#386 Deoxys (Attack)
RSE and FRLG Level-Up Moves:
-
-
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 uses Baton Pass .
Normal
15
85%
-
-
1
Leer
Lowers the target's Defense by 1 stage .
Normal
N/A
100%
-
-
5
Night Shade
Does damage equal to user's level.
Ghost
Var Dmg
100%
-
-
10
Teleport
Escapes from wild battles; fails automatically in trainer and link battles.
Psychic
N/A
N/A
-
-
15
Taunt
Prevents the target from using non-damaging moves for two turns. Assist , Metronome , Mirror Move and Sleep Talk are prevented during this time, but Bide , Counter , Endeavor , and Mirror Coat are not prevented.
Dark
N/A
100%
-
-
20
Pursuit
If the target switches out on the current turn, this move strikes with doubled power before the switch. Baton Passers still escape safely.
Dark
40
100%
-
-
25
Psychic
Has a 10% chance to lower the target's Special Defense by 1 stage .
Psychic
90
100%
-
-
30
Superpower
Lowers the user's Attack and Defense by 1 stage each after use.
Fighting
120
100%
-
-
35
Cosmic Power
Raises the user's Defense and Special Defense by 1 stage each.
Psychic
N/A
N/A
-
-
40
Zap Cannon
Paralyzes the target.
Electric
100
50%
-
-
45
Psycho Boost
Lowers the user's Special Attack by 2 stages after use.
Psychic
140
90%
-
-
50
Hyper Beam
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable .
Normal
150
90%
DPP and HGSS Level-Up Moves:
1
1
1
Leer
Lowers the target's Defense by 1 stage .
Normal
N/A
100%
1
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 .
Normal
15
85%
9
9
9
Night Shade
Does damage equal to user's level.
Ghost
Var Dmg
100%
17
17
17
Teleport
Escapes from wild battles; fails automatically in trainer and link battles.
Psychic
N/A
N/A
25
25
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.
Dark
N/A
100%
33
33
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.
Dark
40
100%
41
41
41
Psychic
Has a 10% chance to lower the target's Special Defense by 1 stage .
Psychic
90
100%
49
49
49
Superpower
Lowers the user's Attack and Defense by 1 stage each after use.
Fighting
120
100%
57
57
57
Psycho Shift
The user is cured of status effects by passing them to a healthy target.
Psychic
N/A
90%
65
65
65
Zen Headbutt
Has a 20% chance to make the target flinch .
Psychic
80
90%
73
73
73
Cosmic Power
Raises the user's Defense and Special Defense by 1 stage each.
Psychic
N/A
N/A
81
81
81
Zap Cannon
Paralyzes the target.
Electric
120
50%
89
89
89
Psycho Boost
Lowers the user's Special Attack by 2 stages after use.
Psychic
140
90%
97
97
97
Hyper Beam
The user recharges during its next turn; as a result, until the end of the next turn, the user becomes uncontrollable .
Normal
150
90%