Vanderbilt_Grad - Weavile helps Armaldo do +20 damage. 80 for 3 is nice and all, but I feel a Buck's Training/Plus Power could produce the same effect. You only really need 70, since many things have <140HP, not 160. Heck, I don't know if you even need those that much. It's attack does 100 damage next turn. Most things won't survive 2 shots of 60 + 100. I guess weavile helps power up Armaldo a little, but Armaldo has to have 2 fighting to attack, so it doesn't help much at all. I guess Houndoom isn't a bad idea, but you can only effectively use it's first attack and unless your bench is very small, your not going to be doing that much damage to the Grass pokemon/s. Honestly, I wouldn't worry about weakness much since it will only show up in a percentage of decks. Moonlight Stadium is a nice touch to get the 2-retreat Armaldo to the bench for free. Creative idea, but I have my doubts that it is the best way of playing Armaldo.
Prime my kids asked me to build an Armaldo deck after the pre-release so I actually started looking at it back then. I tried a bunch of different builds and hated them all for different reasons.
I tried it with Regirock, but it was slow and inconsistent. Hard to get 4+ energy in hand and Starks out early game.
I tried it with Relicanth, and had some of the WORST STARTS EVER.
I tried it with Groudon and never had enough energy in hand early game to make it worthwhile. Plus Groudon’s retreat cost made it so that I pretty much had to either just sacrifice him or use him as my lead off attacker ... and IMHO he works better as an attacker without Armaldo.
I tried it with Yanmega as a partner and it was inconsistent I either got the fossils out or the bug but never really seemed to be able to get setup like I thought I should. It was usually T3 or even T4 before I was going strong with Yanmega and building an Armaldo. Getting Armaldo, Claydol, and Yanmega out is hard.
I tried it with Leafeon and it was still slow and sometimes bad. Pretty much the same problem I had with Yanmenga.
That was all before Iron Chef. I had actually given up on creating a good Armaldo deck that I liked before the contest. The 4 in my binder looked mighty sad.
In addition to the bad starts and whatnot I had some problems I alluded to in my list. Armaldo. He hates conditions. If he gets confused for instance it really stinks, even if you are running something like Regirock and Starks ... that was one reason for the Yanmega pairing I figured Switch + Yanmega free retreat was a good idea there … and that Yanmega could spread while I set up Armaldo on the bench. But I ran into the second problem ... namely that having Fossil trainer support limits what you can in terms of having other supporters and Pokemon. It’s really difficult to fit in a strong line of Yanmega + Claydol, AND have room for Switch and other supporter stuff you might want while keeping consistency.
Then there was the problem with Armaldo’s attack. WAY too often the opposing test deck would “escape” the extra damage Armaldo does. Since it’s an effect on the defending Pokemon, they could retreat (Kingdra did that a lot), they could level up (Empoleon and Garchomp tended to do that), they could Warp (which could really mess with the deck depending on the list I used), they could run Unown G which just avoided it altogether. You get the picture. I needed that first attack to do 70 for the 2HKO on a really regular basis for Armaldo to win those games and he wasn’t. The decks I tested lost a lot. Sure Plus Power and Bucks help a ton for getting that first 70 ... but finding room for them and Excavator is a pain in the you know what. And yes I tried lists with them.
When I saw what I had for Iron Chef I literally groaned out loud. If I were a quitter I would have just given up. But I’m stubborn and I figured that I would come up with something. After a good night’s sleep I had my inspiration. I posted a silly & somewhat random Loppuny deck for fun here on the Gym a while back. One of the things that made is interesting was that Loppuny was doing 70 or 80 base damage most of the time. I realized that Weavile could do the same thing for Armaldo. Pushing the first strike damage up to 70 most of the time fixed a ton of the matchups. If I got the extra damage from Crush Claw, then great, but I was no longer dependant on it for most games.
Weavile & free retreat also fixed a lot of the other problem matchups. I had been testing against decks with Metagross and such that can drag things from the bench up. It stinks for Armaldo to have Claydol active and Weavile + Moonlight or Switch fixed that in a big way. My initial test lists had 3 Moonlight and 3 Switch for that very reason.
The final “fix” were the TS-1s. I couldn’t run enough Call Energy to make it worthwhile since Armaldo needs FFC and that C spot would be filled with Special Darks if I could and I needed enough Fighting energy to be able to get it in hand regularly via draw. But the Technical Machines ... once I tested those I knew I was set. My second test game I had a T2 Armaldo with 1 energy, normally he could do nothing, but with a TM I could. I used a Bebe’s for Baltoy and TS-1ed the Claydol. From there I just got everything out on my bench while I finished powering him up. The TS-1s allowed me to “attack” for setup early even evolving whatever they were attached to and fixed many of the constancy issues I had been having.
The odds of having a powered up T3 Armaldo are pretty good with this list, mostly because you frequently avoid having to waste those early energy attachments on anything but Fossils. You can have Armaldo attacking T2 with a lucky start, something none of my other lists were able to do as well as this one. Most of my other attempts were T4+ in terms of getting my first Armaldo out swinging. One of the keys here is potentially avoiding paying retreat costs on anything.
The Houndoom rarely got used in my testing, but I didn’t have time to really throw it at many of my grass lists. At most it’s a stopgap to do some unexpected damage I’ll freely admit, but sometimes that may be enough to swing a given game. He can take advantage of the extra damage from a Crush Claw done the turn before (assume Armaldo attacks with Crush Claw leaving the effect and then gets KOed). Promote Houndoom with 1 energy and he will swing for either 20 or 60 base + 40 from Crush Claw + Burn ... and if they are weak that’s even more. Sure it’s a best case scenario but even in the worst case Doom isn’t a bad tech.
I don’t think that it would hurt my list at all to get rid of him and add in +1 Switch and +1 Moonlight or to do the 1-1 tech of your choice. I also don’t think that it would hurt to do -1 Armaldo for +1 of something like Chatot. As long as you have the 4 Fossils I think you could get away with 3 Armaldos in most games.
Is my list the “best way” to run Armaldo? I don’t know for sure, probably not, but it’s the best one I’ve found that works for me so far.