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Standard Advice on a Volcanion Deck Before Hartford Connecticut Regionals

DemonVamp

Aspiring Trainer
Member
I'd just like some advice on how I could better my deck before regionals
3 x Volcanion Ex
2 x Turtonator Gx
2 x Tapu Lele Gx
1 x Ho-oh Gx
1 x Salandit
1 x Salazzle Gx
1,1 Octillery
1,1 Space beacon Starmie
1 x Volcanion (Power Heater)
1 x escape rope
1 x professor's letter
1 x switch
1 x nest ball
2 x float stone
4 x brooklet hill
2 x rescue stretcher
3 x choice
3 x ultra ball
3 x field blower
2 x Kiawe
2 x Guzma
3 x N
4 x Professor Sycamore
13 x basic fire energy
 
This should probably be moved to the deck garage FYI! In any case, here's my suggestions:

I run a similar deck and prefer Nest Ball over Brooklet Hill. So many decks play Octillery so your Brooklet Hill is helping them get Remoraid on their bench. Nest Ball can still grab your Volcanion EX, Staryu, and Remoraid, but it can also grab Turtonator and Ho-Oh, which is a big advantage. Even then you don't need more than two so I'd cut all four Brooklet Hill and add a second Nest Ball, a fourth Ultra Ball, another Guzma, and a 14th Fire Energy.
 
This should probably be moved to the deck garage FYI! In any case, here's my suggestions:

I run a similar deck and prefer Nest Ball over Brooklet Hill. So many decks play Octillery so your Brooklet Hill is helping them get Remoraid on their bench. Nest Ball can still grab your Volcanion EX, Staryu, and Remoraid, but it can also grab Turtonator and Ho-Oh, which is a big advantage. Even then you don't need more than two so I'd cut all four Brooklet Hill and add a second Nest Ball, a fourth Ultra Ball, another Guzma, and a 14th Fire Energy.

Noted how do i change the post's location though???
 
Gosh....so many 1-1 lines. Very inconsistent. And 3 Volcanion is need. What if you run into Ninetales and you prized your lone Baby? Icaant give advice, as Im short on time, but I bet other people will say the same. 1-1 lines inconsistent.
 
Soooo, your just going to except your autoloss to ninetails, jolteon, and gardy

You play around Gardy with Turtonator, Salazzle for Jolteon EX, and yes this deck isn't going to be winning against Ninetales decks. The only way around this I see it leaning more heavily into Ho-Oh which is weak to Gardy.
 
You play around Gardy with Turtonator, Salazzle for Jolteon EX, and yes this deck isn't going to be winning against Ninetales decks. The only way around this I see it leaning more heavily into Ho-Oh which is weak to Gardy.
Turt is also great for Jolteon. You can force them to 2HKO themselves, or break the lock.
 
For starters this deck doesn't have an auto loss to Gardevoir. Bright Flame discards energy, making it harder for Gardevoir GX to get OHKOs on you. Salazzle builds also have access to Queen's Haze, which discards all of Gardevoir GX's energy and almost always forces them to fall behind or Twilight GX for turn. If you auto lose to Gardevoir, you're playing fire incorrectly or relying way too much on Ho-oh, put bluntly.

More importantly, about the list.

If you want your primary attacker to be Turtonator GX, you should play the Fighting Fury Belt build.

Even with choice band, you still need 2 steam ups to OHKO a Gardevoir GX (160 base + choice band = 190, 40 short, 2 steam ups required. 160 base + fighting fury belt = 170, 60 short, exactly 2 steam ups).

Not only does Fighting Fury Belt make it harder for a Gardevoir GX to KO you, but you still benefit from its +10 damage. Also, just about every list plays no more than 2 field blower. If you play 4 Fighting Fury Belt, which you should be, then you will definitely have 1 or 2 of them stick if you play them one at a time. Metagross GX usually plays 3 field blower to protect Geotech System, but you're not worried about that match up anyway.

On top of Houchin's suggestions, I would kill the 1/1 Octillery line, the escape rope, and the professor's letter for a 2/2 Salazzle GX line, +1 Turtonator and +1 Ho-Oh GX.

Furthermore, replace the 3 Choice Band with 3 Fighting Fury Belt, and -1 Field Blower for the 4th Fighting Fury Belt. You don't need that many field blowers since Golisopod/Garbodor is the most common Garbodor deck. You OHKO everything they have anyway.

Lastly, -1 Rescue Stretcher and -1 more Field Blower for 2 Max Elixir. You just have to play 2-4 Max Elixir in this kind of deck, preferably before you Kiawe or after you thin your deck. You also don't need 2 Rescue Stretcher because you aren't playing as many one ofs. Just 1 will suffice.

With how things are nowadays, Volcanion EX is really only ever a back up attacker against something like a Turtonator or Salazzle. You run 3 because you need 2 for steam up and that's it. 2 Ho-Oh GX helps your match up against anything water, more so Greninja than Ninetales.

I personally don't think more than 1 copy of baby Volcanion is necessary.

Also this is just a personal preference, but I prefer Switch over Float Stone in fire decks. I would just play 3 switch.
 
@Duo best advice. Thank you so much (poster is my younger brother). Getting a Salazzle in time might be tough. Also without Octillery what do you do about late game Ns?
 
@Duo best advice. Thank you so much (poster is my younger brother). Getting a Salazzle in time might be tough. Also without Octillery what do you do about late game Ns?

With things like Starmie, baby Volcanion, and Turtonator GX, your end game should be mostly you playing out of your discard pile for energy rather than out of your deck. With the exception of grabbing game winning Guzmas, by the time you're looking at 1 to 2 prizes remaining, you should have already played out everything you've needed and have whatever attackers you need on the board to close the game by virtue of planning ahead. Decks like Gardevoir GX need Octillery because they constantly need things in hand. They need all evolution stages, energy, rare candy, everything comes out of hand at every stage of the game. This is not true for fire.

Fire decks don't necessarily need that if you're establishing a reasonable amount of energy in your discard pile and playing out of your Pokemon's attacks and abilities rather than out of your deck. Turtonator GX is absolutely fantastic because it guarantees energy to play with in your discard pile through Bright Flame and therefore fuels its own GX attack, Starmie, and Volcanion. IMO, Turtonator GX is the most versatile card fire has and it should be the main attacker in every fire deck with Ho-Oh and Salazzle taking 2nd seat depending on match up.

All that being said, if you can find room for 1 Oranguru I would still do it. There's nothing wrong with a back up plan, but make sure it's not taking out of the deck's main strategy to fit him in.

Pokemon x16

Turtonator GX x3
Ho-Oh GX x2
Salazzle GX x2
Salandit x2
Tapu Koko x3
Tapu Lele GX x3
Oranguru x1

Supporter x13

Sycamore x4
N x4
Guzma x3
Kiawe x2

Item x17

Ultra Ball x4
Choice Band x4
Max Elixir x4
Switch x3
Nest Ball x1
Field Blower x1

Energy x14

Fire Energy x14

This is actually the list I'm experimenting with right now. The idea is to open a Tapu Koko on bench, Max elixir and attach, then play Switch to get it into the active, and Kiawe onto Turt/Ho-Oh to end the turn. Spread 20 damage across everything for a few turns, and do a little extra in case you think your opponent is running FFB.

I run Choice Band in this build because I'm not face tanking directly with my Turtonator GX or Ho-Oh GX. I'm face tanking with my Tapu Koko, and if you take that KO, I'm totally okay with that (7 prize game). The Oranguru in this build is not only a source of draw power, but it's my counter to Alolan Ninetales BUS thanks to Max Elixir and Nitro Tank GX.

This build abandons both Starmie and Volcanion because they become unnecessary. I don't need Starmie because I'm never discarding energy for Steam Up and I never need energy in hand to do it, and I don't play Volcanion because Turtonator GX is my only natural discard outlet for energy.

Salazzle GX is my back up plan for if Tapu Koko/Kiawe don't open as intended and I need the disruption from Queen's Haze or simply take more efficient 2 hit KOs. Flying Flip also allows me to get in there with Diabolical Claws as early as 3 prizes taken.

I don't have enough experience in the competitive environment with this build for me to say that it's great, but if I were to say anything, this build has been much more consistent for me than setting up 2 Volcanion EXs and a Starmie and needing 2 energy in hand every time I want a KO. Instead of setting up my board, I set up damage on my opponent's side of the field. My energy discards can then go to scorched earth or simply attached to turtonator for back to back to back Bright Flames.

It has been great in solo testing, but I'm not sure about its practicality. If nothing else, take it as another way to think about the deck.

I personally think Tapu Koko is mandatory in Ho-Oh decks. You have 3 free retreaters and 3 switch and 3 Guzma, and Field Blower can do nothing to stop you - Phoenix Burn is always live.
 
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I'm sorry you actually except the autoloss to gardy, ninetails, jolteon and greninja. I play a ho oh kiawe deck and have teched against all of the autolosses. U should do the same
 
I'm sorry you actually except the autoloss to gardy, ninetails, jolteon and greninja. I play a ho oh kiawe deck and have teched against all of the autolosses. U should do the same

More techs equals less consistency. With some tweaks this deck has the tools necessary to play around most of what you've listed, aside from Ninetales.

Just reiterating that you disagree isn't very constructive either. Duo has provided some great advice and made longer well reasoned arguments (one of which points out your mistake about Jolteon).
 
Not really I added the giratina auto loss which might be the worse on yet. And about jolteon if u think a 1-1 salazzle tech is going to win u that match up fine but it's pretty obvious if u prize any piece u auto lose and if the opponent knows this he will target sandle as soon as he can. How about talking about techs like Pokemon ranger which is a 1 of that can single handedly beat jolteon or a giratina which single handedly beats greninja
 
Not really I added the giratina auto loss which might be the worse on yet. And about jolteon if u think a 1-1 salazzle tech is going to win u that match up fine but it's pretty obvious if u prize any piece u auto lose and if the opponent knows this he will target sandle as soon as he can. How about talking about techs like Pokemon ranger which is a 1 of that can single handedly beat jolteon or a giratina which single handedly beats greninja

As pointed out before its not just salazzle that deals with Jolteon, Shell Trap does too. With the changes another poster has suggested we are increasing the salazzle count as well as increasing the ho Oh count which helps against greninja
 
She'll trap against jolteon is just stupid because every deck runs at least 3 guzma. Increasing the salazzle count sounds a lot better
 
She'll trap against jolteon is just stupid because every deck runs at least 3 guzma. Increasing the salazzle count sounds a lot better
If your forcing your opponent to Guzma then go back to jolteon there not taking prizes with the attack anyway and you can just retreat and force them again into shell trap damage.
Also by your logic you could always just Guzma around there jolteon
 
No because a good player will just have a single jolteon on field and sweep your whole deck while still being able to guzma. If u don't drop another Pokemon turtonator will be 2 shot by the lone jolteon
 
No because a good player will just have a single jolteon on field and sweep your whole deck while still being able to guzma. If u don't drop another Pokemon turtonator will be 2 shot by the lone jolteon

Which is why we upped the Salazzle line to 2-2...
 
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