Deoxys-Defense (psychic) for A rank
Deoxys-D @ Rocky Helmet
Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Spikes
- Taunt
- Toxic / Night Shade
If you go to the rmt archives and do a search for Deoxys-D, then this is the one you will see on any team that uses it, and the threatlist for other teams will read, with little variation (Deo-D is easy to handle, unless it's the damn fast version) There's a good reason for this. Even though it's moveset looks like deoxys speed he is so much more. Not only does he get hazards up, he also gives no lee way to any defogger in the game, all of whom he can outspeed(bar latios), taunt to keep his hazards up against defoggers, and possibly cripple them for the rest of the game without endangering himself. He's great for the most offensive of psychic teams. If you've wanted to explore them calm minders he can make it possible. Some people reccomend red card> rockyhelmet, but I want to beat a couple foul play support pokemon to death while their status and healing is disabled. It can tank any setup less move you care to name with it's bulk, even with just the HP evs.
Deoxys-Defense @ Leftovers
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Agility
- Recover
- Toxic
- Taunt
This deoxys is built to counter teams with a dedicated deoxys counter.... however, his pathetically low presence in monotype makes this way less effective.. as people simply don't prepare teams around beating him in specific. Once it's sped up, it can manhandle guys between taunt, toxic, and healing that should happen before the oppoent's attack connects, which makes a world of difference. Is more or less completely useless against ghost, steel, poison, and fairy teams, so it's meh....
Deoxys-Defense @ Leftovers
EVs: 252 HP / 152 Def / 96 SpD / 8 Spe
Calm Nature
- Counter
- Mirror Coat
- Taunt
- Recover
Requires another mon to set up stealth rock to work effectively. Also greatly appreciates (but does not need by any means) heal bell support. Can and will remove BS like chandelure that could rick roll your team or just stall break a water team (albeit with double switches to make up for lack of spike support)
Deoxys-Defense @ Light Clay
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Light Screen
- Recover
- Reflect
- Night Shade / Knock off
I prefer night shade to seismic toss on these sets because a psychic team should rick roll normal teams with medicham and stallbreakers like mew/victini anyway. Honestly, while it's bulk is effective for getting screens up, the lack of taunt makes him lose momentum, especially if the enemy team still has a defogger. Additionally I prefer to use dual screens on a mon with natural cure to deal with bulky leads better and possibly go again late game.
Deoxys-Defense @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Spikes
- Recover
- Taunt / Ice Beam
- Knock Off / Toxic
A multitude of pokemon on psychic learn stealth rock, and the addition of spikes is often a pivotal part of stalling enemy teams. His support moves can supply what his team needs... ice beam makes him an antilead against things like garchomp., knock off and toxic are powerful utility.
Deoxys D can be used to make a true stall team for psychic teams with spikes support and helping with enemy stall, a "suicide lead" cabable of guranteed supports with its tankiness and difficulty to taunt and block defoggers himself. Thunderwave is an option, but I don't find it neccesary with how easy it is to force defensive/support pokemon tow switch using deoxys. Calm mind, and cosmic power sets are not nearly as helpful as spikes.. which are recognized as THE reason to use deoxys-D. The fast lead is the most effective in monotype, as it was in UU and OU before it's ban. He cannot handle Sableye, scizor, and Scolipede however. Almost necessary to pair him with victini, a scarf pokemon, and a setup mon cabable of killing skarmory after one boost, but the team support and different style of play he opens up more or less on his lonesome makes him an incredible asset.