Garchomp

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  • Total voters
    40
DarkMagnus: How is requiring one single specific energy a drawback? Almost all Pokemon have that as a requisite. It's easy to procure the right energy too as long as you play enough Castaway and Hamana's Research, plus Stantler on top of that to get them if you don't draw into them within the first few turns. I say 4/2/4 Castaway/HR/Stantler should work. Drawbacks would be discarding the energy, or discarding cards from your hand, or not being able to attack next turn, or taking self damage. Requiring one specific energy does not count as a drawback at all in my book. Once you get it attached, you can do that 110 consistently until Garchomp is KOed.

I also don't understand why you keep insisting that this card is slow when it can do 70 or 110 turn 3. What do you consider to be faster than the speed of light then, if this card crawls along at such a snail's pace?

Going back to the whole early Boost KO thing. The idea is, if you're going to do that at all(or if you're able), open with Stantler or Smeargle with a Gible benched. If they also have a starter, great. All you need is Warp Point, Rare Candy, Garchomp and Boost. With Stantler getting you a Supporter for free each turn, that shouldn't be too hard to fish out of your deck. Anyway all you do is Warp Garchomp active, also causing them to bring out something they probably don't want KOed from their bench, then get the quick KO. You just took out something they needed. You got an advantage. So what if they have something else on their bench that they can evolve and Scramble next turn? Garchomp has 130 HP, remember? How many Pokemon can hit that hard with one attack? Even if they are colorless, they're going to have to do 100 base damage to get a OHKO. If they do critically hit you, just bring Stantler back out and try to build another Garchomp. Once they get a KO on you to even the score, that Scramble is next to useless anyway and then you can start the whole 110 every turn thing with that other Garchomp. If the Lv. X card is released abroad, you can regenerate lost Garchomps AND energy as well, which really is amazing. With it, the deck truly becomes consistent in my mind. I admit that in the absence of the Lv. X, you do run a high risk of losing if you don't get a fast Garchomp out doing max damage, disrupting them from ever really setting up an opposition. But the Lv. X means your Garchomp are just going to keep on coming. Instead of KOing 3 and then watching you twiddle your thumbs, they might end up having to KO 6.
 
ok not including lake boundry: Ape lvl x, Delcatty ex, Ttar Dp2 , Kricket, Electivire, Gatr, i'd like to give an honorable metion to Ray d ex just for messing with it so well i know papi will come back with more pokes
Queen HP, Aggron Ex and DP2, magmortar Lvl x, Meganium DP2 , GRumpig CG, Rampardos Dp2, Ursaring Dp2 (lol),Lanturn PK,

yes some of the listed pokes are 90 not 100 but Plus powers can be figured into this a bit imo.
 
And MOST of the pokemon you list DarkMagus can be even slower to setup. Ape X needs 8 fire energy in the discard ... good luck getting that early game. Delcatty needs 11 energy, 1 attachment & 10 in the discard ... again not an early game answer. Ttar needs 4 energy attached ... how is that slower than Garchomp? Krick needs to fill the bench ... it's fast but maxes out at 80 and can't count on doing that every turn all game. Gatr isn't going to be able to candy T1 and go crazy, though he is going to be awesome late game.

No pokemon is perfect. I don't think Garchomp is Pokemon #1 at this point ... but it's not a bad one either.
 
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.
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.
 
I'll give it to you that in the absence of the Lv. X, Garchomp probably needs to win fairly early, just like Kricketune for example, or else it will fall behind mid to late game, and the bench probably will be underdeveloped, and things like energy will be stretched thin. I never said the deck is unbeatable or unflawed. It just needs to get the edge quick and make sure the opponent doesn't develop, like a lot of other decks actually. This is without factoring in Garchomp Lv. X, which allows the deck to survive multiple Garchomp KOs and energy loss as well, and I really do think it will by the lynchpin of the deck when/if it's released. There are other Pokemon that do nice damage for relatively cheap at a decent speed, yes, I will also grant you. But I think Garchomp deserves to be included with them. I already outlined the reasons for it in several previous posts and I don't want to get too repetitive.

All of this talk on both sides is really just theoretical and speculatory anyway, since most people don't even have MT cards to begin with, BR is still a ways off, programs like Apprentice/Redshark don't have MT patches available yet, etc.. BR and beyond will show whether or not Garchomp is up to snuff. I am just of the opinion that it can be a legitimate threat with the right decklist and the right player (I know this is a generic statement but I think you get what I'm saying).
 
Garchomp isn't bad, but it is rather outclassed in this format. D/P up have been getting pretty broken pokes. If Chomp was in the DX-on format, it would have shined. But Ape, Empoleon, Kricit ect just outclass it.
 
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.
 
wo~ hot dicussion here.

we must also consider the possibility of getting garchomp T3 with 3 energies where 1 of them is the opponent's weakness to do 110. That's kinda messy. ape, tune, and empo doesnt need to brother all that. They can just go aggro when they have 2/3 energies. Thats -1 for chomp.

With chomp X coming out, i think it should be in a spread deck. something like... amphy/ absol ex/ empoleon(yes)
 
Garchomp is great for the first few turns, but it cannot keep up. You spend your first 3/4 turns powering it up...Leaving your bench dramatically under developed. And odds are your Garchomp is nearly dead by the time it gets powered anyway. Garchomp is horrible, for the simple fact it cannot keep up the 70~110 charade for too long before it gets overpowered/overswarmed.

Garchomp is good yes. But it is far from playable. There is not much it can combo with...And unless Garchomp Lvl. X comes out in English - Garchomp will remain unplayable. For the simple fact that you NEED it to be able to keep up the Garchomp swarm.
 
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.
 
Now Garchomp lvl x is another matter. as a pokemon player i have notice few of the Reanimator cards of my magic hay days. so one would look at garchomp and think OMGZORS ITS AMONSTER REBORN! but its not your risking a well set up pokemon just to get a s2 with 3 nrg on it that you think is gunna win you games. well sorry except for powering up a chomp as a basic its nothing that Swampert ex can't do from the bench. esp when your risking a S2 lvl x. and just because his atk is free don't assume its not gunna have nrg on it. also once again the ReBorn Pokémon can't be attached with DRE/Scramble to ultilize the dieing/dead chomp.
 
I disagree. Garchomp Lv. X is a great aid to the deck because it fully repowers and brings back a lost Garchomp AND energy all in one move so that it can be back out attacking next turn, which gives you consistency and the ability to swarm. The idea would be to get 2 Garchomp in play early on-- obviously one active and attacking, the other one on the bench. You could either build the 2nd one up or opt not to. If you do build it up and are able to do 110 as soon as the first Garchomp is KOed, then by all means you'd do that. If you don't have it fully powered, Level it up and bring that first Garchomp and all its energy back into play. On your next turn, the Lv. X will probably still be alive, with 140 HP. Just retreat it for the "reborn" regular Garchomp and start doing 110 again. When it dies, bring the Lv. X back out again and revive that same Garchomp once more. If they KO the Lv. X after it uses Rebirth for the 2nd time, big deal. They're going to have to handle another fresh, energized Garchomp. You can even get the Lv. X back with Night Maintenance and then search it out with Celios to repeat this process further. The point is to make them deal with Garchomp after Garchomp, fully powered and damageless with the full 130 HP after being "reborn", doing 110. I don't see how you could dispute the potency of this.
 
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.
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.
 
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.

Inconsistancy + Doesnt combo with anything = UNPLAYABLE. Garchomp is a card that has alot of potential - BUT all it needs is SOMETHING to combo with. And I wish people would stop saying "zomg lawl it greet dek wit garchomp lvl x cuz it mak it so broken". Why yes. I think we established that - fact of the matter is they will NEVER print Garchomp Lvl. X in English. In Japan it is fine - their format still has LBS, Metanite, King of the West, Queendom, Dragtrode, Spintar - all of the archetypes of the old days that do not NEED Garchomp Lvl. X. Such a card going into Japan is balanced out by the simple matter of all those high powered Arche-types.

Yes, but as you said, use Night-Maintenance to get it back - It still takes time to evolve it back into Garchomp - still takes time to re-attach those energy. And you have to get a Night-Maintenence in your hand to begin with.

I never said that you will only ever get one Garchomp powered - I said by the time you get your first Garchomp out and fully powered - your bench, if you have one at all, will be horribly undeveloped - and your opponent will usually be swarming you with their pokemon - by the time your second Garchomp is powered (IF you can get a second one) your first will be dead, then your second straight after, and there, you have NO bench to defend yourself with.

Going against Garchomp is an easy win - simple fact, Garchomp has NOTHING it can combo with. And 70 damage with the chance of 110 might sound great, but there are so many other heavy hitters that swarm alot faster than Garchomp (like Kricketune for example) that Garchomp - if it ever DOES see play, will have a hard time pulling off a win. It might be able to keep that damage going - but it cannot survive once it gets swarmed.
 
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.

Fine, go ahead play cessation. I'll play wp or ws. If I play wp then I still can use my garchomp body. If you retreat and bring out cessation crystal guy then you'll not be able to do much. Then I'll evolve to garchomp then ko your poke.

[/quote]
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. [/quote]

I know empoleon match will be hard but I'm sure garchomp can ko empoleon 1 hit. Lv x power then plus or strength then 110.
For gatr, I bet there's many team galactic's wager out there. That will hurt gatr's attack. Garchomp deck MIGHT run TGW to reduce gatr's attack.

[/quote]
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. [/quote]

Ok, first, garchomp does KO the NEW stage 2 poke. Look up all new stage 2. I'm not going to list ALL of em. But I'm gonna say some for now. Ape, garchomp, zam, crobat, electivire, and magmortar. I know electivire and magmortar isn't stage 2 but when they evolve from baby, kinda counts. But when lv x is out, I can do more damage. 130 tops. Power, sc or pp, then 110. I can KO new stage 2 poke. Aint gonna list em. > >

And kricketune can't ko garchomp. That depends on how many kricketot on the bench. If kricketot is in your prize then you shouldn't be able to ko my garchomp. If you have kricketune out and only have 2 kricketot out, you'll only do 70 damage. Then I'll ko kricketot. You ko me with 60 damage. I rc and boost then plus or strength. Ko your kricketune. You only have 1 kricketot left and you'll not be able do much. I would say 60-40, garchomp favor.

[/quote]
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. [/quote]

What happen IF you DONT have wp? I'll have advange. Plus I'll play boost then pluspower or strength charm. I don't care if you play cessation, I'll still be able to ko you. Plus if kricketot is in prize or discard pile or couldn't get it out, you'll be doing VERY little damage. You can't do 80 in t2 everytime.
And btw papi, we have discuss this be4. This isn't gonna anywhere. -_-
 
Pokemon: Garchomp
Set: MT
Pre-Evos:
Gible: A better then average basic that can make your opponent waste early Energy/Switches to get there starter Pokemon active.
Rating: 4.5/5
Gabite: This thing is a beast, with some godly attacks for an evloving stage 1, however, it lacks conseistancey. Either heads or tails is good, but relying on it is not a good idea
Rating: 4/5

The HP: 130 has become a trait among most decent stage 2's, such as Empoleon, Meganium, Aggron ect, though still the best HP that allows for decent attacks. 140 would've been overkill. 5/5

The Type: Could be alot better, few cards in the game have a (C) weakness, and D/P has given Ghost pokemon a resistance to it. However, other then Mismagius, Gengar and Dusknoir, Garchomp doesn't have much resistance, which somewhat makes up for low type coverage. It allso leaves him to get destroyed by BF, which will be HUGE this season 2.5/5

The Weakness: A plus 30 (C) weakness possess a problem to this wonderful tank. Cards like Ambipom, Delcatty ex, other Garchomp, Dodrio, Ursaring ect are sure to see play. However, it means that when facing a mirrior, the best/luckiest player wins, which is alright. But overall, a terrible weakness, as even a (W) weakness would be more desirable. 1/5

The Resistance: Being part ground, you'd think they could give him an (L) resistance, but alass, 0/5 for no resistance

The Retreat: As if being a tank wasn't enough, with a free retreat, a Garchomp Swarm with a Dugtrio on the bench is difficult to over come 5/5

The Body: As much as this seems like a haymaker's body, it also hinders the creative uses of Garchomp. Most normal Pokemon can be teched in any deck, as they don't require any certain energy. Garchomp however, needs to have almost 1 of each energy to be playable (other then (G)). As if that wasn't enough, BF, CC and CS are going to be HUGE this season, and they all spell doom for Garchomp. However, putting aside the fact that the body ise useless in most decks, playing a swarm of Garchomp is uber. Energy switch will actually see play, as it has that free retreat cost. Havin a +40 damage to almost any Pokemon is just uber, though it comes at many costs. It also makes it hard to tech in anything, other then Ambipom, Delcatty ex and Mew *, but even then, a quick Mario or T2K will have this deck struggling. Infernape can be candied and DRE'd for a T2 80, destroying poor Gible or Gabite, and severlly hurting Garchomp. But having a body that needs certain energy out in a short amount of time is risky. Smeargle SD almost makes up for that, but it can still leave you hanging against Quickitune, Mario or a rouge deck. The body has great potential, but a few too many draw backs.
Rating 3/5

The attack: A boostable 70, higher then average
4.9/5

Over all ranking: 22.9/45
Not a great card, but it has potential
 
Garchomp X will let Chomp combo with ANYTHING.

It will work a lot like R-Gon ... you run various tech stage 2 pokemon (or great stage 1s) and supporters with discard. Discard your pokemon during play and energy will get there as a Chomp or two goes down. Then use Chomp X to bring either another Chomp or a Tech to the bench fully powered and ready to go.

Now without the level X things are not as clear. I like a lot of other cards better now, but I don't see Chomp as outright bad. He's an interesting secondary attacker in nearly any deck. Not as fast as I would like, but workable. As a primary attacker, he's a bit slow, but not unreasonably so for a stage 2. I would probably run Memory berry just in case I ever got cought having to promote him without proper energy, though Gabite's first attack might be helpful in that regard.

While some decks are going to run CC, I foresee Battle Frontier as being more popular. IMHO that's going to be what a Garchomp deck is going to have to look out for more than anything. I'm just thinking that a lot of new decks will be running Colorless types (Delcatty, Delcatty ex, Blissey, etc.), Metal types (Nidoqueen d, Flygon d, Charizard d, etc.), and Darkness (Shiftry ex, Honchkrow, etc.). BF will be the play and it will really hurt Garchomp.
 
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