- Species
- DNA Pokémon
- Type
- Catch rate
- 3
- Growth
- Slow
- Height
- 1.7 m
- Weight
- 60.8 kg
- Gender
- Genderless
- Egg cycles
- 120
- Base friendship
- 0
Mythical
Deoxys
- Ruby
- The DNA of a space virus underwent a sudden mutation upon exposure to a laser beam and resulted in DEOXYS. The crystalline organ on this POKéMON’s chest appears to be its brain.
- Sapphire
- DEOXYS emerged from a virus that came from space. It is highly intelligent and wields psychokinetic powers. This POKéMON shoots lasers from the crystalline organ on its chest.
- Emerald
- A POKéMON that mutated from an extraterrestrial virus exposed to a laser beam. Its body is configured for superior agility and speed.
Base stats
EVs: +1 Attack, +1 Sp. Atk, +1 Speed
| HP | 50 | |
|---|---|---|
| Attack | 150 | |
| Defense | 50 | |
| Sp. Atk | 150 | |
| Sp. Def | 50 | |
| Speed | 150 | |
| Total | 600 |
Abilities
- Pressure
- Increases the PP cost of moves targetting the Pokémon by one.
Locations
- Ruby
- Trade from Emerald
- Sapphire
- Trade from Emerald
- Emerald
- Static
Birth Island Lv 30 100%
Damage taken
- x1
- x0.5
- x1
- x1
- x1
- x1
- x2
- x2
- x1
- x1
- x1
- x1
- x1
- x0.5
- x1
- x1
- x2
| Level Up | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Level | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | Games | |
| 1 | Leer | Status | -- | 100 | 30 | 100 | R/S | ||
Lowers the target’s Defense by one stage. | |||||||||
| 1 | Wrap | Physical | 15 | 90 | 20 | 100 | R/S | ||
Prevents the target from fleeing and inflicts damage for 2-5 turns. | |||||||||
| 5 | Night Shade | Special | -- | 100 | 15 | -- | R/S | ||
Inflicts damage equal to the user’s level. | |||||||||
| 10 | Teleport | Status | -- | -- | 20 | -- | R/S | ||
Immediately ends wild battles. No effect otherwise. | |||||||||
| 15 | Knock Off | Physical | 65 | 100 | 20 | -- | R/S | ||
Target drops its held item. | |||||||||
| 20 | Pursuit | Physical | 40 | 100 | 20 | -- | R/S | ||
Has double power against, and can hit, Pokémon attempting to switch out. | |||||||||
| 25 | Psychic | Special | 90 | 100 | 10 | 10 | R/S | ||
Has a chance to lower the target’s Special Defense by one stage. | |||||||||
| 30 | Snatch | Status | -- | -- | 10 | -- | R/S | ||
Steals the target’s move, if it’s self-targeted. | |||||||||
| 35 | Cosmic Power | Status | -- | -- | 20 | -- | R/S | ||
Raises the user’s Defense and Special Defense by one stage. | |||||||||
| 40 | Recover | Status | -- | -- | 5 | -- | R/S | ||
Heals the user by half its max HP. | |||||||||
| 45 | Psycho Boost | Special | 140 | 90 | 5 | 100 | R/S | ||
Lowers the user’s Special Attack by two stages after inflicting damage. | |||||||||
| 50 | Hyper Beam | Special | 150 | 90 | 5 | -- | R/S | ||
User foregoes its next turn to recharge. | |||||||||
| TM/HM | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Machine | Attack Name | Type | Class | Power | Accuracy | PP | Effect % | Games | |
| HM01 | Cut | Physical | 50 | 95 | 30 | -- | R/S | ||
Inflicts regular damage with no additional effect. | |||||||||
| HM04 | Strength | Physical | 80 | 100 | 15 | -- | R/S | ||
Inflicts regular damage with no additional effect. | |||||||||
| HM05 | Flash | Status | -- | 100 | 20 | -- | R/S | ||
Lowers the target’s accuracy by one stage. | |||||||||
| HM06 | Rock Smash | Physical | 40 | 100 | 15 | 50 | R/S | ||
Has a chance to lower the target’s Defense by one stage. | |||||||||
| TM01 | Focus Punch | Physical | 150 | 100 | 20 | -- | R/S | ||
If the user takes damage before attacking, the attack is canceled. | |||||||||
| TM03 | Water Pulse | Special | 60 | 100 | 20 | 20 | R/S | ||
Has a chance to confuse the target. | |||||||||
| TM04 | Calm Mind | Status | -- | -- | 20 | -- | R/S | ||
Raises the user’s Special Attack and Special Defense by one stage. | |||||||||
| TM06 | Toxic | Status | -- | 90 | 10 | -- | R/S | ||
Badly poisons the target, inflicting more damage every turn. | |||||||||
| TM10 | Hidden Power | Special | 60 | 100 | 15 | -- | R/S | ||
Power and type depend upon user’s IVs. Power can range from 30 to 70. | |||||||||
| TM11 | Sunny Day | Status | -- | -- | 5 | -- | R/S | ||
Changes the weather to sunny for five turns. | |||||||||
| TM12 | Taunt | Status | -- | 100 | 20 | -- | R/S | ||
For the next few turns, the target can only use damaging moves. | |||||||||
| TM13 | Ice Beam | Special | 90 | 100 | 10 | 10 | R/S | ||
Has a chance to freeze the target. | |||||||||
| TM15 | Hyper Beam | Special | 150 | 90 | 5 | -- | R/S | ||
User foregoes its next turn to recharge. | |||||||||
| TM16 | Light Screen | Status | -- | -- | 30 | -- | R/S | ||
Reduces damage from special attacks by 50% for five turns. | |||||||||
| TM17 | Protect | Status | -- | -- | 10 | -- | R/S | ||
Prevents any moves from hitting the user this turn. | |||||||||
| TM18 | Rain Dance | Status | -- | -- | 5 | -- | R/S | ||
Changes the weather to rain for five turns. | |||||||||
| TM20 | Safeguard | Status | -- | -- | 25 | -- | R/S | ||
Protects the user’s field from major status ailments and confusion for five turns. | |||||||||
| TM21 | Frustration | Physical | -- | 100 | 20 | -- | R/S | ||
Power increases as happiness decreases, up to a maximum of 102. | |||||||||
| TM22 | Solar Beam | Special | 120 | 100 | 10 | -- | R/S | ||
Requires a turn to charge before attacking. | |||||||||
| TM24 | Thunderbolt | Special | 90 | 100 | 15 | 10 | R/S | ||
Has a chance to paralyze the target. | |||||||||
| TM25 | Thunder | Special | 110 | 70 | 10 | 30 | R/S | ||
Has a chance to paralyze the target. | |||||||||
| TM27 | Return | Physical | -- | 100 | 20 | -- | R/S | ||
Power increases with happiness, up to a maximum of 102. | |||||||||
| TM29 | Psychic | Special | 90 | 100 | 10 | 10 | R/S | ||
Has a chance to lower the target’s Special Defense by one stage. | |||||||||
| TM30 | Shadow Ball | Special | 80 | 100 | 15 | 20 | R/S | ||
Has a chance to lower the target’s Special Defense by one stage. | |||||||||
| TM31 | Brick Break | Physical | 75 | 100 | 15 | -- | R/S | ||
Destroys Reflect and Light Screen. | |||||||||
| TM32 | Double Team | Status | -- | -- | 15 | -- | R/S | ||
Raises the user’s evasion by one stage. | |||||||||
| TM33 | Reflect | Status | -- | -- | 20 | -- | R/S | ||
Reduces damage from physical attacks by half. | |||||||||
| TM34 | Shock Wave | Special | 60 | -- | 20 | -- | R/S | ||
Never misses. | |||||||||
| TM39 | Rock Tomb | Physical | 60 | 95 | 15 | 100 | R/S | ||
Has a chance to lower the target’s Speed by one stage. | |||||||||
| TM40 | Aerial Ace | Physical | 60 | -- | 20 | -- | R/S | ||
Never misses. | |||||||||
| TM41 | Torment | Status | -- | 100 | 15 | -- | R/S | ||
Prevents the target from using the same move twice in a row. | |||||||||
| TM42 | Facade | Physical | 70 | 100 | 20 | -- | R/S | ||
Power doubles if user is burned, paralyzed, or poisoned. | |||||||||
| TM43 | Secret Power | Physical | 70 | 100 | 20 | 30 | R/S | ||
Has a chance to inflict a status effect which depends upon the terrain. | |||||||||
| TM44 | Rest | Status | -- | -- | 5 | -- | R/S | ||
User sleeps for two turns, completely healing itself. | |||||||||
| TM48 | Skill Swap | Status | -- | -- | 10 | -- | R/S | ||
User and target swap abilities. | |||||||||
| TM49 | Snatch | Status | -- | -- | 10 | -- | R/S | ||
Steals the target’s move, if it’s self-targeted. | |||||||||
Other generations
FireRed & LeafGreen, Diamond, Pearl & Platinum, HeartGold & SoulSilver, Black & White, Black 2 & White 2, X & Y, Omega Ruby & Alpha Sapphire, Sun & Moon, Ultra Sun & Ultra Moon, Scarlet & Violet