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 #386 Deoxys
General Location Attacks Stats Egg Moves Battle
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Picture Name Other Names No. Gender Ratio Type
Normal Forme Attack Forme Defense Forme Speed Forme
Deoxys
Japan: Deokishisu
デオキシス
French: Deoxys
German: Deoxys
Korean: 테오키스
National: #386
Central Kalos: #---
Coastal Kalos: #---
Mountain Kalos: #---
Deoxys is Genderless
Classification Height Weight Capture Rate Base Egg Steps
DNA Pokémon 5'07"
1.7m
134.0lbs
60.8kg
330,720
Abilities: Pressure
Pressure: When this Pokémon is hit by a move, the opponent’s PP lowers by 2 rather than 1.
Experience Growth Base Happiness Effort Values Earned Eligible for Sky Battle?
1,250,000 Points
Slow
0 Normal Forme
1 Attack Point(s)
1 Speed Point(s)
1 Sp. Attack Point(s)
Attack Forme
2 Attack Point(s)
1 Sp. Attack Point(s)
Defense Forme
2 Defense Point(s)
1 Sp. Defense Point(s)
Speed Forme
3 Speed Point(s)
Not Eligible/Known
Wild Hold Item Egg Groups
  Deoxys cannot breed
Evolutionary Chain
Alternate Forms
Normal FormeAttack FormeDefense FormeSpeed Forme
Deoxys forms are interchanged when interacting with meteor in Ambrette Town's Fossil Laboratory
Locations
X Transfer required
Y Transfer required
Omega Ruby Sky PillarDetails
Alpha Sapphire Sky PillarDetails
X & Y Level Up
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
9 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
17 Teleport  
Prevents the user from being startled until the turn ends.
25 Knock Off
Badly startles all of the Pokémon to act before the user.
33 Pursuit
Badly startles Pokémon that used a move of the same type.
41 Psychic  
Quite an appealing move.
49 Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
57 Psycho Shift  
Works great if the user goes last this turn.
65 Zen Headbutt  
Quite an appealing move.
73 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
81 Recover  
Works well if it is the same type as the move used by the last Pokémon.
89 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
97 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.

ΩRαS Level Up
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
7 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
13 Teleport  
Prevents the user from being startled until the turn ends.
19 Knock Off
Badly startles all of the Pokémon to act before the user.
25 Pursuit
Badly startles Pokémon that used a move of the same type.
31 Psychic  
Quite an appealing move.
37 Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
43 Psycho Shift  
Works great if the user goes last this turn.
49 Zen Headbutt  
Quite an appealing move.
55 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
61 Recover  
Works well if it is the same type as the move used by the last Pokémon.
67 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
73 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
X / Y Level Up - Attack Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
9 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
17 Teleport  
Prevents the user from being startled until the turn ends.
25 Taunt
Badly startles Pokémon that the audience has high expectations of.
33 Pursuit
Badly startles Pokémon that used a move of the same type.
41 Psychic  
Quite an appealing move.
49 Superpower  
A very appealing move, but after using this move, the user is more easily startled.
57 Psycho Shift  
Works great if the user goes last this turn.
65 Zen Headbutt  
Quite an appealing move.
73 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
81 Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
89 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
97 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
ΩRαS Level Up - Attack Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
7 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
13 Teleport  
Prevents the user from being startled until the turn ends.
19 Taunt
Badly startles Pokémon that the audience has high expectations of.
25 Pursuit
Badly startles Pokémon that used a move of the same type.
31 Psychic  
Quite an appealing move.
37 Superpower  
A very appealing move, but after using this move, the user is more easily startled.
43 Psycho Shift  
Works great if the user goes last this turn.
49 Zen Headbutt  
Quite an appealing move.
55 Cosmic Power  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
61 Zap Cannon
Badly startles all Pokémon that successfully showed their appeal.
67 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
73 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
X / Y Level Up - Defense Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
9 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
17 Teleport  
Prevents the user from being startled until the turn ends.
25 Knock Off
Badly startles all of the Pokémon to act before the user.
33 Spikes  
Makes the remaining Pokémon nervous.
41 Psychic  
Quite an appealing move.
49 Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
57 Psycho Shift  
Works great if the user goes last this turn.
65 Zen Headbutt  
Quite an appealing move.
73 Iron Defense  
Prevents the user from being startled until the turn ends.
73 Amnesia  
Prevents the user from being startled until the turn ends.
81 Recover  
Works well if it is the same type as the move used by the last Pokémon.
89 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
97 Counter  
Works great if the user goes last this turn.
97 Mirror Coat  
Works great if the user goes last this turn.
ΩRαS Level Up - Defense Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
7 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
13 Teleport  
Prevents the user from being startled until the turn ends.
19 Knock Off
Badly startles all of the Pokémon to act before the user.
25 Spikes  
Makes the remaining Pokémon nervous.
31 Psychic  
Quite an appealing move.
37 Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
43 Psycho Shift  
Works great if the user goes last this turn.
49 Zen Headbutt  
Quite an appealing move.
55 Iron Defense  
Prevents the user from being startled until the turn ends.
55 Amnesia  
Prevents the user from being startled until the turn ends.
61 Recover  
Works well if it is the same type as the move used by the last Pokémon.
67 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
73 Counter  
Works great if the user goes last this turn.
73 Mirror Coat  
Works great if the user goes last this turn.
X / Y Level Up - Speed Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
9 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
17 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
25 Knock Off
Badly startles all of the Pokémon to act before the user.
33 Pursuit
Badly startles Pokémon that used a move of the same type.
41 Psychic  
Quite an appealing move.
49 Swift  
Works great if the user goes first this turn.
57 Psycho Shift  
Works great if the user goes last this turn.
65 Zen Headbutt  
Quite an appealing move.
73 Agility  
Causes the user to move earlier on the next turn.
81 Recover  
Works well if it is the same type as the move used by the last Pokémon.
89 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
97 Extreme Speed  
Causes the user to move earlier on the next turn.
ΩRαS Level Up - Speed Forme
LevelAttack NameTypeAppealJam
Leer
Badly startles Pokémon that the audience has high expectations of.
Wrap  
Temporarily stops the crowd from growing excited.
7 Night Shade  
An appealing move that can be used repeatedly without boring the audience.
13 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
19 Knock Off
Badly startles all of the Pokémon to act before the user.
25 Pursuit
Badly startles Pokémon that used a move of the same type.
31 Psychic  
Quite an appealing move.
37 Swift  
Works great if the user goes first this turn.
43 Psycho Shift  
Works great if the user goes last this turn.
49 Zen Headbutt  
Quite an appealing move.
55 Agility  
Causes the user to move earlier on the next turn.
61 Recover  
Works well if it is the same type as the move used by the last Pokémon.
67 Psycho Boost  
A very appealing move, but after using this move, the user is more easily startled.
73 Extreme Speed  
Causes the user to move earlier on the next turn.
TM & HM Attacks
TM/HM #Attack NameTypeAppealJam
TM03 Psyshock
Badly startles the last Pokémon to act before the user.
TM04 Calm Mind  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM06 Toxic  
Brings down the energy of any Pokémon that have already used a move this turn.
TM10 Hidden Power  
An appealing move that can be used repeatedly without boring the audience.
TM11 Sunny Day  
Works better the more the crowd is excited.
TM12 Taunt
Badly startles Pokémon that the audience has high expectations of.
TM13 Ice Beam
Badly startles the last Pokémon to act before the user.
TM15 Hyper Beam
Startles all other Pokémon. User cannot act in the next turn.
TM16 Light Screen  
Prevents the user from being startled one time this turn.
TM17 Protect  
Prevents the user from being startled one time this turn.
TM18 Rain Dance  
Works better the more the crowd is excited.
TM20 Safeguard  
Prevents the user from being startled one time this turn.
TM21 Frustration
Badly startles the last Pokémon to act before the user.
TM22 Solar Beam  
Affected by how well the previous Pokémon's move went.
TM24 Thunderbolt  
Quite an appealing move.
TM25 Thunder  
Works better the more the crowd is excited.
TM27 Return  
Quite an appealing move.
TM29 Psychic  
Quite an appealing move.
TM30 Shadow Ball  
Quite an appealing move.
TM31 Brick Break  
Quite an appealing move.
TM32 Double Team  
Gets the Pokémon pumped up. Helps prevent nervousness, too.
TM33 Reflect  
Prevents the user from being startled one time this turn.
TM39 Rock Tomb  
Makes audience expect little of other contestants.
TM40 Aerial Ace  
Works great if the user goes first this turn.
TM41 Torment  
Makes the remaining Pokémon nervous.
TM42 Facade  
Works great if the user goes last this turn.
TM44 Rest  
Prevents the user from being startled until the turn ends.
TM47 Low Sweep
Prevents the user from being startled until the turn ends.
TM48 Round  
Works well if it is the same type as the move used by the last Pokémon.
TM52 Focus Blast  
Quite an appealing move.
TM53 Energy Ball  
Quite an appealing move.
TM56 Fling  
Brings down the energy of any Pokémon that have already used a move this turn.
TM57 Charge Beam  
Works well if the user is pumped up.
TM68 Giga Impact
Startles all other Pokémon. User cannot act in the next turn.
TM70 Flash  
Makes audience expect little of other contestants.
TM73 Thunder Wave
Startles all of the Pokémon to act before the user.
TM77 Psych Up  
Works well if it is the same type as the move used by the last Pokémon.
TM80 Rock Slide
Startles all of the Pokémon to act before the user.
TM84 Poison Jab  
Quite an appealing move.
TM85 Dream Eater  
Works well if it is the same type as the move used by the last Pokémon.
TM86 Grass Knot  
Works better the later it is used in a turn.
TM87 Swagger  
Brings down the energy of any Pokémon that have already used a move this turn.
TM88 Sleep Talk  
Effectiveness varies depending on when it is used.
TM90 Substitute  
Prevents the user from being startled one time this turn.
TM91 Flash Cannon  
Quite an appealing move.
TM92 Trick Room  
Scrambles the order in which Pokémon will move on the next turn.
TM94 (XY)
HM06 (ΩRαS)
Rock Smash  
Quite an appealing move.
TM94 (ΩRαS) Secret Power  
Works well if the user is pumped up.
TM97 Dark Pulse  
Quite an appealing move.
TM98 Power-Up Punch  
Works well if the user is pumped up.
TM100 Confide  
Brings down the energy of any Pokémon that have already used a move this turn.
HM01 Cut  
Quite an appealing move.
HM04 Strength  
Quite an appealing move.
Omega Ruby/Alpha Sapphire Move Tutor Attacks
Attack NameTypeAppealJamForm
Bind  
Temporarily stops the crowd from growing excited.
Drain Punch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Fire Punch  
Quite an appealing move.
Focus Punch  
Works great if the user goes last this turn.
Gravity  
Makes the remaining Pokémon nervous.
Ice Punch  
Quite an appealing move.
Icy Wind  
Makes the audience quickly grow bored when an appeal move has little effect.
Knock Off
Badly startles all of the Pokémon to act before the user.
Low Kick  
Works better the later it is used in a turn.
Magic Coat  
Works great if the user goes last this turn.
Recycle  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Role Play  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Shock Wave  
Works great if the user goes first this turn.
Signal Beam  
Makes audience expect little of other contestants.
Skill Swap  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snatch  
Shows off the Pokémon’s appeal about as well as the move used just before it.
Snore  
Makes the audience quickly grow bored when an appeal move has little effect.
Stealth Rock  
Makes the remaining Pokémon nervous.
Thunder Punch  
Quite an appealing move.
Trick
Badly startles Pokémon that used a move of the same type.
Water Pulse  
Makes audience expect little of other contestants.
Wonder Room  
Scrambles the order in which Pokémon will move on the next turn.
Zen Headbutt  
Quite an appealing move.
Superpower  
A very appealing move, but after using this move, the user is more easily startled.
Iron Defense  
Prevents the user from being startled until the turn ends.
Transfer Only Moves (Details)
Attack NameTypeAppealJamMethod
Telekinesis   Gen V TM19
Makes the remaining Pokémon nervous.
Ally Switch   Gen V TM51
Scrambles the order in which Pokémon will move on the next turn.
Endure   Gen IV 203
Causes the user to move later on the next turn.
Avalanche   Gen IV 419
Affected by how well the previous Pokémon's move went.
Natural Gift   Gen IV 363
Works better the more the crowd is excited.
Swift   Move Tutor - PtHGSS
Works great if the user goes first this turn.
Mud-slap   Move Tutor - PtHGSS
Makes audience expect little of other contestants.
Headbutt   Move Tutor - HGSS
Quite an appealing move.
Mega Punch   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mega Kick   Move Tutor - FRLG
Works better the more the crowd is excited.
Body Slam Move Tutor - FRLG
Badly startles the last Pokémon to act before the user.
Double-edge   Move Tutor - FRLG
A very appealing move, but after using this move, the user is more easily startled.
Counter   Move Tutor - FRLG
Works great if the user goes last this turn.
Seismic Toss   Move Tutor - FRLG
An appealing move that can be used repeatedly without boring the audience.
Mimic   Move Tutor - FRLG
Shows off the Pokémon’s appeal about as well as the move used just before it.
Dynamic Punch Move Tutor - Emerald
Badly startles Pokémon that the audience has high expectations of.
Endure   Move Tutor - Emerald
Causes the user to move later on the next turn.
Mud-slap   Move Tutor - Emerald
Makes audience expect little of other contestants.
Swift   Move Tutor - Emerald
Works great if the user goes first this turn.


Stats
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 50 150 50 150 50 150
Max Stats
Hindering Nature
Lv. 50 110 - 157 139 - 181 49 - 91 139 - 181 49 - 91 139 - 181
Lv. 100 210 - 304 274 - 359 94 - 179 274 - 359 94 - 179 274 - 359
Max Stats
Neutral Nature
Lv. 50 110 - 157 155 - 202 55 - 102 155 - 202 55 - 102 155 - 202
Lv. 100 210 - 304 305 - 399 105 - 199 305 - 399 105 - 199 305 - 399
Max Stats
Beneficial Nature
Lv. 50 110 - 157 170 - 222 60 - 112 170 - 222 60 - 112 170 - 222
Lv. 100 210 - 304 335 - 438 115 - 218 335 - 438 115 - 218 335 - 438
Stats - Attack Forme
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 50 180 20 180 20 150
Max Stats
Hindering Nature
Lv. 50 110 - 157 166 - 208 22 - 64 166 - 208 22 - 64 139 - 181
Lv. 100 210 - 304 328 - 413 40 - 125 328 - 413 40 - 125 274 - 359
Max Stats
Neutral Nature
Lv. 50 110 - 157 185 - 232 25 - 72 185 - 232 25 - 72 155 - 202
Lv. 100 210 - 304 365 - 459 45 - 139 365 - 459 45 - 139 305 - 399
Max Stats
Beneficial Nature
Lv. 50 110 - 157 203 - 255 27 - 79 203 - 255 27 - 79 170 - 222
Lv. 100 210 - 304 401 - 504 49 - 152 401 - 504 49 - 152 335 - 438
Stats - Defense Forme
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 50 70 160 70 160 90
Max Stats
Hindering Nature
Lv. 50 110 - 157 67 - 109 148 - 190 67 - 109 148 - 190 85 - 127
Lv. 100 210 - 304 130 - 215 292 - 377 130 - 215 292 - 377 166 - 251
Max Stats
Neutral Nature
Lv. 50 110 - 157 75 - 122 165 - 212 75 - 122 165 - 212 95 - 142
Lv. 100 210 - 304 145 - 239 325 - 419 145 - 239 325 - 419 185 - 279
Max Stats
Beneficial Nature
Lv. 50 110 - 157 82 - 134 181 - 233 82 - 134 181 - 233 104 - 156
Lv. 100 210 - 304 159 - 262 357 - 460 159 - 262 357 - 460 203 - 306
Stats - Speed Forme
  HP Attack Defense Sp. Attack Sp. Defense Speed
Base Stats - Total: 600 50 95 90 95 90 180
Max Stats
Hindering Nature
Lv. 50 110 - 157 90 - 132 85 - 127 90 - 132 85 - 127 166 - 208
Lv. 100 210 - 304 175 - 260 166 - 251 175 - 260 166 - 251 328 - 413
Max Stats
Neutral Nature
Lv. 50 110 - 157 100 - 147 95 - 142 100 - 147 95 - 142 185 - 232
Lv. 100 210 - 304 195 - 289 185 - 279 195 - 289 185 - 279 365 - 459
Max Stats
Beneficial Nature
Lv. 50 110 - 157 110 - 161 104 - 156 110 - 161 104 - 156 203 - 255
Lv. 100 210 - 304 214 - 317 203 - 306 214 - 317 203 - 306 401 - 504

<--- #385
Jirachi
#387
Turtwig
--->

 
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