The basic premise behind the Garchomp/ Lucario deck kind of outlined with Ultra Prism is to keep using the ability on Lucario to continuously pull out Cynthia each turn and hit for 200 damage with Garchomp. With Forbidden Light introducing the newly typed Garchomp, in fighting that is, I'm thinking that Garchomp/Lucario will see a big increase in play due to the heavy buff of fighting types recently with things like Buzzwole GX, Lucario GX, and Diance Prism Star. This list is updated with cards from Forbidden Light to provide a more new type of list with different ways of support.
Pokemon - 21
* 3 Garchomp FBL 62/131
* 1 Garchomp ULP 99/156
* 1 Gabite FBL 61/131
* 1 Gabite ULP 98/156
* 3 Gible FBL 60/131
* 1 Gible ULP 96/131
* 3 Lucario ULP 67/156
* 3 Riolu ULP 66/156
* 1 Diance {*} FBL 74/131
* 2 Tapu Lele GX GRI 60/145
Trainers - 31
* 4 Cynthia ULP
* 3 Professor Sycamore BKP
* 1 Guzma BUS
* 2 Brigette BKT (I think)
* 1 N FCO
* 4 Ultra Ball SLG
* 3 Rare Candy SM
* 2 Pal Pad ULP
* 4 Puzzle of Time BKP
* 1 Rescue Stretcher GRI
* 1 Field Blower GRI
* 1 Evosoda GEN
* 1 Special Charge STS
* 2 Parallel City BKT
* 3 Choice Band GRI
* 1 Escape Board ULP
Energy - 8
* 4 Double Colorless Energy SLG
* 4 Fighting Energy FBL
Explanation:
*The variation of typing the Garchomp lines is simply a way to counter a potential grass pokemon matchup, so you have a typing to fall back on when you still want to hit your big numbers with Garchomp. That is also another reason for the Zoroark inclusion, so the potential grass matchup isn't so hard to counter.
* Personally, I find the ascension Gible (and Gabite) to be a better use than the Rock Hiding one. The inclusion of one could very well be done, just simply removing one of the fighting type ascension ones. 2 Gabite, one of each type, is simply to use Gible's ascension if your rare candies are in your prize cards or in your deck.
* Lucario's main and only purpose in the deck is for its Precognitive Aura ability which allows (as long as Garchomp in play) to search your deck for any card. You need to constantly be using this ability to grab stuff like Pal Pad and Cynthia to make sure decking out isn't an issue, and also to grab any evolutions or other things you might need. The more Lucario you have out, the better. I find 2 to be preferable, so I can grab a Cynthia and an additional thing to use such as an energy.
* Diance{*} is in the deck to boost the attack damage up to 250 (with a choice band) so Garchomp may knock out any pokemon in the current meta.
* Don't feel that you don't have enough supporters, because Lucario and Garchomp are quite easy to get rolling together. With the inclusion of Pal Pad, you can shuffle as many Cynthia back as you want, saying that you use your puzzles of time effectively.
* Ultra Ball is the perfect search card, and Rare Candy is too good not to include in a deck with stage 2 pokemon. Field Blower, Special Charge, Puzzle of Time, and Pal Pad are essential items to keep the deck moving and the game rolling. Evosoda is there for evolving (wow!). No rescue stretcher or any revivals might come as a surprise to you, but noting the thick lines of each evolution allow for the ability to discard them with an Ultra Ball or just let them get knocked out.
* 2 Parallel City are to counter decks that use bench damagers like Decidueye GX, or something like Zoroark GX, to prevent your opponent from drawing cards. You can also use it to lock up slots or remove essential pokemon midgame. Playing 2 is simply so you have one to fall back on if the first is hit with a field blower. Be careful not to pair the Parallel city with the Zoroark though, because you want to hit for as much damage as possible when you do have to use it.
* Choice Band (obviously). The 1 Escape board may be noted as a weird selection for retreat, but I use it because the only pokemon that need to retreat has a single retreat cost, so why not be able to retreat in the off chance that the opponent puts you to sleep. If Zoroark is your active and needs to get out of there, you either have been hit by a Guzma or are just not doing too great in the game so far.
*8 energy is a good consistent number, saying that you can pull them out with Lucario. You only need a double colorless energy and a fighting energy to attack with Garchomp, so the inclusion of 4 of each allows for more space while still making it easy to get your attackers up and running. I never really find myself on an energy deficit when playing against other players.
Thank you so much for reading through this!!! Please give me some feedback and tips/suggestions about ideas you may have regarding this list. I think that people are sleeping on Garchomp/Lucario, so get your hands on the proper materials before people start to realize how good it is.
Pokemon - 21
* 3 Garchomp FBL 62/131
* 1 Garchomp ULP 99/156
* 1 Gabite FBL 61/131
* 1 Gabite ULP 98/156
* 3 Gible FBL 60/131
* 1 Gible ULP 96/131
* 3 Lucario ULP 67/156
* 3 Riolu ULP 66/156
* 1 Diance {*} FBL 74/131
* 2 Tapu Lele GX GRI 60/145
Trainers - 31
* 4 Cynthia ULP
* 3 Professor Sycamore BKP
* 1 Guzma BUS
* 2 Brigette BKT (I think)
* 1 N FCO
* 4 Ultra Ball SLG
* 3 Rare Candy SM
* 2 Pal Pad ULP
* 4 Puzzle of Time BKP
* 1 Rescue Stretcher GRI
* 1 Field Blower GRI
* 1 Evosoda GEN
* 1 Special Charge STS
* 2 Parallel City BKT
* 3 Choice Band GRI
* 1 Escape Board ULP
Energy - 8
* 4 Double Colorless Energy SLG
* 4 Fighting Energy FBL
Explanation:
*The variation of typing the Garchomp lines is simply a way to counter a potential grass pokemon matchup, so you have a typing to fall back on when you still want to hit your big numbers with Garchomp. That is also another reason for the Zoroark inclusion, so the potential grass matchup isn't so hard to counter.
* Personally, I find the ascension Gible (and Gabite) to be a better use than the Rock Hiding one. The inclusion of one could very well be done, just simply removing one of the fighting type ascension ones. 2 Gabite, one of each type, is simply to use Gible's ascension if your rare candies are in your prize cards or in your deck.
* Lucario's main and only purpose in the deck is for its Precognitive Aura ability which allows (as long as Garchomp in play) to search your deck for any card. You need to constantly be using this ability to grab stuff like Pal Pad and Cynthia to make sure decking out isn't an issue, and also to grab any evolutions or other things you might need. The more Lucario you have out, the better. I find 2 to be preferable, so I can grab a Cynthia and an additional thing to use such as an energy.
* Diance{*} is in the deck to boost the attack damage up to 250 (with a choice band) so Garchomp may knock out any pokemon in the current meta.
* Don't feel that you don't have enough supporters, because Lucario and Garchomp are quite easy to get rolling together. With the inclusion of Pal Pad, you can shuffle as many Cynthia back as you want, saying that you use your puzzles of time effectively.
* Ultra Ball is the perfect search card, and Rare Candy is too good not to include in a deck with stage 2 pokemon. Field Blower, Special Charge, Puzzle of Time, and Pal Pad are essential items to keep the deck moving and the game rolling. Evosoda is there for evolving (wow!). No rescue stretcher or any revivals might come as a surprise to you, but noting the thick lines of each evolution allow for the ability to discard them with an Ultra Ball or just let them get knocked out.
* 2 Parallel City are to counter decks that use bench damagers like Decidueye GX, or something like Zoroark GX, to prevent your opponent from drawing cards. You can also use it to lock up slots or remove essential pokemon midgame. Playing 2 is simply so you have one to fall back on if the first is hit with a field blower. Be careful not to pair the Parallel city with the Zoroark though, because you want to hit for as much damage as possible when you do have to use it.
* Choice Band (obviously). The 1 Escape board may be noted as a weird selection for retreat, but I use it because the only pokemon that need to retreat has a single retreat cost, so why not be able to retreat in the off chance that the opponent puts you to sleep. If Zoroark is your active and needs to get out of there, you either have been hit by a Guzma or are just not doing too great in the game so far.
*8 energy is a good consistent number, saying that you can pull them out with Lucario. You only need a double colorless energy and a fighting energy to attack with Garchomp, so the inclusion of 4 of each allows for more space while still making it easy to get your attackers up and running. I never really find myself on an energy deficit when playing against other players.
Thank you so much for reading through this!!! Please give me some feedback and tips/suggestions about ideas you may have regarding this list. I think that people are sleeping on Garchomp/Lucario, so get your hands on the proper materials before people start to realize how good it is.
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