Deoxys-Defense
Psychic
In HPL - Battle Connoisseur
Base stats
HP50
Atk70
Def160
SpA70
SpD160
Spe90
BST600
Abilities
- Primary
- Pressure
- Secondary
- —
- Hidden
- —
Doubles analysis
What this movepool and ability set qualify for under the Doubles on Gen 9 role checks used by league synergy and the roster builder.
Base 90 Speed: mid-speed support, acts before slower bruisers without a speed plan.
Speed control
- Trick Room
- Icy Wind / Electroweb
- Icy Wind
- Thunder Wave
Disruption
- Taunt
Screens
- Screens
- Reflect, Light Screen
Weather and terrain
- Psychic Terrain abuser
- Expanding Force
Moves — Gen 9
83 of 83 moves
| Details | |||||||
|---|---|---|---|---|---|---|---|
| Aerial Ace | Flying | Physical | 60 | — | 20 | This move does not check accuracy. | |
| Agility | Psychic | Status | — | — | 30 | Raises the user's Speed by 2. | |
| Amnesia | Psychic | Status | — | — | 20 | Raises the user's Sp. Def by 2. | |
| Brick Break | Fighting | Physical | 75 | 100 | 15 | Destroys screens, unless the target is immune. | |
| Calm Mind | Psychic | Status | — | — | 20 | Raises the user's Sp. Atk and Sp. Def by 1. | |
| Charge Beam | Electric | Special | 50 | 90 | 10 | 70% chance to raise the user's Sp. Atk by 1. | |
| Cosmic Power | Psychic | Status | — | — | 20 | Raises the user's Defense and Sp. Def by 1. | |
| Counter | Fighting | Physical | — | 100 | 20 | If hit by physical attack, returns double damage. | |
| Dark Pulse | Dark | Special | 80 | 100 | 15 | 20% chance to make the target flinch. | |
| Double Team | Normal | Status | — | — | 15 | Raises the user's evasiveness by 1. | |
| Drain Punch | Fighting | Physical | 75 | 100 | 10 | User recovers 50% of the damage dealt. | |
| Endure | Normal | Status | — | — | 10 | User survives attacks this turn with at least 1 HP. | |
| Energy Ball | Grass | Special | 90 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Expanding Force | Psychic | Special | 80 | 100 | 10 | User on Psychic Terrain: 1.5x power, hits foes. | |
| Extreme Speed | Normal | Physical | 80 | 100 | 5 | Nearly always goes first. | |
| Facade | Normal | Physical | 70 | 100 | 20 | Power doubles if user is burn/poison/paralyzed. | |
| Fire Punch | Fire | Physical | 75 | 100 | 15 | 10% chance to burn the target. | |
| Flash Cannon | Steel | Special | 80 | 100 | 10 | 10% chance to lower the target's Sp. Def by 1. | |
| Fling | Dark | Physical | — | 100 | 10 | Flings the user's item at the target. Power varies. | |
| Focus Blast | Fighting | Special | 120 | 70 | 5 | 10% chance to lower the target's Sp. Def by 1. | |
| Future Sight | Psychic | Special | 120 | 100 | 10 | Hits two turns after being used. | |
| Giga Impact | Normal | Physical | 150 | 90 | 5 | User cannot move next turn. | |
| Grass Knot | Grass | Special | — | 100 | 20 | More power the heavier the target. | |
| Gravity | Psychic | Status | — | — | 5 | 5 turns: no Ground immunities, 1.67x accuracy. | |
| Hyper Beam | Normal | Special | 150 | 90 | 5 | User cannot move next turn. |