

personally i run 92 spdef evs with the 248 hp though so i am guaranteed to live a 252+ from xern after sr; this is important bc with ho you always have to taunt the xern first and living a mblast cold after a round of sr can be clutch in making sure you get rocks up!

EVs: 248 HP / 152 Def / 92 SpD / 16 Spe
Timid Nature
IVs: 0 Atk

the literature should really delve deeply into strategy when playing vs magic bouncers and how to guarantee sr vs them; not guaranteed vs diancie but guaranteed vs msab teams which are stall-oriented meaning you get sufficient opportunities to pressure the opponent into letting you sr

also add that twave + defog gira o is gimmicky but will guarantee sr off the field since you should always sr vs gira o fearing 2hko from ssneak and if it twaves as you sr then u wont get sr up lol

mcoat ekiller is a counter to this set too obv and tbh saying that bulky rocky helm deo s is a soft check to mkanga might not be too far fetched ngl since the recoil does add up w parental bond i speak from experience though
 
I never run screens or max speed, those are included at the start for formality reasons.

The EV spread that is posted is standard and has been around for a very long time. 0 Atk IVs are for Mega Sableye not the irrelevant Liepard.

I would like the secondary spread hyw provided more if it actually met some additional benchmarks. Of all the special attackers I have listed in C&C so far, they all still OHKO Deo-S even with 92 SpD (Mixquaza has its chances significantly lowered, but it can still OHKO). I've pretty much never been in the situation where I brought Deo-S back into the match after allowing my opponent hazards and was 1v1 against their Geo Xern with no SR up myself. Even still, most HO teams that can afford Deo-S have P Don + strong priority, meaning they can risk not Taunting Xern under certain circumstances. Even with 0 SpD and taking a layer of hazards damage, standard Xern still doesn't get close to a guaranteed OHKO with Moonblast. Dropping some Def investment for some SpD that doesn't really benefit you in any way other than for this very specific scenario that comes at the cost of CB Ho-Oh, Mega Sableye, Jolly EKiller, Sneak Gira-O, and Payback ttar just to name a few, doesn't really seem worth it.

Magic Coat is moves mention until evidence can be provided that it is useful for more than just opposing Deo-S and the odd crazy prediction reliant situation. There needs to be elaboration on why this move is mandatory for Rocky Helmet sets but not Focus Sash. I don't consider the argument that Spikes will only ever be useful for Focus Sash sets because that's the only way Deo-S is getting a second layer quite good enough. Mental Herb was included in set details because of the reasons listed and because triple slashing items is ugly.

Obviously still a work in progress but feel free to post more.
 
since when has the definition of formailty equared to shit

Anyway about the spread i provided

If u play ho extensively against good players repeatedly you would know this and i think youre underestimating xern's threat vs ho teams; this is also why i said its "clutch" because it really is

Tbh pokemon games unless you exclusively play vs noobs never pan out as you would want them to on paper even with something as formulated and straightforward as ho

You can say im just a player who makes bad plays lel but imo the sole weapon ho has against threats like xern roots from the fact that it never lets it set up! im so paranoid in fact that i tend to run ada lo ekiller to ensure picking xern off LOL

The pt im tryna make here is that 1 in practice deo s might have to do more switching that normal people r comfortable w if youre good at ho esp if the opponent brings mbounce so u shud prepare for worst case scenarios in ev spreads hence my not being greedy w def evs and 2 just from exp the fact that you can absorb one flat full power mblast from xern after rocks to taunt then sr is vital to ensure deo s's optimal performance

Lemme illustrate a scnario for u
say u have a 100% deo s switched out w sr on your side no sr on their side ur pdon weakened enough that +2 fblast kills and u switch to deo s and they double to xern

Awk

If you dont have investment u either taunt and they kill u no sr 4 u OR u sr and they geo G m7 ouch

But if u DO have investment u taunt absorb then sr yay happy deo s : )

I want to emphasize that i 100% see where youre coming from like having as much def as possible helps a lot vs most stuff deo s has to tank shit from but the 92 sp def to guarantee taking 1 hit from xern like that is something i find really orecious and i think its def at least worth a mention somewhere even if it doesnt make the main set and stuff

If u wanna mince calcs as a counterarg like that what important ko does deo s live w extra 92 def evs? ?_?

Jk u might find something weird but relevant but still yh my point still stands i think

I also feel oddly secure knowing my def spread is a bit more balanced than lopsided like deo s has to take a hit from diancie on the special side too and living one to skill swap is nice too

The whole living mblast thing for xern is actually relevant when running a spiking set too actually i hate mental herb and stuff but getting double hazards is cool to i guess if u can run w the logic that ur assuming pdon + prio can rkill the boosted xern

Idk ask the opinion of people with a more worthy voice i guess
 
Even with 0 SpD and taking a layer of hazards damage, standard Xern still doesn't get close to a guaranteed OHKO with Moonblast.

252+ SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 0 SpD Deoxys-S: 249-294 (82.1 - 97%) -- 62.5% chance to OHKO after Stealth Rock

252+ SpA Fairy Aura Xerneas Moonblast vs. 248 HP / 92 SpD Deoxys-S: 225-265 (74.2 - 87.4%) -- guaranteed 2HKO after Stealth Rock

?_?
 
The slashing should be something like this:

name: Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe

sash runs spikes, rocky helm does not. Additionally, more speed is fine on a sash set. Nice spread

Just to add to this, I'm fine with a bulky spread if we have Magic Coat as the main option, but mention that you should run max Speed on sets without Magic Coat so that in worst case scenarios you speed-tie with opposing Deo-Ses.
 
Magic Coat is moves mention until evidence can be provided that it is useful for more than just opposing Deo-S and the odd crazy prediction reliant situation. There needs to be elaboration on why this move is mandatory for Rocky Helmet sets but not Focus Sash. I don't consider the argument that Spikes will only ever be useful for Focus Sash sets because that's the only way Deo-S is getting a second layer quite good enough. Mental Herb was included in set details because of the reasons listed and because triple slashing items is ugly.

Obviously still a work in progress but feel free to post more.

So empirical evidence coming from HO users like Astounded, Level 56 and hyw who vastly prefer magic coat isn't enough? No one runs spikes anymore, it's a greedy prospect and you won't get them up vs anyone who knows what they are doing. Especially without a sash, start looking at common things that lead vs HO and you will see why a non sash set with spikes simply won't work in practice. Outrage and I also prefer Mcoat > Spikes fwiw.

Magic Coat let's you lead vs other Deo-S better, it gets the better Klefki leads trying to para you. It's not an amazing move but it gives you the edge in HO vs HO match-ups at least.

I still kept the spikes slash but strictly for sash lead purposes, because only then would dual hazards ever work. It's a great tool to have vs ppl who don't know what they are doing, but in reality most people actually know what they are doing vs this mon.
 
^

When u play ho a deo s antilead is obligatory so u have a chance vs opposing solid ho builds

Mcoat on deo s in my eyes is great compression; since it lets u tie w opposing mcoat deo s, it allows u to run anything else w the rest of ur 6 members

True u CAN fit spikes on helm deo s IF u have another antilead vs deo s but the thing is, its not easy. Just look at the sample team ho; if u ran mcoat > spikes on that deo s u can run extra coverage on ur ekiller

But if u dont and go for double hazards, sure u might get spikes up if ur lucky, but at the same time, ur forced to slice a coverage move out of ekiller like se leaving u w espeed and sclaw only

The greed that results in gaining extra hazards u prob wont set up anyway vs good players is traded for increased vulnerability of the best cleaner on ur ho team... ...is that rly worth it?

It is worth it if u anticipate correctly and ur opp brings ho for themselves in which case ekiller completely stops opp deo s and u have a good chance at getting multiple hazards up but this build of spikes > mcoat deo s + mcoat > se ekiller is just a lot worse than what hack and i r suggesting vs other archetypes

Tldr imo its ok to forgo mcoat for spikes but know that this strips from u the ability to antilead (or tielead? lel) opp deo s forcing u to opt for alternative team support which might be more detrimental 2 u in the team bldg process than just biting the bullet and giving up spikes for the safe mcoat

It might sound stupid too on paper but like getting that para off on klefki and fucking "irrelevant" stuff like webs and liepard is nice too hue xd
 
what important ko does deo s live w extra 92 def evs? ?_?

I also feel oddly secure knowing my def spread is a bit more balanced than lopsided like deo s has to take a hit from diancie on the special side too and living one to skill swap is nice too

I listed 5 already if you're curious, and I consider all of them to be kinda important.

Being more balanced is fine, but you don't need those extra SpD EVs to avoid the OHKO from Mega Dianice, even if you've taken hazards damage and they are Modest. If they are Timid and you have those 92 SpD EVs you don't avoid the 2HKO either. Even still my style is to be pretty lax when it comes to alternative sets and other options, so it might get included anyways.

Since some good points were made I adopted Hack's Magic Coat slashing and elaborated on shrang's point about max Speed a bit more.


hyw the reason why I posted the screens set for Deo-S was because it was on the old analysis and because it was on the first version of the sample team (as in people are very familiar with it and might be surprised to see it gone). I didn't take it on myself to quietly drop the set because of these reasons. If it is decided that it should be dropped in the process of this revamp then it gets dropped.
 
deo-s is a weird mon coz if mental herb gets popular then magic coat does but then u lose spieks yada yada its a cycle

u guys are undervaluing spikes sooooooooooooooooooo much for the ho team js 12.5% on bulky arc is so huge and whenu have mons that force so many switches its just a lot of dmg.................

kinda feel as though it's a lil hyperbole itt but wahtever i would still give spikes 1st slash that's all.
 
I moved the Screens set into OO for now because I didn't want to write it a skeleton that might just get tossed. This is ready for QC by the way.
 
Not sure on Dual Screens, its a 50/50 to me. I'll let someone experienced with the set speak for its viability. Looks good otherwise though.

QC 1/3
 
"Magic Coat is used to bounce incoming Taunt, Pokemon that attempt to Thunder Wave you, and gives some edge when facing opposing Deoxys-S or hyper offense teams."

i'd reword this, the "edge" vs. opposing HO teams is the most important thing magic coat does while bouncing back Thunder Wave is almost completely irrelevant. i'd mention these in terms of order of importance and maybe even axe the twave mention.

mention somewhere with mental herb that you still need magic coat to actually beat opposing deo-S in a 1-1, both with just spam magic coat until you're out of PP and then you can guarantee win the Taunt war

QC 3/3
 
doing this before p^2 gobbles it up too

remove add (Capitalize / Fix) (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Deoxys-S has the highest base Speed of any Uber, (AC) and its defenses of 50 / 90 / 90 are respectable for such a utility Pokemon. Its access to Stealth Rock, Spikes, Taunt, Skill Swap, and Magic Coat makes it worth using, as consistently setting entry hazards is what composes its niche. In this way area, (AC) Deoxys-S is a specialist, (coma) doing great at the one job it does although but not offering a more dynamic list of uses. Using Deoxys-S is desirable due to how it lets hyper offense teams free up Primal Groudon's moveset while also not needing to resort to other, sometimes more awkward, offensive Stealth Rock setters. Despite such utility, Deoxys-S offers next to no defensive synergy for offensive builds, partially due to the fact that flexibility in its moveset (remove space) is restricted by Magic Bounce users. Deoxys-S also only fits on hyper offense teams, and even then it doesn't actually fit on very many builds.


[SET]
name: Entry Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe
ivs: 0 Atk


[SET COMMENTS]
Moves
========

Taunt is necessary to prevent the opposing Pokemon from setting up or Defogging. This also forces Pokemon to attack and eliminate Deoxys-S. Stealth Rock is the primary purpose of the set. Deoxys-S provides an effective means of setting the entry hazard Stealth Rock, (AC) and this potentially frees a teammate's moveset, usually Primal Groudon's. Skill Swap is needed to ensure entry hazards can be set against Pokemon with the ability Magic Bounce. Magic Coat is used to bounce reflect incoming Taunt and thus gives some edge when facing opposing Deoxys-S or hyper offense teams. Spikes can be used instead of Magic Coat as a secondary entry hazard to set once Stealth Rock is in place, giving Deoxys-S something worthwhile to do until it faints.


Set Details
========

248 HP EVs with 244 Defense EVs avoid being limited to a single layer of hazards from a Choice Band Ho-Oh's Sacred Fire that burns (RC) and prevents Deoxys from being OHKOed by most physical attacks. 16 Speed EVs and a Timid nature make Deoxys-S faster than maximum Speed Deoxys-A and Mega Aerodactyl. 0 Attack IVs ensure that Mega Sableye 3HKOs with Foul Play. (standard) A Rocky Helmet punishes moves that make contact, most notably priority moves and Rapid Spin. In regards to Rapid Spin, (AC) this also breaks a Focus Sash being held by Cloyster or Excadrill, and breaks as well as Sturdy on Forretress. A Focus Sash ensures Deoxys-S survives any single attack so that it can be guaranteed a layer of Spikes, (comma) This is notable for surviving most notably powerful special attacks. A Mental Herb saves Deoxys-S once from being Taunted or from accidentally Taunting itself, but to ensure that you beat opposing Deoxys-S Magic Coat is needed as well. Maximum Speed can be used to give some edge when facing opposing Deoxys-S, and it is desired if not running Magic Coat.


Usage Tips
========

Anti-leads to Deoxys-S spotted at Team Preview may necessitate leading with another Pokemon. Even still then, there are very few Pokemon that can deny this set at least Stealth Rock. Against threats that pose a great danger after setup, Taunt is used to prevent them from boosting. Threats such as Rayquaza that can set(space)up and anti-lead Deoxys-S reasonably well are the most troublesome. Against Mega Sableye and Mega Diancie, (AC) you will have to use Skill Swap them before Stealth Rock can be set. Mega Diancie 2HKOes with Moonblast and Mega Sableye only 3HKOes with Foul Play, so there is sufficient time to get Stealth Rock in place. Opposing Diancie and Sableye may chose not to Mega Evolve, in which case Deoxys-S will be unable to Skill Swap Magic Bounce. In this situation, (AC) Deoxys-S can always opt to set Stealth Rock immediately, which will ensure Stealth Rock against these foes, but this may come at the cost of having it on your side as well. Spinners are sufficiently punished by Rocky Helmet, meaning entry hazards can be continually re-set. Getting entry hazards set up and then switching to a Ghost-type can also work. Against opposing Deoxys-S, (AC) you have a greater advantage if your set is maximum Speed or if you have a Mental Herb; (SC) otherwise, (AC) you may want to anti-lead with a teammate. If Deoxys-S is paralyzed, (AC) it will no longer be fast enough to Taunt Defoggers before they remove entry hazards. Against such threats, (AC) it can be Taunted use Taunt and then have set up hazards set afterwards, but Deoxys-S may not survive for that long.


Team Options
========

Freeing up Primal Groudon's moveset is a large draw of running Deoxys-S. For this reason, Rock Polish, Swords Dance, or Double Dance Primal Groudon is a desirable teammate. Darkrai is a good partner due to how it threatens defensive teams and can lead well against some of the Pokemon Deoxys-S struggles to set up Stealth Rock on. Swords Dance Arceus formes are typically good fits for offensive builds that utilize Deoxys-S; Extreme Killer Arceus can revenge kill Darkrai and threaten Pokemon with Speed Boost, Ghost Arceus-Ghost can provide an immunity to Normal-type priority moves, and Ground Arceus-Ground crushes Mega Diancie. A Mega Diancie of your own can lead against Darkrai and opposing Deoxys-S well (RC) and also checks several of the strong special attackers that Rocky Helmet Deoxys-S fears. Xerneas is another offensive Fairy-type that can lead well against Darkrai and Deoxys-S if it has a Choice Scarf, or and it can use a Geomancy set along with also take full advantage of the hazard support Deoxys-S provides with a Geomancy set.



[STRATEGY COMMENTS]
Other Options
=============

A dual screens set of Taunt, Stealth Rock, Reflect, and Light Screen can be used with an EV spread of 248 HP / 8 Def / 252 Spe with a Timid nature and Light Clay. Such a set is less consistent at ensuring Stealth Rock when compared to the standard set, but the utility of screens can make setup for teammates a bit easier.


Checks and Counters
=============

**Darkrai**: Darkrai can OHKO Deoxys-S with Dark Pulse if it is running Rocky Helmet. The threat of Dark Void also causes mind games in regards to if Deoxys-S should set entry hazards, Taunt, or use Magic Coat.

**Taunt**: If Taunted, Deoxys-S becomes useless, (AC) as it runs no attacking moves. This mainly applies to Pokemon with priority Taunt, or and those that bounce Taunt back at Deoxys-S.

**Magic Bounce and Magic Coat**: Magic Bounce and Magic Coat can bounce Deoxys-S's entry hazards and Taunt back at it.

**Priority**: Priority moves can potentially limit Deoxys-S to a single turn on the battlefield; (SC) common users include Arceus, Rayquaza, Giratina-O, Deoxys-A, and Mega Lucario.

**Speed Boost**: Scolipede and Mega Blaziken can become faster than Deoxys-S due to the ability Speed Boost. In combination with Pin Missile, Scolipede becomes effective at anti-leading Deoxys-S, (AC) while Blaziken at +1 is faster than the standard spread.

**Powerful Special Attackers**: Powerful special attackers such as Latios, Judgment Ghost Arceus Ghost, Primal Kyogre, Mixquaza mixed Rayquaza, (or if this is a super duper ingrained standard name like Extreme Killer then MixQuaza Yveltal, and Dark Arceus-Dark can OHKO Deoxys-S if it does not have a Focus Sash.
 
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(wave)

am check

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[OVERVIEW]

Deoxys-S has the highest base Speed of any Uber, and its defenses of 50 / 90 / 90 are respectable for such a utility Pokemon. Its access to Stealth Rock, Spikes, Taunt, Skill Swap, and Magic Coat makes it worth using, as consistently setting entry hazards is what composes its niche. In this area, Deoxys-S is a specialist, doing great at the one job it does but not offering a more dynamic list of uses. Using Deoxys-S is desirable due to how it lets hyper offense teams free up Primal Groudon's moveset while also not needing to resort to other, sometimes more awkward, offensive Stealth Rock setters. Despite such utility, Deoxys-S offers next to no defensive synergy for offensive builds, partially due to the fact that flexibility in its moveset is restricted by Magic Bounce users. Deoxys-S also only fits on hyper offense teams, and even then it doesn't actually fit on very many builds.


[SET]
name: Entry Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe


[SET COMMENTS]
Moves
========

Taunt is necessary to prevent the opposing Pokemon from setting up or Defogging. This also forces Pokemon to attack and eliminate Deoxys-S. Deoxys-S provides an effective means of setting Stealth Rock, and this potentially frees up a teammate's moveset, usually Primal Groudon's. Skill Swap is needed to ensure entry hazards can be set against Pokemon with the ability Magic Bounce. Magic Coat is used to reflect incoming Taunt and thus gives some edge when facing opposing Deoxys-S or hyper offense teams. Spikes can be used instead of Magic Coat as a secondary entry hazard to set once Stealth Rock is in place, giving Deoxys-S something worthwhile to do until it faints.


Set Details
========

248 HP EVs with 244 Defense EVs avoid being limited to a single layer of hazards from a Choice Band Ho-Oh's Sacred Fire that burns ands well as prevents Deoxys-S from being OHKOed by most physical attacks. 16 Speed EVs and a Timid nature make Deoxys-S faster than maximum Speed Deoxys-A and Mega Aerodactyl. A Rocky Helmet punishes moves that make contact, most notably priority moves and Rapid Spin. In regards to Rapid Spin, this also breaks a Focus Sash being held by Cloyster or Excadrill as well as Sturdy on Forretress. A Focus Sash ensures Deoxys-S survives any single attack so that it can be guaranteed a layer of Spikes, most notably powerful special attacks. A Mental Herb saves Deoxys-S once from being Taunted or from accidentally Taunting itself, but to ensure that you beat opposing Deoxys-S Magic Coat is needed as well. Maximum Speed can be used to give some edge when facing opposing Deoxys-S, and it is desired if not running Magic Coat.


Usage Tips
========

Anti-leads to Deoxys-S spotted at Team Preview may necessitate leading with another Pokemon. Even then, there are very few Pokemon that can deny this set at least Stealth Rock. Against threats that pose a great danger after setup, Taunt is used to prevent them from boosting. Threats such as Rayquaza that can set up and anti-lead Deoxys-S reasonably well are the most troublesome. Against Mega Sableye and Mega Diancie, you will have to use Skill Swap before Stealth Rock can be set. Mega Diancie 2HKOes with Moonblast and Mega Sableye only 3HKOes with Foul Play, so there is sufficient time to get Stealth Rock in place. Opposing Diancie and Sableye may chose not to Mega Evolve, in which case Deoxys-S will be unable to Skill Swap Magic Bounce. In this situation, Deoxys-S can always opt to set Stealth Rock immediately, which will ensure Stealth Rock against these foes, but this may come at the cost of having it on your side as well. Spinners are sufficiently punished by Rocky Helmet, meaning entry hazards can be continually re-set. Getting entry hazards up and then switching to a Ghost-type can also work. Against opposing Deoxys-S, you have a greater advantage if your set is maximum Speed or if you have a Mental Herb; otherwise, you may want to anti-lead with a teammate. If Deoxys-S is paralyzed, it will no longer be fast enough to Taunt Defoggers before they remove entry hazards. Against such threats, it can use Taunt and set up hazards afterwards, but Deoxys-S may not survive for that long.


Team Options
========

Freeing up Primal Groudon's moveset is a large draw of running Deoxys-S. For this reason, Rock Polish, Swords Dance, or Double Dance Primal Groudon is a desirable teammate. Darkrai is a good partner due to how it threatens defensive teams and can lead well against some of the Pokemon Deoxys-S struggles to set up Stealth Rock on. Swords Dance Arceus formes are typically good fits for offensive builds that utilize Deoxys-S; Extreme Killer Arceus can revenge kill Darkrai and threaten Pokemon with Speed Boost, Arceus-Ghost can provide an immunity to Normal-type priority moves, and Arceus-Ground crushes Mega Diancie. A Mega Diancie of your own can lead against Darkrai and opposing Deoxys-S well and also checks several of the strong special attackers that Rocky Helmet Deoxys-S fears. Xerneas is another offensive Fairy-type that can lead well against Darkrai and Deoxys-S if it has a Choice Scarf, and it can also take full advantage of the hazard support Deoxys-S provides with a Geomancy set.



[STRATEGY COMMENTS]
Other Options
=============

A dual screens set of Taunt, Stealth Rock, Reflect, and Light Screen can be used with an EV spread of 248 HP / 8 Def / 252 Spe with a Timid nature and Light Clay. Such a set is less consistent at ensuring Stealth Rock when compared to the standard set, but the utility of screens can make setup for teammates a bit easier.


Checks and Counters
=============

**Darkrai**: Darkrai can OHKO Deoxys-S with Dark Pulse if it is running Rocky Helmet. The threat of Dark Void also causes mind games in regards to if Deoxys-S should set entry hazards, Taunt, or use Magic Coat.

**Taunt**: If Taunted, Deoxys-S becomes useless, as it runs no attacking moves. This mainly applies to Pokemon with priority Taunt and those that bounce Taunt back at Deoxys-S.

**Magic Bounce and Magic Coat**: Magic Bounce and Magic Coat can bounce Deoxys-S's entry hazards and Taunt back at it.

**Priority**: Priority moves can potentially limit Deoxys-S to a single turn on the battlefield; common users include Arceus, Rayquaza, Giratina-O, Deoxys-A, and Mega Lucario.

**Speed Boost**: Scolipede and Mega Blaziken can become faster than Deoxys-S due to the ability Speed Boost. In combination with Pin Missile, Scolipede becomes effective at anti-leading Deoxys-S, while Blaziken at +1 is faster than the standard spread.

**Powerful Special Attackers**: Powerful special attackers such as Latios, Judgment Arceus Ghost, Primal Kyogre, mixed Rayquaza, Yveltal, and Arceus-Dark can OHKO Deoxys-S if it does not have a Focus Sash.
diff
[OVERVIEW]

Deoxys-S has the highest base Speed of any Uber, and its defenses of 50 / 90 / 90 are respectable for such a utility Pokemon. Its access to Stealth Rock, Spikes, Taunt, Skill Swap, and Magic Coat makes it worth using, as consistently setting entry hazards is what composes its niche. In this area, Deoxys-S is a specialist, doing great at the one job it does but not offering a more dynamic list of uses. Using Deoxys-S is desirable due to how it lets hyper offense teams free up Primal Groudon's moveset while also not needing to resort to other, sometimes more awkward, offensive Stealth Rock setters. Despite such utility, Deoxys-S offers next to no defensive synergy for offensive builds, partially due to the fact that flexibility in its moveset is restricted by Magic Bounce users. Deoxys-S also only fits on hyper offense teams, and even then it doesn't actually fit on very many builds.


[SET]
name: Entry Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe


[SET COMMENTS]
Moves
========

Taunt is necessary to prevent the opposing Pokemon from setting up or Defogging. This also forces Pokemon to attack and eliminate Deoxys-S. Deoxys-S provides an effective means of setting Stealth Rock, and this potentially frees up a teammate's moveset, usually Primal Groudon's. Skill Swap is needed to ensure entry hazards can be set against Pokemon with the ability Magic Bounce. Magic Coat is used to reflect incoming Taunt and thus gives some edge when facing opposing Deoxys-S or hyper offense teams. Spikes can be used instead of Magic Coat as a secondary entry hazard to set once Stealth Rock is in place, giving Deoxys-S something worthwhile to do until it faints.


Set Details
========

248 HP EVs with 244 Defense EVs avoid being limited to a single layer of hazards from a Choice Band Ho-Oh's Sacred Fire that burns as well as prevent Deoxys-S from being OHKOed by most physical attacks. 16 Speed EVs and a Timid nature make Deoxys-S faster than maximum Speed Deoxys-A and Mega Aerodactyl. A Rocky Helmet punishes moves that make contact, most notably priority moves and Rapid Spin. In regards to Rapid Spin, this also breaks a Focus Sash being held by Cloyster or Excadrill as well as Sturdy on Forretress. A Focus Sash ensures Deoxys-S survives any single attack so that it can be guaranteed a layer of Spikes, most notably powerful special attacks. A Mental Herb saves Deoxys-S once from being Taunted or from accidentally Taunting itself, but to ensure that you beat opposing Deoxys-S Magic Coat is needed as well. Maximum Speed can be used to give some edge when facing opposing Deoxys-S, and it is desired if not running Magic Coat.


Usage Tips
========

Anti-leads to Deoxys-S spotted at Team Preview may necessitate leading with another Pokemon. Even then, there are very few Pokemon that can deny this set at least Stealth Rock. Against threats that pose a great danger after setup, Taunt is used to prevent them from boosting. Threats such as Rayquaza that can set up and anti-lead Deoxys-S reasonably well are the most troublesome. Against Mega Sableye and Mega Diancie, you will have to use Skill Swap before Stealth Rock can be set. Mega Diancie 2HKOes with Moonblast and Mega Sableye only 3HKOes with Foul Play, so there is sufficient time to get Stealth Rock in place. Opposing Diancie and Sableye may chose not to Mega Evolve, in which case Deoxys-S will be unable to Skill Swap Magic Bounce. In this situation, Deoxys-S can always opt to set Stealth Rock immediately, which will ensure Stealth Rock against these foes, but this may come at the cost of having it on your side as well. Spinners are sufficiently punished by Rocky Helmet, meaning entry hazards can be continually re-set. Getting entry hazards up and then switching to a Ghost-type can also work. Against opposing Deoxys-S, you have a greater advantage if your set is maximum Speed or if you have a Mental Herb; otherwise, you may want to anti-lead with a teammate. If Deoxys-S is paralyzed, it will no longer be fast enough to Taunt Defoggers before they remove entry hazards. Against such threats, it can use Taunt and set up hazards afterwards, but Deoxys-S may not survive for that long.


Team Options
========

Freeing up Primal Groudon's moveset is a large draw of running Deoxys-S. For this reason, Rock Polish, Swords Dance, or Double Dance Primal Groudon is a desirable teammate. Darkrai is a good partner due to how it threatens defensive teams and can lead well against some of the Pokemon Deoxys-S struggles to set up Stealth Rock on. Swords Dance Arceus formes are typically good fits for offensive builds that utilize Deoxys-S; Extreme Killer Arceus can revenge kill Darkrai and threaten Pokemon with Speed Boost, Arceus-Ghost can provide an immunity to Normal-type priority moves, and Arceus-Ground crushes Mega Diancie. A Mega Diancie of your own can lead against Darkrai and opposing Deoxys-S well and also checks several of the strong special attackers that Rocky Helmet Deoxys-S fears. Xerneas is another offensive Fairy-type that can lead well against Darkrai and Deoxys-S if it has a Choice Scarf, and it can also take full advantage of the hazard support Deoxys-S provides with a Geomancy set.



[STRATEGY COMMENTS]
Other Options
=============

A dual screens set of Taunt, Stealth Rock, Reflect, and Light Screen can be used with an EV spread of 248 HP / 8 Def / 252 Spe with a Timid nature and Light Clay. Such a set is less consistent at ensuring Stealth Rock when compared to the standard set, but the utility of screens can make setup for teammates a bit easier.


Checks and Counters
=============

**Darkrai**: Darkrai can OHKO Deoxys-S with Dark Pulse if it is running Rocky Helmet. The threat of Dark Void also causes mind games in regards to if Deoxys-S should set entry hazards, Taunt, or use Magic Coat.

**Taunt**: If Taunted, Deoxys-S becomes useless, as it runs no attacking moves. This mainly applies to Pokemon with priority Taunt and those that bounce Taunt back at Deoxys-S.

**Magic Bounce and Magic Coat**: Magic Bounce and Magic Coat can bounce Deoxys-S's entry hazards and Taunt back at it.

**Priority**: Priority moves can potentially limit Deoxys-S to a single turn on the battlefield; common users include Arceus, Rayquaza, Giratina-O, Deoxys-A, and Mega Lucario.

**Speed Boost**: Scolipede and Mega Blaziken can become faster than Deoxys-S due to the ability Speed Boost. In combination with Pin Missile, Scolipede becomes effective at anti-leading Deoxys-S, while Blaziken at +1 is faster than the standard spread.

**Powerful Special Attackers**: Powerful special attackers such as Latios, Judgment Arceus Ghost, Primal Kyogre, mixed Rayquaza, Yveltal, and Arceus-Dark can OHKO Deoxys-S if it does not have a Focus Sash.
 
GP 2/2, minor stuff mostly and ty aurora :)
[OVERVIEW]

Deoxys-S has the highest base Speed of any Uber Pokemon, and its defenses of 50 / 90 / 90 bulk is are respectable for such a utility Pokemon. Its access to Stealth Rock, Spikes, Taunt, Skill Swap, and Magic Coat makes it worth using, as consistently setting entry hazards is what composes its niche. In this area, Deoxys-S is a specialist, doing great at the one job it does but not offering a more dynamic list of uses. Using Deoxys-S is desirable due to how it lets letting hyper offense teams free up Primal Groudon's moveset while also not (if this is equivalent to "without" here, replace it with that) needing to resort to other, sometimes more awkward, offensive Stealth Rock setters. Despite such utility, Deoxys-S offers next to no defensive synergy for offensive builds, partially due to the fact that flexibility in its moveset is restricted by Magic Bounce users. Deoxys-S also only fits on hyper offense teams, and even then it doesn't actually fit on very many builds.

[SET]
name: Entry Hazard Lead
move 1: Taunt
move 2: Stealth Rock
move 3: Skill Swap
move 4: Magic Coat / Spikes
item: Rocky Helmet / Focus Sash
ability: Pressure
nature: Timid
evs: 248 HP / 244 Def / 16 Spe

[SET COMMENTS]
Moves
========

Taunt is necessary to prevent the opposing Pokemon from setting up or Defogging. This also forces Pokemon to attack and eliminate Deoxys-S. Deoxys-S provides an effective means of setting Stealth Rock, and this potentially frees up a teammate's moveset, usually Primal Groudon's. Skill Swap is needed to ensure entry hazards can be set against Pokemon with the ability Magic Bounce. Magic Coat is used to reflect incoming Taunt and thus gives some edge when facing opposing Deoxys-S or hyper offense teams. Spikes can be used instead of Magic Coat as a secondary entry hazard to set once Stealth Rock is in place, giving Deoxys-S something worthwhile to do until it faints.

Set Details
========

248 HP EVs with 244 Defense EVs let Deoxys-S avoid being limited to a single layer of hazards by from a Choice Band Ho-Oh's Sacred Fire that burns ands well as prevents Deoxys-S from being OHKOed by most physical attacks. 16 Speed EVs and a Timid nature make Deoxys-S faster than maximum Speed Deoxys-A and Mega Aerodactyl. A Rocky Helmet punishes moves that make contact, most notably priority moves and Rapid Spin. In regards to Rapid Spin, this also breaks a Focus Sash being held by Cloyster or Excadrill as well as Sturdy on Forretress. A Focus Sash ensures Deoxys-S survives any single attack so that it can be guaranteed a layer of Spikes, most notably powerful special attacks. A Mental Herb saves Deoxys-S once from being Taunted or from accidentally Taunting itself, but to ensure that you beat opposing Deoxys-S, (AC) Magic Coat is needed as well. Maximum Speed can be used to give gain some edge when facing opposing Deoxys-S, and it is desired if not running Magic Coat.

Usage Tips
========

Anti-leads to Deoxys-S spotted at Team Preview may necessitate leading with another Pokemon. Even then, there are very few Pokemon that can deny this set at least Stealth Rock. Against threats that pose a great danger after setup, Taunt is used to prevent them from boosting. Threats such as Rayquaza that can set up and anti-lead Deoxys-S reasonably well are the most troublesome. Against Mega Sableye and Mega Diancie, you will have to use Skill Swap before Stealth Rock can be set. Mega Diancie 2HKOes with Moonblast and Mega Sableye only 3HKOes with Foul Play, so there is sufficient time to get Stealth Rock in place. Opposing Diancie and Sableye may choose not to Mega Evolve, in which case Deoxys-S will be unable to Skill Swap Magic Bounce. In this situation, Deoxys-S can always opt to set Stealth Rock immediately, which will ensure Stealth Rock against these foes, but this may come at the cost of having it on your side as well. Spinners are sufficiently punished by Rocky Helmet, meaning entry hazards can be continually re-set. Getting entry hazards up and then switching to a Ghost-type can also work. Against opposing Deoxys-S, you have a greater advantage if your set is running maximum Speed or if you have a Mental Herb; otherwise, you may want to anti-lead with a teammate. If Deoxys-S is paralyzed, it will no longer be fast enough to Taunt Defoggers before they remove entry hazards. Against such threats, it can use Taunt and set up hazards afterwards, but Deoxys-S may not survive for that long.

Team Options
========

Freeing up Primal Groudon's moveset is a large draw of running Deoxys-S. For this reason, Rock Polish, Swords Dance, or Double Dance Primal Groudon is a desirable teammate. Darkrai is a good partner due to how it threatens defensive teams and can lead well against some of the Pokemon Deoxys-S struggles to set up Stealth Rock on. Swords Dance Arceus formes are typically good fits for offensive builds that utilize Deoxys-S; Extreme Killer Arceus can revenge kill Darkrai and threaten Pokemon with Speed Boost, Ghost Arceus-Ghost can provide an immunity to Normal-type priority moves, and Ground Arceus-Ground crushes Mega Diancie. A Mega Diancie of your own can lead against Darkrai and opposing Deoxys-S well and also checks several of the strong special attackers that Rocky Helmet Deoxys-S fears. Xerneas is another offensive Fairy-type that can lead well against Darkrai and Deoxys-S if it has a Choice Scarf, and it can also take full advantage of the hazard support Deoxys-S provides with a Geomancy set.

[STRATEGY COMMENTS]
Other Options
=============

A dual screens set of Taunt, Stealth Rock, Reflect, and Light Screen can be used with an EV spread of 248 HP / 8 Def / 252 Spe with a Timid nature and Light Clay. Such a set is less consistent at ensuring Stealth Rock when compared to the standard set, but the utility of screens can make setup for teammates a bit easier.

Checks and Counters
=============

**Darkrai**: Darkrai can OHKO Deoxys-S with Dark Pulse if it is running Rocky Helmet. The threat of Dark Void also causes mind games in regards to if whether Deoxys-S should set entry hazards, use Taunt, or use Magic Coat.

**Taunt**: If Taunted, Deoxys-S becomes useless, as it runs no attacking moves. This mainly applies to Pokemon with priority Taunt and those that bounce Taunt back at Deoxys-S.

**Magic Bounce and Magic Coat**: Magic Bounce and Magic Coat can bounce Deoxys-S's entry hazards and Taunt back at it.

**Priority**: Priority moves can potentially limit Deoxys-S to a single turn on the battlefield; common users include Arceus, Rayquaza, Giratina-O, Deoxys-A, and Mega Lucario.

**Speed Boost**: Scolipede and Mega Blaziken can become faster than Deoxys-S due to the ability Speed Boost. In combination with Pin Missile, Scolipede becomes effective at anti-leading Deoxys-S, while Blaziken at +1 is faster than the standard spread.

**Powerful Special Attackers**: Powerful special attackers such as Latios, Judgment Ghost Arceus Ghost, Primal Kyogre, mixed Rayquaza, Yveltal, and Dark Arceus-Dark can OHKO Deoxys-S if it does not have a Focus Sash.
 
Second check completed, excluding the Arceus changes.

I don't know why GP staff continues to try and impose that change. No Ubers player says Ground Arceus, they say Arceus-Ground. The Dex says Arceus-Ground. PS! teambuilder says Arceus-Ground. The games / TCG don't even use Ground Arceus.
 
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