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Alt. Format Post Rotation: Tapu Koko-GX Deck

Merovingian

Dead Game Enthusiast
Member
Yes. It's a bit early to accurately prep next format decks, but I'm looking to go competitive when the format rotates, and Sylveon isn't going to cut it. So now I'm going to need to shell out for some Leles and something they can go in. I figure Tapu Koko GX when Burning Shadows comes out is a safe bet.

  • Pokemon - 11
  • 4 - Tapu Koko-GX
  • 4 - Tapu Lele - GX
  • 3 - Tapu Koko (PR)

  • Trainers - 36
  • 4 - Professor Sycamore
  • 4 - Acerola
  • 4 - N
  • 4 - Guzma
  • 1 - Skyla
  • 4 - Aether Paradise Conservation Area
  • 4 - Max Elixir
  • 4 - Ultra Ball
  • 3 - Fighting Fury Belt
  • 2 - Field Blower
  • 1 - Rescue Stretcher
  • 1 - Energy Recycler


  • Energy - 13
  • 13 - Lightning Energy
Basically, you get 3 energy out and a Tapu Koko GX and just start swinging. Use Acerola to take injured thunder chickens back to the hand...and maybe Leles if you really need a supporter.

The supporter lines are super heavy for draw consistency. 4 Guzma to ensure I have a good amount of them in case I discard some of them from Sycamore and in case they bench injured Pokemon (because Koko GX isn't exactly one-shot material).

Only thing I'm wondering is if I should really use Baby Koko instead of a solid attacker like Tauros GX. I mean, Baby Koko as a pivot is nice, but would Tauros add more pressure?

Should I add Enhanced Hammers somewhere?

Is there anything I'm missing?
 
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I'd go Turtonator or Tauros over baby koko.

Reason being it's 2 energy dedicated to a low HP card. So i'd rather spend the energy attaching to a Lele or a Koko since they're likey to last longer. If using Turt GX it'll atleast force them to Lysandre/Guzma, since Koko's issue is that it doesn't hit hard enough. If they DO attack into Turt, take the 8 damage counters, Koko can then step up with 130/140(FFB)/160(choice band) to get the KO.

And baby koko has free retreat but then retreat doesn't matter in Koko because of the ability
 
I'd go Turtonator or Tauros over baby koko.

Reason being it's 2 energy dedicated to a low HP card. So i'd rather spend the energy attaching to a Lele or a Koko since they're likey to last longer. If using Turt GX it'll atleast force them to Lysandre/Guzma, since Koko's issue is that it doesn't hit hard enough. If they DO attack into Turt, take the 8 damage counters, Koko can then step up with 130/140(FFB)/160(choice band) to get the KO.

And baby koko has free retreat but then retreat doesn't matter in Koko because of the ability

But the idea is that Koko spreads the damage to make KOs easier on Koko GX.

Honestly I don't see straight Koko GX being viable. I'd suggest it as a secondary attacker/ utility in Raichu GX honestly.
 
I think 3 promo Koko is too much. I could see 2 max. I also think 4 Lele is too much considering you need the bench space to always be able to play a Koko GX. I have a Koko deck that I run from time to time online when I want to play something different. It can be a lot of fun. One of the issues with it is that it's very top heavy when it comes to energy on the field. Since you're moving energy around to a different Koko constantly, if your active Koko gets knocked out and it had all your energy on it then you're in trouble. I think Koko definitely gets stronger with Burning Shadows though. I'm interested in seeing how people run it.
 
This thread has been moved to the Deck Garage because the OP is looking for feedback on a completed decklist. If you have any questions, please ask me or any of the Forum Staff.
 
No Scoop up?

Acerola yo! Then you don't need to worry about the coin flip of doom! The only downside is that it has to be damaged, but that is really the only reason to pull KOKO off the board.

To the OP, I've tried this deck with baby koko, and it seems to slow things down unless you are playing DCE, which doesn't help with KOKO GX's ability. There is a lack of synergy with these cards unfortunately. I would also think about running a copy or two of Brock's Grit and get rid of the energy recycler and the rescue stretcher.

Also, I've found I prefer to start with not Koko GX, and starting with a Lele is sad, which puts you in a position where your best starting 'mon (baby Koko) is the least likely statistically. Especially after Acerola drops, I don't know that it will be worth it to run a quad KOKO GX line. I would run 4 of something that will accelerate some energies, either the new Raikou or baby Drampa. My edits would be:

-3 baby Koko
-1 Energy Recycler
-1 Rescue Stretcher
-1 Koko GX

+1 Brock's Grit
+4 Raikou or Baby Drampa
+1 other supporter, maybe Pokemon Ranger or Delinquent?
 
Acerola yo! Then you don't need to worry about the coin flip of doom! The only downside is that it has to be damaged, but that is really the only reason to pull KOKO off the board.

To the OP, I've tried this deck with baby koko, and it seems to slow things down unless you are playing DCE, which doesn't help with KOKO GX's ability. There is a lack of synergy with these cards unfortunately. I would also think about running a copy or two of Brock's Grit and get rid of the energy recycler and the rescue stretcher.

Also, I've found I prefer to start with not Koko GX, and starting with a Lele is sad, which puts you in a position where your best starting 'mon (baby Koko) is the least likely statistically. Especially after Acerola drops, I don't know that it will be worth it to run a quad KOKO GX line. I would run 4 of something that will accelerate some energies, either the new Raikou or baby Drampa. My edits would be:

-3 baby Koko
-1 Energy Recycler
-1 Rescue Stretcher
-1 Koko GX

+1 Brock's Grit
+4 Raikou or Baby Drampa
+1 other supporter, maybe Pokemon Ranger or Delinquent?
Scoop Up still has its merits IMO because it can also pick up undamaged Pokemon. Then again, it also feeds Garbodor so Acerola may still be the better option despite her taking up the turn's supporter.
 
running a straight Koko deck, most of the other supports are draw support or guzma, so as long as you aren't targeting a bench mon and have the necessary energy on board, Acerola is better to refresh a damaged Koko to finish off the opponent's active. The main reason for scoop to be usable would be if the bench were full and the opponent had guzma stalled you into something you couldn't retreat. other than that i think Acerola is the better option, at least in this deck.
 
Hi!

I've been testing with Tapu Koko, and I feel it has potential in the next format. (BKT-on) However, I think your list lacks consistency and other attackers. Knowing that next rotation will be BKT-on, this was announced today, I would try these changes to your list to add consistency.

-3 Tapu Koko (Promo) This card doesn't quite fit well into the deck, and running no DCEs with it makes you commit 2 energies to it, and It's just not worth it.
-1 Tapu Lele While this card will be amazing next format, 4 is going slightly overboard. Ironically, removing this Lele will make your deck more consistent.
-1 Rescue Stretcher Super rod is better because you need to get energies from the discard back into your deck so your max elixirs will hit.




+2 Joleteon EX (GEN) A solid attacker that can also be very tanky to deny prizes, which is a key point in this deck. (APCA + FFB) Also, this card is a hard counter to Volcanion and a few other popular decks.
+2 Raikou (BKT) A one prize attacker that is also under the benefits of APCA and FFB, and has It's ability to make it more tanky.
+1 Super Rod Replacement for Rescue Stretcher

Another tech option is Drampa (GRI), who can attach energies to himself. However, this card isn't under the benefits of APCA and FFB, and could be knocked out with these energies.
 
-3 Tapu Koko (Promo) This card doesn't quite fit well into the deck, and running no DCEs with it makes you commit 2 energies to it, and It's just not worth it.

But you don't really that to commit anything to them? Tapu Koko GX is just going to be Aero Trail'ing all the energy to itself... The spread damage is going to help koko get the kos way more easily.
 
3-2-1 line of Pikachu/BUS Raichu(2)/BUS Raichu GX(1).
2 BUS Raikou
1 Oranguru.
1 Marshadow for the mirror.
1 Necroma...
3 Tapu Koko GX
3 Lele GX
(17)

4 Accerola
4 N
3 Sycamore
2 Lillie
1 Guzma
1 Bridgette
(15)

2 Rescue Stretcher
2 Field Blower
4 Ultra Ball
4 Super Scoops
4 Fighting Fury Belt
(16)

12- Lightning Energy


Any Thoughts?
 
But you don't really that to commit anything to them? Tapu Koko GX is just going to be Aero Trail'ing all the energy to itself... The spread damage is going to help koko get the kos way more easily.

Actually, rethinking this, I like baby Koko in this deck. lol sorry xD
 
I think if you are playing baby Koko, you really have to commit to using it and basically expect it to die while you get 3 more energy on board for Koko GX. An extra 20 damage isn't going to put you into OHKO range for anything new besides Marshadow gx or baby vikavolt. If you can keep baby Koko alive long enough to drop 60-80, sure that's a big difference, but that's hoping for 4-5 turns. I suppose if you start with 2 koko, hit max elixir, attache for turn, free retreat, and attack all in the same hand, sure that speeds things up, but that is perfect scenario. And even than you need to survive another 2-3 turns before Koko GX is really hitting for kills. Against evolution decks this might work, but against something like the bulu variants or any of the garb variants I think you are in trouble.
 
Agreed, but there again, we're hoping to stream together all of these things. I love Tapu Koko, and I'm willing to play this deck like crazy to find the thing that works with it, but I'm also too realistic to think that every game I will be able to start baby Koko, get enough energy attached to attack ASAP, survive 2-3 turns, and hit both a Koko and CB for the one shots. Even with 60 damage + CB + Koko you're only hitting for 220, which isn't going to take out stage 1's with the new dumbbells. then again, the format is slowing down enough that 2-shots are becoming the new OHKO.

All that to say I like the idea, but someone has to play Devil's advocate.
 
-1 Tapu Lele GX: Four is simply too much man, most people run two and I have seen three on occasion. The card will become more important next rotation, but it doesn't justify running four. Plus I am saving you the $30-40 right now, who knows how expensive it will become when demand increases next season.
 
-1 Tapu Lele GX: Four is simply too much man, most people run two and I have seen three on occasion. The card will become more important next rotation, but it doesn't justify running four. Plus I am saving you the $30-40 right now, who knows how expensive it will become when demand increases next season.

They're already starting to increase in price since rotation was announced. They're like $43 for the regular art right now.
So glad I pulled my 2.
 
I think if you are playing baby Koko, you really have to commit to using it and basically expect it to die while you get 3 more energy on board for Koko GX. An extra 20 damage isn't going to put you into OHKO range for anything new besides Marshadow gx or baby vikavolt. If you can keep baby Koko alive long enough to drop 60-80, sure that's a big difference, but that's hoping for 4-5 turns. I suppose if you start with 2 koko, hit max elixir, attache for turn, free retreat, and attack all in the same hand, sure that speeds things up, but that is perfect scenario. And even than you need to survive another 2-3 turns before Koko GX is really hitting for kills. Against evolution decks this might work, but against something like the bulu variants or any of the garb variants I think you are in trouble.

What? 20 extra damage is putting anything with 180 hp in range for a KO with a Choice Band on Tapu Koko GX.
 
3-2-1 line of Pikachu/BUS Raichu(2)/BUS Raichu GX(1).
2 BUS Raikou
1 Oranguru.
1 Marshadow for the mirror.
1 Necroma...
3 Tapu Koko GX
3 Lele GX
(17)

4 Accerola
4 N
3 Sycamore
2 Lillie
1 Guzma
1 Bridgette
(15)

2 Rescue Stretcher
2 Field Blower
4 Ultra Ball
4 Super Scoops
4 Fighting Fury Belt
(16)

12- Lightning Energy


Any Thoughts?
The item card Super Scoop Up has been rotated out for quite some, because it was last reprinted in XY Furious Fists.
 
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