Turbocharge (Samurott extension)
For a really long time I stared at Electrode Prime and Twins and wanted to do something with it. Whether it be something with Electivire, Ampharos Prime, anything really, and I finally found two decks that this could fit in. Wouldn't mind hearing the thoughts and opinions of others
Pokemon
2-2 Zoroark BW
3-2-3 Samurott #32 BW (Oshawott #27 Dewott #28)
3-3 Electrode Prime TM
1x Manaphy
Total 18
T/S/S
3x Rare Candy
2x Switch
2x Pokegear 3.0
3x Professor Oak’s New Theory
1x Professor Juniper
3x Pokemon Collector
1x Flower Shop Lady
3x Twins
4x Pokemon Communications
Total 24
Energy
18x Water Energy
Total 18
This deck needs a fair bit of help, but the strategy is get a T2 Samurott out with at least 3 water energies attached. He’d be shooting for a good 100 damage while tanking hits with Shell Armor. I was considering putting in defenders and plus powers. (Not sure which, leaning more towards defenders since in a sense, the water energies act as plus powers.) Usually the set-up is something of the sort.
Start with Alomamala active, Voltorb active, collector to grab 3 basics, usually 2 Oshawotts and something else. Communicate the left over pokemon for an Electrode Prime if it’s not already in the hand. Attach a water energy to the Alomamala and pass.
T2: If Twins is in hand, you’re set to blow up the Electrode, otherwise, Pokegear to try and dig it out and if still no Twins shows up, you’ll be likely to get an Oak’s New theory. In either case, blow up the electrode and from the tests I’ve run and recorded, I often manage 3/7 energies from Energymite on average. Drop the twins to search for Samurott and a Rare Candy and evolve up. Switch to move the Alomamala out and steamroll with the early Samurott.
In my head, this is what came out, but looking at it on paper, I can already see a few issues to address and wouldn’t mind some feedback on them.
1. Samurott is my main attacker and Alomamala served as a bulky basic water who can tank hits in the case that I need a bit more time to set up Samurott from unlucky draws. It can also serve as a backup attacker with its Hydro Pump working the same as Samurott’s. Should I continue to use Alomamala or switch to a different secondary attacker that takes the same benefits, like Golduck?
2. This list does have some consistency issues, running into dead draws at times with the abundance of energies in the deck. Is there a way to remedy this without cutting the energy count? I would like to keep the energy count at this level because it makes Energymite have more success.
3. Should I bother to keep the Double Colourless energies in the deck? While they do help speed up the Alomamala’s in the case that I have a bit of an energy shortage, they aren’t adding to the damage output. I was thinking of just replacing them with more water energies. If all the pokemon in the deck benefit from using them, to me it would make sense to only include them.
4. Catchers, necessary? I was considering them to help shoot down Pokemon that would hinder the opponent’s set up speed. In this case I think it would be just adding clutter but, I wouldn’t mind some other opinions on it though.
I haven’t quite gotten around to play testing this deck completely because I’m really concerned with the consistency issues that this deck suffers from. I currently play Cinccino/Kingdra/Zoroark and it’s marvelous with consistency by comparison. If I could get this deck up to the same level that’d be amazing, quick tanking Samurotts that are pushing out high damage could be hard to stop.
You may have also noticed that I included Samurott extension at the top. I say that because I also found this same build to work pretty effectively with Gothitelle but again needs some tweaks, play tests and consistency updates. But I’ll post that another time.
Thoughts and comments greatly appreciated.
For a really long time I stared at Electrode Prime and Twins and wanted to do something with it. Whether it be something with Electivire, Ampharos Prime, anything really, and I finally found two decks that this could fit in. Wouldn't mind hearing the thoughts and opinions of others
Pokemon
2-2 Zoroark BW
3-2-3 Samurott #32 BW (Oshawott #27 Dewott #28)
3-3 Electrode Prime TM
1x Manaphy
Total 18
T/S/S
3x Rare Candy
2x Switch
2x Pokegear 3.0
3x Professor Oak’s New Theory
1x Professor Juniper
3x Pokemon Collector
1x Flower Shop Lady
3x Twins
4x Pokemon Communications
Total 24
Energy
18x Water Energy
Total 18
This deck needs a fair bit of help, but the strategy is get a T2 Samurott out with at least 3 water energies attached. He’d be shooting for a good 100 damage while tanking hits with Shell Armor. I was considering putting in defenders and plus powers. (Not sure which, leaning more towards defenders since in a sense, the water energies act as plus powers.) Usually the set-up is something of the sort.
Start with Alomamala active, Voltorb active, collector to grab 3 basics, usually 2 Oshawotts and something else. Communicate the left over pokemon for an Electrode Prime if it’s not already in the hand. Attach a water energy to the Alomamala and pass.
T2: If Twins is in hand, you’re set to blow up the Electrode, otherwise, Pokegear to try and dig it out and if still no Twins shows up, you’ll be likely to get an Oak’s New theory. In either case, blow up the electrode and from the tests I’ve run and recorded, I often manage 3/7 energies from Energymite on average. Drop the twins to search for Samurott and a Rare Candy and evolve up. Switch to move the Alomamala out and steamroll with the early Samurott.
In my head, this is what came out, but looking at it on paper, I can already see a few issues to address and wouldn’t mind some feedback on them.
1. Samurott is my main attacker and Alomamala served as a bulky basic water who can tank hits in the case that I need a bit more time to set up Samurott from unlucky draws. It can also serve as a backup attacker with its Hydro Pump working the same as Samurott’s. Should I continue to use Alomamala or switch to a different secondary attacker that takes the same benefits, like Golduck?
2. This list does have some consistency issues, running into dead draws at times with the abundance of energies in the deck. Is there a way to remedy this without cutting the energy count? I would like to keep the energy count at this level because it makes Energymite have more success.
3. Should I bother to keep the Double Colourless energies in the deck? While they do help speed up the Alomamala’s in the case that I have a bit of an energy shortage, they aren’t adding to the damage output. I was thinking of just replacing them with more water energies. If all the pokemon in the deck benefit from using them, to me it would make sense to only include them.
4. Catchers, necessary? I was considering them to help shoot down Pokemon that would hinder the opponent’s set up speed. In this case I think it would be just adding clutter but, I wouldn’t mind some other opinions on it though.
I haven’t quite gotten around to play testing this deck completely because I’m really concerned with the consistency issues that this deck suffers from. I currently play Cinccino/Kingdra/Zoroark and it’s marvelous with consistency by comparison. If I could get this deck up to the same level that’d be amazing, quick tanking Samurotts that are pushing out high damage could be hard to stop.
You may have also noticed that I included Samurott extension at the top. I say that because I also found this same build to work pretty effectively with Gothitelle but again needs some tweaks, play tests and consistency updates. But I’ll post that another time.
Thoughts and comments greatly appreciated.