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TurboCharge (Samurott Extension)

JimboJumbo

Aspiring Trainer
Member
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 :D

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.
 
I'd replace the Alomomola with Manaphy or Mantine. Mantine will help you serach out Samurott way easier and Manaphy's hand refresh lets you set up faster. Either way, they let you set up faster and with less retreat you don't have to funnel your energy onto them.
 
Mmm, I was considering the Mantines, but once I have a Sammy or two, they're kind of just useless bench sitters, so the attacking thing was kind of important. Though I do like the suggestion of Manaphy as I was considering to put in Cleffa but remembered how frail he was and was going to attempt to stick in a Noctowl or something, good call on that one!

What's your opinion on the Golduck replacement?
 
Golduck's damage output isn't great and he doesn't improve any macthups either. I wouldn't use him but that's up to you.
 
Golduck's damage output is a tad low, 10 lower than Alomamala but at least it doesn't require excess energy to be on him, I can instead focus all of the attention on the Samurotts. The only replacement that I found that might provide type coverage was Lickylicky, but colourless doesn't cover anything major. Was trying to find a fighting type that had a Hydro Pump like attack, but those all require fighting energy to work, (See Gigalith and Machamp).
 
Also, I would take out one Twins and add one Junk Arm. Twins will be a dead draw, because you won't always have Electrode out (Yanmega will just destroy your Voltorbs). The next thing I'd do is take out two Rare Candy because you only have one Stage 2. And then add an Energy Retrieval and another Junk Arm. Junk Arm is just a staple, and with a decent sized trainer line, it's not a bad idea.
 
I can agree with the twins, but with the energymite going off once a game (perhaps twice to create a recovery) I might end up tossing out rare candies. Would keeping 3 in for that reason be a better idea?

I also thought up of an idea to solve my energy draw late game and turning it into something useful. Engineer's Adjustments. Drop one likely excess energy in my hand for 4 new cards, seems like a fair trade off for me.
 
Because with my changes, you have Junk Arm to replace Candies. Engine's wouldn't be good because you need all the energy you can get. Use the new Cheren or Sage's. I'd rather use Cheren in this deck though. Don't have to discard ANYTHING.
 
Tyraniking said:
Because with my changes, you have Junk Arm to replace Candies. Engine's wouldn't be good because you need all the energy you can get. Use the new Cheren or Sage's. I'd rather use Cheren in this deck though. Don't have to discard ANYTHING.

Ahh I see. I got some advice about some of the things I was planning to put in/replace. Alomamala seems like a really bad starter/secondary attacker because of his insane retreat. Was suggested to remove all four and replace with 2-2 Zoroark.

Also I was thinking of replacing the double colourless energies for just water energies since they're not really doing much and the extra waters help power up Sammi.

I've play tested this deck against a wide variety of decks and it works out really well surprisingly because of how high the damage output it and how difficult it is to take down Sammi in one go. For that reason, I was considering defenders for more tanking but unsure of what to take out.

Lastly, recovery. I've found that in those times where Sammi does disappear, I usually have another one being built up, but isn't as nearly as strong as the first one, averaging about 120 (if even that) compared to the super charged one that just fell. Is there a way that I can fit in a speedier recovery? While Flower Shop Lady is nice, usually if I have to use it, I'm behind and would rather try to Twins to quickly set up the missing pieces of Sammi OR desperately try to energymite again to super charge it. I was considering Energy Returner/Retrieval for this reason.

Thoughts and comments always welcomed and appreciated.
 
I'd take out electrode for feraligator, it's a more stable and doesn't rely on self koing. With 18 energy, at least 2 IQ with feraligator, I can't tell you how many time's I've had nothing from one IQ but the other one delivers 3-5 energy at once in which with something with a much Slower setup like samurott and alomomola always creates a more powerful chain reaction. This is just my opinion from testing ferligator with samurott.
 
I would kindly pass on Feraligatr because having two stages twos will divide up my resources and cost more cards in my deck to achieve the same goal. I would like to continue to work with Electrode and Twins.
 
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