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Deoxys    [Attack Forme]

Normal FormeAttack FormeDefense FormeSpeed Forme

RSE FRLG DP Level-Up Attacks:
RS E FLDPMoveEffectDamageTypePwrAcc
- - 1 1 Leer Lowers the target's Defense by 1 stage. Other Damage Normal N/A 100%
- - 1 1 Wrap Traps the target for 2-5 turns, causing damage equal to 1/16 of its max HP each turn; this trapped effect can be broken by Rapid Spin. The target can still switch out if it is holding Shed Shell or uses Baton Pass or U-Turn. Physical Damage Normal 15 85%
- - 5 9 Night Shade Does damage equal to user's level. Special Damage Ghost Var Dmg 100%
- - 10 17 Teleport Escapes from wild battles; fails automatically in trainer and link battles. [Field Move] The player instantly returns home, or to the last Pokemon Center that was used, from anywhere on the overworld screen. Other Damage Psychic N/A N/A
- - 15 25 Taunt Prevents the target from using non-damaging moves for two to four turns. Assist, Copycat, Me First, Metronome, Mirror Move and Sleep Talk are prevented during this time, but Bide, Counter, Endeavor, Metal Burst and Mirror Coat are not prevented. Other Damage Dark N/A 100%
- - 20 33 Pursuit If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely. When a faster Pokemon uses Pursuit against a U-Turner, the U-Turner is hit for normal damage; when a slower Pokemon uses Pursuit against a U-Turner, the U-Turner makes its attack, then is hit by Pursuit for double power, and switches out. Physical Damage Dark 40 100%
- - 25 41 Psychic Has a 10% chance to lower the target's Special Defense by 1 stage. Special Damage Psychic 90 100%
- - 30 49 Superpower Lowers the user's Attack and Defense by 1 stage each after use. Physical Damage Fighting 120 100%
- - - 57 Psycho Shift The user is cured of status effects by passing them to a healthy target. Other Damage Psychic N/A 90%
- - - 65 Zen Headbutt Has a 20% chance to make the target flinch. Physical Damage Psychic 80 90%
- - 35 73 Cosmic Power Raises the user's Defense and Special Defense by 1 stage each. Other Damage Psychic N/A N/A
- - 40 81 Zap Cannon Paralyzes the target. Special Damage Electric 120 50%
- - 45 89 Psycho Boost Lowers the user's Special Attack by 2 stages after use. Special Damage Psychic 140 90%
- - 50 97 Hyper Beam The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable. Special Damage Normal 150 90%

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