First off, I usually say rofl, lol, ect. as a greeting. 2nd, 3rd turn 110 is not that impressive, for several reasons. First off, its not a guaranteed t3 110. Its a guaranteed 70 with the chance for the body to kick in. 2nd, you need to get it out in the first place. Now, its not that hard to get out a stage 2 t3, but that usually means you've left your bench under-developed. And this season will be all about swarming with guys that hit for quick but good damage. Secondly, look at all the dp stage 2s. Empoleon does 70 for 3 also and a chance to do 20 to the bench. Combined with the entire lines sniping/spreading, it can easily do "110" to the active poke. Gatr can easily do t3 100+, and keep it up constantly with dres to keep up a swarm. Heck, kricktune does 80 t2. 3rdly, 110 does not ko that much. If you look at the pokes that survive and how the format is going to be structured, they will win the prize trade off because they will be able to over-whelm you mid-late game with the help of dres/scrambles/boosts. 110 doesn't ko any of the new stage 2s. So they overwhelm you with their energy speed and win the game because you have to hide behind poke after poke, building up garchomp #2-3 and lose any sort of prize advantage you had early game with your t2 boost. A "1 man crew" usually needs a hard hitting poke. Garchomp ISN'T a hard enough hitting poke to be a one man crew. Theres soo many factors going against it right now, its not even funny, for one thing. It also doesn't have the speed needed for it to be a 1 man crew. Is 110 strong? Sure. Is it game winning? Sure. Does garchomp have the capablity to be game winning in THIS format? No.butlerforhire said:"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.
1) You're giving it the t3 correct energy and the body activated. Without that body, the card is just terrible and I'm sure EVERYBODY would agree with that. I know as soon as I see gabite I'm going to go castaway for a censation crystal and shut of the body and get another castaway in case you can windstorm the first one away. 2) Empoleon doesn't have to ko the garchomp. Its the job of the 2nd one to do that (given garchomp got the first hit in). And if that first garchomp goes down before the 2nd one is fully built up, you're going to have to sac pokes to build it up. And once that starts, you're not going to be able to catch up to the opponets prize lead and bench support. Gatr will sac a few pokes to get the proper # of energy in hand to start killing garchomp after garchomp and overwhelm you. 3) 110 doesn't ko any of the new stage 2s (which is what I said, not that 110 doesn't ko alot). If its facing something like cricket, then it'll 1 shot it, sure. But at the same time, you're going to be facing a rush and quick damage. If you can't build up the 2nd garchomp (which is what'll come down to) in time, you'll still lose. 4) Most cricket lists play warp point, since removing special conditions is a pain, so if thats your only pokemon and you have to do that t1 to stall, its not looking good for you already. 5) There are soo many flaws with garchomp lv X, its not even funny. 1st off, its not even out yet, and I'm pretty sure we won't be seeing it pop6 either. So unless its expected as a box topper or something next set, we probly won't be seeing this card until at least states. So making speculations about a card that we may never see is not a wise idea. 2nd, its attack is only decent, not amazing. Can it win games? Sure. But so can catty ex in every single deck. 3rd, the card takes up a garchomp space, which is huge. Why can infercatty do it? Because the lv X isn't needed every game and they have a huge draw engine. Is the lv X needed every game for garchomp? If you only have 3 avaiable for a 6 prize game in an enviroment that is screaming for swarming, then it most certainly will. And sacing a garchomp for another one just to drop 3 energies onto it is just....well, not great.Elite_Riku said:Papi, I COMPLETE disagree. 1st, 110 damage is impressive in t3. 110 damage can ko ALMOST all poke. That will hurt other player's chance. So tell me what impressed you? 2nd, empoleon can't ko garchomp in t1. Gatr needs 5-7 energies to ko garchomp. If gatr got 5-7 energies then should be able to ko garchomp in t1. But less than 5 cards, that will take 2 turns to ko garchomp. Garchomp can ko in 1 turn with pluspower and strength. Which means have enough time to build up another garchomp on bench while they are setting up to ko active garchomp. 3rd, you said 110 doesn't ko that much. Wow, where do I start. There's MANY poke with 110 hp or less, and garchomp CAN ko any of em. Ok, let me give you several examples: absol ex, kricketunes, ape, flygon d, electivire, prinplup, and bunch more. Not promising? You are wrong.... 4th, kricketunes can't do 80 in t2. Not while gible force them to switch. That will screw up kricketunes deck. So I would say kricketunes can do 40-80 in t3. I would say gg to kricketunes. 5th, you said, "so they overwhelm you with their energy speed and win the game because you have to hide behind poke after poke." Ok, where do I start... Have you ever read garchomp lv x? Garchomp lv x allows me to bring back a FRESH and ready garchomp. And I don't see why I'll be hiding while I've fresh and ready garchomp. I don't think they can overwhelm us. We'll be the one overwhelm THEM. How? 110 can ko any poke allows me to get head start. So I'll have several advange.
Sorry for posting so long, had to make several points.
MOTSK, actually, garchomp can outclass ape and kricketunes. Empoleon match should be tough.
butlerforhire said:Krucifier: I already conceded that in the absence of the Lv. X, the card and deck are probably going to be inconsistent. This doesn't make them unplayable, they just won't win consistently. Sometimes they'll wreck from the beginning, other times they won't quite set up right and the opponent will and without the regenerative power of the Lv. X, the Garchomp player will be in trouble. It's just a gamble. A number of decks in this game take it still, and a lot always have. It's also not impossible to power up more than one Garchomp per game, with cards like Night Maintenance to put back lost energy from the first Garchomp and cards like Castaway/Hamana's Research to bring them back out again. Once the active one is powered up and dealing damage, just start building a benched one with 2 of whatever energy is in your hand and then when you need that one specific type of energy to cover their weakness once the initial Garchomp is gone, just use those trainers I mentioned to grab it and you're back in business.
And with the release of the Lv. X, a lot of the critiques in this thread kind of fall by the wayside.
Papi/Manny said:1) You're giving it the t3 correct energy and the body activated. Without that body, the card is just terrible and I'm sure EVERYBODY would agree with that. I know as soon as I see gabite I'm going to go castaway for a censation crystal and shut of the body and get another castaway in case you can windstorm the first one away.