calisupra2nr
New Member
Intro: With the introduction of Rising Rivals arriving in May, a plethora of new cards will provide players with near unlimited possibilities not only of standard archetype upgrades but also new metagame pieces and metagame counters. FlyDon is set out to provide a whole new strategy and provide a greatly balanced deck capable of taking on any challenge. FlyDon has claimed 1 First place at BR's this spring and I hope to have more in the bag.
Decklist:
Pokemon
4-2-2/1-1 Flygon (RR-RR-RR/SW-RR)
2-2-1 Hippowdon (RR-RR-RR)
2-2 Claydol (GE-GE)
1 Uxie (LA)
1 Unown G (GE)
Total Pokemon: 21
Energy
4 Call Energy
8 Fighting Energy
Total Energy: 12
Supporters
4 Roseanne's Research
3 Bebe's Search
3 Felicity's Drawing
Total Supporters: 10
Stadiums
2 Broken Time Space
2 Stark Mountain
Total Stadiums: 4
Trainers
3 Rare Candy
2 PokeRadar
1 Luxury Ball
2 Premier Ball
2 Night Maintenence
3 Quick Ball
Total Trainers: 13
Translations & Future Images
Trapinch LV.14 - Fighting - HP50
Basic Pokemon
Poke-Power: Wear Sand
You can use this Power once during your turn, if this Pokemon is your Active Pokemon. Attach 1 Basic Fighting Energy card from your discard pile to this Pokemon.
[C] Grind: Does 10 damage times the number of Energy attached to Trapinch.
Weakness: Water (+10)
Resistance: Lightning (-20)
Retreat: 1
Vibrava LV.36 - Colorless - HP70
Stage 1 – Evolves from Trapinch
[C]Energy Typhoon: Does 20 damage times the number of Energy in your opponent’s discard pile. Then, return all of those Energy to your opponent’s deck and shuffle it.
[C][C] Quick Attack: 20 damage. Flip a coin, if heads this attack does an additional 20 damage.
Weakness: Colorless (+20)
Resistance: Lightning (-20)
Retreat: 1
Flygon LV.65 - Colorless - HP120
Stage 2 - Evolves from Vibrava
Poke-Body: Rainbow Float
Each of your Pokemon whose Type is the same as a Basic Energy attached to this Pokemon has free retreat.
[C][C] Wall of Sand: 40 damage. Discard your opponent’s Stadium card in play. If you do, prevent all effects of attacks, including damage, done to Flygon during your opponent’s next turn.
[C][C][C] Power Swing: Does 60 damage plus an additional 10 damage for each Evolved Pokemon on your Bench.
Weakness: Colorless (+30)
Resistance: Lightning (-20)
Retreat: 0
Flygon LV.X - Colorless - HP140
Level-Up
Poke-Body: Eroding Storm
As long as this Pokemon is your Active Pokemon, in between turns discard 1 card from the top of your opponent’s deck.
[C][C][C] X-treme Attack: Does 150 damage to 1 of your opponent’s Pokemon LV.X.
Weakness: Colorless (x2)
Resistance: Lightning (-20)
Retreat: 0
Hippopotas LV.31 - Fighting - HP70
Basic Pokemon
[C] Toss: 10 damage. Switch the Defending Pokemon with one of your opponent’s Benched Pokemon. Your opponent chooses the Benched Pokemon to switch.
[F][C][C] Endeavor: 30 damage. Flip 2 coins, this attack does an additional 20 damage times the number of heads.
Weakness: Water (+10)
Resistance: Lightning (-20)
Retreat: 2
Hippowdon LV.48 - Fighting - HP110
Stage 1 – Evolves from Hippopotas
Poke-Body: Sand Cover
As long as this Pokemon is your Active Pokemon, in between turns, place 1 damage counter on each of your opponent’s Pokemon LV.X.
[C] Stock Sand: Does 20 damage plus 10 damage times the number of Energy attached to Hippowdon. Before doing damage, you may attach 1 Basic Fighting Energy card from your discard pile to Hippowdon.
[F][F][C][C] Grand Quake: 80 damage. Does 10 damage to each Benched Pokemon (yours and your opponent’s) that isn’t an Evolved Pokemon.
Weakness: Water (+20)
Resistance: Lightning (-20)
Retreat: 4
Hippowdon LV.X - Fighting - HP130
Level-Up
Poke-Power: Sand Reset
You can use this Power once per game, during your turn. Each player returns all of his or her cards in play, other than Pokemon and Supporter cards, to his or her deck. Then, each player shuffles his or her deck. This Power can’t be used if you already used another Sand Reset Poke-Power during this game.
[F][F][C][C] Double Chute: Discard 2 Fighting Energy attached to Hippowdon and do 40 damage to 2 of your opponent’s Benched Pokemon.
Weakness: Water (x2)
Resistance: Lightning (-20)
Retreat: 4
Strategy: This deck relies on the ability to do multiple manuevers and strategies simultaneously. The heavy hitter is Flygon. Start with Trapinch, discard atleast 1 Fighting Energy with Felicity's, attach 1 from hand to Trapinch. Use his power to attach from discard for a total of 2 energy on T1; this allows grind to do 20. Begin to setup bench with hefty amounts of drawing trainers and searching supporters. T2 Rare Candy or BTS into Flygon SW or RR and attach 3rd energy to do 60+ with RR Flygon or 80+10 with SW Flygon and his Poke-Body. If you get RR Flygon out first, setup bench as quickly as possible with BTS. The goal is to get Hippowdon's and Vibravas/Flygon on the bench to start a backup. When you combine Flygon's multiple attacks with his free retreat Pokebody (RR) you are able to manipulate the battle field to your liking. Also as you will see in matchups, you are ready for nearly every deck. If you are using SW Flygon early on, play a Stark Mountain in order to attach an energy from your hand to do 60+20 and then move it next turn with the stadium. Hippowdon is great for late game disruption with the Lv X's power (see translations). This can be excellent against the all popular G/SP decks with tools and stadiums.
The Matchups will really help display how this deck shines. I play tested multiple times against every possible threat I can imagine. This is NOT to say this deck is unbeatable, as rogues are always unpredictable and variations are what make this game so exciting.
NEW Matchups:
Plethora of SP Variations: Okay listen up because I have played an extreme amount of different SP decks. Whether it is Gallade combos, Luxray, Infernape, etc. they all rely heavily on Lv X's and stadiums. These (note NOT Palkia G+Dialga G) are your EASIEST matchups so play it smart and you can take the painless win. Extreme attack anything you can and leave them with everything else to be OHKO by power swing. Be smart about Poketurns and sprays and the SP engine falls apart right in front of you.
FlyDon: 70- SP 30
Dialga G + Variants: Trainer locking really cramps this but use your supporters, they are your friends. Also, drop the 1 uxie asap to setup since Claydol is usually delayed a turn or two. Once you are able to get going, if they level anything up, take it out obviously. Dialga G on its own with good steels is still good but you can really put some hurting on this by simply Power Swinging over and over while they will either 2HKO or 3HKO you (depends on amount of deafening).
FlyDon: 60- Dialga 40
Legos: Power locking, trainer locking, and bench clearing really makes this deck a pain. To avoid it, just fight through with the strong supporters and just manually setup Flygon Lv X to begin plowing through Dialga and Palkia. If Palkia is in the active field, do NOT send out SW Flygon or Hippowdon as the weakness is killer. Power swing and Wall of Sand are really your friend here. Make sure you clear out Palkia G Lv X FIRST and foremost as it prevents power swings full potential to almost OHKO every pokemon in LEGOS.
FlyDon: 50-Legos 50
Kingdra: With the advancement of SP decks, Kingdra is being taken down a notch, but that should not discourage a intuitive player from avoiding a test. I actually still run a Kingdra deck that is powerful in the current metagame (certainly not as great as it was before), so play testing was much easier in terms of strategy. Kingdra is all about the speed and then the BOOM with his Aqua Stream. The weakness certainly does not bode well for Hippowdon or Trapinch so same as Legos; setup Flygon RR asap. This has to be your one and only priority as Hippowdon can only tank in the beginning for 2 or 3 turns (depends on the usage of Dragon Pump or Aqua Stream). This ultimately depends on the players logic and reasoning skills to fight around the weakness. Unlike Legos, powers will not be locked as often, so Trapinch can still setup quickly. In the end though, Kingdra's high HP and low energy costs without the reliance of stadiums and Lv X's, means that Flygon needs a bench to fight through this. The bonus is that Kingdra is on a downward trend in usage and the community has not taken Flygon too seriously yet.
Ruling: Flygon 40 - Kingdra 60
Ttar: Ttar is all about the fat HP, spread and grind for the finishing. I know because I run the Godzilla writeup which is flawless (with the exception that I use PokeHealer:wink. Ok so, you are use Flygon SW and Hippowdon as your attackers as Ttar will be crushed by weakness. Ttar is also hurt by the fact that the only power I will use is Claydol and do not always have to. Also he is epically ruined by Hippowdon's Sand Reset as all of those energies that he needs in the discard go back into the deck.
Ruling: Flygon 70 - Ttar 30
AMU/PAMU: These Pixies can be quite the mess. When you combo Palkia and Supreme Blast, things only get worse. Luckily, Flygon can setup quickly (not as quickly), and has much higher HP and can use Lv X's attack to just wreck the whole game. I mean this match goes downhill fast once Flygon X is out there, and you can protect yourself by taking advantage of the Snowpoints/Moonlights that are played by the opponent. This allows you to protect yourself, level up and then kill Mesprit LV X asap. After that, take out Palkia (if PAMU) and then Uxie Lv X. If Azelf seems like a threat, do not attach many energies to your bench and once Flygon is close to being KO'd send out a Stark and start setting up a new.
Ruling: Flygon 70 - AMU/PAMU 30
Toolbox/Toxitank: This just gets destroyed. (See Dialga G + Variants for background.) Needing a stadium means gameover for this deck.
Ruling: Flygon 80 - Toolbox/Toxitank 20
Gengar + Variants: This ghost is the ultimate winner in my books. While personally I hate the card, his speed and abilities are near unrivaled. You need to setup whomever you can asap and just chip away. The goal here is to use Flygon SW in order to KO Gengar with the body as his Fainting Spell can ruin a setup. Leveling up means you are 3 hit by Gengar, so chip away with RR Flygon and his 40 damage move on full health Gengars and then free retreat to SW Flygon (level'd up to disrupt their deck) and use his 60+20 +Pokebody for the KO. If you just want to KO and hope for the tails use RR with a full bench to blow through each Gengar. Then if you are KOd by Fainting Spell, just send up a trapinch and power, attach, rare candy and attack for 40. In the end Flygon's higher HP and higher damaging attacks will give the slight advantage. NOTE: Unown g needs to be used extremely strategically to avoid Trapinch knock outs and to protect Claydol. If you feel Trapinch is in danger protect him as he is always OHKOd.
Ruling: Flygon 40 - Gengar 60
GeChamp: This is Gengar with Machamp and results in a nasty fast opposition. Luckily this deck is built to own SP decks and is not built around much else. You must use Flygon RR in this situation to do consistant big damage with a nice bench. Flygon LV X's body will also net you a nice advantage. Gengar as explained before is a potent enemy so either blow through him quickly or chip away and use SW Flygon to KO without activating the spell.
Ruling: Flygon 50 - GeChamp 50
Machamp + Variants: See the previous matchup and then drop the only real threat (Gengar). With consistant high damaging attacks and disruptive bodies, Machamp does not stand much of a chance unless beginning hands are totally favored on the Champ side (ie T1 donk with no backup).
Ruling: Flygon 70 - Machamp + Variants 30
Blaziken + Variants: Blaziken is really what I have found to be a dangerous chicken. This can burn, snipe, do massive damage all with Heatran. That is the key: Heatran. He provides the auto burn, the auto reattaching and the backbone to Blaziken. That is not to say that Blaziken can not bode well on his own, but he just does not pose a threat in that way. So key here is to use Flygon to get rid of Heatran and then just do big damage with either Flygon. I found that Flygon sets up much faster than Blaziken thanks to Trapinch
Ruling: Flygon 80 - Blaziken + Variants 20
BlastCatty: This is a fun deck to play as it all about setup and strategy. Luckily Blastoise can not do big damage up front to your active so take advantage of this and use Flygon RR to deal out high amounts of damage while keeping your bench alive by evolving. Also to the advantage is that this deck really never made it big so worrying about the weakness is null at the moment. If you do encounter its all about setup so play smart!
Ruling: Flygon 50 - BlastCatty 50
Speedrill: The swarming capabilities and 1 energy attack cost make this deck extremely annoying. Combine that with SSU and you MUST use RR with a full bench to one hit all of these bees. The nice part is that they rely heavily on BTS to be viable so take advantage and use Flygon RR to protect yourself and then hit hard. Victory should never be out of sight. Warp points can ruin this strategy so play carefully and try to build a full blown power swing for 110 OHKO's.
Ruling: Flygon 60 - Speedrill 40
Regigigas: The weakness of Regigigas combined with Flygon SW and Hippowdon make Regigigas a terrible matchup. Yes he may start fast with sacrifice, but once he does just sand reset with Hippowdon to make it all a waste. Then use Hippowdon to do big damage. Really is not contest here.
Ruling: Flygon 70 - Regigigas 30
Torterrible/Shaymin Variants: The reliance on Shaymin is too heavy and easily KOd with Flygon. Torterra is a force on its own, but can be taken down with Flygon RR and a good bench on your part. If they are foolish enough to play a dawn's, then grab the opportunity and protect ftw.
Ruling: Flygon 70 - Torterrible 30
AmphyLock: This deck really just gets wrecked with the fighting weakness and inability to lock the bodies of my Flygons and Hippowdons. Just use your tool of destruction to ruin the game for Ampharos.
Ruling: Flygon 90 - AmphyLock: 10
Flygon + Mirror: With many of the new Flygon variations running Manectric, Weavile, or Mewtwo, FlyDon is able to actually make good use out of Hippowdon. If facing the standard Manectric, they would be foolish to play this card as their active. Send in Hippo or SW Flygon to one hit them all day long (while they do 20 after resistance). Since this deck focus' more on the speed of RR Trapinch energy accel, my Flygon tends to power up much faster than my opponents. Mewtwo is obviously a no brainer (they should not even bring this card into play). Weavile variants must be dealt with quickly. Take down their Weavile so that they can shadow charge once. After that use the combination of Hippo or Flygon (SW to avoid the weakness) to take out the opponents straggling Flygon. Once Weavile is out of play it really becomes a lone Flygon battle with no aid on their end.
Ruling: FlyDon 60 - Mirror 40
Conclusion: While there will be plenty of new powerful decks in the post RR metagame, I am focusing on the current metagame as it lays a foundation for the new SP decks. They will still be reliant on stadiums (some even more so) and be using LV X's which are a 1 hit. Combo that with a great abundance of Poke-Bodies on FlyDon's side and you have a future that looks brightly lit for FlyDon to take center stage. Thank you to whomever read this whole article and I look forward to your comments, questions and concerns.
CREDIT: Mitch J for developing this combo the day the translations were posted on pokebeach.
Adam
EDIT: Please look forward to updated matchups and possible images.
Decklist:
Pokemon
4-2-2/1-1 Flygon (RR-RR-RR/SW-RR)
2-2-1 Hippowdon (RR-RR-RR)
2-2 Claydol (GE-GE)
1 Uxie (LA)
1 Unown G (GE)
Total Pokemon: 21
Energy
4 Call Energy
8 Fighting Energy
Total Energy: 12
Supporters
4 Roseanne's Research
3 Bebe's Search
3 Felicity's Drawing
Total Supporters: 10
Stadiums
2 Broken Time Space
2 Stark Mountain
Total Stadiums: 4
Trainers
3 Rare Candy
2 PokeRadar
1 Luxury Ball
2 Premier Ball
2 Night Maintenence
3 Quick Ball
Total Trainers: 13
Trapinch LV.14 - Fighting - HP50
Basic Pokemon
Poke-Power: Wear Sand
You can use this Power once during your turn, if this Pokemon is your Active Pokemon. Attach 1 Basic Fighting Energy card from your discard pile to this Pokemon.
[C] Grind: Does 10 damage times the number of Energy attached to Trapinch.
Weakness: Water (+10)
Resistance: Lightning (-20)
Retreat: 1
Vibrava LV.36 - Colorless - HP70
Stage 1 – Evolves from Trapinch
[C]Energy Typhoon: Does 20 damage times the number of Energy in your opponent’s discard pile. Then, return all of those Energy to your opponent’s deck and shuffle it.
[C][C] Quick Attack: 20 damage. Flip a coin, if heads this attack does an additional 20 damage.
Weakness: Colorless (+20)
Resistance: Lightning (-20)
Retreat: 1
Flygon LV.65 - Colorless - HP120
Stage 2 - Evolves from Vibrava
Poke-Body: Rainbow Float
Each of your Pokemon whose Type is the same as a Basic Energy attached to this Pokemon has free retreat.
[C][C] Wall of Sand: 40 damage. Discard your opponent’s Stadium card in play. If you do, prevent all effects of attacks, including damage, done to Flygon during your opponent’s next turn.
[C][C][C] Power Swing: Does 60 damage plus an additional 10 damage for each Evolved Pokemon on your Bench.
Weakness: Colorless (+30)
Resistance: Lightning (-20)
Retreat: 0
Flygon LV.X - Colorless - HP140
Level-Up
Poke-Body: Eroding Storm
As long as this Pokemon is your Active Pokemon, in between turns discard 1 card from the top of your opponent’s deck.
[C][C][C] X-treme Attack: Does 150 damage to 1 of your opponent’s Pokemon LV.X.
Weakness: Colorless (x2)
Resistance: Lightning (-20)
Retreat: 0
Hippopotas LV.31 - Fighting - HP70
Basic Pokemon
[C] Toss: 10 damage. Switch the Defending Pokemon with one of your opponent’s Benched Pokemon. Your opponent chooses the Benched Pokemon to switch.
[F][C][C] Endeavor: 30 damage. Flip 2 coins, this attack does an additional 20 damage times the number of heads.
Weakness: Water (+10)
Resistance: Lightning (-20)
Retreat: 2
Hippowdon LV.48 - Fighting - HP110
Stage 1 – Evolves from Hippopotas
Poke-Body: Sand Cover
As long as this Pokemon is your Active Pokemon, in between turns, place 1 damage counter on each of your opponent’s Pokemon LV.X.
[C] Stock Sand: Does 20 damage plus 10 damage times the number of Energy attached to Hippowdon. Before doing damage, you may attach 1 Basic Fighting Energy card from your discard pile to Hippowdon.
[F][F][C][C] Grand Quake: 80 damage. Does 10 damage to each Benched Pokemon (yours and your opponent’s) that isn’t an Evolved Pokemon.
Weakness: Water (+20)
Resistance: Lightning (-20)
Retreat: 4
Hippowdon LV.X - Fighting - HP130
Level-Up
Poke-Power: Sand Reset
You can use this Power once per game, during your turn. Each player returns all of his or her cards in play, other than Pokemon and Supporter cards, to his or her deck. Then, each player shuffles his or her deck. This Power can’t be used if you already used another Sand Reset Poke-Power during this game.
[F][F][C][C] Double Chute: Discard 2 Fighting Energy attached to Hippowdon and do 40 damage to 2 of your opponent’s Benched Pokemon.
Weakness: Water (x2)
Resistance: Lightning (-20)
Retreat: 4
Strategy: This deck relies on the ability to do multiple manuevers and strategies simultaneously. The heavy hitter is Flygon. Start with Trapinch, discard atleast 1 Fighting Energy with Felicity's, attach 1 from hand to Trapinch. Use his power to attach from discard for a total of 2 energy on T1; this allows grind to do 20. Begin to setup bench with hefty amounts of drawing trainers and searching supporters. T2 Rare Candy or BTS into Flygon SW or RR and attach 3rd energy to do 60+ with RR Flygon or 80+10 with SW Flygon and his Poke-Body. If you get RR Flygon out first, setup bench as quickly as possible with BTS. The goal is to get Hippowdon's and Vibravas/Flygon on the bench to start a backup. When you combine Flygon's multiple attacks with his free retreat Pokebody (RR) you are able to manipulate the battle field to your liking. Also as you will see in matchups, you are ready for nearly every deck. If you are using SW Flygon early on, play a Stark Mountain in order to attach an energy from your hand to do 60+20 and then move it next turn with the stadium. Hippowdon is great for late game disruption with the Lv X's power (see translations). This can be excellent against the all popular G/SP decks with tools and stadiums.
The Matchups will really help display how this deck shines. I play tested multiple times against every possible threat I can imagine. This is NOT to say this deck is unbeatable, as rogues are always unpredictable and variations are what make this game so exciting.
NEW Matchups:
Plethora of SP Variations: Okay listen up because I have played an extreme amount of different SP decks. Whether it is Gallade combos, Luxray, Infernape, etc. they all rely heavily on Lv X's and stadiums. These (note NOT Palkia G+Dialga G) are your EASIEST matchups so play it smart and you can take the painless win. Extreme attack anything you can and leave them with everything else to be OHKO by power swing. Be smart about Poketurns and sprays and the SP engine falls apart right in front of you.
FlyDon: 70- SP 30
Dialga G + Variants: Trainer locking really cramps this but use your supporters, they are your friends. Also, drop the 1 uxie asap to setup since Claydol is usually delayed a turn or two. Once you are able to get going, if they level anything up, take it out obviously. Dialga G on its own with good steels is still good but you can really put some hurting on this by simply Power Swinging over and over while they will either 2HKO or 3HKO you (depends on amount of deafening).
FlyDon: 60- Dialga 40
Legos: Power locking, trainer locking, and bench clearing really makes this deck a pain. To avoid it, just fight through with the strong supporters and just manually setup Flygon Lv X to begin plowing through Dialga and Palkia. If Palkia is in the active field, do NOT send out SW Flygon or Hippowdon as the weakness is killer. Power swing and Wall of Sand are really your friend here. Make sure you clear out Palkia G Lv X FIRST and foremost as it prevents power swings full potential to almost OHKO every pokemon in LEGOS.
FlyDon: 50-Legos 50
Kingdra: With the advancement of SP decks, Kingdra is being taken down a notch, but that should not discourage a intuitive player from avoiding a test. I actually still run a Kingdra deck that is powerful in the current metagame (certainly not as great as it was before), so play testing was much easier in terms of strategy. Kingdra is all about the speed and then the BOOM with his Aqua Stream. The weakness certainly does not bode well for Hippowdon or Trapinch so same as Legos; setup Flygon RR asap. This has to be your one and only priority as Hippowdon can only tank in the beginning for 2 or 3 turns (depends on the usage of Dragon Pump or Aqua Stream). This ultimately depends on the players logic and reasoning skills to fight around the weakness. Unlike Legos, powers will not be locked as often, so Trapinch can still setup quickly. In the end though, Kingdra's high HP and low energy costs without the reliance of stadiums and Lv X's, means that Flygon needs a bench to fight through this. The bonus is that Kingdra is on a downward trend in usage and the community has not taken Flygon too seriously yet.
Ruling: Flygon 40 - Kingdra 60
Ttar: Ttar is all about the fat HP, spread and grind for the finishing. I know because I run the Godzilla writeup which is flawless (with the exception that I use PokeHealer:wink. Ok so, you are use Flygon SW and Hippowdon as your attackers as Ttar will be crushed by weakness. Ttar is also hurt by the fact that the only power I will use is Claydol and do not always have to. Also he is epically ruined by Hippowdon's Sand Reset as all of those energies that he needs in the discard go back into the deck.
Ruling: Flygon 70 - Ttar 30
AMU/PAMU: These Pixies can be quite the mess. When you combo Palkia and Supreme Blast, things only get worse. Luckily, Flygon can setup quickly (not as quickly), and has much higher HP and can use Lv X's attack to just wreck the whole game. I mean this match goes downhill fast once Flygon X is out there, and you can protect yourself by taking advantage of the Snowpoints/Moonlights that are played by the opponent. This allows you to protect yourself, level up and then kill Mesprit LV X asap. After that, take out Palkia (if PAMU) and then Uxie Lv X. If Azelf seems like a threat, do not attach many energies to your bench and once Flygon is close to being KO'd send out a Stark and start setting up a new.
Ruling: Flygon 70 - AMU/PAMU 30
Toolbox/Toxitank: This just gets destroyed. (See Dialga G + Variants for background.) Needing a stadium means gameover for this deck.
Ruling: Flygon 80 - Toolbox/Toxitank 20
Gengar + Variants: This ghost is the ultimate winner in my books. While personally I hate the card, his speed and abilities are near unrivaled. You need to setup whomever you can asap and just chip away. The goal here is to use Flygon SW in order to KO Gengar with the body as his Fainting Spell can ruin a setup. Leveling up means you are 3 hit by Gengar, so chip away with RR Flygon and his 40 damage move on full health Gengars and then free retreat to SW Flygon (level'd up to disrupt their deck) and use his 60+20 +Pokebody for the KO. If you just want to KO and hope for the tails use RR with a full bench to blow through each Gengar. Then if you are KOd by Fainting Spell, just send up a trapinch and power, attach, rare candy and attack for 40. In the end Flygon's higher HP and higher damaging attacks will give the slight advantage. NOTE: Unown g needs to be used extremely strategically to avoid Trapinch knock outs and to protect Claydol. If you feel Trapinch is in danger protect him as he is always OHKOd.
Ruling: Flygon 40 - Gengar 60
GeChamp: This is Gengar with Machamp and results in a nasty fast opposition. Luckily this deck is built to own SP decks and is not built around much else. You must use Flygon RR in this situation to do consistant big damage with a nice bench. Flygon LV X's body will also net you a nice advantage. Gengar as explained before is a potent enemy so either blow through him quickly or chip away and use SW Flygon to KO without activating the spell.
Ruling: Flygon 50 - GeChamp 50
Machamp + Variants: See the previous matchup and then drop the only real threat (Gengar). With consistant high damaging attacks and disruptive bodies, Machamp does not stand much of a chance unless beginning hands are totally favored on the Champ side (ie T1 donk with no backup).
Ruling: Flygon 70 - Machamp + Variants 30
Blaziken + Variants: Blaziken is really what I have found to be a dangerous chicken. This can burn, snipe, do massive damage all with Heatran. That is the key: Heatran. He provides the auto burn, the auto reattaching and the backbone to Blaziken. That is not to say that Blaziken can not bode well on his own, but he just does not pose a threat in that way. So key here is to use Flygon to get rid of Heatran and then just do big damage with either Flygon. I found that Flygon sets up much faster than Blaziken thanks to Trapinch
Ruling: Flygon 80 - Blaziken + Variants 20
BlastCatty: This is a fun deck to play as it all about setup and strategy. Luckily Blastoise can not do big damage up front to your active so take advantage of this and use Flygon RR to deal out high amounts of damage while keeping your bench alive by evolving. Also to the advantage is that this deck really never made it big so worrying about the weakness is null at the moment. If you do encounter its all about setup so play smart!
Ruling: Flygon 50 - BlastCatty 50
Speedrill: The swarming capabilities and 1 energy attack cost make this deck extremely annoying. Combine that with SSU and you MUST use RR with a full bench to one hit all of these bees. The nice part is that they rely heavily on BTS to be viable so take advantage and use Flygon RR to protect yourself and then hit hard. Victory should never be out of sight. Warp points can ruin this strategy so play carefully and try to build a full blown power swing for 110 OHKO's.
Ruling: Flygon 60 - Speedrill 40
Regigigas: The weakness of Regigigas combined with Flygon SW and Hippowdon make Regigigas a terrible matchup. Yes he may start fast with sacrifice, but once he does just sand reset with Hippowdon to make it all a waste. Then use Hippowdon to do big damage. Really is not contest here.
Ruling: Flygon 70 - Regigigas 30
Torterrible/Shaymin Variants: The reliance on Shaymin is too heavy and easily KOd with Flygon. Torterra is a force on its own, but can be taken down with Flygon RR and a good bench on your part. If they are foolish enough to play a dawn's, then grab the opportunity and protect ftw.
Ruling: Flygon 70 - Torterrible 30
AmphyLock: This deck really just gets wrecked with the fighting weakness and inability to lock the bodies of my Flygons and Hippowdons. Just use your tool of destruction to ruin the game for Ampharos.
Ruling: Flygon 90 - AmphyLock: 10
Flygon + Mirror: With many of the new Flygon variations running Manectric, Weavile, or Mewtwo, FlyDon is able to actually make good use out of Hippowdon. If facing the standard Manectric, they would be foolish to play this card as their active. Send in Hippo or SW Flygon to one hit them all day long (while they do 20 after resistance). Since this deck focus' more on the speed of RR Trapinch energy accel, my Flygon tends to power up much faster than my opponents. Mewtwo is obviously a no brainer (they should not even bring this card into play). Weavile variants must be dealt with quickly. Take down their Weavile so that they can shadow charge once. After that use the combination of Hippo or Flygon (SW to avoid the weakness) to take out the opponents straggling Flygon. Once Weavile is out of play it really becomes a lone Flygon battle with no aid on their end.
Ruling: FlyDon 60 - Mirror 40
Conclusion: While there will be plenty of new powerful decks in the post RR metagame, I am focusing on the current metagame as it lays a foundation for the new SP decks. They will still be reliant on stadiums (some even more so) and be using LV X's which are a 1 hit. Combo that with a great abundance of Poke-Bodies on FlyDon's side and you have a future that looks brightly lit for FlyDon to take center stage. Thank you to whomever read this whole article and I look forward to your comments, questions and concerns.
CREDIT: Mitch J for developing this combo the day the translations were posted on pokebeach.
Adam
EDIT: Please look forward to updated matchups and possible images.
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