ryanvergel
New Member
Against Torterra, I'm thinking that Pokeblower would be key. With a couple of Cherrim in play along with a PlusPower, you could OHKO it, forcing them to manually power up Torterra or get out another Sceptile quick in order to OHKO you back. If they didn't see that coming (which they probably wouldn't), it is likely that they'd only have 2 energy on any one Torterra, forcing them to use Earthquake for a turn and as soon as they hit you for 60 your Body activates so then they would have to aim for a Frenzy Plant just to KO you in less than two turns (by which time you would've already KOed them), which would cost them energy as well as that Torterra. The healing of the DP Torterra is also irrelevant with Cherrim in play because 80 -20 + 80 still equals the magic 140, although somehow I don't think that is what you guys were talking about when you cited the trouble the tortoise gives this deck. JUST SAYIN'.
A good torterra will pose HUGE problems. One level X can murmurs and KO two fully powered scizors and do 30 to a benched pokemon before going down. Then they send up another torterra and premier ball and do it again. 160hp is ridiculous. The problem lies in the fact that they do 100 damage. Scizor's body is usually irrelevant if they go for the 100 damage torterra. 100 is OHKO while scizor can at beast 2HKO. This is a downhill battle.
I think warp points are key against torterra. It depends entirely on how well torterra can set up, and if you can warp or pokeblower effectively. I think torterra has the advantage.