Special-Based Hyper Offense FTW!

Hello. I've been really terrible at this game competitively and I've been trying new strategies to figure out which one suits my personal play style. I'm really coming around to the idea of Hyper Offense, and so far it's been helping me win a little bit more. Not only that, but it's been teaching me some stuff about synergy and everything, so that's great too.

My Hyper Offense team is special-based. I figured this was the way to go since there are very few ways to reduce Special Attack power, and there are two moves that can hit through physical defense in Gen 5 (PsyShock and Secret Sword) and DESTROY BLISSEY! :)

Here's my team:

Lead: Deoxys-S (Izelda)
Nature: Timid
Ability: Pressure
Item: Light Clay
EVs: 252 HP, 252 Spd, 4 Def
- Light Screen
- Reflect
- Psyshock
- Taunt

Dual Screens has always been my favorite strategy, and is even more important on Hyper Offense teams (Pokemon on these kinds of teams generally don't have much Defense or Special Defense). PsyShock prevents it from being complete setup bait.

Raikou (Lanore)
Nature: Timid
Ability: Volt Absorb
Item: Life Orb
EVs: 252 Sp Atk., 252 Spd, 4 Def
- Calm Mind
- Thunder
- Shadow Ball
- Extrasensory

I wanted an Electric-type Pokemon with strong attack power, high speed and decent defenses. Raikou fit the bill, and it's definitely destructive; it stops Scizor, Gyarados and Jellicent cold, catches Breloom by surprise, has only one weakness and a useful immunity (it can absorb Thunder Wave). I can't use Aura Sphere with his better ability, so I had to use Extrasensory; he doesn't have much else useful for coverage. Thunder is preferred since it's stronger and has a much better paralysis chance (even with the 70% accuracy), and becomes amazing against rain teams not expecting it.

Volcarona (Tyrone)
Nature: Modest
Ability: Flame Body
Item: Life Orb
EVs: 252 Sp. Atk, 252 Spd, 4 Def
- Bug Buzz
- Quiver Dance
- Fiery Dance
- Hidden Power (Rock)

You didn't think I'd forget about one of the best Bug types of this generation, did you? This thing screams destruction; after one Quiver Dance, you can say goodbye to most (if not all) of your team. It doesn't outspeed much, so Modest is better for the extra attack power. Hidden Power Rock keeps it from being walled by Gyarados and Dragonite (its main counters), and is useful against Heatran who like to carry Balloons and other Volcarona. Fiery Dance is preferred because of its better accuracy and 50 percent chance to increase its Sp. Atk (more chance for destruction).

Landorus (Farrad)
Nature: Timid
Ability: Sheer Force
Item: Life Orb
EVs: 64 HP, 192 Sp. Atk, 252 Spd
- Calm Mind
- Earth Power
- Psychic
- Focus Blast

I used this first on a Sandstorm team as a special attacker; it's a real beast. Most people don't expect Special Landorus, so that's a plus. Its attacks have a 60 percent boost with Sheer Force and Life Orb (and no recoil); that's nothing to play around with. It has plenty of attack power without a boost; with one Calm Mind, it's nigh unstoppable. It also has useful immunities due to its typing. Ice Type moves stop it cold…then again, that doesn't prevent fully evolved Dragons from being used, so why should that affect Landorus? These are the best moves to use with this ability; Sludge Wave reduces coverage and Grass Knot would cause recoil (which is the whole point of using Sheer Force with Life Orb).

Keldeo (Janice)
Nature: Timid
Ability: Justified
Item: Life Orb
EVs: 252 Sp. Atk, 252 Spd., 4 Def
- Calm Mind
- Secret Sword
- Scald
- Hidden Power (Ice)

Just like everyone else, this thing is death. After a Calm Mind, you'd be hard pressed to stop it. Destroys Blissey and Ferrothorn, severely dents Scizor and the extra burn chance from Scald means that some physical sweepers should watch out. It's completely walled by Jellicent though; HP Electric has the disadvantage of my team not having much of a way against Dragons (more specifically, Dragonite).

Alakazam (Jamari)
Nature: Timid
Ability: Magic Guard
Item: Life Orb
EVs: 84 HP, 108 Def, 84 Sp. Atk, 232 Spd.
- Calm Mind
- Focus Blast
- Psyshock
- Shadow Ball

Alakazam has always been my favorite and it remains a favorite in this team. I use custom EVs mainly because it gives him a bit more longevity; it's nice to know that I have somewhat of a chance of not being fainted by a Drain Punch, Mach Punch or a Bullet Punch. The Speed EVs are there to just outspeed Base 115s and Scarfed 60s; there's not much faster than him, and what is faster than him will usually kill him anyway (Weavile, I'm looking at you). Magic Guard ensures that gimmick strategies relying on Entry Hazards (Copycat Prankster Riolu) won't work and also removes the recoil from Life Orb. By the way, he is still a monster attacker.

As far as synergy goes:
Keldeo -> Raikou, Landorus, Volcarona, Alakazam (Psychic Types/Attacks)
Raikou -> Landorus
Landorus -> Keldeo
Alakazam -> Keldeo, Volcarona
Volcarona -> Keldeo, Raikou

So, what do you guys think?
 
Personally, I think Deo has no real need for Psyshock. Stealth Rock is much more effective. Taunt is probably the least of Deo's worries, thanks to him being the fastest Taunter on the game (bar the occasional Taunt Whimsicott or Tornadus). If you're that worried about Taunt, use Magic Coat over your own Taunt, so as to bounce back opposing Taunts, as well as stuff like random Sleep Powders, and even Entry Hazards.
At least one physical attacker would also be good on this team. You have two fully safe switch-ins to Blissey (no thanks to Thunder Wave), and neither of them can really touch Blissey without loosing a lot of health to repeated Seismic Tosses. Although I am aware this is a specially based hyper offense team, I would recommend having some physical Landorus set in place of your current one. At a glance, I'm not sure which one would best suit your team, but try them out, because it'll really help you with the occasional T-Wave Blissey.

Hope I helped!
 
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