Good evening class.
Today I am going to discuss with you a much
overlooked aspect of the game: the Bench. For now I just want you to take
notes in your head and when i'm done I will split you up into groups of two
and then you can try these strategies out on your own.
Now, those of you with some experience are
certainly aware of the bench as a place where you can retreat to get rid of
those pesky things like confusion and poison on the defense side of things or
gone head to head with those kamikazi's of the bench attack, electric pokemon.
I have a good friend who tried to make a deck that revolved around hitting the
bench which he called rail gun. He soon found that he didn't exactly have the
pokemon to back it up in an effective fasion. Team rocket has changed this and
allowed for some new Archetypes (for those of you sick of seeing Hitmochan,
Scyther, and electrobuzz in every deck you face) and opened the field up for
more creative play.
Here's my list, you may have more:
1. Rail Gun
2. Sneak Attack
3. The wave
4. Hit and Run
5. Drag-out
Let's look at each of these and see how they've
matured with the coming of team rocket.
1. The Rail Gun: The basic strategy here is to not
only spank your opponent, but to spank as much of his bench as possible while
you're at it, keeping your opponent weak. This type of attack strategy has
always been the province of Electric types. At least in their most controlled.
Pikachu and Zapdos come to mind. In a less controlled vein there is always
Articuno and the various Self-Destructors. Team Rocket hasn't revolutionized
this attack method, but it has added a couple of pinch hitters. Primarily the
new Diglett's Dig Under, Dark Golbat's Flitter, And Meowth (Either Coin
Toss or Cat Punch.. cat punsh is much better though). all you to attack
and do direct damage to the bench.
Good Combo Idea: Dark Raichu and Rocket Diglett.
They compliment eachother and cover eachother's weakness' to a degree.
2. Sneak Attack: The strategy to a good sneak
attack deck is pokemon powers. Anything that let's you do damage or status
changes from the bench. In the past, you really only had one good toy for that
kind of damage.. Gengar's curse. Put a couple of these guys out and you could
go knocking the bench out cold and never once have to get off the bench.
Rocket has added a number of fun little powers Once again, Dark Golbat's sneak
attack does some quick damage from the bench when you put it out. Also seeing
much use now is Rocket Drowzee and Dark Gloom.. both of whose pokemon power
allows them to mess up the active pokemon. Perhaps those full heals might come
in handy afterall.
Good combo idea: Drowzee, Dark Gloom, and Snorlax.
Why risk taking those status effects when you can just ignore them?
3. The wave: Also known as the tried and true
wiggly deck. Figure out a quick way to fill up your bench and then do the wave
for quick and painful damage. It's been done and everyone knows the usages of
things like 'call for familiy' to fill your bench up right quick... so I won't
bore you with it. There are two team rocket cards that are going to double the
popularity of this deck. Dark Hypno and Challenge. Dark Hypno is the
anti-Wiggly Tuff and challenge fills up both benches.
Great combo Idea: Look for more wiggly decks
filled with Challenge, Wigglytuff AND Dark Hypno for the ultimate wave.
4. Hit and Run: This is my own personal baby. I
tried making one of these a while back and just did not have the pokemon to
pull it off effectively. The idea is to get in there, do some damage and get
out before they can hit back. Back in the day, switches, low retreat costs and
dodrio/Dragonite to lower the retreat cost. The main attacker in this category
has always been Scyther.. why do you think he's so popular? Team Rocket gives
us the new god of this genre: Dark Alakazam. Alakazam moves up to deliver that
one hit (sadly psychic resistance knocks it down to nothing) and then
teleports out, leaving someone else to take the next attack.
Great combo idea: Look for a great many decks to
be played using Dark Alakazam and Fossil Haunter.. I know I'll be playing one.
5. Drag out: Last, but certainly not least, is the
drag out deck. In the old days, this type of deck relied upon the trainer
'Gust of Wind'. The idea is to yank those annoying guys off the back deck to
where you could get your hands on them. In the past, this has been something
of an inexact science. Pretty much any attack that knocked someone back to the
bench allowed your opponent to choose which pokemon from their bench they
wanted to send forward and Rhydon's even did damage to yourself. Now TR
has the more or less underrated Dark Machoke. Drag out and Knock back are two
complimentary powers that allow you to pretty much hit anyone when you want
where you want. That Alakazam in the back switching all sorts of damage
around? Gust him forward and then knock him back.. Sure he'll move some
damage around.. but if you do it right, your opponent might be dumb enough to
have put some of the active's damage on Alakazam in the first place.
Good combo: Dark Machoke, Rhydon, Gust of wind,
Pidgot.. all let you get them up or back.. depending..
Ok Class. Now take out your cards and get together
with a partner. I'll be around in just a moment to see if you've learned
anything. If any of you have any questions, thoughts, or aditional combos.
Please get in touch with me at DarkTouch@unbounded.com
Good work... Next time we'll be discussing the
utility of Dark Dragoinair and the newer Archetype: Liquid Draino.
That's all for now.
-Bill