"Hypermodern" leads

 So if you read my UPL dump you'll find that I experimented with a new lead concept, which is to use something that totally loses to Deo-S and deliberately bait them into Taunting or Tricking into Giratina-O which basically lets you T2 Deo-S vs Gira-O lead MU but your actual lead covers different things (since Gira-O lead is kind of sad). The idea came from Zayele who ran a slow as balls Lum Deo-S and at the time I thought it was blasphemy, but looking back on it, it's kind of smart and spawned this whole idea. Note this only works if the Deo-S lead is highly compelled to click Taunt or Trick - if their default move to just click hazards then it doesn't work because you're just handing them free turns to set up more hazards (means Ogre leads are not saved by this maneuvre). Any lead that can do Payback+priority shenanigans aren't saved either (so no Qwilfish/Cloyster leads). Note you should also run standard mixed Giratina-O with Shadow Sneak so you can beat said Deo-S 1v1, don't pair it up with SubCM Gira-O or something...

Like my experimentation with Fling Light Ball leads a few years ago (not documented but some ideas have flowed into the metagame like Fling Palkia and Groudon), I had some pretty big hopes for this class of lead, but in the end only a handful turned out any out decent, most of the other candidates for this were not worth using.

I would dub this "Hypermodern Lead" ideas. To be honest I really can't find a good name for this style of lead but the idea kind of comes from the chess idea of hypermodern openings where you try to control the centre with pieces instead of pawns leading to stuff like King's Indian Defence and what not. Now, I'm not saying this is like an equivalent idea, but I'll dub it this way since the prevailing lead paradigm in DPP Ubers is to stop Deo-S setting up layers for free, and this idea almost turns that on its head by surrendering to Deo-S totally but not really.


Deoxys-Speed @ Lum Berry / Focus Sash / Jaboca Berry
Ability: Pressure  
EVs: 248 HP / 40 Def / 128 SpD / 92 Spe  
Timid Nature  
IVs: 0 Atk  
- Spikes  
- Taunt  
- Thunder Wave / Extreme Speed
- Extreme Speed / Stealth Rock

I think this is the thing that spawned this whole idea, although I'm not sure if this is the original build. Against opposing Deo-S, you go straight to Giratina-O. Sometimes people would just Spike up which kind of sucks, but oh well. If they see you're slower than them they should feel better about Taunt/Tricking you though. The EVs listed let you outspeed ScarfOgre and the bulk lets you live a Dark Pulse from Scarf Rai lead. Against Darkrai lead, you should just Twave them since you live Dark Pulse, and then click Spikes. The Def is spare, unfortunately it doesn't let you live anything significant. If you're running Sash you can use either both hazards and Espeed or Twave. You can also now guarantee surviving SashRay Draco Meteor so Jaboca is an even better option because you guarantee the Espeed (unless they crit obviously).

Now that I think about it, Deo-S is probably still the biggest benefactor from this maneuvre. When you don't have to worry about the Deo-S mirror, you can devote the Deo-S to beat other things that normally annoy it - you now have a moveslot to run more exotic things like Colbur Sunny Day or Fling King's Rock. Keep in mind you can just do this with standard 2 hazard Deo-S too if you're running it with Gira-O. The option of just switching out in the Deo-S mirror is also there.


Deoxys-Speed @ King's Rock  
Ability: Pressure  
EVs: 164 Atk / 252 SpA / 92 Spe  
Naive Nature  
- Spikes  
- Psycho Boost
- Superpower  
- Fling

This lets you 1v1 Deo-A, Froslass, Tentacruel (with decent rolls) and Sash Tar, which is pretty cool. Obviously, use this with a SR user at the back. You won't kill Ray, but you can at least break its Sash then set up Spike after.

164 Atk King's Rock Deoxys-Speed Fling (30 BP) vs. 200 HP / 0 Def Tentacruel: 35-42 (9.9 - 11.9%)
252 SpA Deoxys-Speed Psycho Boost vs. 200 HP / 68 SpD Tentacruel: 296-350 (84.3 - 99.7%)
164 Atk King's Rock null Fling (30 BP) vs. 0 HP / 0 Def Tyranitar: 11-14 (3.2 - 4.1%) -- possibly the worst move ever
164 Atk King's Rock null Fling (30 BP) vs. 248 HP / 0 Def Tyranitar: 11-14 (2.7 - 3.4%) -- possibly the worst move ever
164 Atk null Superpower vs. 248 HP / 0 Def Tyranitar: 360-428 (89.3 - 106.2%)
164 Atk null Superpower vs. 0 HP / 0 Def Tyranitar: 360-428 (105.5 - 125.5%)


Deoxys-Speed @ Colbur Berry
Ability: Pressure
EVs: 8 HP / 248 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Taunt
- Sunny Day

I've written about this before, but this is the one Deo-S lead that can let you set up 2 layers vs Ttar lead and Ogre lead at the same time. The only Ogre lead that can still 2HKO you through sun is Specs, but them being locked into Spout with sun up and 1 layer down, with half their Spout PP used up already is a pretty good position to be in, especially if you have a Wobb or something already.


Deoxys-Defense @ Lum Berry / Leftovers 
Ability: Pressure  
EVs: 248 HP / 12 SpD / 248 Spe  
Timid Nature  
IVs: 0 Atk    
- Spikes  
- Taunt  
- Thunder Wave
- Stealth Rock / Recover

This is my new baby. So I drove to the next turn down the highway the weekend I thought of this to do some exploring, and basically my ~3 hour return trip I was basically optimising this in my brain and seeing what possibilities it opened up. I kind of wrote quite a bit about this in my UPL dump post already so I'll try to not to be too repetitive. Basically, Deo-D is able to live a bunch more hits from anti-leads that beat Deo-S, like TTar, Ho-oh, Ray, Darkrai, Deo-A. The bulk lets you either set up 2 layers with ease (eg vs TTar/Ho-oh) or cripple them with Twave while still maintaining the ability to set up at least 1 layer (Ray/Rai/Deo-A). The tradeoff is losing to Deo-S (covered with Gira-O), also losing to Water Spout variants of Kyogre. You also can't stop Tentacruel setting up Toxic Spikes at all, so make sure your team has anti-Tspike measures. That's a pretty good tradeoff in my opinion. The default structure for this is Deo-D/Gira-O/Ogre check, then try to add in a Toxic Spikes absorber or counterplay (Safeguard/Healing Wish as appropriate), then however you want to build after that. As mentioned in my dump post - 248 Spe is to let you scout out the max speed/ScarfOgres that are more likely to be running Water Spout (some don't but hey that's most of them). You do lose the speed tie fully to CB Ho-oh now though, so there's still reason to run max speed.

The Deo-D in my UPL dump was dual hazards, but it's perfectly reasonable to use Recover too. The main advantage is you can 1v1 Forretress much more easily. Basically the plan is to Taunt them, click Twave and then spam Spikes. Recover lets you stay healthy because Forry can still kill you with Rapid Spin without it - and then you basically just try and get them into a position where they're full paraed and Taunted and go to Gira-O.

Lead MUs with Deo-D:

- Deo-S -> Go to Gira-O to absorb the Taunt or Trick
- Deo-A -> Twave and click 1 layer
- TTar -> Click Stealth Rock then Spikes
- Forretress -> Taunt, Twave, then click hazards, you'll eventually get a fully paralysed, Taunted Forry, then go to Gira-O
- Tentacruel -> if you have a big wallbreaker that hates Tspikes just go straight there but otherwise just click Taunt once and play on I think
- Ray -> Twave and click 1 layer.
- Kyogre -> Switch to Kyogre check if they win the speed tie, otherwise click a layer
- Froslass -> go to Gira-O like you would with Deo-S
- Groudon -> Taunt followed by 2 hazards
- Ho-oh -> Stealth Rock then Spikes
- Hariyama -> Stealth Rock then Spikes
- Darkrai -> Twave and click 1 layer


Smeargle @ Focus Sash  
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Spikes  
- Spore  
- Explosion  
- Fake Out

Smeargle is the other main beneficiary from this strategy. As mentioned in my UPL dump post, it's the only Pokemon that has Spikes and a viable sleep move, Explosion and Fake Out are just bonus. I know Zayele has also trialed another Smeargle set with Tspikes/Icy Wind/Spin, but I think this one is better - it's way more aggressive and honestly more fun.

Basically mandatory mons you need with this are 1) Giratina-O, 2) Sleep absorber and 3) Stealth Rock user. I don't think Smeargle can realistically get up 2 layers so don't even try.

Lead MUs with Smeargle:

- Deo-S -> can Fake Out to break a potential Sash and gauge how much bulk it has but ultimately you're going to Gira-O to absorb the Taunt or Trick
- Deo-A -> tempting to Fake Out on this but if Deo-A user is switched on they'd Espeed to out-priority you and deny you any progress with Smeargle if you do this. Just Spore the Deo-A and click Spikes, hope they don't 2 turn wake and blow up.
- TTar -> Can Fake Out to see how much bulk they have. If they are Scarf (rare) then you just lose, but otherwise depending on how much bulk they have and the opponent, you can either take a risk to Spore them, or play it safe and click Spike. If you're still alive after clicking Spike then just blow up
- Forretress - Fake Out to break any potential Sash, then Spore, Spike, reapply sleep if required, when you have a layer and a sleeping Forry you can either go to Gira-O or blow up (if Gira-O can't easily OHKO the Forry then I'd probably just blow up)
- Tentacruel - Fake Out then go to your most threatening Pokemon probably
- Ray -> Same thing as Deo-A. Lum is rare and so you may as well sleep and get up Spikes instead of trying to Fake Out on them
- Kyogre -> Fake Out to see if you can gauge how much bulk is and potentially what set they are. Frailer ones would suggest Scarf/Specs and no Lum, but not guaranteed. Safer would just be to Fake Out and click Spikes. If you're faster than them then you have a free boom, if they're faster you can just go to your Ogre switch-in
- Froslass -> go to Gira-O like you would with Deo-S
- Groudon -> Fake Out, Spike, Boom
- Ho-oh -> Fake Out to potentially gauge Lum/Passho/Leftovers vs CB. Same is to follow up with Spike +/- boom if you're faster and you didn't get burnt by Sacred Fire
- Hariyama -> This is the mon you can actually Fake Out because you're faster. Follow up with Spike then they probably kill you with Close Combat and Bullet Punch- Darkrai -> Fake Out then go to sleep absorber

Smeargle Fake Out damage rolls:

252 Atk Technician Smeargle Fake Out vs. 4 HP / 0 Def Kyogre: 42-51 (12.2 - 14.9%) -- possible 7HKO
252 Atk Technician Smeargle Fake Out vs. 252 HP / 108 Def Kyogre: 37-45 (9.1 - 11.1%) -- possibly the worst move ever
252 Atk Technician Smeargle Fake Out vs. 144 HP / 0 Def Kyogre: 42-51 (11.1 - 13.5%) -- possible 8HKO

252 Atk Technician Smeargle Fake Out vs. 216 HP / 0 Def Ho-Oh: 42-51 (10.3 - 12.5%) -- possibly the worst move ever
252 Atk Technician Smeargle Fake Out vs. 0 HP / 0 Def Ho-Oh: 42-51 (11.8 - 14.4%) -- possible 7HKO

252 Atk Technician Smeargle Fake Out vs. 252 HP / 0 Def Deoxys-Speed: 42-51 (13.8 - 16.7%) -- possible 6HKO
252 Atk Technician Smeargle Fake Out vs. 248 HP / 164 Def Deoxys-Speed: 36-43 (11.8 - 14.1%) -- possible 8HKO

252 Atk Technician Smeargle Fake Out vs. 0 HP / 0- Def Tyranitar: 20-24 (5.8 - 7%) -- possibly the worst move ever
252 Atk Technician Smeargle Fake Out vs. 0 HP / 0 Def Tyranitar: 18-21 (5.2 - 6.1%) -- possibly the worst move ever
252 Atk Technician Smeargle Fake Out vs. 248 HP / 0 Def Tyranitar: 18-21 (4.4 - 5.2%) -- possibly the worst move ever



Aerodactyl @ Focus Sash  
Ability: Pressure  
EVs: 252 Atk / 4 Def / 252 Spe  
Jolly Nature  
- Stealth Rock  
- Taunt  
- Stone Edge / Rock Tomb
- Earthquake / Fire Blast / Double-Edge / Tailwind

To be honest I don't think Aero is worth using. The only reason I included it is that it fills basically one niche only, and that's because it has a good MU against Ho-oh lead, and that's a nice thing to have for sun HO and Wobbray. Otherwise, for the cost of using Aero, the reward is pretty small - the most you're getting out of it is a single layer of Stealth Rock, as well as being able to Taunt Tentacruel (still losing to Icy Wind + Hydro Pump) as well as outspeeding non-Scarfed lead Darkrai.

The last slot is purely whatever. Earthquake gives you good coverage and lets you hit Tentacruel hard, although after Icy Wind you get owned anyway. Fire Blast let you hit Forry. Double-Edge is funny because if you're hit to Sash you can let Aero kill itself to to deny spin or give a free switch to something. Tailwind is an option before you die to give some wallbreaker like a SpecsOgre or something 2 turns of mayhem and then play normally.


Leads that could be feasible but didn't really work out

Skarmory - theoretically could go hard with like Stealth Rock, Spikes and Taunt with Deo-S not being accounted for, but to be honest, it loses to like everything else too so probably not worth using.

Omastar - can also theoretically use Stealth Rock and Spikes (and even Tspikes) in the lead slot, but I'm not totally convinced that a Deo-S lead would Taunt this thing because you're probably getting 2HKOed anyway. even though it probably should. As a result you might just look at the Deo-S just clicking hazards as you go to Gira-O. Even then, it's not having a good MU against most Ubers leads either - the only thing that you're probably decent against is Ho-oh, and CB variants still 2HKO you with Earthquake (accounting for Sash, otherwise it OHKOs).

Roserade - theoretically can work like Smeargle with Sleep Powder and Toxic Spikes, but again, I'm not convinced Deo-S is fully incentivised to Taunt this, they might just click Spikes and take a sleep or get 2HKOed. Otherwise, it's probably not bad, you get to sleep most attacking leads, threaten a huge hit on Kyogre, or just set up Tspikes and get to absorb them again later.

Breloom - theoretically can do some annoying lead Spore/Punch stuff but this is just way better in the back. This is not to mention Breloom is honestly pretty borderline viability anyway, you really need to build around it for it to work and chucking it at lead position where it can't do that much isn't worth it.


Future directions

Mind games - now that this lead strat is openly published, Deo-S leads might have more mindgames involved. To be honest, if I'm using standard Sash Deo-S I'd probably still be safe and Taunt your Deo-D, getting Taunted yourself is pretty catastrophic. Against Smeargle clicking hazards is probably okay, especially for Scarf Deo-S since the worst thing that happens is that Deo-S gets slept, which isn't that bad. We may see Deo-D getting more adventurous and Taunting opposing Deo-S because opponent is expecting a switch to Gira-O and clicking Spikes for example. I think Deo-S vs Deo-S interactions are still pretty safe - even if you're slower than the opposing Deo-S it'll take a big guess out of the many possibilities for them to call you out as a slow variant and not Taunt you. If they're Scarf they'd probably still want to Trick you - it's literally what it's designed to do.

Farceus - in theory this looks like a really good addition to this strategy. Unfortunately I think this is in reality going to be a bit worse than it looks. You can probably use this as your Trick absorber instead of Giratina-O, but to stop Sash Deo-S, your options are basically only limited to Ekiller and Ghostceus. I suppose something weird like Bugceus or Espeed Darkceus if you really want to do that but those sound absolutely silly. In terms of Ghostceus, you can do something weird like Judge/Espeed Ghostceus too much you'd rather just run this as lead if actually want to do this, not to mention it's a really bad use of Ghostceus.

So, if you want to use Farceus, your option is using SD Shadow Claw Espeed Ghostceus, which is kind of bad, although I suppose it's "usable" (or you can run Sforce and Claw and drop Brick Break/EQ/Fire Blast). Your other option is using Ekiller, which has to either run Adamant or Life Orb to guarantee the 2HKO on standard Sash Deo-S which is not that desirable either.

Mail mons - I think the only thing that can potentially work with this is Mail Ttar. Nothing else jumps out as being viable unfortunately. The idea is similar to my Scarftar Wobbray idea that you switch Ttar into either Taunt or Trick and instead do a T2 TTar vs Deo-S MU. I like the option to switch moves a bit more since Scarftar into like a back Forry and losing all your hazards is super sad - at least a Mail Tar can bluff and Fire Blast the Forry if they decide to try and spin. Something like this maybe:

Tyranitar @ Mail 
Ability: Sand Stream  
EVs: 168 HP / 96 Atk / 24 Def / 80 SpA / 112 SpD / 28 Spe  
Brave Nature  
- Payback  
- Fire Blast  / Stealth Rock
- Low Kick  
- Pursuit

EVs can be optimised - these are the EVs carbene made for me when I was using that shitty sand stall team vs robjr. Don't ask me what they do again lol, I've forgotten; Something to do with living Latios and Pursuiting it. You should probably optimise for maximum Pursuit damage on a fleeing Scarf Deo-S instead.

Sticky Hold - Similar idea to Mail Tar, but yeah I don't think I'm going to be able to make back Muk work tbh. It can absorb Tspikes I guess...

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