Good Evening, everyone. As you all darn sure know, I am THE Masked Scizor (pretend to be surprised). And over the last few weeks I've been writing about all of the different decks that have won or placed high in a Battle Roads. I finished this humongous article recently, but I felt something was missing.......mainly all the decks that had won WHILE I was writing the article. So, in order to form a more perfect union, I'm going to take care of all (hopefully) those decks that I've missed before I do my little conclusion piece. Enjoy:
Trash Cloak Wormadam
Oh, by the way, before I start, I want to say that in this series of articles I'm not going to use a key with the decks. I'm just going to attack them as they come up, so I can *hopefully* complete the entire BR winning deck list quickly and before Stormfront decks truly emerge and change the metagame. Anyways, let me get back to the deck now. The Wormadam deck is as rogue as you can get. You can't even really find a good decklist on the internet. So it's one of the most surprising things you're opponent can flop down onto the table. That being said, the deck isn't, in any shape or form, less powerful than any other build out there. The idea is, once again, simple: get a T3 Wormadam going with either a bunch of Special Metal Energies on it, a Pokemon Tool, or most likely, both. Even though it is a 3-Energy needing Pokemon, Wormadams ability to slowly swarm with all the damage prevention and consistent 70 is something that can put alot of decks on a clock, especially those with Pokemon like Gardevoir or Lucario who can't outright KO the Wormadam under most circumstances. Eventually all of those Iron Tackles lead to everything your opponent builds being taken down by a 1-2 Wormadams. This deck is a true work of genius and needs a great player to be used correctly. This isn't one for beginners. 4 Trash Cloak Wormadams are needed for sure.
Kingdra/Aerodactyl
Another deck that uses the consistency and free spaces of the Kingdra deck to run an opponent-interfering Pokemon, Kingdra/Aerodactyl is one that counters many decks used this format. Basically, Aerodactyl punishes opponent's for abusing their Poke-Powers, and Kingdra picks up the tab by hitting them for another 20 with it's attack. Together, they can down a Claydol in two turns while probably grabbing another prize for a KO of their active. But more often than not, you can put them at 20 away from a KO, pretty much THREATEN them with it through the Aerodactyl, while you switch gears and work on another benched threat with Kingdra. Later on, a Kingdra will come up and take the long awaited prize for it. With Kingdras and multiple Aerodactyls on the bench, even big guys like Magnezone and Palkia are quickly cut down to size. Since both are extremely useful while out and easily swarmable, you'll see 3-4 Kingdras and Aerodactyls.
GG/Weavile
A deck that a certain Pojo writer from a certain body of water reminded me that he won with, this is a build you DON'T see often. Using the Weavile to charge up the 3-Energy GGs, this deck can win with sheer overpowering. Both Gardevoir and Gallade need just a Psychic with the two darks to be fully operationable. Gallade can also still be a great start, and Weavile can attack if needed or if playing Fire. Basically, this deck shows how hard it can be to come out of constant Psylocking, then hit a Gallade speed bump, and look forward to see ANOTHER Gallade and Gardevoir sitting on the bench, ready to go. GG were the most feared bunch last year, so why wouldn't they be stronger from a little energy acceleration, courtesy of Weavile? You can even use Moonlight Stadium to let you switch between the right G to do the job. Also, another thing to mention is the combination os the deck thinning through Weavile and Gardevoir's Poke-Power, you can expect getting good draws late game. You'll want the 2-3 Gallades, 2-3 Gardevoirs, and of course the LV. X here.
Flareon/Typhlosion
A clearly underdog deck again. Flareon and Typhlosion, like many decks before them, combine a Poke-Power with an attack. Here's how it goes: Flareon Kindles, discards to discard from the opponent, Typhlosion Fire Starts the energy back in play, where it is then Stark Mountained back onto Flareon, all while building something else on the bench. The Eevee supporters, like Espeon/Umbreon, and even Leafeon, CAN be played to help out Flareon and provide another "power me" option. But the real power lies with the Flareon's ability to run your opponent out of energy cards and the ability to use a turn to place them. Through this, they have to slow there game up for Kindle, while yours is going at the regular speed. Flareon is also fast to come out, with a cheap attack for early on, and a good amount of HP for any type of stalling. Even a few Kindles, with your energy replacement engine setup, can spell game over to a slowed down energy hungry deck, even ones like Kingdra, as it STILL needs an energy to attack. All in all, it's a fascinating build that seems to be catching on a little with people. The lines here will change depending on how many other Eevee Evos, but you'll always need at least 2 Flareon and Typhlosion.
Garchomp/Togekiss/Mewtwo
OH MEWTWO, IS THERE ANYTHING YOU CAN'T TEAM UP WITH??? Yes, Good ol' Togechomp and Mewtwo is a deck that is seeing a fair amount of play. While Mewtwo doesn't actually change up the playstyle of Togechomp per se, his abilities do change the range of options Togechomp usually has. Instead of automatically powering up Garchomp when playing a Togekiss, you can go for the immediate 120 with Mewtwo when needed. Mewtwo also plays a strong time-stalling attacker while you buildup Garchomp(s) on the bench. Just an energy every other turn and Mewtwo hits for 120 on the others. Mewtwo can also deal with a deck that's been problematic for Togechomp, AMU, and it's no Weakness ways. Yes, they have Mightyena, but a Warp Point can get that out of the way too easily. Any way you look at it, Mewtwo's fitting in alot of decks successfully, and has no problems fitting in here, too. 3/1 for the Chomped one, 2-3 for the Kissed one, and 2/2 for the...Two, one.
Infernape/Typhlosion
A, well, obvious deck. Infernape, with it's energy discarding and free retreat, is the prime candidate for a combination with a Pokemon that rewards both. Infernape might have lost it's Delcatty, but it kept the consistency that Typhlosion offers. With two out, the revolving door of Infernape's can keep going, and Infernape LV. X only restarts the cycle. The key here is speed. More often than not, if you can setup your Stage 2 Fires before your opponent can get all their pieces out, the game is yours, as you'll keep hammering away, and with more than one Infernape a counter will be hard to manage. These two starting Fire Pokemon go together FAAR better than the other two (Charizard/Blaziken?.......... hmmmm) and truly complement each other, tit for tat. 3/1 Infernape, and 3 Typhlosion.
Luxray/Gliscor
Another good stuff combination build of two strong lines of Pokemon. Gliscor, as we all know, has incredible tricks, and Luxray has game finishing moves. The great thing about this deck is that you can rely on both, and then switch out when it's convenient due to their little to no retreat costs. They both also rely on little from-hand energy, with Luxray being able to do eat from the discards (trash digger!) and Gliscor having the ability to cycle itself and energy cards back to the hand. While Gliscor IS the slower of the two, it can still come down quick and leave a good dent in the opponent's Pokemon for Luxray to then take advantage of. Both of these Pokemon, though, do more damage than their energy should allow them and are great to begin the game with. It's 2-3/1 for Gliscor, and the you'll see 3-4 Luxray.
Magmortar/Togekiss
A fiery clown and a flying egg with a crown? What could go wrong? Apparently, everything, for your opponent. Magmortar and Togekiss give something to the Magmortar template that it never really had: huge, unScramble Energy speed, and the ability to swarm Magmortars quickly. Togekiss pretty much just improves on Magmortar's natural abilities by making them faster. With Togekiss you can get 1-2 Magmortar's fully powered up, and leave you the energy to power up a third or power up the Togekiss itself for late game shenanigans. This ability to have many full Magmortar's leads to suprise LV. Xings, great uses of Warp Point, and the ability to start handing out KOs every turn after two or more Fireball Bazookas. While Flame Body won't activate, the fact that both it and Togekiss' attack can heal damage can make life hard for smaller decks that need existing damage to KO. While, they may not be the most simple and no-brainer team, Magmortar and Togekiss DO fit together in a nice, swarming package. You will see: 3/1 Magmortar, 2-3 Togekiss.
Gliscor/Toxicroak
Combining two speedy Pokemon doesn't always work. How does Houndoom/Kricketune sound, eh? But here, with the common thread of Poison to intertwine them, this deck pulls it off. First off, they are both great T2 Pokemon. A heads on Croagunk's attack will stop any Supporter rescues to happen, and then next turn, with a +10, Toxicroak's attack can take down a 50 HP Basic. More than that, though, since it probably won't KO the 60 HP ones we have now, it's Poke-Power prevents them from slowing you down through Evolution. Quite simply, most Pokemon hit with Toxicroak's attack in the early game will be KO'd. But, alot of games you won't even need Toxicroak's attack, as just combining it's Poke-Power with the mighty Gliscor is enough. Gliscor is gonna do what it always does: cause status effect problems and not let the opponent attack until it's too late. Gliscor Burning Poison, with the 'Croak, will ensure that a KOing Pester next turn will happen. Also, just to mention it, Toxicroak's other version is great with Gliscor too, and it's first attack is a hidden killer. Most likely it'll be 3/1-2/2 for Gliscor, and 2-3 Toxicroak.
Skittles (Ho-oh/Togekiss)/Luxray
Luxray is another one of those traveling Pokemon that seems to fit in wherever it ends up. Here, it in Skittles, changing the strategy slightly but empowering the Pokemon lineup. While, clearly, Luxray has little synergy with Ho-oh or Togekiss other than it can use Togekiss power up to hit for high damage quickly (like every other Pokemon), the thing Luxray brings is the ability to deal with problematic decks for Ho-oh, such as Water decks like Kingdra and Empoleon which can KO it easily, and larger LV. X utilizing decks that can simply outplay and counter Ho-oh, such as GG and Glaceon. With Luxray, Ho-oh also doesn't have to rely on it's Poke-Power to keep up as the deck can then utilize Luxray until another one is up. Also, both Ho-oh and Luxray are quickly built Pokemon through Togekiss, and Luxray without it, so counterattacks can be mounted proficiently in here. While the relative synergy is low, the ability to counter several decks is a great boon and one that should not be taken lightly. 3-4 Ho-oh, 2-3 Togekiss, 2-3 Luxray.
Rayquaza/Rotom/Moltres
A fun looking deck to be sure, this one utilizes three rare Pokemon with relatively nothing in common to each other than taking energy from the discards and powering up big attacks with it. The thing is, THAT'S enough. Rayquaza and Moltres both have powerful, OHKOing attacks on them that require mostly everything to be discarded to work. But both have abilities to get it back, and when the coast is clear a Rotom can come up and help out with that, too. Basically, every turn, if you're attaching more energy than one, you're doing fine. With the big attacks to carry it, this deck just might find a following. I'd recommend a straight 30 of each here.
And there you have it. I know I probably missed a TON of decks, and I'm truly sorry if yours was one of those, but hopefully the ones I DID catch enticed you somewhat. Thank you for reading this whole series. My next article, GOD WILLING will be out soon, concluding the while series and telling which decks won the most this Battle Roads season, how they did, and why they did. Thank you very much for your attention.
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