Pokemon: 16
4 Gible
2 Gabite
4 Garchomp
2 Remoraid
2 Octillery
1 Giratina (Promo)
1 Lucario EX
Trainers: 36
4 Focus Sash
4 Korrina
4 Juniper
4 Ultra Ball
2 Float Stone
4 VS Seeker
1 N
1 Lysandre
1 Scorched Earth
1 Fighting Stadium
1 Dowsing Machine
1 Pokemon Ranger
1 Sacred Ash
4 Rare Candy
2 Max Potion
1 Startling Megaphone
Energy: 8
4 Strong Energy
4 Fighting Energy
This is a modified version of a Garchomp deck I ran last year. My strategy is to start with preferrably two Gible and ensure that I can get at least one Garchomp going by turn 2. The reason for having 4 sashes, Korrinas and candies is because after doing some testing I found that Garchomp can really do some damage if it stays out for long periods of time. Having those really increases the chances of that happening. Also, 130 HP is pretty frail, so I need those Max Potions and sashes to keep them alive. Although a lot of decks depend on Battle Compressor for consistency, I find that Garchomp doesn't really need it. One of Garchomp's biggest threats is Trev. It resists it, prevents candies and sashes and to top it all off, the spread damage makes it so that any sashes attached might as well not be there. I'm only ever able to get one maybe two Garchomps up in that matchup. Luckily, Giratina locks trevenants ability if it evolves, so either it evolves and I can play items again, or it doesn't and Garchomp can then 2HKO it with a Strong Energy. I chose to run Octillery over Shaymin because I find that in this deck you need a constant flow of cards rather than having a lot at certain times.
Lucario is an iffy card that I'm not too sure about yet. It doesn't share the same weakness as Garchomp giving it a better chance against bees, but it's weak to psychic giving this deck another reason to be careful around Trev. However Zygarde EX, is the other card I've been thinking about. It has higher HP, and Trev isn't as much of a problem, however it shares the same weakness as Garchomp so it takes a hit against bees.
Any advice is appreciated!
4 Gible
2 Gabite
4 Garchomp
2 Remoraid
2 Octillery
1 Giratina (Promo)
1 Lucario EX
Trainers: 36
4 Focus Sash
4 Korrina
4 Juniper
4 Ultra Ball
2 Float Stone
4 VS Seeker
1 N
1 Lysandre
1 Scorched Earth
1 Fighting Stadium
1 Dowsing Machine
1 Pokemon Ranger
1 Sacred Ash
4 Rare Candy
2 Max Potion
1 Startling Megaphone
Energy: 8
4 Strong Energy
4 Fighting Energy
This is a modified version of a Garchomp deck I ran last year. My strategy is to start with preferrably two Gible and ensure that I can get at least one Garchomp going by turn 2. The reason for having 4 sashes, Korrinas and candies is because after doing some testing I found that Garchomp can really do some damage if it stays out for long periods of time. Having those really increases the chances of that happening. Also, 130 HP is pretty frail, so I need those Max Potions and sashes to keep them alive. Although a lot of decks depend on Battle Compressor for consistency, I find that Garchomp doesn't really need it. One of Garchomp's biggest threats is Trev. It resists it, prevents candies and sashes and to top it all off, the spread damage makes it so that any sashes attached might as well not be there. I'm only ever able to get one maybe two Garchomps up in that matchup. Luckily, Giratina locks trevenants ability if it evolves, so either it evolves and I can play items again, or it doesn't and Garchomp can then 2HKO it with a Strong Energy. I chose to run Octillery over Shaymin because I find that in this deck you need a constant flow of cards rather than having a lot at certain times.
Lucario is an iffy card that I'm not too sure about yet. It doesn't share the same weakness as Garchomp giving it a better chance against bees, but it's weak to psychic giving this deck another reason to be careful around Trev. However Zygarde EX, is the other card I've been thinking about. It has higher HP, and Trev isn't as much of a problem, however it shares the same weakness as Garchomp so it takes a hit against bees.
Any advice is appreciated!