Glaceon's Guide to ZPST

Glace

Top 8, Worlds 2013
Advanced Member
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zpst2.png

By [member]glaceon[/member]

(Credit to Gliscor for the picture)

Hello PokéBeachers! This is an analyze on a deck based on Zekrom, Pachirisu, Shaymin, and Tornadus, better know as ZPST, though some just call it Zekrom.

How the Deck Works

The goal of this deck is to get a turn one Bolt Strike (with Zekrom) or a turn one Hurricane (with Tornadus). It is impossible to manually attach three energy in one turn, but that is where Pachirisu and Shaymin come in. Neither are use for there attacks, but rather for their Poké-Power's. Pachirisu's Poké-Power Self Generation attaches two Lightning Energy from your hand, onto Pachirisu. Then, Shaymin's Poké-Power Celebration Wind moves the energy from Pachirisu over to Zekrom. Then, after a manual attachment, Zekrom will have three energy (two of which are Lightning) on it. This will put early game pressure on your opponent, and sometimes lets you win on your first turn (because your opponent has no more Pokémon).


[IMG=199x259]http://pokebeach.com/scans/black-and-white/114-zekrom.jpg[/img]​


A Skeleton List:
4 Zekrom
2 Pachirisu
2 Shaymin
4 Tornadus

12 Pokémon

4 Dual Ball
4 Professor Juniper
3 Junk Arm
2 Pokémon Collector
2 Professor Oaks New Theory
2 PokéGear 3.0
2 Sage's Training
3 Pokémon Catcher
2 Eviolite

24 Items or Supporters

10 Lightning Energy
3 Double Colorless Energy

13 Energy

49 total.


The Reasoning​
All of the titles are links!​


(I am not going to go over the Pokemon mentioned early, because I have explained them already. Also, this list is a sample. You may change it however you want to fit your playing style.)


Tornadus

Before Nationals and Worlds, ZPS wasn't played much because of an awful weakness to Donphan. Being able to knockout Zekrom in one hit after bolt strike really hurt ZPS. Also, it takes two Bolt Strikes to knockout Donphan, so Zekrom gets 80 recoil damage. Tornadus is a count to Donphan. It works by knocking out Donphan with two Hurricanes, while without Ruins of Alph, it takes Donphan three Earthquakes. It also moves an energy from itself to a benched Pokemon, which is also great. This helps because if a Tornadus is knocked out, you'd only have to discard two energy with the Tornadus, and it also helps to set up Zekroms or Tornadus' on the bench.

Dual Ball

Dual Ball is the best way in my opinion to get out the basics you need to get a turn one Zekrom. Searching for up to two basics is okay, but the best part is that you can later use a Supporter such as Professor Juniper to get an entire new hand after playing out your old one. If you were to use Pokémon Collector, you would be unable to do this.

Professor Juniper

Since ZPST has drawpower through Pokémon, four Professor Juniper is a must. Having no hand or a hand with just a few cards left, after attempting a turn one Zekrom is not uncommon. With Juniper, after playing out your hand you will get an entirely new one. Juniper will also help in late game with bad hands.

Junk Arm

Junk Arm is used to reuse important item cards such as Dual Ball and Pluspower. My personal build runs three, and I think that is the best number for Junk Arm. Though Junk Arm is very important, it can be a unnecessary card early game when trying for a donk, and may make you discard important cards when using it. Despite this, Junk Arm is very useful and no less than three should be used. The reuse of important Trainer cards such as Pokémon Catcher and Pluspower can be vital during games.

Pokémon Collector

Pokémon Collector is just another way to get out basics. When trying for a donk, often you will be missing a Pokemon, and Pokémon Collector lets you get the Pokemon you need. Pokémon Collector is consistent and not flippy, but still isn't as good in ZPST as Dual Ball because Dual Ball doesn't take up the Supporter for the turn, and can be reused with Dual Ball.

Professor Oak's New Theory

Professor Oak's New Theory is a consistency Supporter used to get better hands. Usually using Professor Juniper is better, but Professor Oak's New Theory doesn't make you discard any important cards from your hand. Professor Oak's New Theory is generally used when you have cards that will be used later on in the game, but aren't useful during the stage of the game that your currently in.

PokéGear 3.0

If you have a really bad hand, but need one Supporter to make your hand really good, PokéGear 3.0 is the best card for the job. PokéGear 3.0 searches your top seven cards for Supporters, then lets you pick one of them to put in your hand. It works well for reviving bad hand, or can help for getting cards you need for a donk.

Sage's Training

This card isn't direct hand refreshment, but is useful when you only need one card to donk or get out another Zekrom. There is a downside, discarding three cards, but it gives choice as to what you want to pick. Why Sage's Training over Cheren? The reasoning is that when you need one more card to donk or do a significant play, there is a greater chance of getting that card through Sage's Training, not through Cheren. Also, there are a lot of cards in ZPST that are often not important late game that can be discarded without doing much or even any harm such as Pokémon Collector or Dual Ball..

Evolite

Eviolite makes ZPST a whole lot better. It makes Bolt Strike only do 20 recoil damage, and also so even after a Bolt Strike, and Earthquake or any attack that does 120 damage do 20 less, which still leaves Zekrom with 10 HP. Another good thing about Eviolite is that for ZPST decks that use Defender, all the player has to do is switch out the Defender for Eviolite (because Defender only lasts one turn), so no extra space is needed to add in Eviolite.

(Note: If TyRam is heavy in your area, the TyRam decks will use Evolite, so add extra Pokémon Catcher so you take prizes off benched Pokemon instead if only damaging Reshiram. Wait until Reshiram has thirty damage on itself by using Afterburner, and then use Bolt Strike. Be careful when using Pluspower against Reshiram because recoil damage increases too.)

Pokémon Catcher

Pokémon Catcher is used for switching around your opponents Pokémon, and taking easy knockouts. The Pokémon Catcher can also be reused with Junk Arm, which is why three Pokémon Catcher is fine, but because most people us four for consistency, which is also fine..

Pluspower


Pluspower is used to allow Zekrom or Tornadus to get knockouts that it wouldn't have been able to get before. Zekrom can Bolt Strike Reshiram with no damage counters and knock it out this way. Be careful though, because Pluspower adds to recoil damage.

Switch

Switch is helpful because it can move a damaged Zekrom out of the actice spots, leaving another one to take over, or move a Pachirisu or Shaymin out of the active spot enabling a donk. It can also be used to get a Zekrom out of the active spot after a Pokémon Catcher.


Energy

Running a high count of energy is important for getting out a turn one Zekrom. Never run less than 9 Lightning Energy, even if you are running a high Energy Search count, or Double Colorless Energy. After testing I found 11 Lightning Energy to be a good number, but it depends on the techs used.

Double Colorless Energy


Double Colorless Energy… It can help with donks or counterattacking (Reshiram Blue Flares a Zekrom with no energy, attach a Double Colorless Energy and Outrage for the knockout), and provides useful for many situations. Its main purpose is to allow Tornadus to attack for only two energy. Double Colorless Energy doesn't take away consistency, but can stray a player away from getting consistent Zekrom, especially in matchups where Tornadus shouldn't be used late in the game (such as TyRam), or sometimes not at all in the game (Gothitelle is an example where Tornadus never should really be used much, maybe for a Gothita knockout, but with techs that need Zekrom, Tornadus shouldn't be used much). Double Colorless Energy is a good play, and should be used, because it takes total advantage of Tornadus being a Colorless Pokémon.



Techs and Other Options​


Magby

Gothitelle had always been a horrid match up for ZPST. They is no way for the deck to knockout Gothitelle after the lock with Reuniclus is setup. What Magby does is burns a Gothitelle. Then Gothitelle has the usual turn of attacking, and then it’s back to the ZPST player's turn. However, between turns there is a 50% chance of 20 damage from burn. After that 20 damage, Gothitelle is able to be knocked out (Using Zekrom). Even if they get heads on the first burn flip, there is still another flip between the ZPST player’s turn and the Gothitelle player's turn, giving another chance for burn. It is more likely than not that they will get tails at least one time. Magby is best when your opponent first gets a Gothitelle out, because otherwise after being burned, the Gothitelle player can just use Pokémon Catcher to knock out Zekrom.

Yanmega

Yanmega makes the deck a lot better against Donphan, Zoroark, and mirror. It is very consistent, and the Yanma provide a good starter if you don't start with a Zekrom or Tornadus. ZPST is very tight on energy most of the time, and Yanmega uses no energy so it fits in fine without consistency taken away.

Bellsprout

Bellsprout is used to help with trainer lock matchups by bringing up Reuniclus and knocking it out next turn with Zekrom. However, I think Magby is superior, especially in the Gothitelle matchup, because it doesn't use energy, and can be reused easier.

Mew, Relicanth, and Bellsprout


This four or five card tech is a counter to The Truth and GothIclus, and works by using Relicanth to put Bellsprout in the Lost Zone, and then use Mew to copy Bellsprout's attack to drag up the Reuniclus. However, this is a recent idea and there are still problems with it. It is a (usually) five card tech, and this means that by adding in Mew, Relicanth, and Bellsprout, there may not be enough space for other techs. Also, their is only one Relicanth and one Bellsprout. Either of them being prized creates a big problem. Relicanth will also be hard to retreat if you cannot get a Switch or Super Scoop Up. The five cards are also useless in other matchups.

Cleffa

Cleffa is used for consistency in case you have a really bad hand. It is a baby however, and I feel it is better to run more consistency Supporters than this.

Unown and a Darkness Energy


Unown lets you search your deck for a Darkness Energy, and put it in your hand. This is useful because it allows a player to donk with just two energy in their hand. With this two tech, a donk is possible with four cards- Zekrom, Pokémon Collector, and two lightning energy.

Rocky Helmet

Rocky Helmet is another tech for Gothitelle, but I'm not so sure about it. The point is to attach it to a Pokemon before trainer lock begins, so that once Gothitelle attacks it, Gothitelle takes twenty damage. Then, send up a Zekrom and use Bolt Strike for knockout. It seems really good on paper, but many things could go wrong. The biggest problem I see is that if Gothitelle gets trainer lock up before Rocky Helmet can be attached, and Rocky Helmet is your only tech, you've already lost because you can't attack Rocky Helmet under lock. Pokémon Catcher is another problem. Using Pokémon Catcher, the Gothitelle player can bring up benched Pokémon to knockout, thus avoiding Rocky Helmet.

Super Rod

Super Rod is used to bring back energy from the discard pile to the deck, meaning that less energy are needed. However, I prefer using energy instead, because Super Rod do no good in the beginning of the game when trying for a donk, and don't work under trainer lock.


Pokémon Communication

Pokémon Communication is partially geared towards Yanmega, because it is the search engine to get the Yanmega. However, it's a fine choice in ZPST decks not using Yanmega, so if there is a hand of everything needed but a Shaymin, Pokémon Communication can be used to put a Pokémon in, and get the Shaymin or other needed Pokémon.

Energy Search

Used to search out energy, Energy Search is used because it can searches out energy that you may need to donk. If not needed, it can be dumped by Junk Arm, but is also useful because it can be reused by Junk Arm.

Super Scoop Up

Super Scoop Up can be used to pick up Zekroms that are about to be knocked out, to reuse Pachirisu or Shaymin, or just for more bench space. There are a few flaws with the card; with the main on being that a flip is required. Whenever you flip tails, it is a waste. Whenever you flip heads, it can sometimes help. I wouldn't recommend it because of the flip, and also because it is not useful a lot, but playing one of the card won't get you very far.

Matchups​

The matchups depend on techs you use. Without a Gothitelle tech, ZPST's Gothitelle matchup is really bad, yet with a tech, the match-up is much better. It all depends on the techs. Instead I will give general ideas and tips for each match-up. All of these match-up notes will be given in an HS-NV format.

(Note: For all matchups, don't be afraid to attempt a donk with Pachirisu, especially if you have a bad hand. I have donked twice with Pachirisu, and all you need is two Lightning Energy, Pachirisu, and other basic.)

Match-ups will be given using this sample list:
4 Zekrom
2 Pachirisu
2 Shaymin
4 Tornadus
1 Magby

13 Pokémon

4 Dual Ball
4 Professor Juniper
4 Junk Arm
2 Pokémon Collector
3 Professor Oaks New Theory
3 PokéGear 3.0
2 Sage's Training
4 Pokémon Catcher
3 Eviolite
3 Pluspower
1 Switch

32 Items or Supporters

10 Lightning Energy
4 Double Colorless Energy

14 Energy




(Note: I have not factored donks into these matchups.)

TyRam.- Slightly Unfavorable

Try to keep your opponent from getting out Typhlosion. Using Pokémon Catcher to bring up Cyndaquils is the best way to do this. Only knock out Reshiram if it would leave your opponent in a crippled position.

Mirror Match- Even

A turn one Zekrom is crucial. Not a turn one Tornadus, and turn one Zekrom. Most ZPST players will try to get out turn one Tornadus because they can set up Zekrom while attacking. If you set up the Tornadus, your opponent can set up a Zekrom and knockout your Tornadus (and with Outrage, and more that come up), and then almost have board control. Try to use Pokémon Catcher to bring up any Zekrom your opponent tries to charging up, and then knock it out using a Pluspower. Afterwords, you will be able to knockout all Tornadus, either if the Tornadus is sent active, or through Pokémon Catcher. If needed, you can send a Zekrom even if it has no energy up (though having an energy on it is even better). Tornadus usually will not attack because if a Double Colorless Energy is attached to Zekrom, Tornadus will be knocked out with Outrage. It is even better if there is one energy on Zekrom, because they'll know or think that the ZPST player has another energy. While doing this, set up another attacker on your bench. Try to knockout any attacker that may be a threat.


Gothitelle- Depends on the tech you use, tends to be Slightly Unfavorable

Get whatever tech you need to counter Gothitelle out as quickly as possible. For all the techs wait until you have a Zekrom set up before using the tech.

Stage 1s with Donphan-Tends to be Even to Slightly Unfavorable

Try to get out a quick Tornadus, and use Catcher to knockout all there Zoruas and Phanpys. Though it may not seem very important, with Tornadus, Zoroark is a bigger threat than Donphan is. Donphan has a really heavy retreat cost, so if a Donphan comes up to the active spot for a revenge knockout, unless the Stage 1s player has a switch, the ZPST player can just send up Tornadus and easily knockout Donphan. For Zoroark, if Zoroark is sent active for the revenge knockout, if the ZPST player can't knockout the Zoroark during their turn, Zoroark can just retreat and be used again.

Stage 1s without Donphan- Even to Slightly Unfavorable

Zoroark is the biggest threat here, use Zekrom or Tornadus to knockout as many Zorua as possible. There isn't much else to say, but watch up for the Zoroark. The best thing to do is to knockout Zorua before they can evolve, and any Zoroark to come out.

MegaZone- Favorable

Because most of the basics in an average MegaZone deck have only 50 HP Pokémon, it is much easier to donk. Use Pokémon Catcher, try to knockout as many Magnemites as possible. Knocking out Magnemites will stall your opponents setup, and Yanmega can't attack Zekrom without being knocked out by Outrage. Save knocking out Yanmegas for later after an Outrage, but after your opponent is set up. For Magnezone, try to keep Magnezone from even getting out. If it does get out, knock it out as soon as you can using Pokémon Catcher and Pluspower.

Trainer Lock variants using Reuniclus- Tends to be Slightly Unfavorable

Trainer Lock can be a tough match-up, but by keeping your opponent from getting a Vileplume out, it is a bit easier. Use whatever tech that you use for Gothitelle here too. If you are using Bellsprout, and there is not a way of you opponent getting another Vileplume up, first drag up Vileplume because then after Vileplume is knocked out, you can use Pokémon Catcher to knock bring up and knock out the Reuniclus. If your opponent has access to a Vileplume, but doesn't have a Duosion in play meaning there is no way for the player to get another Reuniclus out, knockout Reuniclus so you are then able to knockout the attackers.

Donphan Dragons variants Even to Slightly Favorable

This can be a tough matchup. Mainly focus on Tornadus, and don't bench anything you opponent could easily knock out. If your opponent sends up a Dragon, do not attack it, especially if it is Zekrom. Then with a Double Colorless (supposing whichever dragon it is has at least ten damage on it by Earthquake), the dragon can knockout your Tornadus. Instead, use Pokémon Catcher to knockout a benched Pokemon (Phanpy if possible). If there run Zoroark or Cinccino... try to knock them out to. Both are problems, but Cinccino is the bigger problem when tanking with Tornadus.

Blastiose variants- Extremely Favorable

By knocking out even Blastiose that you opponent attacks with, this is a really easy matchup. If they use Feraligatr, try to knockout the Feraligatr to avoid unexpected attacks. For Flotazel, it isn't hard to get more out, so unless it would leave your opponent in a crippled position, stick with knocking out Blastiose.

Durant- Extremely Favorable

With Durant, disregard Tornadus and get out the quickest possible Zekrom you can. After 2 Bolt Strikes, Outrage will often be enough to knockout Durants. Be careful with using Professor Juniper, and you will be able to sweep Durant.

Kyurem varients- Tends to be Even

Try to get out a quick Zekrom, and stop whatever energy acceleration source used. This means for KyuGatr, try to stop Feraligatrs from getting out by using Pokémon Catcher to knock out pre-evolution's of Feraligatr. By cutting of the energy source, it will be hard for the Kyurem varient to consistently get out Kyurems.


Cities

I except ZPST to do very well for Cities. Eviolite gives it an even bigger advantage over a lot of decks, and techs can be used to beat Gothitelle. ZPST, similiarly to Battle Roads, will do amazingly at Cities. Good luck to all players going to Cities too!


Thanks to all editors for making grammar/spelling or context corrections, or for notifying me about them.

If you want to try and build a ZPST, and need more help, feel free to send me a PM for deck help.

Thanks for reading!

-Glaceon
 
Nice article, it was very informative!

However, first of all it are Pachirisu and Shaymin's Poké-POWERS that do the work, and not their Poké-Bodies (see your introduction paragraph). Secondly, I'm not 100% sure about your matchups. While you have mostly ''Slightly Favorable'' and ''Slightly Unfavorable'', I'm afraid I think some matchups should be ''Highly Favorable'' and ''Highly Unfavorable''. I say this mainly because of personal experience, and I think most decks have overall matchups that are ''SLightly Favorable'' and ''Slightly Unfavorable''. Also, one player's ''Slightly Unfavorable'' account could mean an other's ''Auto-loss''.

In short I find this article very informative, yet a bit lacking in delivering the final punch. While I agree ZPST has mainly no ''overall weakness'' besides it mainly decking itself, Trainer Lock matches can be a LOT tougher than the way you describe them here. Of course preventing the trainer lock will help you there, but that isn't always an option, and most good players will get it eventually rolling, despite your best efforts. I also find your Gothitelle matchup to be a little lacking on information, despite it being ''tends to be Slightly Unfavorable''. A sentence like ''Get whatever tech you need to counter Gothitelle out as quickly as possible. For all the techs wait until you have a Zekrom set up before using the tech'' won't help you win that matchup, or understand it better.

In the end, I would personally give the article a rating 7/10, as to me it lacks a little in-depth information, and to me it seems you glorified ZPST a little (but only a little!) against the rest of the format. Keep up the good work though!!
 
I personally may not agree with your opinion that ZPTS will do incredibly well primarily because of N and Trainer Lock but the article in itself is good.
 
not even a mention of my eel buddy? it might not strictly be "zpst" (to hell with naming slight deck variations anyways), but eelektrik is fantastic with zekrom and got me 2nd in a cities this weekend, only losing to donphan dragons game 3 after being tied 1-1 prizes.
 
Brisk Cakers said:
I personally may not agree with your opinion that ZPTS will do incredibly well primarily because of N and Trainer Lock but the article in itself is good.

I would have said Trainer lock and N bring it down, not that.

esperante said:
not even a mention of my eel buddy? it might not strictly be "zpst" (to hell with naming slight deck variations anyways), but eelektrik is fantastic with zekrom and got me 2nd in a cities this weekend, only losing to donphan dragons game 3 after being tied 1-1 prizes.

Eh, IMO, Eel has Magnezone, which is all it needs. Not that it is bad in Zekrom, I think it is better used in Magnezone variants. I haven't tested eel much either.
 
I've seen some "ZET" variants in play. They're definitely a different deck from ZPST, though I've seen a couple versions that still try to open ZPS with a 1-1 tech.

It's a trade off, ultimately. Eel gives Zekrom a better recovery when Zekrom get's KO'ed, which is great, but it is at a cost of speed, and Zekrom's late game is already considered fairly iffy, especially against Goth or Truth lock. ZET could run Kingdra Prime, much like Reshiphlosion does, and probably do it a little better since it's not focusing on the donk anymore. However, I think ZET is its own deck, a spinoff of ZPST if you will, but the fundamentals are different enough to warrant being a different deck I think. The decklists are similar, but, I've found anyway, that the two decks play fairly differently.

Either way, Zekrom is a great tech in Eel variants.
 
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