(1) 'Freeze Bolt' and 'Cold Flare' Scans, Translations Coming Soon! [7/11]

I'd say Ether/EXP. Share would be the easiest Energy acceleration. You wouldn't need to get out Eelektriks and use your level balls on them. Focus your Level balls and ultra balls on setting up Raticates, grab a Lunatone and start trying to get Ether from turn one. Warp Point gets a Lunatone or minun out of the active without wasting energy, and it gets a new Defending pokemon active. Skyla could help a lot in finding Ethers, Warp Points, or Raticates (Through level ball) when you need them.
 
What about Raticate/Amoonguss/Ninetales/Devolution Spray? Catcher their EXes, poison them, and then hit them with Raticate's attack. The poison finishes them off with it's extra damage.
 
It would save a lot of space to simply use Catcher over Ninetales. Also, those Eels are going to be huge targets. You need a thicker line, and maybe Rescue Scarf?
 
alexmf2 said:
It would save a lot of space to simply use Catcher over Ninetales. Also, those Eels are going to be huge targets. You need a thicker line, and maybe Rescue Scarf?

Huge targets? They KO 1 eel, raticates survives one turn longer. Remember the eels only provide recovery after raticates KO. I don't see how ninetales could help, actually, is it for bright look? One more evolutionary line in the deck just for extra catchers is simply not worth running, IMO. Lunatone/ether is good for early energy accelaration, but it's not as reliable as dynamotor, at all, especially for recovery. Strategy is to drop 2 rattata + 2foongus turn 1 with a DCE. Turn 2: OHKO with a raticate and amoongus (and also with a devo spray, preferably) Tynamos can be played later in the game, as well as minun in the 'minun-version' of the deck, where you have rattata + bronzor t1 + DCE, raticate and bronzor t2. Tynamos (minun too) can wait.

The obvious problems, considering this idea, are: consistancy (at least 2 stage 1 lines without a dragon call ability seen in garchomp altaria) and DCE.
yeah, DCE.. you have to hit at last by turn 2, or else you're screwed (or you're lucky enough to get the right flips with rattata's attack, which is sometimes vital)

Not to mention landorus EX, which is killer.

Beside all of this (ehm..) i think we're coming up with an at least playable deck, and seems fun too.
 
I really dont see it working. Outside of raticates fraility, you have to worry about foongus as well. Catcher and doing 40 damage isn't hard. Do you plan on always having 2 foongus in play?
 
Sableye + Dark Patch + Energy Switch > Eelektrik ?

Sableye for Sprays + Other things
Dark Patch (obvious reasons)
Energy Switch (obvious reasons)

I just feel with Tynamo+Eels with Rattata, Raticate, Foongus, Amoongus there is to much to get with Level Ball
Using Sableye takes the options down and i think the speed up

would drop the RR and Lunatone. also could run a Darkrai or 2 in here.

I also enjoy thinking about the Dusknoir+Raticate+Kyurem (it just makes me happy is all :))
 
i think minun is better then kyurem in dusknoir/raticate, because you just have to drop it, attach energy and attack

Sableye + Dark Patch + Energy Switch > Eelektrik ? not really sure it would be like this, especially not in raticate, for each time you use sableye, you lose a shot at an OHKO...
 
Spidy said:
I really don't see it working. Outside of raticates fraility, you have to worry about foongus as well. Catcher and doing 40 damage isn't hard. Do you plan on always having 2 foongus in play?

Yes, i plan to have at least 2 foongus in play. I guess opponent's favorite targets are raticates thus I pretty much believe foongus/amoongus will be ignored by attacks.

Sableye+dark patch+energy switch it's even harder to pull than eels IMO

And what is it with dusknoir/raticate? :S That is one hell of a complicated setup..
 
dusknoir raticate wont be too hard, just a little slower, but it may be able to take some KOs faster considering mewtwo EX have 10 HP less then other higly played EX's (put 170 on an EX then move damage to Mewtwo/multiple basics for multiple prizes a turn)
 
I guess with Dusknoir you don't need to use Catcher as often. Just to get out the highest HP pokemon they have, and chances are, that's the pokemon they want to attack with.
 
No, but you can actually take prizes before your last turn. Gives you access to your prizes, takes out threats/helpful pokemon (Eelektrik). Perhaps that slows them down enough to win? I don't know, but I personally prefer Minun. I just think Dusknoir kinda works too.
 
Is Virbank City Gym translation correct? I mean, on Bulbapedia and Serebii it's translated as "Put 2 dmg counters instead of 1" and this really matters in poison decks.
 
I can't read enough Japanese to read it, but it *looks* like there's only a 2 there. I don't see a 1 or anything that means 1 in Japanese, so it would make sense for it to be 2 more. However, it could just be different wording. I also think there were some Pokemon that had a poison effect that added 2 between turns already since BW... so it wouldn't do anything to them if it was just "2 instead of 1."
 
CruelBear said:
I can't read enough Japanese to read it, but it *looks* like there's only a 2 there. I don't see a 1 or anything that means 1 in Japanese, so it would make sense for it to be 2 more. However, it could just be different wording. I also think there were some Pokemon that had a poison effect that added 2 between turns already since BW... so it wouldn't do anything to them if it was just "2 instead of 1."

For the latter, I don't believe there are. Full Flame and the newer Volcarona increased burn damage, but I'm pretty sure nothing in this format increases Poison before this. Also Full Flame and Volcarona have the same effect so having them both in play is redundant, so even if there were other poison increasing cards it wouldn't mean a thing.
 
Found it, Scolipede from Emerging Powers. I didn't mean something that increases poison damage, but something that already has increased poison damage.
 
Oh. Well, then that has even less to do with Virbank's effect. How does an attack that deals 10+60 if the defending Pokemon is poisoned provide any clues as to a stadium making Poison deal 20 or 30 between turns?

Also, though 30 would be far more beneficial to poison decks, I have a feeling that its 20 because Volcarona and Full Flame doubled burn's damage, and it makes more sense for them to do that with Poison than to randomly triple it.
 
What are you talking about? Scolipede's attack effect is "The Defending Pokémon is now Poisoned. Put 2 damage counters instead of 1 on that Pokémon between turns."

Also, they've been doing different levels of that effect for a while now. Crobat Prime was 4, and I think there was something with 3, as well as several with 2 (like Scolipede)... Burn is almost always the standard 2. This is why I can see them easily adding 2 more damage counters.
 
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