I see many different versions of this deck floating around but this is my take on the deck. just a straight forward chomp list without techs like lycanrock, and playing with puzzle of time, abusing Lucarios ability to search for one at any time.
Garchomp/ Lucario
#17
3 Gible (BKP)
1 Gible (ULP) (Rock Hiding)
2 Gabite (ULP)
3 Garchomp (ULP)
1 Garchomp (BKP)
2 Riolu (BUS)
2 Lucario (ULP)
1 Alolan Vulpix (GUR)
1 Rockruff (GUR)
1 Lycanrock GX (GUR)
#10
4 Cynthia
3 N
3 Random Reciever
#24
3 Ultra Ball
4 Puzzle of Time
4 Rare candy
3 Brooklet Hill
2 Devoured Field
2 Exp. Share
2 Timer Ball
1 Escape Board
1 Pal Pad
1 Field Blower
1 Rescue Stretcher
#9
4 Double Colourless Energy
5 Basic Fighting Energy
As you may know, the main strategy for this deck is to get a Garchomp up and running as fast as possible, and to swing for 200 damage by using the Cynthia supporter card. We also use the new Lucario card to get us any card we want from our deck if a Garchomp is in play. This could be the missing energy card, or even the Cynthia we might of missed out on.
Apart from that, the trainers differ on the players play style or how they think the deck should work.
I for one believe that playing the deck with puzzles is the way to go. Lucario can search out the second puzzle if you already have one in hand, which can be used to retrieve double colourless energies and any other cards you might need for that turn to get a ko. Cynthia, maybe a choice band or even a stadium card.
Speaking of stadiums this is where i'm at a loss. I need devoured field in the late game for getting kos on stuff like zoroark gx, especially if the chomp i'm using is holding exp share. But I also need Brooklet Hill for a fast set up in the early game. To get as many Gible's, Riolu's, and even Vulpix into play as possible.
Don't know if I should add an extra stadium or drop 2 of one stadium and just focus on one of them. Say for example drop the devoured field and play 3 brooklet hill instead.
Held items are also a bit of a toss up. You need choice band to get KO's on GX cards, but after your active chomp goes down, your second chomp needs 2 turns to get 2 energy onto it, which is where exp share comes into play. When the first chomp goes down, you move the fighting energy to the bench chomp with Exp share, and now all you have to worry about is finding the DCE that turn. I love the 1 Escape Board since the most retreat cost I have is 1, and i can easily throw it down onto a Lucario or Tapu lele as a free retreater or even to retreat my active pokemon on turn 1 for a potential Vulpix beacon attack turn 1.
The remainder are my recovery cards and one offs. I find 1 of each is fine. I don't need 2 Rescue Stretcher, although it wouldn't hurt. and Super Rod can put fighting energy back into the deck. and with the low 6 count i'm playing, i'm going to need it. I have contemplated on playing 2 field blowers. Mostly so I can discard my own tool cards for the tool card I need that turn. Say my active is holding Exp Share and i need a ko. I can field blower the Exp Share and play a choice band onto it.
Cards I have tried to use but failed have been cards like Guzma, catcher and counter catcher. While these cards can win games, they seem to be very situational. Guzma is a guaranteed gust, but as i'll be wanting to play Cynthia every turn, especially in the late game, this is a complete no. I even played a copy of it in a recent build and ended up turn 1 or 2 ultra balling it away and never needing it the whole game.
If anyone has any ideas on how I can improve this list or what I should focus on, please let me know. I'm also unsure on what Gibles to run and how many of each from each set, Evo Soda or a 4th rare candy. Should I add more Exp. Share. I do not own a single blood thirsty eyes Lycanrock gx, so I can not run that version of the deck, if anyone is going to be asking, though it is a consideration for my next pay day.
Garchomp/ Lucario
#17
3 Gible (BKP)
1 Gible (ULP) (Rock Hiding)
2 Gabite (ULP)
3 Garchomp (ULP)
1 Garchomp (BKP)
2 Riolu (BUS)
2 Lucario (ULP)
1 Alolan Vulpix (GUR)
1 Rockruff (GUR)
1 Lycanrock GX (GUR)
#10
4 Cynthia
3 N
3 Random Reciever
#24
3 Ultra Ball
4 Puzzle of Time
4 Rare candy
3 Brooklet Hill
2 Devoured Field
2 Exp. Share
2 Timer Ball
1 Escape Board
1 Pal Pad
1 Field Blower
1 Rescue Stretcher
#9
4 Double Colourless Energy
5 Basic Fighting Energy
As you may know, the main strategy for this deck is to get a Garchomp up and running as fast as possible, and to swing for 200 damage by using the Cynthia supporter card. We also use the new Lucario card to get us any card we want from our deck if a Garchomp is in play. This could be the missing energy card, or even the Cynthia we might of missed out on.
Apart from that, the trainers differ on the players play style or how they think the deck should work.
I for one believe that playing the deck with puzzles is the way to go. Lucario can search out the second puzzle if you already have one in hand, which can be used to retrieve double colourless energies and any other cards you might need for that turn to get a ko. Cynthia, maybe a choice band or even a stadium card.
Speaking of stadiums this is where i'm at a loss. I need devoured field in the late game for getting kos on stuff like zoroark gx, especially if the chomp i'm using is holding exp share. But I also need Brooklet Hill for a fast set up in the early game. To get as many Gible's, Riolu's, and even Vulpix into play as possible.
Don't know if I should add an extra stadium or drop 2 of one stadium and just focus on one of them. Say for example drop the devoured field and play 3 brooklet hill instead.
Held items are also a bit of a toss up. You need choice band to get KO's on GX cards, but after your active chomp goes down, your second chomp needs 2 turns to get 2 energy onto it, which is where exp share comes into play. When the first chomp goes down, you move the fighting energy to the bench chomp with Exp share, and now all you have to worry about is finding the DCE that turn. I love the 1 Escape Board since the most retreat cost I have is 1, and i can easily throw it down onto a Lucario or Tapu lele as a free retreater or even to retreat my active pokemon on turn 1 for a potential Vulpix beacon attack turn 1.
The remainder are my recovery cards and one offs. I find 1 of each is fine. I don't need 2 Rescue Stretcher, although it wouldn't hurt. and Super Rod can put fighting energy back into the deck. and with the low 6 count i'm playing, i'm going to need it. I have contemplated on playing 2 field blowers. Mostly so I can discard my own tool cards for the tool card I need that turn. Say my active is holding Exp Share and i need a ko. I can field blower the Exp Share and play a choice band onto it.
Cards I have tried to use but failed have been cards like Guzma, catcher and counter catcher. While these cards can win games, they seem to be very situational. Guzma is a guaranteed gust, but as i'll be wanting to play Cynthia every turn, especially in the late game, this is a complete no. I even played a copy of it in a recent build and ended up turn 1 or 2 ultra balling it away and never needing it the whole game.
If anyone has any ideas on how I can improve this list or what I should focus on, please let me know. I'm also unsure on what Gibles to run and how many of each from each set, Evo Soda or a 4th rare candy. Should I add more Exp. Share. I do not own a single blood thirsty eyes Lycanrock gx, so I can not run that version of the deck, if anyone is going to be asking, though it is a consideration for my next pay day.
Last edited: