Well Nog made me use this shit. I really hate Mega Alakazam but whatever. Apparently according to him, it rips through other Hyper Offense so I figured lets build a Alakazam Hyper Offense and win in six turns. Next, what's Hyper Offense without DeoSharp? Added that so I wanted to use Thundurus with Bisharp as they are a good offensive combo. Tadah, Excadrill was born, as we needed a spinner to support Thundurus while also being able to outspeed Talonflame and revenge kill other things. I finished off with another wallbreaker in Knock Off Landorus as it basically fucks every stall known to mankind. gg.
@ Alakazite
Ability: Magic Guard
EVs: 252 SAtk / 252 Spd / 4 SDef
- Psyshock
- Shadow Ball
- Focus Blast
- Taunt
Psyshock is main STAB hitting Mega Venusaur, and other things for super hard damage. It is reliable to break through fragile things as well. Shadow Ball is coverage moves for things like Aegislash so I can at least hit it. Also used for other ghost types (what other ghost types other than smogon sword <_>-- OH and Lati@s). Focus Blast allows me to hit Steel types and Tyranitar instead of being forced to switch and possibly get rekt'd by Pursuit. Taunt helps me as it stops the other Pokemon from either recovering, defogging, or setting up any hazard while Mega Alakazam is out.
@ Mental Herb
Ability: Pressure
EVs: 252 Spd / 28 Atk / 228 HP
Jolly Nature
- Stealth Rock
- Superpower
- Spikes
- Taunt
Standard Deoxys-D set. 28 Attack EVs + Superpower guarantees an OHKO on Bisharp to prevent me from being set up fodder. Taunt is for other Deoxys-D / S that Taunt me, and Stealth Rock and Spikes is for hazard stacking as they give me KOs with moves after hazards. Also baits Defog which is good for Bisharp (Point of DeoSharp, duh!)
@ Black Glasses
Ability: Defiant
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Pursuit
- Sucker Punch
- Knock Off
- Iron Head
Standard Bisharp set. Pursuit over Swords Dance to trap Aegislash and Lati@s. Also other weakened things that tend to switch out on Bisharp. Black Glasses is because I still get the same 2HKOs with +2 Iron Head and the big dommage with Knock Off. So no more per turn damage. I used Jolly because Mega TTar won't outspeed and I can hit it with Iron Head before it either DD or OHKO me with Earthquake.
@ Life Orb
Ability: Prankster
EVs: 252 SAtk / 252 Spd / 4 Atk
Hasty Nature
- Thunderbolt
- Superpower
- Thunder Wave
- Hidden Power [Ice]
Thunderbolt is main STAB breaking through anything that is weak to it. Superpower allows me to OHKO TTar, Excadrill, and Bisharp. Hidden Power Ice is the coverage getting Gliscor, Landorus-T / I / Garchomp etc. to not wall Thundurus. Thunder Wave helps me against faster things when Alakazam hasn't evolved yet such as Greninja.
@ Choice Scarf
Ability: Mold Breaker
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
Using Scarf Excadrill seemed skeptical at first but whatever. Earthquake main STAB and is strong as all fucks, and Iron Head hits fairies and levitating rock types (huh?) and Rock Slide hits flying types that doesn't resist Iron Head or isn't x4 to Rock(namely Talonflame / Char Y / Pinsir) Rapid Spin is when Excadrill is near death and a fast Rapid Spin is helpful. Locking myself into Rapid Spin isnt run though. Not at all.
@ Life Orb
Ability: Sheer Force
EVs: 252 Spd / 252 SAtk / 4 Atk
Naive Nature
- Knock Off
- Earth Power
- Focus Blast
- Psychic
Standard wall breaking set. Knock Off fucks Stall by making them losing their item. Earth Power is main STAB and Focus Blast breaks through Skarmory. Psychic hits things such as Gengar and Mega Venusaur. Did I mention that it breaks Balloons which lets Landorus Earth Power the next turn?
Anyways there you have it. Nog, like Dice said, if I don't win it's rigged. :]