The truth is, I've always wanted to write this article ever since all the necessary cards came out (by HGSS Triumphant), but never found a place or time for it. Now that it's HGSS on, it lacks a +20 power by Expert Belt, but still by far the hardest hitting combo in the format, and ever created by Pokemon.
[Introduction]
Now, everybody agrees that overkill in TCG is cool. Slamming a 120 + 4 Special Dark Tyrannitar Prime move on a poor awake Cleffa is a perfect example of overkill. Many people in TCG are estatic if they ever break the 150 damage margin, and 200+ is amazing. In fact, many people don't see more than 200 damage, even after a super-effective hit. At most around 400, right?
This article will explain the hardest hitting combo in the HGSS format, the hardest hitting combo of all time, and how to make a deck around it. Despite being more viable in MD-on, this combo actually has a chance of happening, adding to the surprise. Well, without further ado, let's begin!
[The Move]
Some people may have thought I would use something like Steelix SF's move.Steelix SF has one of those continuous flip moves that could theoretically go on forever and deal infinite damage. No, that wouldn't be able to constitute an article; this combo does not require coin flipping. By itself, it can guarantee between 0 and 500 damage. It is.....
KYOGRE GROUDON LEGEND!!!!!
Yes, with 2 Fighting and 2 Colorless energy, it can discard the top five cards of your deck and deal damage of 100x as many energy cards you discard. Massive Eruption is a great move, overlooked usually because of KGL's second attack. One of the hardest hitting moves in Pokemon history. With some luck (or setup), you can make it happen. But that's not enough. Simply put, this combo will deal much more damage than any person could imagine.
[The Target]
Yes, this is the most damaging COMBO in TCG, not the most damaging MOVE. A combo will consist of more than just an attacker, but also a defender and any tools or weapons attached to either side. Therefore, in order to achieve ultimate damage, it is necessary to utilize the target Pokemon's weakness. Now, KGL has two types, allowing it to hit 2 different types of weaknesses at the same time. That's a really good benefit to a dual type Pokemon, but we'll be taking a look at that slightly differently. If you look at KGL's weakness, you realize that not only is it dual-typed, but dual-weak as well. It would take double damage from both Grass and Lightning moves, and quadruple damage if somehow the opponent could land both types at the same time.
After that remark, many people are probably scanning all the LEGEND cards for weaknesses. I'll make it easier for you: it's none other than the most used LEGEND card in history, famed for destroying SP decks and ZPS at the same time. Meet...
ENTEI RAIKOU LEGEND!!!!!
Look at that. A beautiful weakness to both Water and Fighting. KGL simply rips through this LEGEND's flesh, doing a whopping quadruple damage with every move. And equipped with the hardest hitting move in HGSS-on, KGL will do a stunning 2000 damage if it discards 5 energy. 2000. 2000. That's like, 18x the normal output of Zekrom? Talk about overkill. With the highest HP in TCG being around 200, a four-digit number seems impossible. Really, Pokemon outdid itself in letting this one pass. But it's not over yet...
[The Tools]
How do we boost damage? We use Pokemon Tools, Pokemon Powers, anything we can to maximize an attack's potential. Many decks run PlusPower simply for that reason; this time, let's drop 4. 4 PlusPowers will give a +40 damage boost to an attack, and after weakness, that puts it at a 160 bonus damage, bringing our 2000 original total to 2160.
Another great card that TCG gave us in the HGSS Triumphant deck gives a tremendous boost to an attacks damage. Black Belt gives another +40 attack boost if the player is behind on Prize cards, which is a very common instance when a deck is slow to set up. Another 160 damage will bring our 2160 damage to 2320. This is getting wonderfully fun!
The last card was going to be Expert Belt, since I originally wrote this for MD-on, which would have given another 80 damage boost to bring the grand total to 2400, but alas, this number is not possible in HGSS-on. Still, I say that 2320 is a respectable number for damage, don't you? Think about 232 damage counters. That would be a sight to see!
[The Deck]
Now that you know how the combo works, it's time to make a deck with it! This deck was originally intended for use with the MD-on format, when ERL was run rampant killing Uxies and Lucarios with vengeance. Running this deck would likely see a KGL vs. ERL matchup, in which you would be able to perform the amazing 2400 damage blow. This deck uses Delcatty PL and Slowking HS to support Kyogre and Groudon on it's conquest for ultimate damage. Delcatty allows you to bring energies to the top of your deck, allowing you to guarantee discards with KGL's Massive Eruption attack. Slowking can stall your opponent and find cards on top of your deck, simultaneously helping to setup KGL. Finally, Trainer cards such as Research Documents and LEGEND Box round out the deck, allowing you to setup KGL as fast as possible.
15 Pokemon
2-2 Kyogre Groudon Legend
3-3 Delcatty PL
2-2 Slowking HS
1 Pidgey TR (For finding Pokemon)
21 Trainer, Supporters
3 Research Documents
3 Twins
2 Black Belt
3 LEGEND Box
2 Professor Juniper
3 Expert Belts
4 Plus Powers
24 Energy
12 Fighting
12 Water (For the second attack, if necessary)
This deck can utilize Delcatty for attacking as well, since Delcatty doesn't have shabby moves. The main goal, however, is to setup KGL and either blast away their defending Pokemon or swamp their bench with damage while discarding their cards. A great combo.
[Conclusion]
Well, that's about it for my article. Now you know that Pokemon TCG created a specific format (MD-on) where 2400 damage could be achieved in competitive play. Talk about coincidence! I hope that TCG gives us more of these spectacular combos or hidden loopholes for us to discover: that's one of the best parts about competitive TCG.
[Introduction]
Now, everybody agrees that overkill in TCG is cool. Slamming a 120 + 4 Special Dark Tyrannitar Prime move on a poor awake Cleffa is a perfect example of overkill. Many people in TCG are estatic if they ever break the 150 damage margin, and 200+ is amazing. In fact, many people don't see more than 200 damage, even after a super-effective hit. At most around 400, right?
This article will explain the hardest hitting combo in the HGSS format, the hardest hitting combo of all time, and how to make a deck around it. Despite being more viable in MD-on, this combo actually has a chance of happening, adding to the surprise. Well, without further ado, let's begin!
[The Move]
Some people may have thought I would use something like Steelix SF's move.Steelix SF has one of those continuous flip moves that could theoretically go on forever and deal infinite damage. No, that wouldn't be able to constitute an article; this combo does not require coin flipping. By itself, it can guarantee between 0 and 500 damage. It is.....
KYOGRE GROUDON LEGEND!!!!!
Yes, with 2 Fighting and 2 Colorless energy, it can discard the top five cards of your deck and deal damage of 100x as many energy cards you discard. Massive Eruption is a great move, overlooked usually because of KGL's second attack. One of the hardest hitting moves in Pokemon history. With some luck (or setup), you can make it happen. But that's not enough. Simply put, this combo will deal much more damage than any person could imagine.
[The Target]
Yes, this is the most damaging COMBO in TCG, not the most damaging MOVE. A combo will consist of more than just an attacker, but also a defender and any tools or weapons attached to either side. Therefore, in order to achieve ultimate damage, it is necessary to utilize the target Pokemon's weakness. Now, KGL has two types, allowing it to hit 2 different types of weaknesses at the same time. That's a really good benefit to a dual type Pokemon, but we'll be taking a look at that slightly differently. If you look at KGL's weakness, you realize that not only is it dual-typed, but dual-weak as well. It would take double damage from both Grass and Lightning moves, and quadruple damage if somehow the opponent could land both types at the same time.
After that remark, many people are probably scanning all the LEGEND cards for weaknesses. I'll make it easier for you: it's none other than the most used LEGEND card in history, famed for destroying SP decks and ZPS at the same time. Meet...
ENTEI RAIKOU LEGEND!!!!!
Look at that. A beautiful weakness to both Water and Fighting. KGL simply rips through this LEGEND's flesh, doing a whopping quadruple damage with every move. And equipped with the hardest hitting move in HGSS-on, KGL will do a stunning 2000 damage if it discards 5 energy. 2000. 2000. That's like, 18x the normal output of Zekrom? Talk about overkill. With the highest HP in TCG being around 200, a four-digit number seems impossible. Really, Pokemon outdid itself in letting this one pass. But it's not over yet...
[The Tools]
How do we boost damage? We use Pokemon Tools, Pokemon Powers, anything we can to maximize an attack's potential. Many decks run PlusPower simply for that reason; this time, let's drop 4. 4 PlusPowers will give a +40 damage boost to an attack, and after weakness, that puts it at a 160 bonus damage, bringing our 2000 original total to 2160.
Another great card that TCG gave us in the HGSS Triumphant deck gives a tremendous boost to an attacks damage. Black Belt gives another +40 attack boost if the player is behind on Prize cards, which is a very common instance when a deck is slow to set up. Another 160 damage will bring our 2160 damage to 2320. This is getting wonderfully fun!
The last card was going to be Expert Belt, since I originally wrote this for MD-on, which would have given another 80 damage boost to bring the grand total to 2400, but alas, this number is not possible in HGSS-on. Still, I say that 2320 is a respectable number for damage, don't you? Think about 232 damage counters. That would be a sight to see!
[The Deck]
Now that you know how the combo works, it's time to make a deck with it! This deck was originally intended for use with the MD-on format, when ERL was run rampant killing Uxies and Lucarios with vengeance. Running this deck would likely see a KGL vs. ERL matchup, in which you would be able to perform the amazing 2400 damage blow. This deck uses Delcatty PL and Slowking HS to support Kyogre and Groudon on it's conquest for ultimate damage. Delcatty allows you to bring energies to the top of your deck, allowing you to guarantee discards with KGL's Massive Eruption attack. Slowking can stall your opponent and find cards on top of your deck, simultaneously helping to setup KGL. Finally, Trainer cards such as Research Documents and LEGEND Box round out the deck, allowing you to setup KGL as fast as possible.
15 Pokemon
2-2 Kyogre Groudon Legend
3-3 Delcatty PL
2-2 Slowking HS
1 Pidgey TR (For finding Pokemon)
21 Trainer, Supporters
3 Research Documents
3 Twins
2 Black Belt
3 LEGEND Box
2 Professor Juniper
3 Expert Belts
4 Plus Powers
24 Energy
12 Fighting
12 Water (For the second attack, if necessary)
This deck can utilize Delcatty for attacking as well, since Delcatty doesn't have shabby moves. The main goal, however, is to setup KGL and either blast away their defending Pokemon or swamp their bench with damage while discarding their cards. A great combo.
[Conclusion]
Well, that's about it for my article. Now you know that Pokemon TCG created a specific format (MD-on) where 2400 damage could be achieved in competitive play. Talk about coincidence! I hope that TCG gives us more of these spectacular combos or hidden loopholes for us to discover: that's one of the best parts about competitive TCG.