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UUbers Hazards Leads Deoxys [Done]

a fairy

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UM Leader
[SET]
Entry Hazard Lead (Deoxys) @ Focus Sash
Ability: Pressure
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe OR 4 HP / 252 Atk / 252 Spe
Timid / Jolly Nature
Tera Type: Ghost
- Spikes
- Stealth Rock
- Taunt
- Psycho Boost / Knock Off

[SET COMMENTS]
Deoxys can serve as a fantastic lead, regularly capable of getting at least two turns to set entry hazards or make progress in other ways. Given its nearly unrivaled Speed, it often will move first at the start of a game, and Focus Sash ensures that it will stick around for a second turn. While in a usual game this will involve setting Stealth Rock and a single layer of Spikes, Taunt is an option against other entry hazard setters, such as Garchomp and Magearna, to deny their own ability to make progress. Psycho Boost can do significant damage to most Pokemon in the format, especially to Great Tusk, which would otherwise remove Deoxys's hazards. Knock Off can provide a longer-term benefit against foes like Dragonite, Mewtwo, and Palafin, in addition to removing Heavy-Duty Boots that would otherwise block Deoxys's entry hazards' effectiveness. Tera Ghost ensures that entry hazards don't get removed immediately by Rapid Spin users like Great Tusk and Iron Treads, if necessary. Maximum Speed investment is vital to ensure Speed ties at worst with other Deoxys leads while allowing Deoxys to outspeed fast threats like Iron Bundle as well as +1 Gouging Fire and Dragonite. The EVs and nature selected should match the chosen attacking move.

Given Deoxys's brief presence in the battle, it doesn't really worry about being KOed, so it should not be used conservatively. However, without an ability as a team to keep entry hazards on the field, Deoxys will find its contributions removed from the game shortly after it goes down. Gholdengo is the standout strongest for the role, capable of blocking every relevant form of entry hazard removal, while Annihilape checks common Rapid Spin users in Great Tusk and Iron Treads alongside providing some pressure against Defog thanks to Defiant. Should a Ghost-type not be present on the team, Tera Ghost on a teammate that baits in Rapid Spin users, like Roaring Moon and Gouging Fire, can serve a similar purpose. Many Pokemon benefit from its entry hazards set by Deoxys, such as wallbreakers like Chien-Pao and Zamazenta, setup sweepers like Dragonite and Gouging Fire, and Pokemon like Landorus and Garchomp that appreciate the moveset flexibility of not needing to run entry hazards on their own.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/celeste.613399/
https://www.smogon.com/forums/members/oceanicgamer.650155/
Grammar checked by:
https://www.smogon.com/forums/members/earthfromthefuture.697682/
 
Last edited:
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Good work, a few comments I trust you to implement so + 1 QC once you do that

[SET]
Hazards Lead (Deoxys) @ [Focus Sash]
Ability: Pressure
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe (how do i indicate to run physical if Knock is the only attacking move help) Probably just add physical spread after this one, i think the sentence i suggested at the end helps?
Timid / Jolly Nature
IVs: 0 Atk If i ever see a deoxys survive a foul play I will retire, probably helps making suggested spreads easier too
Tera Type: Ghost
- Spikes
- Stealth Rock
- Taunt
- Psycho Boost / Knock Off

[SET COMMENTS]
Deoxys can serve as a fantastic lead, regularly capable of getting at least two turns to set entry hazards or accomplish other tasks or make progress in other ways. Given its nearly unrivaled 150 Base Speed, it often will move first at the start of a game, and Focus Sash ensures that it will stick around for a second turn. While in a usual game this will involve setting Stealth Rock and a single layer of Spikes, Taunt is an option against other Deoxys leads to grab momentum off of a speed tie win, as well as an option against other utility leads like Magearna, Dialga, or Araquanid. Not really remove but I'd rephrase this to be denying other hazard setters like the ones you mentioned, since comparatively the deoxys mirror is a lot more rare. Psycho Boost can do significant damage Against what? Probably dont have to go into specifics but mentioning great tusk here is probably a good call, while Knock Off can provide a more long-term benefit against foes like Dragonite, Mewotwo, or Palafin. Would also mention the value in removing boots to help enable its own hazards. Tera Ghost ensures that entry hazards don't get removed immediately if wanted. , while Maximum speed investment is vital to ensure speed ties at worst with other Deoxys leads, while allowing Deoxys to outspeed faster threats like Iron Bundle, or +1 Gouging Fire and Dragonite. the EVs are to ensure speed ties at worst with other Deoxys leads while also maximizing the damage option of choice. Special Attack and Attack should be invested in based on Deoxys' chosen attacking move.

Given Deoxys's brief presence in the battle, it doesn't really worry about being KOed, so it should not be protected by its teammates. However, without an ability as a team to keep entry hazards on the field, Deoxys will find its contributions removed from the game shortly after it goes down. Gholdengo is the standout strongest for the role, capable of blocking every relevant form of entry hazard removal, but Annihilape is also able to check common Rapid Spin users in Great Tusk and Iron Treads while Pokemon like Annihilape, Dragapult, and Sinistcha can block Rapid Spin, with Annihilape additionally providing some pressure against Defog thanks to Defiant. I actually think its worth noting that if one chooses not to run a natural ghost type on their team, supporting Deoxys with another Tera Ghost user that baits in rapid spinners like Roaring Moon, Gouging Fire can be really valuable. Many Pokemon benefit from its entry hazards set by Deoxys, such as wallbreakers like Chien-Pao and Zamazenta, setup sweepers like Dragonite and Gouging Fire, and Pokemon like Landorus and Garchomp who appreciate the moveset flexibility of not needing to run entry hazards on their own.
 
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Extremely good one nitpick, qc 2/2 when done
[SET]
Hazards Lead (Deoxys) @ [Focus Sash]
Ability: Pressure
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe OR 4 HP / 252 Atk / 2v2 Spe
Timid Nature
Tera Type: Ghost
- Spikes
- Stealth Rock
- Taunt
- Psycho Boost / Knock Off

[SET COMMENTS]
Deoxys can serve as a fantastic lead, regularly capable of getting at least two turns to set entry hazards or make progress in other ways. Given its nearly unrivaled 150 Base Speed, it often will move first at the start of a game, and Focus Sash ensures that it will stick around for a second turn. While in a usual game this will involve setting Stealth Rock and a single layer of Spikes, Taunt is an option against other entry hazard setters to deny their own ability to make progress (would like examples such as garchomp and magearna) . Psycho Boost can do significant damage to most Pokemon in the format, but especially Great Tusk which would otherwise remove its hazards. Knock Off can provide a more long-term benefit against foes like Dragonite, Mewtwo, or Palafin, in addition to removing Heavy-Duty Boots that would otherwise block Deoxys's entry hazards' effectiveness. Tera Ghost ensures that entry hazards don't get removed immediately if necessary. Maximum speed investment is vital to ensure speed ties at worst with other Deoxys leads, while allowing Deoxys to outspeed faster threats like Iron Bundle, or +1 Gouging Fire and Dragonite. The EVs selected should match the chosen attacking move.

Given Deoxys's brief presence in the battle, it doesn't really worry about being KOed, so it should not be protected by its teammates. However, without an ability as a team to keep entry hazards on the field, Deoxys will find its contributions removed from the game shortly after it goes down. Gholdengo is the standout strongest for the role, capable of blocking every relevant form of entry hazard removal, Annihilape is also able to check common Rapid Spin users in Great Tusk and Iron Treads while providing some pressure against Defog thanks to Defiant. Should a Ghost-type not be present on the team, Tera Ghost on a teammate that baits in Rapid Spin users, like Roaring Moon and Gouging Fire, can serve a similar purpose. Many Pokemon benefit from its entry hazards set by Deoxys, such as wallbreakers like Chien-Pao and Zamazenta, setup sweepers like Dragonite and Gouging Fire, and Pokemon like Landorus and Garchomp who appreciate the moveset flexibility of not needing to run entry hazards on their own.
 
GP Team done 1/1
lmk if any questions
add remove comment

[SET]
Hazards Entry Hazard Lead (Deoxys) @ [Focus Sash] remove brackets
Ability: Pressure
Tera Type: Ghost
EVs: 4 HP / 252 SpA / 252 Spe OR 4 HP / 252 Atk / 2v2 252 Spe
Timid / Jolly Nature assuming
Tera Type: Ghost
- Spikes
- Stealth Rock
- Taunt
- Psycho Boost / Knock Off

[SET COMMENTS]
Deoxys can serve as a fantastic lead, regularly capable of getting at least two turns to set entry hazards or make progress in other ways. Given its nearly unrivaled 150 Base Speed, it often will move first at the start of a game, and Focus Sash ensures that it will stick around for a second turn. While in a usual game this will involve setting Stealth Rock and a single layer of Spikes, Taunt is an option against other entry hazard setters, such as Garchomp and Magearna, to deny their own ability to make progress. Psycho Boost can do significant damage to most Pokemon in the format, but especially to Great Tusk, (AC) which would otherwise remove its Deoxys's hazards. Knock Off can provide a more long-term longer-term benefit against foes like Dragonite, Mewtwo, or and Palafin, in addition to removing Heavy-Duty Boots that would otherwise block Deoxys's entry hazards' effectiveness. Tera Ghost ensures that entry hazards don't get removed immediately if necessary. should "by Rapid Spin users like Great Tusk and Iron Treads" be shoehorned in here for clarity? Maximum Speed investment is vital to ensure Speed ties at worst with other Deoxys leads (RC) while allowing Deoxys to outspeed faster fast threats like Iron Bundle (RC) or as well as +1 Gouging Fire and Dragonite. The EVs and nature selected should match the chosen attacking move.

Given Deoxys's brief presence in the battle, it doesn't really worry about being KOed, so it should not be protected by its teammates. does this mean "don't play it conservatively"? if so, would make the change for clarity However, without an ability as a team to keep entry hazards on the field, Deoxys will find its contributions removed from the game shortly after it goes down. Gholdengo is the standout strongest for the role, capable of blocking every relevant form of entry hazard removal, while Annihilape is also able to check checks common Rapid Spin users in Great Tusk and Iron Treads while alongside providing some pressure against Defog thanks to Defiant. "also" implies Gholdengo can check both as well too, can it? if not, cut "also" Should a Ghost-type not be present on the team, Tera Ghost on a teammate that baits in Rapid Spin users, like Roaring Moon and Gouging Fire, can serve a similar purpose. Many Pokemon benefit from its entry hazards set by Deoxys, such as wallbreakers like Chien-Pao and Zamazenta, setup sweepers like Dragonite and Gouging Fire, and Pokemon like Landorus and Garchomp who that appreciate the moveset flexibility of not needing to run entry hazards on their own.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/a-fairy.57965/
Quality checked by:
https://www.smogon.com/forums/members/celeste.613399/
https://www.smogon.com/forums/members/oceanicgamer.650155/
Grammar checked by:
https://www.smogon.com/forums/members/user5.5/
 
Last edited:
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