BlazeChomp deck lets go!
Pokemon:23
2-2 Blaziken FB
2-2 Garchomp C
4 Weavile G
4 Crobat G
3 Honchkrow G
2 Uxie
1 Bronzong G
1 Ambipom G
T/S/S:29
4 Poke Turn
4 Energy Gain
4 Power Spray
4 Cyrus's Conspiracy
3 SP-Radar
2 Bebe's Search
2 Champion's Room
2 Pokemon Collector
1 Palmer's Contribution
1 Aaron's Collection
1 Luxury Ball
1 Pokemon Communication
Energy:8
4 {C}{C} Energy
4 {R} Energy
I’m sure you are wondering why there are no Azelf or Call Energy. Well, the Call Energy is replaced by Weavile G, and the reason is simply because the main idea is to start with him, use its attack “Call for Family”, and get 3 SP Pokemon on turn 1, that way you can easily Power Spray any Uxie trying to “Set Up” on your opponent’s side, and that’s also the reason why there are 4 Spray in the deck, something you cannot do using Call Energy. I realized the Azelf it’s not really necessary, since I use a 2-2 line of the two main attackers.
This deck works much like the Luxchomp, with the difference that it trades some disruptive power for attack power, as Blaziken FB needs two turns to bring something up and then kill it, using “luring Flame” and then “Jet Shoot” or “Vapor Kick”, opposing the 1 turn kill Luxray can get combining “Bright Look” and “Flash Impact”. However, Blaziken can deal an equally speedy but higher damage with “Jet Shoot”, which deals 80/120 damage, opposing Luxray’s 60 damage “Flash Impact”.
I also prefer Blaziken over Luxray as a main attacker, mainly because the latter one has no chance at all against the increasing Donphan decks (well played, of course) in the meta game, since Luxray and Garchomp can hardly damage the elephant at all.
Garchomp has the same function here than in Luxchomp, sniping with DCE + Gain and healing your SP. The reason I choose a 2-2 line is to get an easier and more consistent healing with a double Garchomp Lv.X and Poke Turns, since not many things it the metagame can actually OHKO the level upped attackers without weakness advantage, and also to be safe in case one of them is prized, since as I already said, I don’t run Azelf.
And also, he saved me in quite a lot of tight situations, earning himself a rightfully place in the deck.
I think everyone knows what Ambipom G is for, and those who doesn’t, I will tell them he’s a Garchomp C counter that can OHKO the dragon once he has “Dragon Rushed”; as for Honchkrow G, its function is to get the Champion’s Room stadium, and a team Galactic Trainer.
Finally, the only card I think can grab someone’s attention is Champion’s Room, whose objective is mainly to give Blaziken a free retreat to let either Garchomp or Luxray do what they do best, sniping or disruption prizes, in addition to giving Ambipom and Honchkrow free retreat too.
The main strategy in this deck is a little different from Luxchomp, since here you focus on dealing high damage to the active, or luring something with a high retreat cost to snipe something on the bench before the opponent can switch or retreat, according to the circumstances.
Also, I have found myself playing Blaziken as a main attacker almost all the time, and using Garchomp for cheap prices, disruption or healing mostly. The drawback of “Jet Shoot” is not even that important, since if you use it correctly, you can knock out your opponents important Pokemon, and in most cases he won’t be able to knock you back due to Blaziken’s high speed, which will probably catch him in the middle of setting up an attacker.
This can even include Luxchomp, who needs at least 1 turn to level up, since almost all SP Pokemon have 80 HP. However, this match up is more dependent on each player’s ability and luck, rather than a real difference in the two deck’s prowess.
I will now discuss a few match ups:
Turbo Kingdra: 70/30 In Blazechomp’s favor.
If you manage to avoid the T1 donk, this match shouldn’t be all that hard. Play a Blaziken on the bench to drop Kingdra Prime’s attack power, and go all out with Garchomp, aiming mainly for the opponent’s draw and support, to stop his draw power, since Kingdra (as many other donk decks such as Donphan) has many horrible hands, that will delay him enough for you get the match.
DialgaChomp: 70/30 in Blazechomp’s favor.
This one is not as hard as it seems. Sure, the trainer lock really hurts, but Dialga is way too slow to stand in a fight with Blaziken. Its really easy to OHKO him, while they will need at least a few metals and a Crobat G to “Second Strike” or “Remove Lost” and knock out Blaziken. Just be careful when to “Jet Shoot”, when to “Lure Flame”, and when to snipe with Garchomp, and we all will be drinking to celebrate before you know it.
Luxchomp: 50/50
This match is really an interesting and enjoyable one to play or see, especially if both players are skilled. The two decks are fast, disrupting your set up and dealing a lot of damage at the same time. As I said before, this one comes down to luck and skill. Whoever gets his Lv.X first will take the lead, and most likely, the match.
Gyarados: 30/70 In Gyarados’ favor.
Oh well, the time has come to talk about this one. You will need every once of skill and luck you have to get through this one victorious. Even if you play at your best, you still may end up losing, so don’t worry, and enjoy the match.
The key here will be a good use of Garchomp’s healing abilities. Don’t even think about playing Blaziken in this one, as he will only be Gyarados’ meal. If possible, try to lock something with high retreat cost, as Regice, and snipe with Garchomp (you can even try Blaziken’s “Luring Flame” to lock Regice in the active position and cancel his power however that’s risky.)
Luxpluff: 60/40 in Blaziken’s favor.
Another tough match that will require all your skill. Don’t get fooled, even with type advantage, Jumpluff wont fall so easily. Try to avoid using “Jet Shoot” unnecessarily, or the revenge Jumpluff will eat you alive, snipe the draw first thing to slow Luxpluff down, as they are not fully SP, the loss of the draw power will really affect them. This match will most likely be an exchange of knock outs, but with Aaron’s Collection, you will have a faster recovery time than the opponent, giving you the edge you need to out speed him. Remember to keep your bench as short as possible, to avoid giving Jumpluff more fire power, believe me, he doesn’t need the help.
Well, that’s it, I hope you liked the article, and I’m listening to any advice, suggestions or the like that may help improve the deck.
PLEASE give me more ideas of this deck
Pokemon:23
2-2 Blaziken FB
2-2 Garchomp C
4 Weavile G
4 Crobat G
3 Honchkrow G
2 Uxie
1 Bronzong G
1 Ambipom G
T/S/S:29
4 Poke Turn
4 Energy Gain
4 Power Spray
4 Cyrus's Conspiracy
3 SP-Radar
2 Bebe's Search
2 Champion's Room
2 Pokemon Collector
1 Palmer's Contribution
1 Aaron's Collection
1 Luxury Ball
1 Pokemon Communication
Energy:8
4 {C}{C} Energy
4 {R} Energy
I’m sure you are wondering why there are no Azelf or Call Energy. Well, the Call Energy is replaced by Weavile G, and the reason is simply because the main idea is to start with him, use its attack “Call for Family”, and get 3 SP Pokemon on turn 1, that way you can easily Power Spray any Uxie trying to “Set Up” on your opponent’s side, and that’s also the reason why there are 4 Spray in the deck, something you cannot do using Call Energy. I realized the Azelf it’s not really necessary, since I use a 2-2 line of the two main attackers.
This deck works much like the Luxchomp, with the difference that it trades some disruptive power for attack power, as Blaziken FB needs two turns to bring something up and then kill it, using “luring Flame” and then “Jet Shoot” or “Vapor Kick”, opposing the 1 turn kill Luxray can get combining “Bright Look” and “Flash Impact”. However, Blaziken can deal an equally speedy but higher damage with “Jet Shoot”, which deals 80/120 damage, opposing Luxray’s 60 damage “Flash Impact”.
I also prefer Blaziken over Luxray as a main attacker, mainly because the latter one has no chance at all against the increasing Donphan decks (well played, of course) in the meta game, since Luxray and Garchomp can hardly damage the elephant at all.
Garchomp has the same function here than in Luxchomp, sniping with DCE + Gain and healing your SP. The reason I choose a 2-2 line is to get an easier and more consistent healing with a double Garchomp Lv.X and Poke Turns, since not many things it the metagame can actually OHKO the level upped attackers without weakness advantage, and also to be safe in case one of them is prized, since as I already said, I don’t run Azelf.
And also, he saved me in quite a lot of tight situations, earning himself a rightfully place in the deck.
I think everyone knows what Ambipom G is for, and those who doesn’t, I will tell them he’s a Garchomp C counter that can OHKO the dragon once he has “Dragon Rushed”; as for Honchkrow G, its function is to get the Champion’s Room stadium, and a team Galactic Trainer.
Finally, the only card I think can grab someone’s attention is Champion’s Room, whose objective is mainly to give Blaziken a free retreat to let either Garchomp or Luxray do what they do best, sniping or disruption prizes, in addition to giving Ambipom and Honchkrow free retreat too.
The main strategy in this deck is a little different from Luxchomp, since here you focus on dealing high damage to the active, or luring something with a high retreat cost to snipe something on the bench before the opponent can switch or retreat, according to the circumstances.
Also, I have found myself playing Blaziken as a main attacker almost all the time, and using Garchomp for cheap prices, disruption or healing mostly. The drawback of “Jet Shoot” is not even that important, since if you use it correctly, you can knock out your opponents important Pokemon, and in most cases he won’t be able to knock you back due to Blaziken’s high speed, which will probably catch him in the middle of setting up an attacker.
This can even include Luxchomp, who needs at least 1 turn to level up, since almost all SP Pokemon have 80 HP. However, this match up is more dependent on each player’s ability and luck, rather than a real difference in the two deck’s prowess.
I will now discuss a few match ups:
Turbo Kingdra: 70/30 In Blazechomp’s favor.
If you manage to avoid the T1 donk, this match shouldn’t be all that hard. Play a Blaziken on the bench to drop Kingdra Prime’s attack power, and go all out with Garchomp, aiming mainly for the opponent’s draw and support, to stop his draw power, since Kingdra (as many other donk decks such as Donphan) has many horrible hands, that will delay him enough for you get the match.
DialgaChomp: 70/30 in Blazechomp’s favor.
This one is not as hard as it seems. Sure, the trainer lock really hurts, but Dialga is way too slow to stand in a fight with Blaziken. Its really easy to OHKO him, while they will need at least a few metals and a Crobat G to “Second Strike” or “Remove Lost” and knock out Blaziken. Just be careful when to “Jet Shoot”, when to “Lure Flame”, and when to snipe with Garchomp, and we all will be drinking to celebrate before you know it.
Luxchomp: 50/50
This match is really an interesting and enjoyable one to play or see, especially if both players are skilled. The two decks are fast, disrupting your set up and dealing a lot of damage at the same time. As I said before, this one comes down to luck and skill. Whoever gets his Lv.X first will take the lead, and most likely, the match.
Gyarados: 30/70 In Gyarados’ favor.
Oh well, the time has come to talk about this one. You will need every once of skill and luck you have to get through this one victorious. Even if you play at your best, you still may end up losing, so don’t worry, and enjoy the match.
The key here will be a good use of Garchomp’s healing abilities. Don’t even think about playing Blaziken in this one, as he will only be Gyarados’ meal. If possible, try to lock something with high retreat cost, as Regice, and snipe with Garchomp (you can even try Blaziken’s “Luring Flame” to lock Regice in the active position and cancel his power however that’s risky.)
Luxpluff: 60/40 in Blaziken’s favor.
Another tough match that will require all your skill. Don’t get fooled, even with type advantage, Jumpluff wont fall so easily. Try to avoid using “Jet Shoot” unnecessarily, or the revenge Jumpluff will eat you alive, snipe the draw first thing to slow Luxpluff down, as they are not fully SP, the loss of the draw power will really affect them. This match will most likely be an exchange of knock outs, but with Aaron’s Collection, you will have a faster recovery time than the opponent, giving you the edge you need to out speed him. Remember to keep your bench as short as possible, to avoid giving Jumpluff more fire power, believe me, he doesn’t need the help.
Well, that’s it, I hope you liked the article, and I’m listening to any advice, suggestions or the like that may help improve the deck.
PLEASE give me more ideas of this deck