Cosmic Power · Deoxys
Cosmic Power · Data version290 · Snapshot date2026-11-02
₽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 & mechanics | Before learning | After learning |
|---|---|---|
| Damage per hit | 19 | 36 |
| Single-target DPS | 70.29 | 133.19 |
| Range | 115px | 205px |
| Seconds per attack | 0.27s | 0.27s |
| Total placement and evolution cost | ₽1,550 | ₽4,700 |
| Attack type | Psychic | Psychic |
Clear-weather, non-shiny reference. Single-target DPS does not include path coverage, support uptime or simultaneous targets.
Conditional effects
| Details | Before learning | After 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
Other choices for this Pokémon
Psycho Boost
Single-target DPS: 510.03 · Range: 205px
Total placement and evolution cost: ₽4,700Extreme Speed
Single-target DPS: 251.57 · Range: 115px
Total placement and evolution cost: ₽4,700Cosmic Power
Single-target DPS: 133.19 · Range: 205px
Total placement and evolution cost: ₽4,700Full 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.