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Cosmic Power · Deoxys
Signature moves

Cosmic Power · Deoxys

Cosmic Power · Data version290 · Snapshot date2026-11-02

DeoxysDeoxys
Psychic

₽3,150Buy the signature move

Learn after reaching the final ordinary form. One signature choice per Pokémon; transformation conditions still apply.

What changes in battle?

Stats & mechanicsBefore learningAfter learning
Damage per hit1936
Single-target DPS70.29133.19
Range115px205px
Seconds per attack0.27s0.27s
Total placement and evolution cost₽1,550₽4,700
Attack typePsychicPsychic

Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.

Conditional effects

DetailsBefore learningAfter learning
Hits every enemy in range—✓
Double-damage critical chance—0
Movement-speed reduction (fraction)—0.75
Slow duration (s)—1.5

Budget the full build

Deoxys₽1,550
Cosmic Power+₽3,150₽4,700

Other choices for this Pokémon

Full battle details

Conditional effects

Hits every enemy in range
✓
Double-damage critical chance
0
Movement-speed reduction (fraction)
0.75
Slow duration (s)
1.5
Hit-damage multiplier
1.7225
Added attack range (px)
90

Result

Damage per hit
36
Attack range (px)
205
Seconds between attacks
0.2703
Simultaneous attack targets
2
Attack or effect type
Psychic
Can detect hidden Ghost enemies
—
Hits every enemy in range
✓
Double-damage critical chance
0
Movement-speed reduction (fraction)
0.75
Slow duration (s)
1.5

Conditional effects

An attack selects several distinct eligible enemies at once. The target count does not multiply damage against a lone enemy. Use it where multiple enemies remain in range, and inspect each target's immunity and visibility rather than treating the whole volley as guaranteed damage.

Each attack hits every eligible enemy inside the attacker's range. This is local area damage, not a map-wide attack. Overlap the range with a long or crowded section of route, while checking that the attack type can actually hurt the incoming enemies.

Sleep is periodic, stun usually needs a successful chance on a hit, and slow reduces movement for its duration. Only the fields present apply. Resisted attack types shorten control and immune types prevent it; super effectiveness does not extend it. Bosses keep crawling under stun or sleep, with wave- and Tower-dependent rules.