Hello, some of you may have seen a thread posted by me a while back regarding the new dragon Garchomp, and after some testing, I was going to ask for some advice from those with opinions and some other testing done, but here is my list.
4 Gible (The one with the free retreat)
2 Gabite
3 Garchomp ULP
1 Garchomp BPT
3 Riolu
2 Lucario
1 Alolan Vulpix
2 Tapu Lele
4 Cynthia
4 N
2 Guzma
2 Brigette
3 Ultra Ball
3 Rare Candy
1 Field Blower
1 Rescue Stretcher
2 EXP Share
1 Escape Board
1 Choice Band
3 Devoured Field
1 Super Boost Energy
4 Double Colorless Energy
5 Fighting Energy
1 Strong Energy
Explainations
Gible Choice: As I play one Vulpix in my list, we need a way to get out of the active, and with the ability, it increases the odds the vulpix can get into the active
Guzma: Yes, I understand that you cannot play two supporters in one trun, as we are not playing magnezone here, but Guzma is more consistant over counter catcher, as you may be even or up on prizes, and does not rely on a coin flip like pokemon catcher.
Side note, Anyone else here want a prism star card like the old Pokémon catcher without the flip, it would not be too expensive either as everybody only needs one. It would be played everywhere.
Escape Board: As none of my pokemon has more than a one retreat cost, having the option to get out of a random paralysis is nice.
Devoured Field over Choice Band: So one of the main issues I have found with the deck is that if you get behind on attachments you generally lose, but with EXP Share, it is a tool, and I have generally found there are not may matchups where you need to hit for more that 210, and that's why I play one copy of choice band, among other reasons, plus the stadium doubles as a way to take out Mount Coronet, as metal deluge is making a case for BDIF.
Breakpoint Garchomp, Strong Energy and Choice Band: So this mainly pairs with the Breakpoint Garchomp. With the strong energy the first attack hits for 80, which takes out Kirlias and other 80 HP, which is nice. Also, with the choice band it OHKO's a Zoroark GX, and even without the strong takes out the Breakthrough Zoroark, but with lucarion to search out the pieces, it is not as inconsistent as it might seem, plus it accelerates energy.
Super Boost Energy PIRSM STAR: Yes, you read correctly. For anyone reasonable enough not to know what it does, it is a colorless energy, but if attached to a stage 2, it is a rainbow energy, but if you have 3 Stage 2's in play, it is a Quad rainbow energy. It is a way to take crucial OHKO, and get back into the game, and with Lucario, it is not too hard to get 3 stage 2's into play.
So that's the deck, please let me know on your thoughts and yes, it is acceptable to yell at me in the comments for putting in super boost energy. Have a nice day.
4 Gible (The one with the free retreat)
2 Gabite
3 Garchomp ULP
1 Garchomp BPT
3 Riolu
2 Lucario
1 Alolan Vulpix
2 Tapu Lele
4 Cynthia
4 N
2 Guzma
2 Brigette
3 Ultra Ball
3 Rare Candy
1 Field Blower
1 Rescue Stretcher
2 EXP Share
1 Escape Board
1 Choice Band
3 Devoured Field
1 Super Boost Energy
4 Double Colorless Energy
5 Fighting Energy
1 Strong Energy
Explainations
Gible Choice: As I play one Vulpix in my list, we need a way to get out of the active, and with the ability, it increases the odds the vulpix can get into the active
Guzma: Yes, I understand that you cannot play two supporters in one trun, as we are not playing magnezone here, but Guzma is more consistant over counter catcher, as you may be even or up on prizes, and does not rely on a coin flip like pokemon catcher.
Side note, Anyone else here want a prism star card like the old Pokémon catcher without the flip, it would not be too expensive either as everybody only needs one. It would be played everywhere.
Escape Board: As none of my pokemon has more than a one retreat cost, having the option to get out of a random paralysis is nice.
Devoured Field over Choice Band: So one of the main issues I have found with the deck is that if you get behind on attachments you generally lose, but with EXP Share, it is a tool, and I have generally found there are not may matchups where you need to hit for more that 210, and that's why I play one copy of choice band, among other reasons, plus the stadium doubles as a way to take out Mount Coronet, as metal deluge is making a case for BDIF.
Breakpoint Garchomp, Strong Energy and Choice Band: So this mainly pairs with the Breakpoint Garchomp. With the strong energy the first attack hits for 80, which takes out Kirlias and other 80 HP, which is nice. Also, with the choice band it OHKO's a Zoroark GX, and even without the strong takes out the Breakthrough Zoroark, but with lucarion to search out the pieces, it is not as inconsistent as it might seem, plus it accelerates energy.
Super Boost Energy PIRSM STAR: Yes, you read correctly. For anyone reasonable enough not to know what it does, it is a colorless energy, but if attached to a stage 2, it is a rainbow energy, but if you have 3 Stage 2's in play, it is a Quad rainbow energy. It is a way to take crucial OHKO, and get back into the game, and with Lucario, it is not too hard to get 3 stage 2's into play.
So that's the deck, please let me know on your thoughts and yes, it is acceptable to yell at me in the comments for putting in super boost energy. Have a nice day.