Pokémon TCG: Sword and Shield—Brilliant Stars

My Bad Romance

Cetra

Member
My Bad Romance:
AKA Machamp/VilePlume


Article By Cetra
April 5th, 2011
Format MD-On​

So who'da thought it. A Machamp article by none other than the one person that probably hates the card more than anyone else alive. It's made me sweat every tournament I've shown up to for the last 2 seasons running. It holds the most wins against me to date and it's probably the ugliest thing to crawl from the bowels of the earth (barring that disgusting Eevee from COL).

So how'd somone like me wind up having a tragic love affair with Gigas's worst enemy? It started when every pack I picked from TR landed me a stupid Machamp Prime -_-' Everyone wanted it, but noone would trade for it, so I finally got tired of it and threatened to build it as a deck and own everyone for not taking them off my hands. I like to think I succeeded.


This was my list from creation through the first 2 weeks of Cities. It has since been reviewed and overhauled for the B/W rule change which I will be going over at the end of this article.

Card Analysis:

MA-CHAMPZ! D:<


Starting with your main attacker, which isn't that difficult. Machamp prime is a magnificent beast. Four fists of own face, 150 hp, and enough power to crush just about anything in the format with ease. One of Machamp Prime's biggest tools is it's ability to abuse DCE, which it loves to do. Crushing punch is great early game to start pressuring your opponent and as if a solid 60 damage wasn't enough it even lets you discard a special energy on the defending pokemon, making things like steelix cry. Champ Buster is where you shine, however. For 2 fighting and a dce you start batting for a flat 100 damage. The kicker is that the attack gets stronger the more damaged pokemon you have on your bench. When fully set up, a single Champ Prime can easily dish 120-140 damage a turn which will usually steam roll anything stupid enough to get in your way.
But How do you keep him alive D: ? As if having four fists of rage and two awesome attacks wasn't good enough for you, he even comes fully equipped with this nifty and rather annoying PokePower called fighting tag...(imagine if you will four Machamps running and pushing each other around...yeh it's just that crazy). Fighting tag allows you to, once per turn, if Machamp Prime is on your bench and your active has fighting energy attached, take your active pokemon's fighting energy, attach them to machamp prime then bring machamp prime active. The combos this allows are amazing. You can constantly rotate Machamps, you can free retreat virtually anything in your deck and it's even a fun way to kill time. This power is pretty much the life blood of the whole deck and I'll be referring to it alot.

Lastly you have machamp stormfront...(shudder). Did I mention how much I loathe this one card? Regardless of that loathing, I have to sadly agree...that it's necessary in the deck and makes a great addition to your already overpowered arsenal. Usually only used in SP matches to start taking quick prizes, this guy with your trainer lock down and a rescue energy on will usually destroy your basic playing opponent. People will argue playing 2/2, but as I explain later, it's unnecessary to run anymore than one of this guy. Trust me...

VILEPLUMEZ! D:<


The supporting character in your deck is Vileplume. The idea came to me when I was mulling over Gigas vs Vilegar and I thought to myself, 'what's one of vilegars biggest problems'. To me it was being able to constantly drag up Vileplume whether it be to stall, or set up a next turn KO. And I thought to myself, 'HOT DOG! What if you use fighting tag to keep Plume safe from harm! :D'. And that's pretty much how it happened.
Vileplume is a thorn in EVERYONE'S side. I have yet to meet a person that doesn't at least dislike seeing an oddish hit the bench. And for most of the popular meta, an all game trainer lock isn't all that fun, not in the least bit.
The irony? I got major lols thinking this concept up. Who would ever expect a machamp deck to actually play WITH trainer lock? It's a major laugh to see your opponent's face when you have the field set up.

Spritomb:


A very simple concept. Spiritomb is here to help you set up. Like most of the other successful stage 2 decks of today, Darkness Grace gives you a consistent set up especially when a speedy opponent like Luxchomp needs trainers to achieve its own set up and your body keystone seal keeps them at bay.

Unown P:


Some will be slightly confused seeing an unown other that G or Q. Unown P is a nifty keen dude, however. His pokepower, Put, lets you place 1 damage counter on one of your pokemon (excluding unown) once per turn. This in turn allows you to drop small amounts of damage on your field to increase the power of your champ buster. Think of it as a sort of auto plus power every turn that never goes away after use :D.

Uxie:


Uxie sets up and lets you draw to a hand of 7. It's what it does best...and then when set up isn't enough it can even level up and trade off once a turn for even more draw power. If that's still not good enough, you're a DCE away from revenge KOing opposing Uxies that try to get cute and KO your Machamps. Best part about this is being able to promote Uxie, level up to Uxie X and then Fighting Tag it back onto your bench. Who could ask for more?

Pokemon Search:​


Alongside Darkness Grace, you have two major staple cards that can be found in every other deck in the format. Pokemon Collector lets you grab 3 basics, typically your first Machop, your first Oddish and a Spritomb/Uxie where necessary.
Bebe's search allows you to pick out your higher evolution cards to dump out your set up as quickly and consistently as possible.

Your Draw Engine:


One benefit to these slower set up decks is that though drawing is definitely important, it isn't SO important once you're set up. This deck has this fact in spades. With a constant trainer lock, Copy Cat is ALWAYS beneficial, usually netting you at least 6 cards.
Twins is a little more subjective, but still good. Once that first Tomb goes down it nets you the rest of your set up and later game if things dip unexpectedly, you can use it to quickly pull yourself back into the game with a quick DCE grab or various Champ components.

Hunting For Game; Seeker and it's Importance in Healing


Without this card, you are nothing. Now that that's out of the way, let me elaborate. Fighting Tag plus Seeker is the best thing to invincibility you can get. With very little being able to OHKO you, you're often free to tag in a fresh Machamp, seeker the old one up and BTS it back down. The constant recycle ensures that once you get your set up of 2-3 champs, you pretty much seal the game. It's paramount against Gdos and Gengar as well.

Blackbelt, what?:


I had this in here mostly for Gyarados, but it is arguably one of the first things you can cut from the deck for space. It's just a great card to get that extra damage early game to KO something with crushing punch or revenge KO late game when things hit the fan. It's won me games, but at the same time it's pretty half and half in regards to necessity.

Broken Time-Space:


Another key component to your strategy, you need BTS to redrop your Machamps after you seeker them. The list can arguably drop to 2, but 3 isn't bad and it IS a key card for the deck. It's also funny to drop a BTS then dump your entire Vileplume t1, giving Tomb the ability to focus solely on setting up your attackers.

Palmer's Contribution:


Your method of recovery. You'll often times never use it, but it's there when you need to which is good enough for me.

Lessons on Energy:

Machamp's ability to abuse a variety of different energy is great with your only downside being Scizor's Red Armor Pokebody. All of your attacks can make use of DCE for speed. Rainbow energy works for placing random damage. And Rescue energy can save your Machamps AND your Vileplumes if things go bad. For some reason, however, even with 14 in the deck, you can still hit bumps with drought like any other deck post Roseanne's Research...Keep this in mind.

Bringing It All Together:

I would love to tell you how complex and engaging this deck is. Though it has its moments where you will need to think, it is relatively straight forward. Your openning hand will want a Tomb and either an oddish or a machop. Opening hand collectors will often times win or lose the game as is the case with most every deck nowadays.
Once you have your basics down, your next step is usually to start setting up your vileplume. If your opponent isn't susceptible to trainer lock, or if you have Vileplume components in hand you will then switch to setting up your first Machamp Prime. When playing SP you generally go for the quickest Vileplume you can, seconded to SF machamp to start putting on pressure.
Your mid/early game set up wants to look something like this: 2-3 Machamp Prime, 1 Vileplume, 1 Unown P and 1 Uxie (x or no). An early unown P allows you to quickly manipulate your bench damage and if you're smart enough, you should be able to predict what your maximum needed damage output will be to KO your opponent's strongest Pokemon.

YOUR DECK WILL PLAY SLOW!

This deck is not meant to speed through your opponent. It is meant to consistently set itself up, giving your opponent 1-3 prizes and then it steamrolls the rest of the game. I have taken matches from ridiculous 3-5 prize leads with little difficulty just because your deck is built to grind your opponent to a screeching halt when it goes off by denying them prize after prize with fighting tag while you keep on swinging upwards of 140 damage a turn.


Matchups:​

To make this as unconfrontational as possible, I will continue with my lack of percents and simply label the matchups Very Favorable, Favorable, Even, Unfavorable or Very Unfavorable, followed by a brief strategy analysis. Questions can be answered either in PM or as a direct response on the thread. I far from believe this to be the BDIF, however I do hold that it is a great contender in the general meta.

Luxchomp - Favorable:

I figure I'll get this out of the way first. The simple fact is that you force luxchomp into two bad scenarios at once. You have SF Machamp for them to combat, but at the same time, you lock them down with Tombs and Plumes making their set ups difficult. Even if they can somehow KO your Vileplume, you can usually throw another right back down or plan ahead and use rescue energy to recover and by the time they get what they need to KO champ SF, Champ prime is usually charged and ready to retaliate.

Vilegar - Unfavorable to Even:

You would think this to be a shut down matchup, but shockingly you can usually keep your head in the game simply because even though your hand is big, it's usually full of Pokemon and energy with only a couple trainers splashed in every once in a while. Don't let that fool you though, 2x weakness to psychic is brutal and Fainting spell is just as bad here as with any other deck in the format.

Gyarados - Even:

Gdos was a hard one. This match is completely reliant on how quick you can get out P and splash your field with damage. By mid game you need to be able to OHKO your Opponent. The good news? They can't OHKO you...like ever...Trainer lock means they're relying on Rescue energies and seekers to stay alive and to top it all off, they can't rely on Expert belt for an HP boost. With practice it gets easier, but Gyarados is still scary and its speed and resistance can be aggravating.

Dialgachomp - Unfavorable to Even:

I went in expecting to lose to Dialga, but with SF machamp, you can easily keep pressure on them long enough to get your set up down and into a 'safe zone'. However, their ability to break your lock early can be bad...really bad. Play the match like Luxchomp, but always keep in mind the Dialga g drop.

Magnezone Regirock - Even to Favorable:

When I started testing this I really didn't know what to expect...set up as usual, but hold your BTS to counter their sunny shores. If you can take the early game momentum by getting the first KO, you should be good, but the bad news is that this deck is disgusting and its OHKO potential is brutal. This is one of the decks I generally just don't want to have to sit across a table from.

Regigigigigigigas D:< - Really?

I built this deck knowing it would be bad for my baby but none the less...Looking at it from champs standpoint, you have Champ SF for OHKOs, but even before worrying about that you have trainer lock to pretty much shut them down early game. Even if all that fails, 2x weakness to fighting means a single champ prime that's fully charged will be swinging for 200 damage minimum...regardless how much I hate saying it...it's GG Regigigas. T~T

Scizor Prime - Very Unfavorable:

This matchup is pretty sad actually. I'll open by saying you only have 5 basic fighting energy in your deck...Yeaaaaah...Not being imediately susceptible to trainer lock means that Vileplume does little to no good here and once they get out their first Scizor there's not a lot you can do. Try as you might, Machamp just isn't built to handle a body that prevents damage from pokemon with special energy.

Potential Techs:

Regirock


Starting with most useful. A single Regirock is a great asset. It takes away the severity of having to use your first energy drop to retreat for spiritomb and it works as a tech vs Vilegar to drop trainers/supporters. This also makes recovery a breeze, often times allowing you to get right back up immediately after a KO.

'Brightlook?'...kinda...:


This is strictly for Dialga Chomp or Dialga techs. Basically when time crystal activates and they get it onto their bench, these would potentially be able to drag it back up for KO to get your lock back up and running. I don't highly abdicate adding another 1/1/1 of a stage 2 atm, but at the same time 2-4 pokeblowers for a single scenario pry isn't that smart either.

QQ:


Probably a card I PERSONALLY have wanted in the deck...The retreat reduction from 'Quick' is completely unnecessary because of Fighting Tag, and I admit that, but still my traditional thought process BEGS to have at least ONE. There have been situations that it would be nice in, but it's honestly a player choice, not a necessity...

Chattertotz:


This card's been amazing since Day 1. Basically it functions as a searchable copycat, attacking for no energy and letting you shuffle your hand into your deck and draw cards equal to your opponent's hand size. And one DCE later and you're locking up your opponent with Chatter while you set up or recover.

Notes on the Rule Change:

I'm writing this less for Regionals and more to bring awareness for the B/W rulechange and tournaments beyond. The ability to play Trainers and Supporters first turn takes away one of this decks biggest weaknesses which is going first with nothing going on. Couple in that your main starter is spiritomb and you have a decent good chance against things like Uxie and Sableye (to some extent). B/w also brings in one of the funnest techs for this deck in my opinion, Reuniclus. With the ability to freely move damage, you can easily cut unown p, work in a little more set up and be consistently swinging for 150 all game every game while healing which would put a slightly less heavy emphasis on seeker.

Just some forethoughts to keep in mind...

Closing:

So what you have here now is a deck on par with the current meta, that is both fun and refreshing from the norm. A splash of vilegar, with the power of Machamp, the ability to level SP and a built in recovery system to help keep everything else at bay makes Machamp and Vileplume a deadly duo, and though I love the time we've spent together, I sadly can't bring myself to play it over my dearest Regigigas.

And with that in mind, hopefully someone can pick up Machamp on the rebound, and take him somewhere in tournament now that our Bad Romance is over ;3

Thanks for reading, and as always, I hope it's been fun



Special thanks to my BF Jerin for all the testing, along with the team at Phoenix Games for putting up with yet another of my annoying ideas.
Thanks to Everyone that WANTED my Machamps, but wouldn't trade for them; without you, this deck may never have seen the light of day.
Thanks to Machamp for the easy break up...I just don't think it would've worked out between us, ya know?
And to all you Pokegym People for what's sure to be an engaging topic.
 
Awesome article. I was like "ugh no regirock" at first, but then I was glad to see it as a tech :D Solid list, detailed analysis, accurate match-ups... can't say I disagree with anything. Big fan of the Black Belt idea too.
 
Enjoyed the article. One point on the Gyarados match-up which is missed is the utility of Crushing Punch taking out Rescue energies while Vileplume locks Pokemon rescue. This one-two punch makes them completely reliant on recovery through Combee which is not overly efficient. I have played straight Champ all season and have only 1 loss to Gyarados, with Plume I would think the match-up better.
 
I like the article, but...

3 HAND RESFRESHERS?

Plus, Judge is insanely good in the deck.

I'd also add that if you want a better Dchomp matchup, add in another Machamp SF.
 
soo can u attach a rainbow energy on a poke and use that for machamps fighting tag?? its says while in play counts as EVERY energy. if so ... thats insane lol some one PLZ ANSWER:confused:
 
soo can u attach a rainbow energy on a poke and use that for machamps fighting tag?? its says while in play counts as EVERY energy. if so ... thats insane lol some one PLZ ANSWER:confused:

Yes, that is correct.

Nice article as always. I must say, it does chill my heart to see YOU of all people playing Machamp...there is no God...
 
I can't be the only one to look at that list and think "LOLOL VileGar minus Gengar plus Machamp LOLOL", right?

Seriously, though, decent deck and an excellent article around it.
 
You could also add the Regirock greatly improves the Scizor match up not that thats very common.
 
I can't be the only one to look at that list and think "LOLOL VileGar minus Gengar plus Machamp LOLOL", right?

Seriously, though, decent deck and an excellent article around it.

I didn't say that when I first saw it. The two decks serve different functionality entirely. Vilegar is more
about forcing your opponent into big trainer filled hands, while this deck is more about having a flexible
attacker that can tag in and out, heal often, stread damage across the board for more damage.

The two decks work differently, and I really like the idea that this deck puts up, it seems to me like one
of the many formitable decks in the format that in the right hands can win any event it wants to. But it
also seems like one of the decks that unfortunatly won't see many of the best players playing it, which
just lowers it's 'Pure Odds' of winning anything. (When 75% of the 'legit' players play luxchomp...luxchomp
wins more than anything else, go figure.)

I loved the deck and article, great job!

-Jason
:)dark::colorless:20)
 
I am super uber shocked this went over so well and I am heppy :D (yes heppy...)

First off I gotta thank Chrataxe. I loled so hard XD But yeh it does make me feel a little horrible on the inside that the one pokemon I decided to cheap on Gigas with wound up being Machamp XD

Now to responses...

Psyduck. I could've swore I mentioned that in there somewhere, but maybe I jumped the gun. The whole time I was writing the GDos matchup, I was running the whole match through my head and it's true. Once the vileplume hits the field, they become a LOT less threatening; not WEAK, just a little more bearable. Crushing punch IS a great asset, especially when you HAVE to 2hko Gdos. My only loss to it so far has been Ross C. who donked me. Another thing I forgot to mention (speaking of Ross) is if they tech dialga like some in my area have done for vilegar). Dialga makes this a little more annoying, but you're still generally trading 2hkos or OHKOing them entirely (minus belt).

Porii. Yes 3 hand refreshers. I would love to add in either professor oaks theory or possibly to a lesser extent judge over twins, but I find that generally it's unnecessary. My present list DOES run 2 BTS over 3 and has a 4th copycat to take the space, but as I'm still testing to see how magnezone is with only 2 counter stadiums, I didn't mention it. Judge would be a decent card, but it forces you to drop copycat and honestly I would probably rather have a medium sized hand all game than drop to a small one. Sure you don't need it, but it personally makes me feel more comfortable. Lol...

Dosle. Yes you can tag rainbows. This in turn is indeed pretty broken which is why I run 4 in the deck.

Chartaxe. Lol again XD

Bullados. This was pretty much the second driving force to me putting the deck together for cities. The irony is histerical and noone in my area saw it coming. I remember my first couple matches were pretty much like 'lol what?' Even in testing with my group noone really expected it or knew how to handle it. The unorthodox pairing pretty much throws previous ways of stopping machamp out the window.

Jaeger. My current list runs regirock and I can safetly tell you that the only way you're getting anywhere close to beating scizor is if you drop to all basic or nearly all basic energies. Or teching dialga...this is one matchup that I gotta say I have the experience to say I don't think it's possible for machamp to win right now...

Jason. I'm glad you liked the article so much. Here's to more in the future yes?

All the same, I'm really glad the decks getting so much positive so far. Any further questions I would be more than happy to answer for you :D
 
Dude, nice list. I must say I've never even seen Unown P before, but it's pretty cool, I would personally try hard to find room for a Q, but it's a tight list.

At first I was like "Rainbow Energy?! WHAT THE HECK!" but now I look at this deck as a whole, it makes a lot of sense.

But yeah, great deck.
 
Just as a quick question, has anybody else noticed the typo in Champ's Power?
 
^^No space between the "," and "you", right?

@InnoceNt

It has no autoloss (cept to Scizor Prime) and can hold its own about as well as Dchomp, just...with different matchups.
 
^^No space between the "," and "you", right?

@InnoceNt

It has no autoloss (cept to Scizor Prime) and can hold its own about as well as Dchomp, just...with different matchups.

well your telling him it has no auto loss but i thnik it loses to vilegar realy bad. ***ardos doesnt see like its very good eithre
 
Vilegar isn't as bad as the majority seems to think. If you run Judges it can help the matchup a bit. But you rarely have enough Trainer cards in your hand to take much damage.
 
Fair play to the FP editors, that's 2 great articles in a row now.

Cetra's stuff is always so prettyful. I wish more people would copy that style instead of shoving giant pics of every single card (including Basic Energy!) in my face.

The list is solid, the tech options are there, the match ups seem honest. What more could you want?
 
Expanding on what baby mario said- could you give a how-to on making the thumbnails from the gallery. I think that's the only reason people don't use smaller images in their articles. I know I would much rather use smaller images but there are no instructions ANYWHERE here that I've been able to find on how to do it. Therefor most people are stuck using what's available to them.
 
Wayne, I dunno how Cetra does it, but if you right click on the thumbnails in the gallery and select 'view image info' (I'm using Firefox btw), then you can get the URL for it, then just use the IMG tags

Random example

010-houndoom_thumb.jpg


Well, maybe not totally random.
 
Thanks for the suggestions guys, I will look into getting some sort of Graphic specific guide into the Article
submissions section. And I agree with you mario, I like the article subject, but the truly attractive part of
this article was the writing style, very personalized and 'real'. I look forward to your next one Centra! (And
you've convinced me to play at least one Machamp Prime in my speed champ build that I have as a loner
deck at league!)

-Jason
:)dark::colorless:20)
 
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