Ideas for Hippowdon?

RE: hippowdon

Run it with

Blissey PL - Healing tech which helps get {F} energy into the discard pile for save sand
Spiritomb AR - Just a starter
Regirock + Stark Mountain - Helps when charging another Hippo
 
RE: hippowdon

how exactly does sand reset work? is it discard pile to or just out on the field?
how would garchomp work with hippowdon?
 
RE: hippowdon

It wouldn't shuffle cards from the discard pile back into the deck, just all energy and stadium/trainer out on the field. And which Garchomp are you talking about? In either case none would truly work well with Hippowdon as they provide no benefit to Hippowdon. The only thing they have in common is that they can use DCE. Hippowdon works best alone with a few added pokemon to help support it.
 
Ooh. I used to use a Hippowdon deck at some time last year I think. =D Hippowdon lv.x goes very well with Flygon lv.x Plus regular Flygon will give Hippowdon free retreat with Rainbow Float.
 
I think Hippowdon and Flygon have some decent synergy together, although to be honest Hippowdon doesn't really have the most potential.
Maybe put it with Vileplume and spiritomb, if not Flygon, then your being so slow won't be quite as bad since they are slow too.
 
I've been wanting to do somehting with hippowdon myself, the RR one. His body is a nice touch for any deck that lets a LVL X sit out (shaymin, floatzel, etc). But I'm mostly drawn to his first attack. Its a lot like the old blisseys attack, where you keep pulling back energies and hitting for them. This idea could ironically work with blissey from PL, to keep dropping a fighting energy, heal by 20, and pull it back with Save Sand.

This could also be a decent attack when using DCE. If you send up a fresh hippowdon, no energies on it, and attach a DCE for the turn, you can hit for 50 (70 with belt), and get back a fighting. now he has 3 energies on him. next turn, attach a fighting and swing with ground quake (as long as you dont have too many basics).

I think the X is just a tech, for when you're going against something with tons of energies on the field, or tons of tools. Or both. Could really mess SP up bad, if theyre really relying on those Energy Gains. Make them waste their cyrus to get them back, and not get poketurn or whatnot instead.

I have the same problem, though. I'm really not sure WHAT i wanna run it with.
 
I ran Flygon/Hippowdon for ages. It was such a great deck. It got even better when DCE got released. But sadly, I retired it (because it had Claydol).

Hippowdon RR is the best one you can go with as it has a much higher damage potential for the same amount of energy. Plus, it's got more HP and a body that can help quite well in a pinch.

What you'll need is something that can get you set up very quickly. Spiritomb AR can work great for that, as it will allow you to get a bunch of Hippowdons out (this can also work well in tandem with Flygon's Power Swing). Broken Time-Space is a good option as well. Collectors are very good as they'll assist Spiritomb, but for energy you will probably need to rely on Interviewer's Questions.

This deck is actually quite capable of having a lightning-fast setup if your draws are favorable, and actually has good recovery as well, because any future Hippowdon RR you send up can recycle the energy of one knocked out earlier (except for DCEs). With stuff like Expert Belt in the format as well he can hit pretty hard. And if that doesn't work, bring in Flygon or something, as it'll let Hippowdon run away in case he's faced with something he can't handle. Make sure to keep Uxies/Team Rocket and such handy to increase your draw power.

As for the X, you only really need to drop it when you really, really need it. Just make sure that you can get set up before they can. Remember to always keep 1 energy in your hand when you use Sand Reset; that way you can Save Sand immediately for 40 or 50 damage (not accounting for weakness). After a Sand Reset, attaching a DCE and using Save Sand to yank one energy from the discard pile is enough to knock out a fully powered Luxray, provided neither Hippo nor Luxray have any bonuses (the attack will do 100 damage due to weakness, and the Poke-Body will knock the Luxray out between turns). But you could just attach a Belt and lol at your opponent - especially if they're running SPs, which Hippowdon can take care of quite easily (Groundquake serves as a minor spread against SP decks).

Hope this helps!
 
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