The Cave of Dragonflies ASB Database

Speed Deoxys

Psychic
Speed
180
Gender
Genderless
Population
0

Abilities

Pressure
Multiplies the base energy cost of moves targetting the Pokémon by 1.2.

Type matchups

Weak to (1.5×)
BugGhostDark
Resistant to (0.67×)
FightingPsychic
Immune to (0×)
None

Evolution

Deoxys

Forms

Deoxys's formes have different stats. It may battle in any forme, but cannot change formes in battle.

Moves

Move Type Stat Pow. En. Acc. Pri. Summary
Aerial Ace Flying Physical 60 3% Never misses.
Agility Psychic 2% Raises the user's Speed by two stages.
Ally Switch Psychic 1% +2 Switches places with an ally.
Amnesia Psychic 2% Raises the user's Special Defense by two stages. The user forgets one of its own attacks.
Avalanche Ice Physical 60 3% 100% −4 Base power is doubled if the user has already taken damage this action.
Bind Normal Physical 15 2% 85% Traps the target and deals 1% damage after each action for 4-5 actions.
Body Slam Normal Physical 85 6% 100% Has a 30% chance to paralyze the target.
Brick Break Fighting Physical 75 4% 100% Breaks through Reflect and Light Screen.
Brutal Swing Dark Physical 60 3% 100% Deals damage. No other effect.
Calm Mind Psychic 2% Raises the user's Special Attack and Special Defense by one stage.
Charge Beam Electric Special 50 4% 90% Has a 70% chance to raise the user's Special Attack by one stage.
Confide Normal 1% Lowers the target's Special Attack by one stage.
Cosmic Power Psychic 2% Raises the user's Defense and Special Defense by one stage.
Counter Fighting Physical * * 100% −5 Counters a physical move, dealing twice as much damage as the user took.
Cut Normal Physical 50 3% 95% Deals damage. No other effect.
Dark Pulse Dark Special 80 4% 100% Has a 20% chance to make the target flinch.
Double-Edge Normal Physical 120 7% 100% Deals recoil damage to the user equal to 1/3 the damage dealt.
Double Team Normal * Produces a number of illusory clones which act as decoys for single-target moves.
Drain Punch Fighting Physical 75 4% 100% Drains half the damage dealt to heal the user.
Dream Eater Psychic Special 100 6% 100% Drains half the damage dealt to heal the user. Only works on sleeping targets.
Dynamic Punch Fighting Physical 100 7% 50% Has a 100% chance to confuse the target.
Endure Normal * +4 Prevents direct damage from lowering the user's health below 1% this action.
Energy Ball Grass Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Extreme Speed Normal Physical 80 5% 100% +2 Deals damage. No other effect.
Facade Normal Physical 70 4% 100% Base power is doubled if the user has a major status ailment, excluding sleep.
Fire Punch Fire Physical 75 4% 100% Has a 10% chance to burn the target.
Flash Normal 1% 100% Lowers the target's Accuracy by one stage if it relies on sight.
Flash Cannon Steel Special 80 4% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Fling Dark Physical * * 100% Throws the user's held item at the target. Base power and energy cost depend on the item.
Focus Blast Fighting Special 120 7% 70% Has a 10% chance to lower the target's Special Defense by one stage.
Focus Punch Fighting Physical 150 9% 100% −3 Fails if the user takes damage before using this move.
Frustration Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Giga Impact Normal Physical 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Grass Knot Grass Special * * 100% Base power and energy cost depend on the target's weight.
Gravity Psychic 4% For five actions, prevents Pokémon from flying or levitating and lowers their Evasion by two levels.
Headbutt Normal Physical 70 5% 100% Has a 30% chance to make the target flinch.
Hidden Power Normal Special 60 3% 100% Type is randomized per Pokémon per battle.
Hyper Beam Normal Special 150 9% 90% Requires an action to recharge. Can be used in one action for 3% extra energy.
Ice Beam Ice Special 90 5% 100% Has a 10% chance to freeze the target.
Ice Punch Ice Physical 75 4% 100% Has a 10% chance to freeze the target.
Icy Wind Ice Special 55 4% 95% Has a 100% chance to lower each target's Speed by one stage.
Iron Defense Steel 2% Raises the user's Defense by two stages.
Knock Off Dark Physical 65 3% 100% Base power is multiplied by 1.5 if the target is holding an item, and removes the item.
Laser Focus Normal Flavor text: "The user concentrates intensely. The attack on the next turn always results in a critical hit."
Leer Normal 1% 100% Lowers each target's Defense by one stage.
Light Screen Psychic * Halves damage taken from special moves for five actions.
Low Kick Fighting Physical * * 100% Base power and energy cost vary with the target's weight.
Low Sweep Fighting Physical 65 4% 100% Has a 100% chance to lower the target's Speed by one stage.
Magic Coat Psychic 4% +4 Reflects moves in the "reflectable" category back at their user.
Mega Kick Normal Physical 120 7% 75% Deals damage. No other effect.
Mega Punch Normal Physical 80 4% 85% Deals damage. No other effect.
Mimic Normal 1% Becomes any move used by any Pokémon since the user entered battle; reverts when the user leaves battle.
Mirror Coat Psychic Special * * 100% −5 Counters a special move, dealing twice as much damage as the user took.
Mud-Slap Ground Special 20 2% 100% Has a 100% chance to lower the target's Accuracy by one stage.
Natural Gift Normal Physical * * 100% Has a really complicated effect based on the user's signature move. Going to change this soon.
Nightmare Ghost 4% 100% Damages the target for 5% health after each action as long as it stays asleep.
Night Shade Ghost Special * * 100% Damage is equal to the user's experience, up to 10%.
Poison Jab Poison Physical 80 5% 100% Has a 30% chance to poison the target.
Power-Up Punch Fighting Physical 40 3% 100% Has a 100% chance to raise the user's Attack.
Protect Normal * +4 Protects the user against all moves this action.
Psychic Psychic Special 90 5% 100% Has a 10% chance to lower the target's Special Defense by one stage.
Psycho Boost Psychic Special 140 8% 90% Lowers the user's Special Attack by two stages.
Psycho Shift Psychic 3% 100% Transfers the user's major status ailments to the target.
Psych Up Normal * Copies the target's stat stages.
Psyshock Psychic Special 80 4% 100% Inflicts damage based on Special Attack and physical Defense.
Pursuit Dark Physical 40 2% 100% Deals extra damage and hits first if the target is about to switch out or run away.
Rain Dance Water 5% Changes the weather to rain for nine actions.
Recover Normal * Restores 50% of the user's health.
Recycle Normal 3% Restores the user's held item.
Reflect Psychic * Halves damage taken from physical moves for five actions.
Rest Psychic * Puts the user to sleep and fully heals it over three actions.
Return Normal Physical * * 100% Base power and energy cost vary with the user's mood.
Rock Slide Rock Physical 75 5% 90% Has a 30% chance to make each target flinch.
Rock Smash Fighting Physical 40 3% 100% Has a 50% chance to lower the target's Defense.
Rock Tomb Rock Physical 60 4% 95% Has a 100% chance to lower the target's Speed by one stage.
Role Play Psychic 3% Copies the target's ability.
Round Normal Special 60 3% 100% Has double power if used by multiple Pokémon in one action.
Safeguard Normal * Protects the user and its allies from status ailments for five actions.
Secret Power Normal Physical 70 5% 100% Has a 30% chance of inflicting an extra effect that depends on the terrain.
Seismic Toss Fighting Physical * * 100% Base power and energy cost vary based on the user and target's weights.
Shadow Ball Ghost Special 80 4% 100% Has a 20% chance to lower the target's Special Defense by one stage.
Shock Wave Electric Special 60 3% Never misses.
Signal Beam Bug Special 75 4% 100% Has a 10% chance to confuse the target.
Skill Swap Psychic 3% Swaps the user and target's abilities.
Sleep Talk Normal * Randomly uses any move the user has used since entering battle. Only works while asleep.
Snatch Dark * +4 Steals the first non-damaging, self-targetted move used by any opponent this action.
Snore Normal Special 50 4% 100% Has a 30% chance to make the target flinch. Only works while asleep.
Solar Beam Grass Special 120 7% 100% Requires an action to charge. Can be used in one action for 3% extra energy.
Spikes Ground 2% Scatters spikes which deal 2% damage to any Pokémon who steps on them.
Stealth Rock Rock 2% Scatters floating rocks which deal 2% Rock-type damage to any Pokémon who bumps them.
Stomping Tantrum Ground Physical 75 4% 100% Has double power if the user's previous move failed.
Strength Normal Physical 80 4% 100% Deals damage. No other effect.
Substitute Normal * Transfers 10%, 15%, or 20% of the user's health into a doll, which blocks moves targetting the user until the doll's health reaches 0.
Sunny Day Fire 5% Changes the weather to strong sunlight for nine actions.
Superpower Fighting Physical 120 7% 100% Lowers the user's Attack and Defense by one stage.
Swagger Normal 3% 85% Confuses the target and raises its Attack by two stages.
Swift Normal Special 60 3% Never misses.
Taunt Dark 4% 100% Prevents the target from using non-damaging moves for three actions.
Telekinesis Psychic 4% Raises the target in the air for three actions, giving all moves 100% accuracy against it.
Teleport Psychic 3% Teleports the user to another location within the arena.
Throat Chop Dark Physical 80 4% 100% Prevents the target from using sound moves for three actions.
Thunder Electric Special 110 8% 70% Has a 30% chance to paralyze the target.
Thunderbolt Electric Special 90 5% 100% Has a 10% chance to paralyze the target.
Thunder Punch Electric Physical 75 4% 100% Has a 10% chance to paralyze the target.
Thunder Wave Electric 4% 90% Severely paralyzes the target.
Torment Dark 4% 100% Prevents the target from using the same move twice in a row for five actions.
Toxic Poison 4% 90% Badly poisons the target. Never misses if the user is Poison-type.
Trick Psychic 3% 100% Swaps the user and target's held items.
Trick Room Psychic 5% −7 Reverses the order in which trainers give commands and in which Pokémon move for the following six actions.
Water Pulse Water Special 60 3% 100% Has a 20% chance to confuse the target.
Wonder Room Psychic 4% Swaps all Pokémon's Defense and Special Defense stages for five actions.
Wrap Normal Physical 15 2% 90% Traps the target and deals 1% damage after each action for 4-5 actions.
Zap Cannon Electric Special 120 8% 50% Has a 100% chance to paralyze the target.
Zen Headbutt Psychic Physical 80 4% 90% Has a 20% chance to make the target flinch.