So I heard about this synergy that seems really solid, basically you use Energymite with Electrode Prime to attach loads of {F} on Conkeldurr which is supposed to increase it's HP by 20 for each {F} attached and with all 4 it would make it 220 HP cause it's original HP is 140. That would make it very difficult to KO while it can still do a solid 80 damage for
{F}{C}{C}{C} meaning that If setup in time it can one shot Magnezone Prime or even Zekrom If it's lucky.
However If they do KO it you still have Terrakion behind your back or Donphan Prime If you want to go to the more expensive route with the deck. This strategy is sort of like a poor man's DonChamp deck, you will be behind on prizes due to Electrode which means Twins will help tremendously maybe even with the new N Supporter as well. 3-4 Switch will be necessary as well since most of the Pokemon in the deck have high retreat plus starting the game with Terrakion could be very bad, so Super Scoop Up's might be necessary in the deck as well. Just thought I'd throw in a possible deck to run that could be consistent.
It could potentially work, so long as you don't see much Mew/Gothitelle in your area. I'm not a huge fan of Electrode, but 220 HP is nothing to scoff at.
I'd like it with Donphan as a starter, then Conkeldurr tanking later. Maybe:
3-3 Donphan
3-2-3 Conkeldurr
3-3 Electrode Prime
or similar. Electrode could also help Donphan get set up for Heavy Impact if need be. I doubt this would be great against Goth or TyRam (trading 2HKOs back and forth between Basics and Stage 2s?), but it could certainly be interesting.
Why not Terrakion over Donphan? I can see Donphan backing it up however with the right cards Terrakion can be just as good for the 1st attack. Plus you can slap Eviolite on it, bring it back with Revive, maybe run Super Rod's to shuffle back what you lost.
Donphan's are kind of expensive anyway, wouldn't Terrakion be more budget?
Terrakion has no PokéBody (needs Eviolite to do the same thing) and can only do an average of 70 per turn with 3 energy. Its Weakness is a bit better, but still not as good as Donphan.
If you want a cheap deck, TyRam's pretty cheap. I'd play that over this, to be honest.
But what other decks in HGSS-On are as cheap to build as TyRam that are tier 1 or 2? If I can get the Donphan's for this deck then I can try to make this deck work. I think one of my friends has some that he might get rid of since he's quitting the Pokemon TCG unless he already sold most of his cards online or someplace else.
I definitely agree with Twins, I'd say run four. That could give you an extra 40 HP and the energy you need to attack.
Also, no one's mentioned this, but research records might be a good play in this deck. That way you can move important stuff you need to the bottom of the deck while slightly increasing the odds of getting more energy. Run four junk arm and you could really increase the chance of getting those energies early.
Mewtwo ex would help get around Mew and Gothitelle for this deck unfortunately Mew has a chance to KO Mewtwo ex back since they have the same weakness and If Mew already has Jumpluff in the Lost Zone with a full bench and you have a full bench then
Mass Attack kinda ruins things.
Likewise, Mewtwo ex is also a really bad matchup for Conkeldurr, because for each energy on Conkeldurr, Mewtwos damage output increase by 40, but Conkeldurr only gets 20 extra HP.
I missed my pre realese but I AM GOING TO PLAY THIS CARD! i just love it but i have played with electrode and i have the absolute worse luck with it.... like seriously i discard 8 things and then the next like 4 topdecks are energy....FML
Ah. Electrode is the worst excuse for a card that I have ever seen, but it may work in this case, I can't think of a better way to set Conkeldurr up, so I am not going to bash Electrode as badly as I usually would.
It seems that the best way to play this card would be to have a consistent way of healing. At first I was thinking Reuniclus and maybe Vileplume, but that is probably going to be way too inconsistent. If you were looking into playing this with Vileplume and Reuniclus, you could get out Electrode, do that energy explosion deal, Twins, and work from there, but getting out three stage 2's plus an Electrode is very unlikely in a format infected with Catchers. While this idea may be worth testing briefly, I feel that this deck has the most potential with Max Potion and Shaymin UL. Once you get your Electrode out, Energymite, then Twins. From there you should be able to get a decent set up most of the time, and have large amounts of HP early game. Once your Conkeldurr gets heavily damaged, you can bench a Shaymin, move the energy on your Conkeldurr to something else, Max Potion, then move the energy back to Conkeldurr.
Constantly moving your energy and healing may sound unrealistic, but I think that it can be achieved through playing 4 Shaymin, 4 Super Scoop Up, and a fair amount of Seeker. Junk Arm is a must in this combo, because it can recover your unsuccessful SSUs, and allows you to play more than four Max Potion per game if necessary. I was thinking the list may look something like this.
4-2-4 Conkeldurr
3-3 Electrode Prime
4 Shaymin
2-2 Blissey Prime?
4 Twins
4 Collector
4 Super Scoop Up
4 Max Potion
4 Junk Arm
4 Professor Oak's New Theory
? Research Records? IDK, might stop you from discarding crucial things.
15 Fighting Energy (1 in 4, meaning around 2 for Energymite?)
Mew and Gothitelle are obviously going to be an issue. I feel that there are two ways to play around this issue, either kill them with something else, or make them useless against your attacker. This is a pretty obvious counter that hasn't been mentioned in this thread. Personally, I would be a little reluctant to play a Stage 2 line tech for something that is going to be useless in a lot of match ups, but I think it may be the best counter if you are desperate. Another idea would be to tech in a couple Mew Prime, some Psychic Energy and maybe a Jumpluff, once again however, this is going to hurt the decks overall consistency.
I hope that this gave some people some ideas. To be honest, I would never play this card, but I am bored, and felt I might be able to pitch some ideas to people that may have some interest in playing this.
Edit: This is a lesson of why you should think, then post.
Wouldnt you KO yourself by moving those energies before healing? once all those energies are gone his HP goes back down im sure, otherwise this card would be broken to say the least.
Wouldnt you KO yourself by moving those energies before healing? once all those energies are gone his HP goes back down im sure, otherwise this card would be broken to say the least.
Wouldnt you KO yourself by moving those energies before healing? once all those energies are gone his HP goes back down im sure, otherwise this card would be broken to say the least.