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