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HGSS-onpluff

actually, I'd probably prefer defender over expert belt for jumpluff. jumpluff does a whopping 150 damage if played right, so an extra 20 damage could be nice for overkill, but I don't think it would be worth it considering jumpluff's hp will only go to 110 which would only really last jumpluff for a second round, which defender would be doing. and with expert belt attached, the opponent gets an extra prize card from the KO.

I love overkill, but with jumpluff, I don't think it's worth the risk.
 
@Ghost Bear True. I have to say though, I rely on E-Belt way too much because by decks are way too weak...
 
ya making a HGSS on list is hard. i was very close to throwing in bill :p lol.

so i began to think what the problem was without shaymin in pluff. HP. so i put in some twins and BB (black belt) to exploit the weakness. so:

+ 1 BB
+ 2 Twins

then i figured somthing that is always a problem for me. Retreat. i always get sunkern start or caterpie. so i put in switch. and took out some communication.

+ 4 switch
- 2 communication

im not sure what else to do to this

for some reason counting the cards...i have 53 :/ ill post exactly what i have up
 
@catutie I would probably go for just 3 Switches. If you have a matchup problem, you could use Circulators? I'm also going to scan my HGSS cards for any that increase Jumpluff's HP, that would help a lot.
 
its not match up problems its that sunflora will be my active and i dont want to wast an energy retreating it.
 
Ghost Bear said:
hmmm....you could possibly use those 5 free slots with Blissy Prime for healing, and with only a single energy attack cost, you would have no problem attack in the same turn of healing. Or use Roserade (Unleashed) to confuse the defending pokemon. Vespiqueen would be a very good option.

Although, having more pokemon in your deck would get crowded. you already have quite a bit of pokemon to fill your bench with for jumpluff. Because of that, it'd probably be better to fill the 5 spots with t/s/s. the only real stadium that would help you HGSS-on would be ruins of alph. Jumpluff has a resistance too but there are only a handful of fighting decks out there, so it'd be nice to make sure they can hold you back with their resistance. also it would be good to disrupt their stadium play. Research Record would be a good addition. also, simply adding more of what trainers and supporters you have would be good. Also, adding more energies would help a little but more like just increased supply of your trainers or supports.

it's hard doing it HGSS-on...there were many times I thought "oh! this would work!....oh wait...that's before HGSS" lol

very few pokemon have resistances to grass, and i would not get rid of Jumpluffs resistance (as it could save it from KO and hit a second time)
 
Don't use ruins of alph. As above poster said, not many Pokémon have resistance to grass. (Are there even any in hgss-on?) Take out four energy for four energy search. They're the same as energy but they also thin out your deck. Four professor juniper is also a must; drawing seven cards is amazing. Max out collector for consistency (you want to draw it just about every game and with only two that just isn't going to happen). Running more pokemon comm also combos well with 4 collector. I would also suggest running 4 smeargle ud over minun; with four collector you don't need minun and in an hgss-on format most people will run a lot of supporters.
 
sunflora does all the searching i need so 4 collector and 4 communication seems like a bit much. i didnt think about juniper...but PONT should be good enough...right?
 
Hmm, you're probably right about pont. Sunflora seems a little slow in a world without BTS; I still think you should max out at least the collector. I think 4 pokedex would also speed up this deck, and maybe a few great balls. There will be no first turn trainer lock with spiritomb gone and rare candy's errata so feel free to run lots of trainers.
 
Be careful what to put in as Black and White rules will come in to effect and everything is a trainer, and with vileplume and spiritomb still in the picture, can lock whole decks on both sides (i think only gengar and few other pokemon, like DGX(until Sept) will thrive, when April 25th rolls around).
 
If you're playing Jumpluff, you NEED 4 collectors as your minimum, no questions asked. I know you use Sunflora, but you need to fill your bench as quick as possible, hence why collectors is needed.

To be honest with you though, I do not think that Jumpluff will be a good deck HGSS-on. There are many other decks that will hit harder and faster than Jumpluff (Cinnicino, Donphan, MegaJudge, Zekrom, Genies). But that's must my opinion on it all.
 
im not doing anything competative till after rotation so i wont have to worry about vilegar blah blah blah.

^hmmm...that is true. ill update it and maybe ill post a ciniccino deck a little later cause i like that card too. im not to worried about speed. T2 jumpluff is fine with me. no one will be able to evolve T1 anyway
 
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