i don't think you know what deoxys-D hyper offense is. it's 5 attackers plus a suicide lead deoxys (emphasis on suicide lead - always a lead) that intends to a) set up hazards fast and b) lure/KO spinners with HP fire and psycho boost. the set in question is even on deoxys-D's smogon analysis. it should look something like
deoxys-D @ fire gem
252 satk / 252 speed timid
hp fire
psycho boost
sr
spikes
you don't "send out" deoxys d to intercept opposing switches like you would on a balanced or stall team. you ALWAYS lead with it, start throwing down hazards and force your opponent to go into a fast taunter/spinner or attacker to pressure them into breaking deoxys-D or disrupting its hazards. you blow up the spinner/attacker with psycho boost to the best of your ability (forry dies to hp fire, starmie dies to thunderbolt, everybody else dies to psycho boost) and sack deoxys-D into your sweeper and now that you've stacked hazards you begin the beatdown. if the opponent's spinner stays in and faces the attack there is no way they can take another hit and they won't have time to spin away your hazards; if they run away your hazards stick and now every mon is coming in with a quarter of its health gone waiting to be 2hko'd by the other 5 guys on the team.
in other words, deoxys-D is not being played as a wall as it would be on bulky offense teams, not on HO. you don't waste time with sissy shit like recover and taunt on this set. it's about giving up a single mon on your team right off the bat to ensure that the rest of your team can take down the opponent more easily and hopefully overwhelm them with raw offensive pressure.