Luxchomp discussion

RATE LUXCHOMP!!!


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Vulpix Yolk

\ \ durant gang \ \
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Hey so I've been hearing Luxchomp this and Luxchomp that and I was wondering what people think of the deck and what makes it so good, I personally want to know. I played one at states nearly scooped, but then got out something that could attack (Flygon) and won 2 turns after. IMO most stage 2 decks in the format have at least twice as much speed. Does everyone think that this deck is bad and not the best deck in the format? Am I the ONLY one? Or am I just an awful trolling Noob who does know what I'm talking about?
 
NO. Stage 2 decks do not have more speed. There are only a very select few decks that are as fast or faster then SP.
Kingdra and Jumpluff are the main ones.

LuxChomp is easily the BDIF at the moment for its overwhelming speed and disruption. The ability to attack virtually any pokemon you choose and heal its own damage when needed is second to none.
The idea is that Luxchomp runs over decks in the first few turns. There is no late game for it.

Not to sound like an a@#, but your opponents must not know how to use luxchomp very well. Its only bad match ups are donphan prime, machamp, and power lock decks. Machamp is managed with Uxie X or another phychic type tech. And the only good power lock decks are Palkia Lock and GG. Both can be outsped early game.

LuxChomp has earned its title as BDIF.
 
Ok this thread is making me sound like A REALLY BIG NOOB right now but just making sure GG mean Gardevoir Gallade right? The kid I played might have been using it wrong, but it was in top 4 at states so if so... Anyways Thanks for help me understand a little better
 
Most decks with a Zangoose + E-belt tech can beat luxchomp.
Then there are other SP decks with toxicroak techs.
But luxchomp does beat any deck that isn't prepared for it.
 
red blastoise said:
Most decks with a Zangoose + E-belt tech can beat luxchomp.
Then there are other SP decks with toxicroak techs.
But luxchomp does beat any deck that isn't prepared for it.

Every single good Luxchomp deck uses Toxicroak G(promo), so Zangoose is useless. Luxchomp(for me), goes 30-70 with plox and 45-55 with Luxpluff. Those are the only decks I see beating Luxchomp.
 
Stage 2 decks don't have double the speed, but cards like Spiritomb and Mr. Mime can tip the scales in favor of Stage 2 decks. They hit hard once they can get going however. LuxChomp is still one of the best decks right now though, so take that with a grain of salt.

dmaster out.
 
I can't really say, since I ain't ne'r played a LuxChomp, but the idea seems good on paper. Healing early-game recoil, massive board control, sniping, and all the amazing support SP cards get seems like it should be pretty good.
 
I've never had problems with LuxChomp with GyaraLux so far, maybe that's just my luck XD.
 
Does anyone here play Luxchomp? If so what can you get out turn 2 with it (assuming that you go second) just curious how much speed this deck has
 
If you go second, you'll probably have out a Garchomp C LV.X Luxray GL LV.X on turn 2. Thats because of the Cyrus engine.
 
I dunno, I think that If we manage to get the Lost-Link set cards in HS Unleashed with Lost World LuxChomp might have a tough time getting around Lost Zone decks especially with Palkia G Lv. X making a comeback and all.
 
Card Slinger J said:
I dunno, I think that If we manage to get the Lost-Link set cards in HS Unleashed with Lost World LuxChomp might have a tough time getting around Lost Zone decks especially with Palkia G Lv. X making a comeback and all.

to be quite honest...I don't believe PGX will even be much of a threat with the Lost Link set...that is, if it passes rotation...Lost Cyclone gives your opponent too much control over what they put in the Lost Zone...erego, if your opponent keeps a short bench, then the Lost Cyclone strategy is then pretty much out the window
 
qnetykz said:
to be quite honest...I don't believe PGX will even be much of a threat with the Lost Link set...that is, if it passes rotation...Lost Cyclone gives your opponent too much control over what they put in the Lost Zone...erego, if your opponent keeps a short bench, then the Lost Cyclone strategy is then pretty much out the window

Honchkrow SV fixes that problem.
 
DeoxysUnknownForme said:
Honchkrow SV fixes that problem.

there's still the IF factor there...that's if your opponent has any basics in hand...if they don't have power spray, or you've been power locked...etc.

plus, as a smart player, seeing that show up on your opponent's side of the field w/a PGX...or even just seeing PGX, you should already be thinking of keeping few basics in hand, while keeping a short bench...but I digress...this thread is about LuxChomp

I do like it's straightforward strategy...however, it's an SP deck, therefore...pretty much cheap in it's own right

it's speed is pretty decent, alot of which is due to the TSS setup of the deck...so decks that use pokemon like Spiritomb, Gastly, and Dialga G have a slight advantage in the early game, setup wise

the sniping is very effective, and with 80 dmg going to any pokemon, it makes players think twice about playing late Claydols or any other easily sniped pokemon...but decks that use some sort of bench protection (i.e.: Manectric (PT), Bench Shield, Bastiodon (??), etc.) can make the sniping not as effective

lastly, the disruption and healing powers of Luxray GLX and Garchomp CX...one, Luxray's Bright Look, causes disruption by bringing up a benched pokemon and more than likely disposing of it through the use of one of the attacks that Luxray or Garchomp use (dmg capacity is usually capped around 80, give or take a dmg counter or two from Flash Bite's), so normally something small or something damaged is brought up and KO'd...then if you are using a deck that has med to low damage capacity, you are in for a long day, because Garchomp's Healing Breath heals all SP pokemon...spread decks abhor this power.....so any sort of power locking is always a good counter to this deck, also if you can manage to get a consistently high enough damage capacity, you can also fair well against the deck, however...that's not so easy
 
Main problem with SPs is that they can't hit hard enough late-game. Luxchomp can keep pumping for 80 though if you manage to get a few energies + a Switchzong in play, which is very easy for Luxchomp to achieve. Early game Luxray and the sniping can nab all the important kills, so during the whole game it's a very solid deck. That's what makes it so good imo. Its ability to run Call easily makes it even better.
 
I completely despise LuxChomp, but in the same sense, I do respect it. It has quite a fair amount of power and speed, but if you can hang tough while it burns out its engine, you have a much better survival rate. Also, what do you all think the odds are when stacked up against DialgaChomp? It has the same early-game speed with Garchomp C and DCE's, but it also stays strong late game, with a massive 100 Damage output from Dialga G Lv.X (Belted) that has 140 HP, and sends the few energies that LuxChomp runs to the lost zone. Plus, I can Deafen Lock them until I am good and set up. Plus, I run a Relicanth SV tech to take care of Luxray.
 
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