What it does
Destiny Bond is a Ghost-type status move. After use, if the user takes a lethal hit from an attack before their next action, the Pokémon that dealt the KO faints immediately afterward. Two conditions must be met: the user must faint, and it must be from a direct attack hit — end-of-turn damage (poison, burn, weather) does not trigger the effect. The bond is also one-time: it only works once per use and deactivates if the user gets to act again.
The move's competitive value operates on two levels. The primary level is the threat itself: once an opponent knows you have Destiny Bond, clicking the attack that would KO you becomes a trade — their Pokémon dies too. Many players will deviate from their intended turn plan entirely to avoid triggering it, switching out, using a non-lethal move, or attacking a different target. That behavioral change is real value even if the effect never fires.
In doubles, the complexity increases. Two opposing Pokémon can target you simultaneously. The effect only pulls the Pokémon that directly delivers the KO — not both. If two Pokémon hit you and a combination of those hits is what kills you, only one triggers it. This matters for planning: identify which of the two opponents is most likely to land the fatal blow and target the bond toward that read.
Destiny Bond cannot be called by Metronome or similar random-move selectors. Follow Me does not apply because the move targets the user, not an opponent.
Who runs it
Gengar at 30% is the most committed carrier. High Speed means it can click Destiny Bond first even at low HP, before a faster opponent can land the KO. Gengar's Speed is precisely why it works — you need to outspeed the threat to guarantee the bond is active before they act.
Cofagrigus at 24% takes the approach from the other direction: slower but bulkier, it can sometimes survive a sub-lethal hit at low HP, use Destiny Bond, and force the opponent into an uncomfortable position the next turn.
Sharpedo at 20% uses Speed Boost to accumulate Speed over multiple turns, making it increasingly dangerous to KO even at low HP. Froslass at 9% uses its respectable Speed similarly. Mimikyu at 9% uses Disguise to absorb one hit for free — after the Disguise breaks, Mimikyu takes 1/8 max HP chip damage, ending around 87.5% HP. Destiny Bond is not yet a reliable trade from that HP total; Mimikyu needs to take additional damage to reach low HP first.
How to use it
Speed is the prerequisite: You need to outspeed the Pokémon that is going to KO you. Check the Speed matchup before clicking — if you are slower, Destiny Bond activates after you are already dead, which means it never triggers in time. High-Speed users or Speed-boosted users have the highest conversion rate.
Read who is making the KO attempt: At low HP, identify which opposing Pokémon is going to take the lethal shot. Target Destiny Bond toward that intention. If the opponent switches out to dodge the bond, the threat worked — their plan changed because of you.
Double battle targeting: In doubles with two attackers live, choose the Pokémon whose potential KO on you would hurt most to bring down. If both are threatening, prioritize the higher-value target — pulling a core attacker down with you is worth more than pulling a support.
Tips & strategy
End-of-turn damage does not count: Poison, burn, weather damage killing the user does not trigger Destiny Bond. Only direct attack hits do. Do not use this as insurance against chip — it is insurance specifically against being one-shot by an attack.
The second-use problem: If the user gets to take an action after using Destiny Bond, the bond is deactivated. This means using it turn 1 at full HP is a waste — by the time the opponent tries to KO you, the bond may have expired. Use it when the kill is imminent: a turn or two before you expect to die, not turns in advance.
Magic Guard interaction: Magic Guard prevents damage from indirect sources. Destiny Bond's co-fainting effect is a direct mechanic — Magic Guard does not block it. The target will faint regardless of their ability.