Hey guys! This is one of my first serious attempts at building a competitive, possibly first-tier decks. I'm a huge water Pokémon fan, so when I learned Greninja Break would be something of a game-changer I jumped on the opportunity. Lemme know what you think!
Pokémon: 19
And that's it! The idea is that you can ideally get your Greninja Break out on turn two using Rare Candy and Wally. You might need a Dive Ball, or a Skyla, but that'll save you from wasting a turn using Frogadier's attack, which seems like a cool way to flood your bench with Greninjas the following turn, but honestly leaves you open to sacrificing a prize card in addition to slowing yourself down by yet another turn because you won't be able to get out more than one Greninja Break during that following turn. Since most of those top-tier decks like Mega Man are gonna blast you really quickly, that kind of speed and, therefore, possible damage output, is key here.
Seismitoad can be great both early or late game; Quaking Punch is always a pain, and Grenade Hammer after a Giant Water Shuriken can do some serious damage (190, which is lethal to most EX Pokémon).
Manaphy's ability is great here, considering that the XY Base Set Greninja has a retreat cost of one, and that Seismitoad has a cost of three (ouch!). This will help you swap out one Greninja Break for another, which can lead to some massive damage output with multiple Shurikens (60 and 60 for two water energies, or 60, 60, 30, and 30 for four energies if you're using both Base Set Greninjas- which isn't certain death considering the inclusion of Super Rod or, ideally, Fisherman- and that's all before you even attack! That's a maximum of 230 damage in one turn).
Octillery is a no-brainer here. I have a feeling many decks are going to take advantage of his ability in the coming months. The draw power affords you even more speed and can open up combos beautifully.
Given that both Greninjas require only one energy apiece for each of their attacks, cards like AZ and Splash Energy are invaluable in getting them back to your hand if need be without sacrificing too many energies. AZ in particular can heal you without sacrificing any at all, since the Breakpoint Greninja's Moonlight Slash attack can bring one energy back to your hand whilst giving it a bonus 20 damage! No complaints there.
The biggest problem I foresee is the mirror match. In that case, Breakpoint Greninja's Shadow Stitching attack should be your best friend, provided you can get it off first. Of course, that'll also shut down some other nasty decks too, like Garbodor, Trevenant, Gallade, Fairy Toolbox, and even Octillery and Shaymin! In case of the mirror match specifically, though, you can basically just abuse Shadow Stitching and Greninja Break's Giant Water Shuriken for a rather one-sided match. Piece of cake.
So far as I know, that's all there is to it. Speed, insane damage output possibilities, and one heck of a fight. I hope you all like it!
Oops, I almost forgot! If it's absolutely necessary, you can hypothetically use the Base Set Greninja's Water Shuriken ability twice in one turn: once before you Break evolve, and again after! This is due to the fact that Break evolving not only allows the ability itself to be retained, but also resets its usage for that turn since Greninja Break is technically a new Pokémon! Radical damage, but you'll definitely have to pay for it.
Pokémon: 19
- 3 Greninja Break (Breakpoint, 41)
- 2 Greninja (XY Base Set, 41)
- 2 Greninja (Breakpoint, 40)
- 2 Frogadier (Breakpoint, 39)
- 3 Froakie (Breakpoint, 38)
- 2 Octillery (Breakthrough, 33)
- 2 Remoraid (Breakthrough, 32)
- 1 Seismitoad EX (Furious Fists, 20)
- 1 Manaphy EX (Breakpoint, 32)
- 1 Shaymin EX (Roaring Skies, 77)
- 3 Wally
- 1 Fisherman
- 2 Skyla
- 2 Lysandre
- 2 Professor Sycamore
- 1 AZ
- 3 Dive Ball
- 1 Ultra Ball
- 3 Trainers' Mail
- 4 VS Seeker
- 2 Professor's Letter
- 2 Rare Candy
- 2 Battle Compressor
- 1 Super Rod
- 2 Rough Seas
- 8 Water Energy
- 2 Splash Energy
And that's it! The idea is that you can ideally get your Greninja Break out on turn two using Rare Candy and Wally. You might need a Dive Ball, or a Skyla, but that'll save you from wasting a turn using Frogadier's attack, which seems like a cool way to flood your bench with Greninjas the following turn, but honestly leaves you open to sacrificing a prize card in addition to slowing yourself down by yet another turn because you won't be able to get out more than one Greninja Break during that following turn. Since most of those top-tier decks like Mega Man are gonna blast you really quickly, that kind of speed and, therefore, possible damage output, is key here.
Seismitoad can be great both early or late game; Quaking Punch is always a pain, and Grenade Hammer after a Giant Water Shuriken can do some serious damage (190, which is lethal to most EX Pokémon).
Manaphy's ability is great here, considering that the XY Base Set Greninja has a retreat cost of one, and that Seismitoad has a cost of three (ouch!). This will help you swap out one Greninja Break for another, which can lead to some massive damage output with multiple Shurikens (60 and 60 for two water energies, or 60, 60, 30, and 30 for four energies if you're using both Base Set Greninjas- which isn't certain death considering the inclusion of Super Rod or, ideally, Fisherman- and that's all before you even attack! That's a maximum of 230 damage in one turn).
Octillery is a no-brainer here. I have a feeling many decks are going to take advantage of his ability in the coming months. The draw power affords you even more speed and can open up combos beautifully.
Given that both Greninjas require only one energy apiece for each of their attacks, cards like AZ and Splash Energy are invaluable in getting them back to your hand if need be without sacrificing too many energies. AZ in particular can heal you without sacrificing any at all, since the Breakpoint Greninja's Moonlight Slash attack can bring one energy back to your hand whilst giving it a bonus 20 damage! No complaints there.
The biggest problem I foresee is the mirror match. In that case, Breakpoint Greninja's Shadow Stitching attack should be your best friend, provided you can get it off first. Of course, that'll also shut down some other nasty decks too, like Garbodor, Trevenant, Gallade, Fairy Toolbox, and even Octillery and Shaymin! In case of the mirror match specifically, though, you can basically just abuse Shadow Stitching and Greninja Break's Giant Water Shuriken for a rather one-sided match. Piece of cake.
So far as I know, that's all there is to it. Speed, insane damage output possibilities, and one heck of a fight. I hope you all like it!
Oops, I almost forgot! If it's absolutely necessary, you can hypothetically use the Base Set Greninja's Water Shuriken ability twice in one turn: once before you Break evolve, and again after! This is due to the fact that Break evolving not only allows the ability itself to be retained, but also resets its usage for that turn since Greninja Break is technically a new Pokémon! Radical damage, but you'll definitely have to pay for it.