13
3-0-3 Dusknoir BCR
3 Landorus EX
3 Mewtwo EX
1 Terrakion NVI
36
4 N
3 Colress
2 Juniper
3 Skyla
4 Switch
1 Escape Rope
3 Rare Candy
2 Heavy Ball
2 Ultra Ball
1 Level Ball
2 Pokemon Catcher
2 Max Potion
4 Hypnotoxic Laser
1 Scramble Switch
2 Virbank City Gym
11
7 Fighting Energy
4 Double Colorless Energy
The primary strategy is to apply early pressure with Landorus/Mewtwo to spread damage and disrupt set-up (hopefully DONK), then drop Dusknoir and potentially KO multiple mons, clear my opponent's board of energy, and simply control the game from then on out.
I'm still figuring out my counts of Switch vs Escape Rope, as they provide a crucial means to escape HTC damage, as well as get my 3 retreat Dusknoir out of the active spot.
I'm also having trouble deciding the correct numbers of Ultra/Level/Heavy Ball to run, keeping in mind that setting up Dusknoir ASAP is not my objective since no matter what turn he hits (so long as i've been distributing damage efficiently) he's going to turn the game around; in fact his effect becomes more devastating the later he drops.
Any (intelligent) thoughts or suggestions (supported by valid reasoning) are appreciated, thanks
3-0-3 Dusknoir BCR
3 Landorus EX
3 Mewtwo EX
1 Terrakion NVI
36
4 N
3 Colress
2 Juniper
3 Skyla
4 Switch
1 Escape Rope
3 Rare Candy
2 Heavy Ball
2 Ultra Ball
1 Level Ball
2 Pokemon Catcher
2 Max Potion
4 Hypnotoxic Laser
1 Scramble Switch
2 Virbank City Gym
11
7 Fighting Energy
4 Double Colorless Energy
The primary strategy is to apply early pressure with Landorus/Mewtwo to spread damage and disrupt set-up (hopefully DONK), then drop Dusknoir and potentially KO multiple mons, clear my opponent's board of energy, and simply control the game from then on out.
I'm still figuring out my counts of Switch vs Escape Rope, as they provide a crucial means to escape HTC damage, as well as get my 3 retreat Dusknoir out of the active spot.
I'm also having trouble deciding the correct numbers of Ultra/Level/Heavy Ball to run, keeping in mind that setting up Dusknoir ASAP is not my objective since no matter what turn he hits (so long as i've been distributing damage efficiently) he's going to turn the game around; in fact his effect becomes more devastating the later he drops.
Any (intelligent) thoughts or suggestions (supported by valid reasoning) are appreciated, thanks