Is ruins of alph real good in don champ

thepliskin5005

Aspiring Trainer
Member
Ive seen how populer yanmega is' yanmega hase a resistance to fighting. So i was wondering if you put ruins of alph in don champ would that really help out don champ.



http://bulbapedia.bulbagarden.net/wiki/Ruins_of_Alph_(Undaunted_76)
 
Yeah, it is. I've used it in all my Donphan decks, it really helps with Yanmega.
 
ive heard of yanmega/magnezone decks floating around...so removing that resistance maybe deadly for donphan against a magnezone :p
 
they could use yanmega for early game. you drop it and KO it easyt hen magnezone comes out and you lose :p. i guess it doesnt really matter because magnezone still has to burn 3 energy to kill donphan....
 
Why not. Turn an anti Donphan Pokemon (Yanmega) into a squishy two-shottable. Plus Stadiums aren't really run anymore anyways.
 
In yanmega/magnezone, players are heavily restricted because they only attach 1 energy per turn. They don't want to be discarding 3 energy to kill a stage 1 which can kill it back for 1 energy (and le pluspower)
 
thepliskin5005 said:
No it hase to burn 4 energy to knock out donphan. You can say some thing simlar to this with don champ catuie.

4 with exoskeleton and resistance. Without resistance, Zone only needs to burn 3, which will barely kill it.
 
Most variants of yanmega/magnezone will play kingdra, which will let donphan be ko'd after lost zoning 3 energy anyway. So yes, RoA is absolutely necessary in donchamp
 

Adding another stage 2 to a tight deck? it doesnt seem too feasible without really hurting the decks consistency.
 
Yes, Ruins of Alph is quite a good card to run in Donchamp. It is perhaps the most useful against Yanmega, where you can turn a 3HKO to a 2HKO very easily with Donphan. The only problem with running Ruins of Alph is that it is practically useful only against Yanmega, and in most cases, it can end up being dead draw. Plus, it needs to be carefully played, especially when you are against a MegaJudge deck. Despite this, I think Ruins of Alph is still a good card for Donchamp, and I'd recommend running at least 1 in the deck.
 
I ran Donchamp at nats and I ran one RoA. It did not help me as much as I hoped it would. I found that Zekrom was a better counter for both Yanmega and Kingdra because of their own weaknesses. Zekrom also is easily searchable were as RoA is not. By playing Zekrom, this allows Donphan to keep his resistance making Magnezone lost burn 4 instead of 3. Plus earthquake will power up Zekrom’s outrage. It’s made it easier to fight Yanmega decks for me.
 
If you're playing DD, its not as big a deal, but RoA is still very helpful when Zekrom doesn't have any damage counters on it and you still want to do good damage to the Yanmega.
 
Its good, but it is very conditional.

"Does he have a Zone?"
"Does he have the energy?"

These are the questions you should be asking yourself beforehand.
 
It's not terrible, and since BTS is gone you have room for a stadium anyway.
I would probably pick it only if the trainer line is superspeedy already. So 4 Dual Ball etc.
 
Like most stadiums they are hard to get out. There are very few cards that let you search for them. So while it may elimate Yanmega's resistance I don't think you will be able to get it out fast enough to do any thing to him. Since Yanmegas get set-up around T2 you would have to get it out around T3 to do any real damage.
 
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