Pokemon 11 Basics 18 total. 3 Gulpin 2 Swalot 2 Jigglypuff GE 2 Wigglytuff GE 1 Koffing 1 Weezing 4 Sentret 2 Furret 1 Espeon Star Trainers 4 Celio's Network 3 Professor Oak's Research 4 PlusPower 4 Super Scoop Up 3 Team Galatic's Mars 3 Team Galatic's Wager 2 Time-Space Distortion 1 Night Maintenance 2 Warp Point Energy = 16 4 Holon Energy GL 8 :grass: 4 sychic: Start with furret, and get your swalot out as fast as humanly possible, preferably with a holon Energy attached to it. As you go along add wigglytuff to your bench if possible. She is the second biggest priority. Most turns you will be picking and choosing confused and poisoned, and having wigglytuff put the defending pokemon to sleep. For the most part they're completely crippled unless they get lucky twice in a row, and both wake up and succeed in their attack. From then on its just a matter of repeating this process while disrupting the oppenents hand with the galatic combination. Espeon Star and SSU drops are for extra damage on demand. Weezing is for additional luxary and not necessary. A single turn of pick+choose with wigglytuff inflicts 3 different status conditions which puts swalots damage to 110, and the defending pokemon in a bit of an odd spot. Xatu tech's only remove one status condition a turn, sleeping and confusion can both be brought back on the very next turn while poisong will have already done 10 damage, and a single plus power or weezing brings it back up to its wonderful 130 bench mark damage. Yay for status condition decks Yes I was bored. Critiques?