[Monotype] Deoxys-Speed [QC: 0/3][GP: 0/2]

modularform

formerly Salamance
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QC (0/3): x / y / z
GP (0/2): u / w
[OVERVIEW]

+As its forme name implies, Deoxys-S's defining aspect is its phenomenal base speed of 180, which is the fastest in the game.
+This coupled with its access to Stealth Rock, Spikes, and Taunt make it the perfect lead and antilead, able to guarantee two layers of entry hazards almost every game with a Focus Sash while preventing opposing hazards with Taunt.
+Alternatively, Deoxys-S can use its fantastic speed stat to guarantee both dual screens almost every game.
+Deoxys-S also has access to Knock Off, which allows it to sabotage Custap Berry users, such as Forretress and Skarmory, preventing them from setting an additional layer of hazards and the former from Exploding or Rapid Spinning on its deathbed. A decent base Attack stat of 95 also allows Knock Off to do some chip damage.
+Despite the fact that the Deoxys-S user will have to play five on six after it does its job, Deoxys-S's guaranteed hazards make it more than worth it, because of their ability to punish switches, break Focus Sashes, and allow offensive Pokemon to get crucial KOs.
+Its typing provides no synergy whatsoever, but this is irrelevant since Deoxys-S's only job is to lead and set hazards, not to attack or switch into threats.
+Although it does not have the most massive movepool, Deoxys-S has exactly what it needs: Entry hazards, Taunt, and Knock Off.

-Although Deoxys-S is the best at what it does, namely, being a suicide lead, what it does is only needed on Hyper Offense archetypes, while more balanced builds would rather set hazards later in the match yet have six Pokemon to use throughout it.
-Despite its ludicrous speed tier, Deoxys-S is stopped by strong priority moves such as Dragonite's Extreme Speed and Mamoswine's Ice Shard, limiting its hazard setting to only one layer. Prankster users like Thundurus and Sableye can also get the jump on Deoxys-S, paralyzing and Taunting it before it acts, respectively.
-Furthermore, due to its mediocre bulk of 50 / 90 / 90, Deoxys-S is easily KOed by these attacks regardless of heavy HP investment, with Choice Band Dragonite's Extreme Speed 2HKOing and Life Orb Mamoswine's Earthquake + Ice Shard KOing.
-Deoxys-S is also vulnerable to Rapid Spin users who can KO it, such as Excadrill and Starmie, which can bring it down to one hit point with their STAB moves then KO Deoxys-S with Rapid Spin, removing hazards in the process. Both of these threats dislike losing their items, however, and the latter is weak to Knock Off.
-Deoxys-S's ability Pressure is mostly a waste; but it can cut down the PP of moves like Starmie's Hydro Pump and Dragonite's Extreme Speed that those threats are forced to use against it.
-Finally, Deoxys-S's biggest flaw is its susceptibility to bad matchups: Against Mega Diancie, Thundurus, and Sableye, it will be a liability until Deoxys-S's teammates have dealt with these threats.

=Despite its weaknesses to several specific threats, Deoxys-S should be considered as a lead for any Hyper Offensive Psychic-type team, due to its ability to guarantee two layers of hazards nearly every game, irreplaceably supporting its fellow sweepers and wallbreakers.

[SET]
name: Taunt, Hazards, Die (Suicide Lead)
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt / Magic Coat
move 4: Knock Off
item: Focus Sash
ability: Pressure
nature: Jolly
EVs: 252 HP / 4 Atk / 252 Spe

[SET COMMENTS]

Moves
========

-Stealth Rock is obligatory on any lead: its abilities to break Focus Sashes, punish switches, and allow sweepers and wallbreakers to get crucial KOs are just too great to pass up. Stealth Rock can also hit whole teams super effectively, with the most important scenario being against ubiquitous Flying-type teams.
-Spikes is also mandatory on all Deoxys-S, since it can punish Ground-, Fighting-, and Steel types that resist Stealth Rock, the majority of which are grounded.
-Due to its astronomical speed tier, Taunt is a fantastic option on Deoxys-S, since its speed will allow Deoxys-S to outpace the opposing lead and prevent it from setting hazards or using other status moves.
-An option over Taunt is Magic Coat, which allows Deoxys-S to beat users of Mental Herb and deflect Thundurus's, Klefki's, and Sableye's Prankster Thunder Waves and Taunts. Magic Coat also allows Deoxys-S to win mirror matchups against opposing Deoxys-S without this move. However, it requires prediction to be effective and can force mind games which may not be won every time.
-Knock Off is Deoxys-S's final move and can allow it to remove the Custap Berries of Forretress and Skarmory, preventing these Pokemon from moving one last time. Although less important, Knock Off can also cripple item reliant Pokemon like Chansey and Doublade.

Set Details
========

-Maximizing speed and boosting it with a Jolly nature allows Deoxys-S to attain a superb speed stat of 504, which outspeeds the entire unboosted metagame in addition to some of the boosted metagame, including base 100 Speed Choice Scarf users.
-Maximum speed also speed ties with other Deoxys-S.
-The HP investment maximizes Deoxys-S's all around bulk. Hitting a number that minimizes Stealth Rock damage with 248 EVs is not important, since Deoxys-S will be leading and not taking hazard damage by repeated switches.
-If Deoxys-S selects Psycho Boost over Knock Off, reallocate 136 HP EVs into Special Attack to 2HKO Thundurus, a common Deoxys-S antilead. Psycho Boost 2HKOs even after the Special Attack drops of the first use.
-On the other hand, if Flash Cannon is used, one may want to deduct 164 EVs from HP into Special Attack, to guarantee the OHKO on Mega Diancie. Using the required EVs for these moves cuts into Deoxys-S's bulk, but its bulk is negligible and it uses a Focus Sash, not raw defense, to tank a hit.
-A Focus Sash is Deoxys-S's item because it guarantees two layers of hazards by outspeeding the foe to set hazards turn one, tanking any attack, then setting a second layer before fainting.

Usage Tips
========

-As one can guess from the set's name, Deoxys-S's job is quite simple: Prevent opposing entry hazards with Taunt, set entry hazards of its own, then faint.
-It goes without saying that Deoxys-S should lead almost every game, since doing so allows it to do its job as soon as possible. The only scenarios in which Deoxys-S should not lead are when the opponent has a Mega Diancie, Sableye, Klefki, or Thundurus, since all of these Pokemon can stop Deoxys-S with either Magic Bounce or Prankster Thunder Wave or Taunt.
-Be sure to use whichever entry hazard is best against the type one is facing: For example, Spikes are useless against Flying-type teams, while Stealth Rock can make the difference between a win and loss. Furthermore, two layers of Spikes are better than Stealth Rock and one layer of Spikes against teams that resist Stealth Rock, such as Steel- or Ground-type teams.
-Only use Taunt if the opponent will attempt to use a status move or set entry hazards: For example, Taunt is useless against Excadrill and Starmie, since they want to attack Deoxys-S then KO it with Rapid Spin. Taunt also allows Deoxys-S to support its team even after it faints, since Taunting Scizor or Dragonite, for example, will prevent them from setting up in the short term.
-The only scenario in which hazards should not be used first is against Custap Berry users like Skarmory and Forretress; by Knocking Off their items, Deoxys-S can prevent them from setting an additional layer of hazards or Exploding.
-In the unlikely scenario that Deoxys-S has set all possible hazards without fainting, use Knock Off repeatedly until it faints unless a target of Taunt switches in, since its effect of item removal makes it quite spammable.
-If the opponent has a Pokemon that can win the lead game against Deoxys-S, it is best to lead a check to that Pokemon rather than Deoxys-S itself.
-Against Thundurus, it is best to lead with a cleric or special wall, such as Mew, while a wallbreaker like Mega Gardevoir or Hoopa-U should be led against Sableye or Klefki. Psychic-type teams also have many Pokemon that can beat Mega Diancie one on one, including Jirachi and Starmie.
-Once one has defeated or forced out the opposing antilead, Deoxys-S can come back in and do its job without opposition.

Team Options
========

-Deoxys-S greatly appreciates teammates that beat antileads to it, chief among whom are Mega Diancie, Thundurus, Klefki, and Sableye. On the other hand, any wallbreaker or sweeper enjoys the support of Deoxys-S, since its entry hazards guarantee crucial KOs and punish switches to counters.
-For example, unless Thundurus is running Nasty Plot, specially defensive Mew can stall it out, taking only 40 percent at most from Life Orb boosted Thunderbolt, while Mew recovers with Softboiled and whittles Thundurus down with Will-o-Wisp damage. The only caveat is that Mew dislikes paralysis, although not as much as sweepers and wallbreakers do.
-On the other hand, wallbreakers such as Mega Gardevoir, Mega Medicham, and Hoopa-U can deal with Klefki and Sableye due to their frailty. Mega Medicham and Choice Band Hoopa-U can KO the former, while Mega Gardevoir and Choice Specs Hoopa-U can KO the latter, but all of these Pokemon dislike Prankster Thunder Wave or Will-o-Wisp.
-Important KOs that Deoxys-S's hazards allow these wallbreakers to get include a guaranteed OHKO on Tyranitar after Leftovers recovery by Mega Gardevoir's Focus Blast after Stealth Rock and one layer of Spikes, a guaranteed OHKO on Assault Vest Tyranitar by Choice Specs Hoopa-U's Focus Blast after Stealth Rock and one layer of Spikes, and a small chance for Mega Medicham to KO Mandibuzz with Fake Out + High Jump Kick after Stealth Rock.

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

-Flash Cannon or Psycho Boost could be used over Knock Off in Deoxys-S's final moveslot, since they can deal with Mega Diancie and Thundurus, respectively. It should be noted that 136 Special Attack EVs guarantee a 2HKO on Thundurus with Psycho Boost, while 164 guarantee a OHKO on Mega Diancie with Flash Cannon.
-However, these moves are extremely situational and only useful in select matchups, while Knock Off's utility and spammability make it more generally useful.

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

**Mega Diancie**:
-Because of its ability, Magic Bounce, and immunity to Knock Off's effect thanks to how Mega Stones work, Mega Diancie is the magnum opus of a Deoxys-S counter.
-However, Deoxys-S can lure it with Flash Cannon, which has a decent chance to OHKO.

**Priority**:
-Strong priority moves such as Dragonite's Extreme Speed, Mamoswine's Ice Shard, and (Mega) Scizors Bullet Punch can KO Deoxys-S before it acts and limit it to only one layer of hazards.
-Furthermore, Thundurus, Klefki, and Sableye can completely cripple Deoxys-S with Prankster Thunder Wave and Prankster Taunt, respectively, making them second only to Mega Diancie as an antilead to Deoxys-S.

**Mental Herb Users**:
-Mental Herb users such as Shuckle can eat their item to heal Taunt, allowing them to still set hazards against Deoxys-S.
-However, Deoxys-S can use Magic Coat to get past them.

**Faster Choice Scarf Users**:
-Faster Choice Scarf users such as Keldeo, Latios, and Terrakion can outspeed Deoxys-S and limit its hazard setting to only one layer.
-They dislike Knock Off, however, since this makes them easily revenged killed by Deoxys-S's teammates.

**Offensive Rapid Spin Users**:
-Rapid Spin users that can also KO Deoxys-S, most notably Excadrill and Starmie, can bring it down to its Focus Sash then KO Deoxys-S with Rapid Spin, removing hazards in the process.
 
Last edited:

modularform

formerly Salamance
Not QC ready yet, but just posting to say I will be away for the weekend and unable to work on this. Expect it QC ready by Monday or Tuesday at the latest.
 

modularform

formerly Salamance
scpinion I'm too unavailable this week to work on this, feel free to reassign. I'd love to do this next week, but its probably bad to have this just sit in WIP for a week. :) Really the only thing that needs to be done is add Dual Screens set and finish Team Options for Hazards set.
 
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