Garchomp

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If Garchomp LVL. X comes out in English, then that Garchomp MIGHT see the light of day. Without Garchomp LVL. X the normal Garchomp is not worth the cost.

But as for something that Garchomp could combo with...Garchomp would not get it's power from itself, no...But, a Garchomp + Delcatty (EX) deck could be a killer, throw in Blaziken. Blaziken for energy spread, Delcatty for draw, Delcatty EX for a strong powerful attack when there are stockpiles of energy from your fallen Garchomp...And then there is Garchomp, with a ton of different types of energy on it to help its effect...Who knows, anything is possible. But I would not put too much money on Garchomp being very big.
 
best thing the cards got going for it is free retreat. and rebirth isn't that great. your gunna trade a garchomp lvl x that's probly gunna Have more than 0 nrg on it just to say power up a mew*/Garchomp with 3 nrg or even a at best a ****** (shhh its a secret). play your garchomp your gunna get colorless pwn'd
 
at least GArchomp doesn't have to worry bout mirror they're both to slow and theres no basic colorless nrg....
 
110 for 3 is nothing to scoff at. It's not hard getting the right fuel either, with Castaway and Hamana's Research both at your disposal. You don't have to stockpile energy either-- you just need to get hold of one or two of the type that corresponds to the active's weakness in the beginning and you're good to go. Night Maintenance/Garchomp lv. X are the recyclers that keep you in business (if the energy gets discarded for whatever reason, NM it back and search it out again with Castaway/Hamana's Research, or go the Lv. X route and power something back up for more beatdowns). A Boostable 70 for 3 is also nothing to scoff at, for all you guys who are saying things like, "Not worth the cost, Cessation/Battle Frontier shuts him down, etc.". There's always Windstorm and Warp Point to deal with CC/BF anyway (Warp Point is especially nice with Garchomp because of the free retreat). Free retreat on a 130 HP non-Ex is also nothing to scoff at. The colorless weakness isn't that big of a deal either since it's only +30.

As for starters with Garchomp, I'd go with Stantler (SD) over Smeargle. Getting Supporters for free is better than getting energy for free, even if the backbone of the deck relies so heavily on specific energy. With Stantler you can get cards like Castaway, which brings you the energy plus a tool plus another Supporter. You can also grab that Celio's, or that Mentor, or that draw card. It will speed up the deck by a considerable margin in my opinion.

Regardless of what you think of the card's effectiveness, you can bet your bottom dollar it will be played.
 
but what people are saying is after the first goes down with his body shutting off with sp. NRg on it the deck will fall behind to most anything now that will use DRE and will have little chance to recover. its just a bad tempo card.
 
What you can do to start if you're second is a decent Rare Candy, Boost, 70 damage. That's OK. You should knock out one of their decent Basics by that.
 
It's to knock out a basic, be it a starter or the basic form of some evolution your opponent is running. This makes HIM fall behind, not you.
 
no normally its a starter your koing and they're gunna get ahead of the game by you loosing that nrg drop and you still needing to attach 3 more, there gunna evo dre/scramble and blast him away.
 
Not all decks rely on the "KO my expendable starter, please, so I can Scramble power something big and wreak havoc!" strategy, first of all. Second of all, Garchomp has 130 HP. It isn't going to get OHKOed all that easy, especially if you play cards like Buffer Piece. Thirdly, Garchomp ABUSES Warp Point with its free retreat, so even if they do have an expendable starter out there that they want you to KO/don't mind having KOed(like a Budew/Castform/Chingling), chances are that during the first few turns of the game, their bench is not going to be chock full. No, what's likely to happen is they will have one or two Pokemon that they do value and are trying to pump up, and if you Warp one of them out and get the quick Boost KO, you have disrupted them and set them behind, not yourself. Boost compatibility isn't even the main thing Garchomp has going for it anyway. It's just a bonus. The main idea is still to do 110 for 3 whenever possible.

Also, if a Garchomp goes down and you do lose admittedly precious energy, just do what I said in my last post-- Night Maintenance it back into the deck and then search it out again with another Hamana's Research/Castaway. Or go the Level X route, if that card is released outside Japan-- and I think it will be.
 
DarkMagnus said:
but why would you even play boost in this? to fall even further behind?
You'd Boost to get a quick prize! When you take a Prize Card you don't fall behind. You just Retreat and switch for Smeargle DP3!(Very good tech with Garchomp.) No reason to fall behind!
 
butlerforhire said:
Not all decks rely on the "KO my expendable starter, please, so I can Scramble power something big and wreak havoc!" strategy, first of all. Second of all, Garchomp has 130 HP. It isn't going to get OHKOed all that easy, especially if you play cards like Buffer Piece. Thirdly, Garchomp ABUSES Warp Point with its free retreat, so even if they do have an expendable starter out there that they want you to KO/don't mind having KOed(like a Budew/Castform/Chingling), chances are that during the first few turns of the game, their bench is not going to be chock full. No, what's likely to happen is they will have one or two Pokemon that they do value and are trying to pump up, and if you Warp one of them out and get the quick Boost KO, you have disrupted them and set them behind, not yourself. Boost compatibility isn't even the main thing Garchomp has going for it anyway. It's just a bonus. The main idea is still to do 110 for 3 whenever possible.

Also, if a Garchomp goes down and you do lose admittedly precious energy, just do what I said in my last post-- Night Maintenance it back into the deck and then search it out again with another Hamana's Research/Castaway. Or go the Level X route, if that card is released outside Japan-- and I think it will be.
rofl. There are soo many other pokes that abuse boost, and yet none of them work great. The only one I can think of that went beyond cities this year was flygon ex, which is soo much better then garchomp in almost all aspects. You can ko them t2 with candy/boost, but you're not going to win the game unless you do t2 them (in this situation). You need another boost to even keep up the damage. If you don't have one, you're going to have to hope you have a starter of your own to fall back on. 110 for 3 is not special at all. I mean, inferape does 90 for 2. You're wasting time manually powering up this card when inferape just has to drop a dre to do 80. And infernape has free retreat. Does the extra 30 hp garchomp has justify its slowness? Nope. Look at all the new cards that dish out MORE damage. T-tar comes to mind. 140 hp, absuses scramble/dre, absues dark, and is frankly cooler then garchomp. lol. Look how thin your energy has to be to absue it. With boost, thats about 18-20 energy. You have vertually no room for trainers or a supporting pokemon. And if your opponet can go toe-to-toe with garchomp, it loses fast.
 
"rofl"? You really get that tickled over Pokemon? Or are you just trying to find ways to insinuate that you're somehow above those of us who disagree with your dismissal of this card, to the point where you begin your rebuttal of someone's post with a hearty net-slang laugh?

110 for 3 with absolutely no drawbacks is nothing special? Since when? And how is Garchomp SLOW when it can be up and running doing that full 110 consistently by the third turn? Also, about the whole Boost thing, you criticize the effectiveness of a quick Boost KO and bemoan the energy drop you "lost" (yet you still got a prize...) when you praise Infernape for doing the same thing-- getting a quick KO but losing the energy. The point is also not to WIN the game with that quick Boost KO, IF you even need or are able to do it. It is to disrupt their set up. With Warp Point, it's very doable. Also, Infernape's attack MAXES at 90 (not counting weakness, but how many steel/grass Pokemon actually see competitive play these days?) unless you're talking about the Lv. X, which is usually not going to be able to consistently do 150. That 90, or 80 if you're doing the DRE thing, doesn't KO a whole lot in one hit. 110 on the other hand, or 120 with the aid of a Strength Charm, DOES KO quite a bit in one hit.

Also, the Garchomp decks I've seen, and the rough draft I've been working on, don't really NEED any other Pokemon aside from Garchomp and either Stantler or Smeargle, save for perhaps a tech Mew* or something. There's plenty of room for trainers. Not every deck demands back-up from a supporter either. Garchomp is designed to overwhelm the opponent quickly and maintain that domination until the game is over. It's like a one-man army. Sure it wouldn't always happen that way, and I'm not even saying the card/deck is without flaws, but you're making it seem like it's utterly worthless and impotent, which I see as being far from the case.
 
no draw backs? like they all must be basic? thats not a draw back in a DRE Scramble riddin format? and comparing garchomp to ape is wrong as well for when they loose nrg for there 80 dmg as compared to your 70 is that they may use special nrg and swing for 90 for 2 not possibly 110 for 3. its still a matter of loosing nrg drops and the fact that they will catch up and wiz past you whith theres. you sendng your smeargle or stantler is tossing them an evening prizes ie.. you boost swing draw a prize, they then send some one up candy scramble and ko your garchomp and if you you still have a bunch of dmg on it you retreat send up a starter attach to chomp, they then ko the starter say go looky! you almost have to send up the chomp with only 1 nrg on it. look its slow deal with it with out an nrg accelerator this card is half dead. if it had anotgher cheap atk it might have been good but its in a DRE SCramble format with EX's being out. this card is dead middle to late game .
 
If Garchomp comes to North America it will destroy all!!!

Picture it like this...

Gyarados * discards deck

Delicatty brings energy back into deck

Sableye discards energies then Garchomp brings back one of the 0-0-1 lines of any powerful Stage 2 ex

Good Game

That is Garchomp Lv.X for North America
 
yeah GG as they KO the active chomp lvl x and then hit your EX for 2 prizes. yeah GG
 
smacktack15 said:
If Garchomp comes to North America it will destroy all!!!

Picture it like this...

Gyarados * discards deck

Delicatty brings energy back into deck

Sableye discards energies then Garchomp brings back one of the 0-0-1 lines of any powerful Stage 2 ex

Good Game

That is Garchomp Lv.X for North America

ya...thats gonna happen...try that out against a good player and tell me how it works out x.x...hmmm the lv. x Im gonna say is gonna be played with the new jolteon because I assume its going to be something like the ex, and then absol ex will come in handy to

Pokemon: 24
1 Garchomp Lv. X
2 Garchomp
1 Gabite
2 Gible
4 Eevee
2 Jolteon
2 Vaporeon/Glaceon
2 Leafeon
2 Flareon
2 Umbreon
2 Espeon
2 Absol EX

Energy: 20
2 Scramble
4 Multi
2 DRE
2 Water
2 Electric
2 Fire
2 Grass
2 Psychic
2 Dark

...maybe? =/
 
smacktack15 said:
If Garchomp comes to North America it will destroy all!!!

Picture it like this...

Gyarados * discards deck

Delicatty brings energy back into deck

Sableye discards energies then Garchomp brings back one of the 0-0-1 lines of any powerful Stage 2 ex

Good Game

That is Garchomp Lv.X for North America

So you were able to get a Stage 2 Lv. X, an ex, a * and a sableye out before any of them were prized/KOed, while at the same time not drawing any of your stage 2 ex's? NO? Well then GG, you lose. Ideas like this are nice on paper, but you'll get that set-up 1 in a 1000 games, and even then, you'll lose Chomp Lv.X to a Normal Pokemon by then. And how do you get Gyara * with 4 energy before it gets KOed?
 
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