Hey Monotype, what's up! It's GoldenTorkoal with my first RMT about a team i've been using lately and having some success. Although Psychic's most successful playstyle seems to be Balanced, Hyper Offensive Psychic is a fun archetype to use and i've been able to get to mid-1500s in ladder without much difficulty, and i think the team could go even higher considering how it has performed all the times i've used it. Let´s have a look to this 'Telekinesis'.
Alakazam-Mega @ Alakazamite
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Mega Alakazam is pretty self explanatory. Its enormous Special Attack and Speed makes it a big threat for most teams, as it's one of the fastest Pokemon in the tier, being only outsped by some scarfers, and its SpA stat is 175 the highest in the meta. This speed helps Psychic a lot against Ghost and Dark teams, since the only way for those teams to be faster than Mega Zam are scarfers like Hydreigon or Gengar. Using Psychic, Ghost and Fighting moves provides Mega Zam an excellent coverage. Psychic is Psychic only STAB with 90 power which hits really hard most of the meta, except Psychic, Steel and Dark. Psychic is the move you're usually going to click most of the times, unless you're facing the 3 types i've just mentioned. Shadow Ball is the first coverage move chosen since Ghost is one of the weaknesses Psychic has, and is the move to click against ghost mons Jellicent, Gourgeist or Mega Sableye. The third move gives Mega Zam an excellent coverage, as Focus Blast hits effectively the only type that resist both Psychic and Ghost moves: Dark. Everybody knows how unreliable Focus Blast is (70 % accuracy), but it is the only way Psychic has to hit dark types not named Mega Sableye in the Special side. The last move is up to personal preference. I found Calm Mind useful when Mega Zam was in front of a pokemon that hits with special moves, which provided an opportunity to boost both Special Attack and Special Defense before the opponent hits it, take the hit and destroy the opposing team. Other moves that can be used in this last slot are Encore, Substitute or HP Fire (to have another way to deal with Scizor aside from Victini). Magic Guard is the chosen ability before mega evolving to be inmune to indirect damage (status or hazards), and Trace helps a lot against Sand and Swift Swim teams.
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
Victini is a must for every Psychic team, Hyper Offensive or Balance, since it's a nice check for Bug teams with its Fire STABs and Choice Scarf. Victini is the only physical mon of the team, so its role is key for the team to perform satisfactorily in most matchups. V-create is the move to click 80 % of the times, since it's a STAB with 180 power, that never misses thanks to Victory Star. The problem of this move is that every time it's used it lower both defenses and speed, which isn't really a big deal because Victini is used as a revenge killer. Appart from making matchup against Bug less difficult, Victini also helps with one of the biggest threats for Psychic teams: Steel teams. Victini can hit effectively the common members of a steel team, except Heatran, so the team avoids to rely on hitting Focus Blast and gives it a way to hit effectively Steel pokemon that are neutral to Fighting (Skarmory, Celesteela). Blue Flare is the second move chosen because it's an alternative to V-create so the team doesn't lose momentum. This move also helps when Victini is the last mon alive against a Bug team, and you need it to sweep 2 or 3 mons, which won't be possible with V-create's secondary effects. Bolt Strike is a coverage move to hit mainly water types like Pelipper, Mantine, Slowbro or Toxapex, and Flying teams. U-turn is chosen to keep momentum when the opponent is switching to its fire resistance. Victini also eases battles against Grass teams, although it's not a common or top type in the meta.
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
After choosing the core i wanted to build around (Mega Alakazam+Victini), i feel like the team needed a dedicated suicide lead to set hazards and avoid opposing hazards. Deoxys-Speed was the chosen mon to cover this role as it can learn Stealth Rock and Spikes, which gives the team hazard stack and helps the other members to get OHKOs and 2OHKOs. Another move that makes Deoxys-Speed an even better suicide lead is Taunt, which combined with its 180 Spe stat, avoids hazards from opposing teams. The last move is Knock Off which has the utility of removing opposing items like choice scarf in Hydreigon or Assault Vest in Muk, and those are never bad news.
Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
Mew is a very versatile pokemon due to its stats, and although it's mostly used as hazard controller, that's not the best Mew set for an Hyper Offensive team. With the addition of Z moves this gen, having one of them in a team is a great opportunity since it helps you OHKOing mons you wouldn't normally OHKO. That's why i decided to go Z Mew. Genesis Supernova (Psychic+Mewnium Z) with its 185 power gives Mew the most powerful move of the team, and it also sets up Psychic Terrain. That secondary effect of the Z move boosts Pyschic moves by 50 %, which has a devastating effect in most of the opposing teams. With Rock Polish, Mew is able to be faster that most of the mons of the meta and the most used scarfers, and Nasty Plot boosts Mew's SpA to hit even harder. It also has a good bulk that eases the set up process. +2 SpA Mew under Psychic Terrain is almost unstoppable, being Mega Sableye the only one that walls it. Focus Blast is the coverage move chosen to hit the 2 types that resist Psychic STAB: Dark and Steel. Another amazing effect of terrain is that prevents the team being hit by priority moves, which is one of the ways of dealing with Hyper Offensive teams. The boosts and the terrain helps mew to break opposing teams' defensive cores or cleaning in late game.
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
After the other 4 pokemon mentioned above, the team needed a check for Ghost moves, and Meloetta is the best answer for that. I chose Choice Specs because that item combined with Meloetta's good SpA helps the team breaking balanced teams. Psyshock is the STAB move chosen to hit more oriented special walls like Chansey, although it has less power than Psychic. Focus Blast is a coverage move to hit Steel and Dark (and even Rock, although it's not a top type or a threat), which are 2 biggest threats for Pyschic teams as i've said above. Shadow Ball is the other coverage move, to hit opposing Ghost mons effectively. Trick was chosen for the last slot to cripple defensive pokemon that can switch in to take hits from Meloetta. Meloetta also has 128 SpD stat which makes it able to take some special hits.
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
Gardevoir was selected as the last member of the team, since the team lacked an effective way to deal with threats like scarfed Hydreigon and Mega Sableye. Fairy STAB in Moonblast provides a good way to hit dark types effectively, and avoid relying in Focus Blast every time you play against Dark. Gardevoir's decent SpD makes it capable of taking some hits by the special side. Psyshock is the other STAB, which Gardevoir uses to deal with specially defensive oriented pokemon. Focus Blast is also in Gardy's moveset for Steel types (and Rock). Last slot is for Healing Wish, to give another member of the team another opportunity to sweep.
This team has not only give me a good win rate but also a lot of moments of fun. Offense has always been my favourite playstyle, and this team is one of my favourites to use. I've put a lot of work on this team and i'm really happy with the results. Hope you enjoyed this RMT.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Calm Mind
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off
Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Focus Blast
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Trick
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Healing Wish
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Calm Mind
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Spikes
- Knock Off
Mew @ Mewnium Z
Ability: Synchronize
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Rock Polish
- Psychic
- Focus Blast
Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Focus Blast
- Shadow Ball
- Trick
Gardevoir @ Choice Scarf
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Healing Wish
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