Pokémon TCG: Sword and Shield—Brilliant Stars

the true potential of heatran lv x

megatron007

New Member
hello everybody.

Heatran lv x is a card with a great potential:

His pokebody lock the burn status in the active pokemon and forces the tail.

His pokepower recycle 2 in any combination of :metal:energy and :fire: energy when he are discarted (this hability replaces firestarter and is more effective because heatran is a basic pkmn and easy to put in play).

Posibly combos:

1) Magmortar lv x:

Both, the pokepower and the pokebody works well with magmortar LV X. His body help magmortar in a secure 30 damage from burn status every turn, this is really painful for the active pkmn because not only receive damage from burn, also receive the massive damage that can do mthe mag line. The pokepower is broken with mag lv x: you can do a 100 damage to any opponent pkmn in play and you not loss the 2 energys. This help you in the increment of damage of the first attack of magmortar, set up a tank that can heal itself and can do a massive damage. If mag are ko'ed, night manintenance is a help for recovering energyes.

2) :fire: heatran.

Heatran Lv x are made for a combo with :fire: heatran. His pokepower helps you to do a 80 damage with him every turn, and if you need knock out a heavy pkmn, you don't lose all the energyes of heatran.

3) Magnezone lv x.

This combo is broken. You always recover the :metal: energy discarted from magnezone, with electivire sw you recycle the :lightning energy and paralizes the defending pkmn each turn.



Well, this is my opinion about heatran LV X. If you have a other combo or a opinion about this card post here.

Thanks.
 
Infernape MD anyone?

Consistant recycling of Fire Energy allows for continual OHKOs.
 
You seem to have misread the card completely. It says Fire or Steel tye POKEMOn not energy, so Magnezone + Heatran Lv.X does not require electriver SW.

Heatran LV.X – Fire – HP120
Level Up

Poke-Body: Heat Metal
Even if your opponent’s Burned Pokemon Evolve, Devolve, or Level Up, the Burn isn’t removed. In between turns, treat all of your opponent’s Burn flips as tails.

Poke-Power: Heat Wave
You can use this Power once at the end of your turn, if this Pokemon is on your Bench. Choose up to 2 Basic Energy cards that were discarded by the attack of your Fire-type or Steel-type Active Pokemon on this turn, and reattach them to that Pokemon.

Weakness: Water (x2)
Resistance: none
Retreat: 4
 
The Magmortar-Heatran combo > the Magnezone-Heatran Combo.

Magmortar is way faster than Magnezone, and it takes full advantage of both of Heatran's abilitys. Not to mention the fact that Magmortar would liquify Magnezone if the two decks are played against one another. Aside from that, if it's ZoneTran vs MagTran, both are playing Heatran, and if you're playing Heatran, you're playing 4 Warp Point. Therefore, 80 + auto-paralyze won't be the greatest in that matchup.
 
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I forget infernape md, is a good combo also.

Thanks sandslash 7.

I agree with you shinyswampert, with mag is the best combo, mag uses body and power of heatran lv x for it's benefice.

For magnezone, 80 + paralize is good because most of the players don't use switch/warp point frequently. 1 paralize in 1 turn and the next turn you ko'ed the active pkmn. Nothing else uses double full heal or other tech for prevent status. Obviously weakness incline the balance in mag favor. but think in others decks also.
 
I forget infernape md, is a good combo also.

Thanks sandslash 7.

I agree with you shinyswampert, with mag is the best combo, mag uses body and power of heatran lv x for it's benefice.

For magnezone, 80 + paralize is good because most of the players don't use switch/warp point frequently. 1 paralize in 1 turn and the next turn you ko'ed the active pkmn. Nothing else uses double full heal or other tech for prevent status. Obviously weakness incline the balance in mag favor. but think in others decks also.

80+ Paraylze is great, but I like Magnezone better for it's power. As a main attacker, Magnezone is SLOW. Trying to set up Heatran at the same time makes it even slower. Speed will be important, and Magmortar is sooo much faster than Magnezone. The only two positives about the Zone-Tran combo is that Magnezone can let Heatran retreat for free, and Heatran refuels it's attack.
 
WE're probably not going to get Heatran Lv.X next set because it was just a promo. We usually get the real thing next next set and then the promo in a tin or something.
 
80+ Paraylze is great, but I like Magnezone better for it's power. As a main attacker, Magnezone is SLOW. Trying to set up Heatran at the same time makes it even slower. Speed will be important, and Magmortar is sooo much faster than Magnezone. The only two positives about the Zone-Tran combo is that Magnezone can let Heatran retreat for free, and Heatran refuels it's attack.
Theres so many cards that can be teched into magnezone, such as palkia X and blissey, that can easily counter a flaw the deck has.
 
Yeah, I really doubt we will get it in LA if it is coming in a tin after IFDS comes out (in December).
 
Infernape MD anyone?

Consistant recycling of Fire Energy allows for continual OHKOs.

All there is to it. You don't need the utilization of Magmortar for Heatran to be awesome. I think Infernape is a much better play because of the constant 80 beat down, and you can run IFIDS Infernape for an early fire boost if you want, though you'd lose a level X slot for it (IF its even needed anymore, I question the use of Infernape Level X in a deck that constantly gets energy back.)
 
You can play Heatran with so many fire pokemon

CharizardSW
fun deck in my opinion. In late game it will Ohko all.

Houndoom LA
For 1 energy it can do 60 dmg + burn and for 2 energies 100 dmg. But Kingdra will OHKO it.

Blaziken GE
In my opinion Heatran is the best tech for Blaziken. Blaziken can snipe 80 dmg every turn: Claydol says goodbye

Btw i think Jirachi is also good with Heatran X
 
Dusknoir doesn't let this deck work. =/ Heatran won't see any play because of it.
I'm assuming you mean DP Dusknoir.

Heatran decks aren't any more vulnerable to Dark Palm than any other deck. It's not like you need 2 benched Heatran. Heatran won't see any play? That's a bit of an overstatement. That's like saying Sceptile GE won't see any play.

Dusknoir isn't THAT much of a threat, especially with Darkness making a comeback, and Stage 2 Techs will be seen less and less in decks. Heatran will see plenty of play.
 
I think sniping for 60 every turn can't be too bad... Especially if the attack costs 2 fire energy (Rapidash IFDS) *shrugs*
Not to mention Rapidash's body DOES burn the opponent, which is a lot more potent with Heatran's body as well.
 
I think sniping for 60 every turn can't be too bad... Especially if the attack costs 2 fire energy (Rapidash IFDS) *shrugs*
Not to mention Rapidash's body DOES burn the opponent, which is a lot more potent with Heatran's body as well.
Good combo. Only problem is Heatran's massive retreat cost. Better hope he doen't get dragged active; it's hard getting him benched after a level up.
 
I'm assuming you mean DP Dusknoir.

Heatran decks aren't any more vulnerable to Dark Palm than any other deck. It's not like you need 2 benched Heatran. Heatran won't see any play? That's a bit of an overstatement. That's like saying Sceptile GE won't see any play.

Dusknoir isn't THAT much of a threat, especially with Darkness making a comeback, and Stage 2 Techs will be seen less and less in decks. Heatran will see plenty of play.

You need Claydol, Heatran, and your X attacker at the same time. Dark Palm ruins this deck's ability to overload their set up. Other good decks only need Claydol and their X attacker, which requires less bench space and is not as damaged by Dusknoir as a combo deck such as Heatran is.
 
You need Claydol, Heatran, and your X attacker at the same time. Dark Palm ruins this deck's ability to overload their set up. Other good decks only need Claydol and their X attacker, which requires less bench space and is not as damaged by Dusknoir as a combo deck such as Heatran is.
That's 2 bench slots. Dusk needs 4 to do it's stuff. Very few decks play with less than 2 spots filled. With better supporters, Claydol won't be a necessity.
 
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