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HGSS and on Cincipluff (Cincinno + Jumpluff) (any)

Trapinch

If it's Lotad, it wins
Member
I'm trying to get prepared for the set rotation, so I've built a rough copy of a HGSS-on Cincinno Jumpluff deck that I might test in Battle Roads. It still needs a little help, but this is what I have so far.

Pokemon: 25
3 hoppip HS
2 skiploom HS
3 jumpluff HS
4 minccino BW
4 cinccino BW
1 Bouffalent (with revenge) BW
2 Sunkern HS
2 Sunflora HS
1 Magnemite TR
1 Magnezone Prime Tr
2 Smeargle Ud

Trainers/items: 26
4 Pokemon Communication
3 plus power
2 rare candy
3 victory medal
2 Professor Oak's New Theory
2 Professor Juniper
3 Pokemon Collector
1 Flower shop lady
2 switch
1 twins
2 junk arm
1 alph lithograph (the one that looks at your prizes.)

Energy: 9
4 DCE
5 Grass energy


Strategy,
Classic Jumpluff stategy, set up full bench, start an early sweep, use pluspowers to add that extra bit of damage that crobat used to do, (sniff) use magnezone for a bit of extra drawpower. Bouffalent revenge kills, sunflora helps get pluffs, and Jumpluff and Cincinno do main damage. I need to find a way to make this deck a little faster, and I need to put in a little more basics, I just don't know who to add. Please tell me your opinion, how can this deck be faster, what basics should I add, or should I stop trying to run this deck altogether.
 
Along with Reshiram/Typhlosion, this was one of the decks I've done a lot of testing for so far. While my build is still MD format, since I plan to take it to battle roads, I found out a few things that could be relevant for you here.

First of all, I found that with Cinccino to pick up the slack, I didn't need a full complement of Jumpluffs. I also found, that without Unown Q, Crobat G and (in my case, Jirachi RR) other free retreaters, the deck became very, very hard to retreat fast enough to get pressure up. Especially against Zekrom/Reshiram.

So, here are some things I'll propose:

-1 Hoppip
-1 Jumpluff
-2 Rare Candy
-2 Proffessor Juniper
-1 Pokemon Collector
-4 Victory Metal (I'm almost 100% certain these rotate out)

+1 Sunkern HS
+1 Sunflora HS
+2 Stantler UL/Smeargle CoL
+2 Switch
+2 Junk Arm
+1 Twins

Sunflora is a godsend for filling your field up, even if the only targets are your Jumpluff line. since having two on the field guarantees you continued field presence, especially taking into account FSL, you can keep hitting hard with Cinccino and Jumpluff.

Stantler is my favourite starter for the new format, since everything is a call energy with Stantler. But, since Jumpluff has such a low Energy count, it could be that you want to go with Smeargle for a more secure start. In my case, I'd prefer to inflate the energy count, or perhaps find room for Energy Search, but its up to you.

Switch is definitely needed. You NEED to be able to get Minc/Cinccino out of the Active, and Bouffalant if you go for the revenge KO. If you need to discard the Energy, you really risk running out of attacking options. It was something I was struggling with massively in testing.

Junk Arm lets you recycle Switch and Rare Candy, while lowering your hand size (useful for setting up a FSL or Magnezone's Magnetic Draw), both very important cards.

Twins, because you'll need them desperately when you come up against Reshiram (not so much Zekrom, since it can't take a hit after it KOs something. Bouffalant destroys it) to fetch Plus Powers and whatnot. Jumpluff can OHKO Resh with a Plus Power and a full field, but it crumbles like paper against any fire type move. Reshiram is an amzingly hard matchup for Jumpluff, due to how easily it can replace it's main Attacker, and how hard it hits.

Hope this helps
 
Thanks for the help, Vareki! I'll definitely consider these changes and edit my deck.
 
First things first, welcome to PokeBeach and I hope you enjoy your time here!

Anyway, back on topic, I've been experimenting with purely Cinccino and I've discovered that a 1-1 Blissey Prime can be quite useful if you play it right, seeing as Cinccino's 90HP is poor. The only downside of Blissey is that you have to discard your energies, so you could add a Fisherman to retrieve them.

Also, there is the large problem of Magnemite and/or Magnezone Prime being Prize-cards. I suggest a Rotom/Alph 4 to stop this from being too much of a problem.

In a summary, I think that you should do:
+1 Blissey Prime
+1 Chansey (HS)
+1 Rotom (UD)
+1 Alph Lithograph (TR)
...but I don't know what you could take out.
Hope this helps!
 
I have had trouble with prizes, so I'll try to add in a lithograph. Thanks, Pokevortex!
 
Tiftonhotchild said:
Pretty sure victory medal isn't going to get rotated. We just got new victory medals.

Oh, I haven't had Battle Roads yet, so I didn't know. They'll probably stay in then >.>

Although, I still recomend taking them out.
 
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