Pokémon: 15 4 Sneasel DP 3 Weavile SW 1 Weavile DP Weavile SW stacks darkness onto pokémon, so you can fuel 'em up and make 'em darkness type for big damage. The other Weavile can setup or damage when darks are spread around. 1 Groudon ex CG 1 Rayquaza ex DF These techs are to exploit weakness (which doesn't use the special darkness) or just to do decent damage. 2 Absol SW 2 Sableye CG These are neat starters and can disrupt your opponent's options. Sableye helps get better draws and much of the deck is burnable once you get what you want. 1 Holon's Castform HP Castform's a bad starter but he's here to return the energy Weavile stacks on, which can then be returned to the deck with Bebe's. However it works out, you can provide the energy cost for Ray ex or Groudon ex when it's needed too. Trainers/Supporters: 29 4 Dual Ball 2 Great Ball 3 Master Ball Gets your pokémon into your hand or on your bench where they're needed for a fast setup. 2 Windstorm 2 Warp Point Stop cessation crystal, shift your pokés around and block other stuff like Drake's stadium and such. 4 Celio's Network 4 Bebe's Network Easy access to Weavile and techs for strength and disruption as needed. Important for setting up attackers and reserve options. 2 Timespace Distortion Mainly for castform but also for other techs where they are of particular use in a matchup. 4 Castaway 1 Strength Charm 1 Buffer Piece Grab supporters quick and stack damage with strength charm or defend your high HPed exs. The right basic energy is important here and castaway helps. Energy: 16 4 Special Darkness 4 Multi 1 Lightning 2 Fighting 5 Darkness The energy line tries to cover the pokémons' needs while having enough for shadow charge to work. Strategy is to use the cards as they are explained in whatever way works, seriously.