Pokémon TCG: Sword and Shield—Brilliant Stars

Garchomp - Straight DP-on

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kaworu

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Since Garchomps release he has been hindered by the fact that he doesn't benefit from the speed of DRE, with that going out in the rotation he has a lot more room to play around in.

With the release of Rotom, chatot, garch lvl.x he has a much better chance than he used to.

List:

4 Gible
2 Gabite
3 Garchomp
1 garch lvl x
2 Baltoy
2 Claydol
3 Chatot (or 4)
2 Rotom MD (or 1)
1 Duskull
1 Dusknoir
2 techs [restore techs: Ho-oh/Amphy/Empo/Gardy] or anything else


4 Bebe
4 Felicity
4 Candy
3 Roseannes
1 Buck
2 Plus Power
1 Wager
1 premier ball
2 Night Maintanence
1 Warp point

14x Energy dependant on your metagame/techs

First turn Chatot is your ideal starter, free attack (giving you chance to power up a gible on the bench) free retreat is amazing for a number of reasons, retreating as soon as you have a powered up Garch without wasting energy attachments, retreating for a rotom.

Rotom is amazing as he abuses felicity's early game, free retreat him in from chatot, instantly power up a garchomp. Late game his sacrifice in order to power up a chomp with the desired energy is too good. If you attach to rotom (knowing your going to dual trans energy to a chomp) for retreat, if they don't kill rotom you can always choose to attack with it's 2nd move ensuring you will save the energy.

Chomp hits for 110 with the right energy of which you ensure with roseannes, OHKO gardy, leafeon x, Glaceon x, a bunch of others, with the added damage from garchomp lvl x's dragon pulse poke power nearly all major contenders will be OHKO able.

Garch lvl x, restore on another garchomp, premier ball the lvl.x back to your hand, restoring your techs/chomps after discarding them with felicity's can win you matches.

Claydol is Claydol.

Dusknoir is still extremely effective and you can attack with it or restore it if need be.

2 Premier balls as being able to dragon pulse multiple times in a round can win it for you.

Warp point combined with chomps free retreat is also good.

Techs: Ho-oh is just really for fun, restore it then rotom it and attach until it can do 140/160. Ampharos helps dragon pulse for bench spread and helps vs empo/kingdra. Empo helps damage spread if needed. Gardy for Psychic lock and telepass.

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I have had a lot of fun with this deck so far, it does well against the meta at the moment but will do much better after rotation.

Thoughts/ideas?
 
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yes i think this is a pretty good deck, but i have tested this deck and it is so-so, my advice would be to take out rotom (dragon restore gets energy) and put in 3 phione (also -1 chatot), LMK if it works, thanks
 
yes i think this is a pretty good deck, but i have tested this deck and it is so-so, my advice would be to take out rotom (dragon restore gets energy) and put in 3 phione (also -1 chatot), LMK if it works, thanks

Thanks for the reply but rotom is needed, dragon restore is an attack from a stage 2 lvl.x, by the time this is out you should be attacking with it and to get the energies on it to attack you may need rotom, rotom is also a basic that powers pokes rather than having to power up a chomp and waste it's attack., chatot is the desired starter for sheer speed, I was thinking of taking out 1 rotom for a phione though.
 
Drake's Stadium is in PK which will be rotated and so it is unusable.

I'd probably run it a little like this more restore based, but there's no way I'm going to find 2 Garchomp LvXs anyway:

4 Gible
2 Gabite
2 Garchomp
2 Garchomp LvX
2 Baltoy
2 Claydol
1 Chatot
1 Phione
4 Pachirisu
2 Rotom
1 Ralts
1 Gardevior
1 Gallade

4 Bebe's Search
3 Felicity's
4 Candy
3 Roseannes
2 Wager
2 Dusk Ball
2 Night Maintanence
1 Warp point

6 Psychic Energy
8 Metagame Energy
 
Drake's Stadium is in PK which will be rotated and so it is unusable.

Nooo, I didn't realise! Change it for a dusk ball for now.

After playing with the deck since nats I have realised that restore isn't used as much as you think, 2-2 lvlx is bad as if you get a normal chomp prized your done for.

I have noticed that this deck has room for some of the new techs:

Rayquaza, takes advantage of the fact that you run fire and lightning and can have them in your discard.

Dragonite, after you've placed damage with dragon pulse this could be devastating.

Ditto, would be a fun tech as you know you will have the correct energy for it.

Metagross, to give you a constant pokemon reversal.

EDIT: ok made some changes, I do feel the deck needs a 4th Gible:

- 1 Dusk ball
+ 1 Gible

Ho oh is just for fun, I think the techs after the rotation will be Amphy/Dragonite.
 
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Yeah stick with 3-1 Chomp/X because as you say you wanna be able to restore Garchomp if need be so you don't want only 2 regs in the deck. You can easily get the X back when you need to though I'd run only 1 Prem Ball at max. Also I think you can drop the nrg count to about 12-13 and use the space for 1 PlusPower/Buck and whatever else you find useful.. maybe an extra tech like the Metagross idea. I don't really like Dragonite tbh since you don't choose what gets hit, neat idea but I don't think it quite cuts it. You need 1-2 PP/Buck in case you only get 1 heads on the first Garchomp X or Warp Point is prized.
 
Thanks for your input Ryuzaki, I did think about plus powers but you always need a few and couldn't really find the space, changes:

-1 Prem ball
-1 Energy
-1 Wager (everyone is running claydol and without a power stopper this card doesn't have the same effect)

+1 Buck
+2 Plus Power

Dragonite having the possibility of hitting every pokemon for 50 and the fact that it is a tank using any energy you want from the discard.

I was also thinking Mamoswine (the other tank) being able to hit for 100 and 40 to a bench (combined with dragon pulse) is quite good, admittedly it hits itself for 40 but with 140HP it pulls it down to 100HP which more than likely means you'll be able to attack again after taking a hit from one of their best pokemon. [F][C][C][C] so you can easily choose the energy for it.

Are there any cards that can consistantly hit for 130+ to OHKO all the major threats?
 
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Rayquaza's all I can think of, I can see one of them working for a guaranteed Ko. You wouldn't even need to restore it, just drop it early and let it charge itself if you run enough of the right nrg (you should have quite a few Lightning anyway for Empo). There's also the idea of running a Gallade which is pretty neat.
 
i have my own list for this deck, and garchomp NEEDS acceleration early game. i run a slightly different pokemon line, using pachi instead of chatot for the extra energy in the discard.
i dont like rotom but it is the only thing that works efficiently. you could try firestarter but that would require you to run an incondistant energy line.
 
I really doubt the usefulness of Rotom. I've never needed to use Rotom, as Restore covers the bases on NRG.

One of the main difficulties on running Garchomp is NRG is precious, and you need to never miss/misplace an NRG drop. Each NRG needs to have a certain place it's headed, and for a very particular reason. One thing I've discovered is if you are building up a Chomp lv X, DON'T put NRG on him, but place them on a second normal Chomp instead. Restore doesn't take any NRG, and you can use successive drops to ensure you have NRG on a backup attacker after Restoring one. Then, next turn, retreat your Restore Chomp and send up either the Necromanced one, or the one you built from scratch, while building a tertiary attacker. That way, NRG is conserved, and you can efficiently beat the opponent.

My thoughts would be - all Rotom.

Also, because you have Restore, I've found that only 1 Night Maintenance is really needed. Maybe -1 NM as well.
 
Rotom can be very useful believe it or not. When empoleon refuses to kill it, hit them with a 60. If you run plus power thats a 2TKO. The acceleration is always there. He's one of the few starters that I feel stays very useful the entire game. "OMG did I lose a garchomp? Either roseanne or bebe's for whatever I don't have energy in, candy duel trans. Oh I guess not :)." Okay it wont happen every game but still.

Personally I don't like to add 1 card techs like Amp. I gave it a shot and I just don't like cards I don't get to use every game. Sometimes forcing a restore can lose you the game. Is amp really worth it? If you really want a tech make room for one that goes well with garchomp. I tried porygon-z and I liked it. Some people like blissy. But like I said, I don't like "splashing" even one or two stage 2s and relying on restore. You might as well put more plus powers in or something and then you can be sure you'll use it every game. Besides with 110 damage who needs anything else ;). Just restore a garchomp :).
 
I have always thought that since seeing someone use chomp at my nats, he only ever restored other chomps. I think though amphy is good, leave him on the bench for his body, good bench spreader and has empo/kingdra weakness. But i see what you mean, I think 2 stage 2 techs used for restore can still be extremely useful.

Changing chatot for pachirisu for the energy in the discard was something I was thinking too but If you can T1 chatot and place an energy on gible your already gonna have a chomp by turn 3 and I doubt many decks after rotation with stage 2's are gonna be attacking T2 consistantly. But there are times when you don't get the chatot start, or you don't get a gible if you go first and can't roseanne, pachi may be a good choice, i'll give it a go.

Rotom is too useful not only at the start but mid game too, relying on restore is not good as it is just too lengthy to get out, rotom is a basic that needs no energy and can easily be free retreated for by chatot/chomp.

Bastiodon may be worth being a restore tech for preventing bench damage (empo/kingdra), if only his attack was better.
 
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i think garchomp will be my main dp-on deck
luckily i already have most cards needed and 2 chomp x if i ever decide to run 2
just need to decide what variation i will use myself.
 
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