Help Counter to Greninja BREAK Decks

Adi

Aspiring Trainer
Member
I am currently running a Volcanion EX/Flareon EX deck, and a big problem for me is Greninja BREAK decks. Greninja BREAK comes out of the rotataion pretty strong, so I assume versions them will still be a problem. I have thought of a couple of cards like Drampa GX, Tauros GX, Weakness Policy, and Altar of the Sunne to counter it, but I can only run one of them at most to counter Greninja BREAK. Tell me if any of these cards will work, or if you know of a better card. Any feedback is appreciated. Here is my current deck list, and I am willing to drop a card.

http://www.pokebeach.com/forums/thr...or-gx-deck-2018-rotation.141099/#post-2884490
 
It will still thake a while but I think Kiawe will be a huge boost in speed to any Vol/Flare EX deck. Ho-Oh from the same set as Kiawe will also grant you acces to a Pokemon with a weakness different from Water. Which I believe is the only current boon your walking into.

For now though other than "playing better" as your opponent is the best shot you have at defeating this deck, it's a hardcounter to your deck if there ever was one and there is very little you can actively do now to completely negate that. Sure a Drampa/Tauros or other Item can stop the bleeding somewhat but I can't say that's really a hard awnser to Greninja.

Bit of a letdown of an awnser but I do feel that the format doesn't offer many paths to your wished outcome right now.
 
You could play the promo Giratina that blocks BREAK abilities. A Choice Banded Greninja is still going to one-shot you, but it might turn the matchup from an unwinnable one into a very slightly less unwinnable one.
 
It's not an impossible match but you gotta take knock outs right away aggresive lysandre/guzma plays can help you get the early prizes you need to keep up with greninja late game
 
Unfortunately I can't run Giratina because if my opponent shadow stitches that ability becomes useless.
Shadow Stitching only stops abilities during your opponent's next turn, and I don't think you're allowed to use Giant Water Shuriken during your opponent's turn.
 
Unfortunately I can't run Giratina because if my opponent shadow stitches that ability becomes useless. I might try running 1 Ho Oh GX, and 1 Kiawe because Ho Oh GX doesn't have the water weakness. Here is my updated deck list.

http://www.pokebeach.com/forums/threads/volcanion-ex-deck-2018-rotation.141099/
You can run it but I feel the Giratina is hardly needed. What I do wonder about is why you feel like only running 1 Kaiwe. To me it's the most potent way to set up/start out with Fire decks by a long shot. Remember, while the initial Flareon EX/Volcanion EX might have to give up their first attack the way Flareon EX works out means you can spread that initial massive boost to whichever Flareon EX needs it, which to me is just another reason to run 4 Flareon EX with 4 Kaiwe.

The Ho-Oh will work as a 1-off though I do think that going 2 will increase your stability for it. In addition Ho-Oh offers Phoenix Burn which is a 180 damage attack that is more difficult for Flareon EX to replicate without overextending energies. What I like about it is that Ho-Oh can use it in combination with Volanion so you have that 210 damage which is:
1. Often enough to KO any basic EX/GX
2. Often enough to KO stage 1 GX/BREAK
3. Exactly what Kaiwe also allows you to do, meaning both Ho-Oh and Flareon are excellent start up Pokemon who each have a distinctly different weakness. Switching them around should hardly ever be a problem thanks to Escape Ropes, Float Stones and the likes.

So if anything I'd suggest running 4 Kaiwe for sure and even consider a 3-3 line of Flareon EX and Ho-Oh GX.

I didn't realize that. Instead of running Kiawe and Ho Oh GX, now I'm going to run just one Giratina. Here is my new deck list.

http://www.pokebeach.com/forums/threads/volcanion-ex-deck-2018-rotation.141099/
For now it seems like a solution to me. For the upcomming format though I can firmly assure that running more Kaiwe and Ho-Oh sets the problem back at your opponent. As as Greninja gets 1HKO'd by both Flareon EX and Ho-Oh GX if you started out with Kaiwe energy excelleration.
 
I think that Ho Oh and Kiawe could be a great combo so here are the changes to my deck

-1 Flareon EX
-1 Fisherman

+1 Ho Oh
+1 Kiawe

Flareon EX is not that good a card compared to Ho Oh GX because Ho Oh GX dishes out way more damage for the same energy cost. I'm going to drop 1 Fisherman because it was only there for the ability lock, and I run enough cards that counter ability locks. Also I don't think running a 3-3 Ho Oh GX/Flareon EX would work with a Volcanion deck. Tell me what you think of new changes, and if they will counter Greninja while dishing out enough damage.
 
Changes seem good, it's just that a turn 1 Kaiwe to me is worth the effort for any Fire deck. The set up turn does soack up quite some spots but the pay-of is massive. I think Flareon EX and Ho-Oh GX have slightly different and very useful purposes. Hitting for 130(+30) with Flareon EX + Volcanion EX remains fantastic but more important is that other benched Flareon can demand the Fire Energies which in turn allows you to continue the massive set up that Kaiwe's energy support allows for. Meaning that after the first KO another Flareon EX will be ready to go. Ho-Oh is very nice but also requires an additional Escape Rope or Float Stone to continue to be effective, not an issue but a factor.

If I where to run the deck I'd likely convert the line up to:

4 Flareon EX (great start up, great on bench due to Flashfire + Kaiwe)
3 Ho-Oh GX (great follow up and awnser to weaknesses)
2 Volcanion EX (damage engine)
2 Tapu Lele (guaranteeing the turn 1 Kaiwe)
X Utility you like
3 Kaiwe (for set up turn 1)
4 Nest Ball
X Supporters/Trainers you like

Many more engine options are available but the essential set up here is to start out with either Flareon EX or Ho-Oh GX and have that guaranteed Kaiwe turn 1. The prime reason as to why I'd run 3 over 1 is because the set up should set you so far ahead that there will be turns where you can afford to not attack for a turn.

A 3 Kaiwe + 1-2 Energy Recycler is also the perfect way to ensure you will always have sufficient Fire Energies in your deck to search up and next to that it synergies well with Volcanion EX, who's relevance remains but more as an additional damage engine. So why do I like Flareon EX so much in the set up? You won't always need 130 damage to go for 2HKO's and it allows you to continue to cycle of the advantage the turn 1 Kaiwe grants you. Which is massive. Frankly speaking I don't know how I'd deal with Flareon EX right now with the guaranteed 130 damage shots from turn 2+.
 
I could see that deck having a lot of potential in the new meta, but I already have most of the cards to my deck list. So I don't really planning on changing it up too much, just a couple cards to make it better.
 
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