Infernape SP Lv. X vs. Luxray GL Lv. X

MissingNo.13

Aspiring Trainer
Member
I was looking at the two cards today, and they seem to do the exact same thing. Why do people prefer Luxray? (Sorry if this is a stupid question, im new to the modern game)
 
Luxray doesn't give your opponent the option of what to send active, where as Infernape does
 
MissingNo.13 said:
But, don't you have to keep poketurning Luxray?
Yes, but being able to choose exactly what card you want your opponent to bring active is many times better than allowing them the option.
 
Infernape they get to choose which can hurt, while with Luxray X you choose WILL make it hurt, you take out their Claydol they could never recover.
 
Luxray can ohko gdos and kingdra while infernape cant and infernape is slower than luxray.
 
The main thing about Infernape X (I played him, yes) is that he needs 2 Fire Energies and preferably a Gain to start hurting. Luxray can be splashed into any deck and only needs 1 Lightning Energy, which will not hurt the energy line up too much. And pulling stuff forward and hitting for 60 is devastating, switching stuff around and occasionally hitting for 100 is not.
 
Shoyru1444 said:
Also, Lux doesn't take 2 energy and an egain and a 2 card discard to attack.

neither does Ape4X...

StealthAngel667 said:
The main thing about Infernape X (I played him, yes) is that he needs 2 Fire Energies and preferably a Gain to start hurting. Luxray can be splashed into any deck and only needs 1 Lightning Energy, which will not hurt the energy line up too much. And pulling stuff forward and hitting for 60 is devastating, switching stuff around and occasionally hitting for 100 is not.

ahh, but spreading for 2, isn't necessarily a bad thing, and none of the attacks hurt your own pokemon...which can setup a KO for your opponent, or even give your opponent a prize without them having to do it themselves
 
qnetykz said:
neither does Ape4X...

StealthAngel667 said:
The main thing about Infernape X (I played him, yes) is that he needs 2 Fire Energies and preferably a Gain to start hurting. Luxray can be splashed into any deck and only needs 1 Lightning Energy, which will not hurt the energy line up too much. And pulling stuff forward and hitting for 60 is devastating, switching stuff around and occasionally hitting for 100 is not.

ahh, but spreading for 2, isn't necessarily a bad thing, and none of the attacks hurt your own pokemon...which can setup a KO for your opponent, or even give your opponent a prize without them having to do it themselves



Not if you play smart, and place your damage correctly
 
Jumpluff also isn't the most winning deck. Luxray/Garchomp has significantly less representation than Jumpluff does, yet it's won by far the most amount of events this season, both pre, and post HGSS.

Jumpluff is simply the most commonly ran deck. This is mostly because of its significantly lower price-tag, in comparison to Luxray/Garchomps, as well as being much easier to play.

It's the equivalent to six samurai, or lightsworn (Before September 2009) in comparison to Return Dad, and Teledad during each of their respective formats, for those of you who play Yugioh.
 
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