• When creating a thread in the Deck Garage, make sure that you post one deck per thread, you use the correct prefix, you have the set name/card number next to each card, you give a strategy for non-metagame decks, and give translations for all cards not available in English.

    When posting in a thread, be sure to explain all your suggestions thoroughly. Additionally, do not ask for advice in another member's thread.

Empoleon/ Terrakion

MountainDrew

Wishes Mega Umbreon would exist
Member
Hey Pokebeach I've been testing this deck out and I've been having a lot of trouble with consistency so I NEED help to make this deck better. Thanks.
Pokemon (14)
2- Virizion NV
3- Terrakion NV
4-1-4 Empoleon
T/S/S (34)
3- N
4- Professor Oak's New Theory
3- Professor Juniper
3- Exp Share
2- Pokemon Communication
4- Dual Ball
2- Max Potion
4- Rare Candy
4- Junk Arm
3- Pokemon Catcher
1- Super Rod
1- Random Reciever
Energy (12)
3- Water
3- Fighting
3- Prism
3- Rainbow
 
Well, first things first.

-3 N Not really that consistant of a card. You need Sage's a lot more than N.
-3 Prism Why? You only need to attack with Leaf Wallop against Terrakion, so Rainbow will still do the job.
-2 Rainbow We're about to add more basic energy, so you don't need all of these. Just 1 for streamlining the energy.
-1 Random Reciever You have enough draw supporters that this is completely unnecessary.

+3 Sage's Training Grabs those pesky Rare Candies the easiest.
+2 Fighting More basic energy = fewer Lost Removers/Enhanced Hammers as well as making it easier to hit them.
+2 Water Read above.
+2 Pokemon Communication In a Stage 2 deck you need maximum pokemon search.
 
-2 Virizion
-1 Terrakion
-1 Prinplup* (I personally run 4-0-4)
-1 PONT
-1 N (I personally dont run N)
-3 Rainbow
-1 Junk Arm
-1 Max Potion
-1 Exp. Share
-3 Prism

+2 Plus Power (OHKO Darkrai w/ Eviolites)
+1/2 Communication (4-0-4 line)
+2 Smeargle
+1 Shaymin UL
+2 Catcher (Terrakion catcher target / works to switch out smeargle as well)
+3 Fighting or +1 prism and +2 fighting ( I personally run 6 Fighting and 4 Water)

As for the free space you can add some more trainers, I personally run 3 switch and 1 Super Scoop Up.
 
heys6 said:
-2 Virizion
-1 Terrakion
-1 Prinplup* (I personally run 4-0-4)
-1 PONT
-1 N (I personally don't run N)
-3 Rainbow
-1 Junk Arm
-1 Max Potion
-1 Exp. Share
-3 Prism

+2 Plus Power (OHKO Darkrai w/ Eviolites)
+1/2 Communication (4-0-4 line)
+2 Smeargle
+1 Shaymin UL
+2 Catcher (Terrakion catcher target / works to switch out smeargle as well)
+3 Fighting or +1 prism and +2 fighting ( I personally run 6 Fighting and 4 Water)

As for the free space you can add some more trainers, I personally run 3 switch and 1 Super Scoop Up.
Lol you cant run 5 pokemon catcher in a deck I wish you could but unfortainly u cant
 
First off: Nice avatar c:

Donn't listen to him bro, N is what makes this deck so good. It takes a little longer to set up than normal decks, so it can really hurt the opponent when they explode and KO Pokemon early game. It's also great late game when there are only 1 or 2 prizes left, because you have draw power on the field. I would actually pump N up to 4. I'm sure you already know all that though, thats really just for new players reading this thread trying to learn.

The one thing that really stands out to me as not good on your list is the energy line. You just do not have enough energy for Empoleon. The only energy you have for him is 3 water and 3 rainbow. I actually don't like any special energy, because it doesn't work with EXP share or Super Duper Rod. The best way, in my opinion, to run energy in Empoleon is 9 water and 4 fighting.

One thing I like about your list is the virizion. Unlike Smeargle, it is out of KO range for the early game attackers, Thunderus and Tornadus, and it can't be OHKOd by a Darkai (unless it has darkness claw or 2 special dark energy).

I'm getting tired of typing, so I'm just going to say this lol Take out 2 Dual ball for 2 communication, your main attacker isn't a basic and you need communication to get it out. Take out a Junk Arm and prinplup to make space.

To summarize:

Pokemon (13)
2- Virizion NV
3- Terrakion NV
4-0-4 Empoleon
T/S/S (34)
4 N
4- Professor Oak's New Theory
3- Professor Juniper
3- Exp Share
4 Pokemon Communication
2 Dual Ball
2- Max Potion
4- Rare Candy
3 Junk Arm
3- Pokemon Catcher
1- Super Rod
1- Random Reciever
Energy (13)
9 Water
4 Fighting

EDIT:
omg you don't have switch! Make room for 2, because Terrakion is very very difficult to retreat.
 
GHJamesGH said:
First off: Nice avatar c:

Donn't listen to him bro, N is what makes this deck so good. It takes a little longer to set up than normal decks, so it can really hurt the opponent when they explode and KO Pokemon early game. It's also great late game when there are only 1 or 2 prizes left, because you have draw power on the field. I would actually pump N up to 4. I'm sure you already know all that though, thats really just for new players reading this thread trying to learn.

The one thing that really stands out to me as not good on your list is the energy line. You just do not have enough energy for Empoleon. The only energy you have for him is 3 water and 3 rainbow. I actually don't like any special energy, because it doesn't work with EXP share or Super Duper Rod. The best way, in my opinion, to run energy in Empoleon is 9 water and 4 fighting.

One thing I like about your list is the virizion. Unlike Smeargle, it is out of KO range for the early game attackers, Thunderus and Tornadus, and it can't be OHKOd by a Darkai (unless it has darkness claw or 2 special dark energy).

I'm getting tired of typing, so I'm just going to say this lol Take out 2 Dual ball for 2 communication, your main attacker isn't a basic and you need communication to get it out. Take out a Junk Arm and prinplup to make space.

To summarize:

Pokemon (13)
2- Virizion NV
3- Terrakion NV
4-0-4 Empoleon
T/S/S (34)
4 N
4- Professor Oak's New Theory
3- Professor Juniper
3- Exp Share
4 Pokemon Communication
2 Dual Ball
2- Max Potion
4- Rare Candy
3 Junk Arm
3- Pokemon Catcher
1- Super Rod
1- Random Reciever
Energy (13)
9 Water
4 Fighting

EDIT:
omg you don't have switch! Make room for 2, because Terrakion is very very difficult to retreat.
Thank You :D you helped a lot
 
If you are going to run Virizion, you should run more than two copies of it. It's meant to be a starter, but with only two copies of it, the odds are you're not going to start with it. I would remove a terrakion for it, as you use super rod anyhow.

- 1 Terrakion NVI
+ 1 Virizion NVI

Btw, the Empoleon/Terrakion deck that did it so well in Japan went this way: 3 Virizion and 2 Terrakion. It's about concistency.

Also, I would remove the specials for just pure basic energies. But that's just my playing style. Lots of Hammers and Removers going around these days. Also, basic energies are great with energy search + junk arm.
 
N is, from my testing, bad in Stage 2 decks. You need Sage's because it lets you cycle through more cards while eliminating the chance that you're going to hit some of the same cards. It's the easiest, fastest way to set this deck up. I especially don't like the list given by James because:
3 Junk Arm You need 4 in every deck in this format. A must have of 4.
2 Dual Ball The whole point in Dual Ball over Collector is to use a hand refresh supporter on the first turn to get more Dual Balls and Basics. That becomes very hard and the cards become rather useless with only 2.
4-0-4 Empoleon Trainer lock says hello. Plus, if you prize a Rare Candy, the odds of hitting them drop 25%, making the deck slower and less consistant. At least with a Prinplup you have a searchable way to evolve Piplups. A Prinplup sitting on the bench for a turn is much better than a Piplup, by any means. And if you can't hit the Rare Candy T2, you at least have a way to try and put your active out of KO range and set up for an Empoleon next turn, rather than praying for a Rare Candy topdeck.
 
Rikko145 said:
N is, from my testing, bad in Stage 2 decks. You need Sage's because it lets you cycle through more cards while eliminating the chance that you're going to hit some of the same cards. It's the easiest, fastest way to set this deck up. I especially don't like the list given by James because:
3 Junk Arm You need 4 in every deck in this format. A must have of 4.
2 Dual Ball The whole point in Dual Ball over Collector is to use a hand refresh supporter on the first turn to get more Dual Balls and Basics. That becomes very hard and the cards become rather useless with only 2.
4-0-4 Empoleon Trainer lock says hello. Plus, if you prize a Rare Candy, the odds of hitting them drop 25%, making the deck slower and less consistant. At least with a Prinplup you have a searchable way to evolve Piplups. A Prinplup sitting on the bench for a turn is much better than a Piplup, by any means. And if you can't hit the Rare Candy T2, you at least have a way to try and put your active out of KO range and set up for an Empoleon next turn, rather than praying for a Rare Candy topdeck.
Slowbro thanks for the awesome ideas and everyone else that helped i have tested this deck againest zekeels and now it is much more consistent and im winning more than before. Thanks everyone :p


Entei said:
If you are going to run Virizion, you should run more than two copies of it. It's meant to be a starter, but with only two copies of it, the odds are you're not going to start with it. I would remove a terrakion for it, as you use super rod anyhow.

- 1 Terrakion NVI
+ 1 Virizion NVI

Btw, the Empoleon/Terrakion deck that did it so well in Japan went this way: 3 Virizion and 2 Terrakion. It's about concistency.

Also, I would remove the specials for just pure basic energies. But that's just my playing style. Lots of Hammers and Removers going around these days. Also, basic energies are great with energy search + junk arm.
Yo Entei I know this is off topic but Raikou is better :p
 
Back
Top