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Standard A Ho-Oh GX/Zoroark Variant.

Chicken Nugget Master

I had the munchies when I came up with my username
Member
Here is a link to where I originally explain the thought process behind this deck:
3 Zorua
2 Zoroark GX
1 Zoroark
4 Ho-Oh GX
2 Turtonator GX
2 Tapu Lele GX

4 Ultra Ball
3 Float Stone
2 Fighting Fury Belt
2 Field Blower
1 Choice Band

4 Sycamore
4 Guzma
3 Kiawe
2 Cynthia
2 N
1 Ninja Boy

2 Scorched Earth

16 Fire Energy

This is untested and raw so I would be VERY grateful for your suggestions. It is essentially a Ho-Oh deck but with Zoroark splashed in for more consistency.
 
Hi, I personally don't really think the 3-1-2 Zoroark line is needed and instead I would just play a 2-2 and 1x Volc EX and a DW Necrozma for the switch effect.
 
Personally, I feel like Wobbuffet should be included with Hoho as it disrupts your opponent quite well which allows you time to setup if necessary. As already stated DawnWings is also something I'd include. Maybe even the Marshadow from Shining Legends but haven't used that to know if its disruption is worth it yet.
 
Hi, I personally don't really think the 3-1-2 Zoroark line is needed and instead I would just play a 2-2 and 1x Volc EX and a DW Necrozma for the switch effect.

That's what the deck is based off of though, tat would be completely changing the idea or strategy of his deck.
 
I was thinking of playing Wobbs and DWN, but even if we discount the Stand In Zoroark, a 3-2 line is much more consistent than a 2-2 line. Kind of like how people play a 4-3/1 Eeveelution line, as shown by Xander Pero's World Championships top 4 Espeon/Garbodor deck.
Hi, I personally don't really think the 3-1-2 Zoroark line is needed and instead I would just play a 2-2 and 1x Volc EX and a DW Necrozma for the switch effect.
Stand In Zoroark isn't just there for the switch. Perhaps I should have made it a little clearer, but it is there for it's attack as well. Note that it gives us a 1 Prize attacker, and a support Pokemon that won't get shut off by the likes of Glaceon GX.
Personally, I feel like Wobbuffet should be included with Hoho as it disrupts your opponent quite well which allows you time to setup if necessary. As already stated DawnWings is also something I'd include. Maybe even the Marshadow from Shining Legends but haven't used that to know if its disruption is worth it yet.
I would include Wobbuffet, but it shuts down our draw engine and returns this deck back to its slower, less consistent state. We don't need any time to set up as we can T1 Kiawe our Ho-Oh and start smashing up (and stalling against) Buzzwoles with it.
In terms of setup, Zoroark isn't a priority. Early game is not where this deck lacks, so we want to prepare ourselves for the late game whenever we have time. Unlike ZoroVoir variants, we don't focus on Zoroark and then start setting up Gardevoir, we keep our opponent busy with Ho-Oh while we set up our Zoroarks afterwards.
That's what the deck is based off of though, tat would be completely changing the idea or strategy of his deck.
Thanks @AFEX, I did say that this deck was based around giving Ho-Oh more consistency and that is the way I am going to keep it. If I wanted to play Ho-Oh like players such as Stephane Ivanoff have done, I would do so. Note that this is not a regular Ho-Oh deck. Yes, Ho-Oh is the centre of it, but it does not operate in the way most Ho-Oh decks do. I explain all this (or at least I think I do, I might have to double check) in the Competitive Play Forum which I have ever so kindly linked at the top of the thread, so you do not have to go searching for it.

I will be altering the decklist soon, as the version that is currently posted is of poor quality and I wish to improve on it, so you may want to check back tomorrow.
 
I'm really curious to see where you go with this. I play a standard Ho-Oh list that has been refined to make switching a minimal issue. Some of the strengths I see in it are the ability to OHKO anything (see the videos in my signature for the sweet sweet moment of OHKOing Gardevoir), the lack of dependence on abilities (I've tested Dawn Wings and concluded that it actually makes things less consistent), ease of playing with a parallel in place, as well as the other strengths you mentioned.

I'm curious how trading the lack of meaningful weakness and the lack of ability-dependence for consistency ends up working out. Keep us posted!
 
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