Since I finally have enough experience with both ZPST and Gothitelle, I think I can finally post in this thread (what use is it to post if you have no knowledge of the case to begin with?).
First of all, I advice against DCL in ZPST. A friend of mine even tested ESL (along with some rainbows) to face the Gothitelle matchup, and one point of the entire tech in question (any Legend in this case) simply suffers from 1 or 2 problems:
- the obvious point is the searchabillity of the Legend; even with Sage's and Juniper there is no way to guarantee you don't want/need cards in favor over one Legend piece, and keep in mind that one of the parts can be prized (and after the lock gets up, you're not very likely to keep on drawing prizes). My friend eventually went to playing [insert Legend name here] in a 2-2 way, ruining his consistency badly (it was playtesting after all).
- the second part was that once the Legend goes down(which WILL happen, or so my playtesting experience taught me), you're sacrificing 2 prizes. Since you're having trouble coming out of the lock, giving up 2 prizes as well won't do you any good, now will it? The 2 prizes it gives up turns out to be quite a liabillity if you ask me.
ZPST simply isn't designed to include a Legend, and mainly because ZPST has no consistent way of getting it out. I personally would suggest putting in a mix (or any of the following on it's own) of the following cards and see what works best for you:
- Aipom (to move those energy around
- Bellsprout (which can work as a Catcher under trainer lock)
- Magby (to burn, and hope to stall. Also pray they fail with their flips!)
- Rotom (can exchange prizes with useless cards, and can snipe if needed. Has trouble OHKO'ing those Gothitelle though!)
For me, Bellsprout has proven to be the best tech, as it simply allows you to break the trainer lock (when against Gothitelle), or it allows you to drag up their Vileplume. It's also simply fetched by Collector/Dual Ball, as anything else in the deck.
Good luck!