[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/
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/
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