RE: TurnOr (Scizor/Lanturn) HGSS ON
Sorry for such a long post and match description I just wanted to show how this change works very well but isn't consistent at all. I was thinking of making the samurott line either 2-2-2 or 3-2-3 as a main or secondary attacker rather than a tech so I can get it out a lot quicker when I am playing a heavy hitting or fire deck. Any other tips for consistency?
Just tried out my list at the top of page 2 with your changes. I played on redshark against a very average and consistent reshiboar list. Game 1 I got completely thrashed losing 6 prizes to 1 (taken with scizor) they had an emboar out T3 and I couldn't get out the samurott. I even struggled to get out a scizor as all I could draw into was a Skarmory till about T4/5 when I got a communication. Game 2 I managed to win as I started with skarmory and hoothoot with a collector in my hand. I got a scizor doing damage out by T2 to knock out Cleffas in 2 consecutive turns. I also managed to OHKO a Reshiram with scizor as I had 4 sp metals and 1 rainbow attached to it thanks to skarmory when that got knocked out by a reshiram I brought Bouffalant up from the bench to do 90 and then when he got KO'D I brought up a benched scizor who finished it off. Next turn I started settting up a samurott on the bench as I had a rare candy, rainbow energy and samurott in my hand as well as an oshawott on the bench. I then ko'd the reshiram and then his other set up reshiram couldnt take out samurott so I finished it off with 160 (x2 weakness).xDMVx said:True unfortunately lanturn prime needs too many energies to be OHKO right back. Samurott has a bit more staying power as an anti fire tech. If the main thing you want to counter is reshiboar I suggest 2-2 Zoroark with either a few special dark or plupower as it will OHKO reshiram and RDL.Tyranodon said:I'm not sure about this as getting out a stage 2 against reshiboar is hard and if you do manage it they will have taken almost all their prizes. I will consider this change though.xDMVx said:-2-2 Lanturn
-1 PETM
-3 electric
-1 dual ball
-1 juniper
+2-1-2 samurott
+2 rainbow
+1 DCE
+2 rare candy
Fire decks will eat you alive and lanturn is not a viable counter to fire imo because it gets OHKOD by fire decks poster child Reshiram. Also Samurott can abuse DCE if needed and rainbows will work towards the water requirement on heavier things like Emboar. Also Samurott can kill umbreon as you mentioned id leave Bouffalant in however since RDL will be seeing a ton of play this format.
Edit~ id probably also do -1 twins, -1 exchanger for 2 IQ to pull special energies more easily.
Sorry for such a long post and match description I just wanted to show how this change works very well but isn't consistent at all. I was thinking of making the samurott line either 2-2-2 or 3-2-3 as a main or secondary attacker rather than a tech so I can get it out a lot quicker when I am playing a heavy hitting or fire deck. Any other tips for consistency?