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Old 05/10/2009, 05:11 PM   #1
Bimm114
 
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Tutrwig GL

I've heard a lot of good stuff about Turtwig GL. I goes great with Kazam X, Shaymin X, and Cherrim. But will it be viable in actual play? Would it be too difficult to set up the bench for it? Thanks in advance!
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Old 05/10/2009, 06:19 PM   #2
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It's an annoying card to play against, but I don't see it seeing play at the top tables. There are enough ways to get around it.
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Old 05/10/2009, 08:06 PM   #3
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Too difficult to actually get 30-80 damage on the thing, I think. You're asking for your opponent to hit something that SCREAMS "HIT ME AND DIE" which is a bad plan (yes, I called Gengar's power bad there. Shush.)

I think it'll mostly depend though on what people wind up playing... If people refuse to give up Kingdra (STILL? <_<") then Turtwig's an unstopable beast... Against Dialga G it might get more interesting (Crobat G + Remove Lost = OHKO which is bad... Anything else though essentially is zero).

...If Arcanine catches on for some weird reason, uhhh... Same with Regigigias or anything else that hits for 100 damage ://
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Old 05/11/2009, 05:43 AM   #4
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Which is why you run snowpoint for a little 110 hp beast.
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Old 05/11/2009, 07:19 AM   #5
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and shaymin lvx altough that is shut off by dialga lvx.
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Old 05/11/2009, 08:52 AM   #6
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Because everyone knows Regigigias won't be playing enough stadiums to counter your Snowpoint, or that any evolution deck won't have enough Broken Time Space to remove Snowpoint, sure. :/ Oh, and that Flygon that everyone's loving right now? Yeah, it'll want you to put down Snowpoint so it remains invulnerable for a while :[

Shaymin at least isn't stopped by every single deck in the format...

Another problem with Turtwig GL is that you HAVE to put Unown G on it (Yeeeah, Machamp would eat you alive otherwise), meaning it takes a while to power up. Flint supporter helps, yes... ...Sort of. It still takes a minimum of two turns to find enough energy to attack with it which is... concerning.
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Old 05/11/2009, 10:41 AM   #7
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I think Turtwig GL would work very well with Cherim and Shaymin X (Ground) I would run 1-1 claydol, 1 uxie, 4 pluspower, 3 or 4 snowpoint. Perhaps a 3-2 Cherim and the Shaymin being 2-2? The idea of this being to have 150 hp on a basic with constant healing!
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But it in all seriousness...
It has take out, and I've never seen it win anything in the past 2 years...

which is why machamp sf gets a 4....out of 10...

Last edited by Lord_Neas; 05/14/2009 at 05:03 PM.
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Old 05/11/2009, 12:15 PM   #8
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I want to find a good way to play this deck/card so badly, but I simply don't think it has the attack power! Sure it's annoying, and with an Energy Gain, you can get it attacking turn 2/3, hopefully have a Snowpoint out, and, a Shaymin Lv X, either with level max or switching...
It has potential in my eyes and I'm just waiting to see an awesome decklist pop up for it somewhere.


I don't see Cherrim working in this deck. I would probably play it with Claydol and maybe 1 or 2 Uxies for quick setup, to get all the necessary cards. So if I have a Turtwig, a Shaymin, a Claydol, and a Uxie down, I can maybe have 2 Cherrims out if I can get it set up? But naturally I would like to have atleast 1 Turtwig on my bench being built for when the active dies or I have to switch. You know what I mean? I might be thinking too much into it but that would be my main concern with Cherrim.
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Old 05/11/2009, 07:39 PM   #9
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Shaymin is an automatic play with this... but why wouldn't Cherim work with it? Adds more damage to it, and allows you to heal for possibly 10 more damage due to Turtwig GL's effect.. Which I absolutely love. And think of this:

Turtwig GL + Snowpoint + Shaymin Lv. X(Ground) + Unown E = 160 HP... Same as a Torterra Lv. X without the boost from Shaymin... Which is pretty great.. if you ask me. But Unown E couldn't be played against Machamp is the problem with it.
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Old 05/11/2009, 10:13 PM   #10
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Turtwig mirror will be fun.
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Old 05/11/2009, 10:20 PM   #11
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It still takes a minimum of two turns to find enough energy to attack with it which is... concerning.
Not really. Attach Energy Gain, play Flint, attach normally, and instant Giga Drain.
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Old 05/11/2009, 10:22 PM   #12
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Upper energy and flint, GOOD TO GO
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Old 05/11/2009, 11:04 PM   #13
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An entire deck that relies on bodies?
I dont see it creating to much of a ripple when dialga G lvx comes into play with its tech houndoom ftw :\

Also a deck with mostly basics...
Machamp OHKO's this thing if they don't run unkown G
and even then It takes 2-3 turns to power up manually.

Its grass!
meaning gangar has a hard time with it (no powers.. placing 3 damage counters a turn is pointless)and if the deck has lots of trainers then you might have a problem
but It is grass and turtwig has 90hp and any Fire pokemon that can do 50 damage can one shot this thing :\

Its a direct giga drain!
the main strat is to attack with the turtwig and power his little self up with his garden buddies am I right? so what happens when gengar flips heads? with things like Nidoking and other bodies that stand in your way of attacking and G decks having the ability to poke turn the pokemon you just hit. 30-60 damage just simply isn't enough.

have I made my SnOwPoInT?
Flygon... another pokemon to be feared. he can snipe your shaymin, hit turty for up to 110 which even with snowpoint he still gets knocked out. flygon can also stall you a turn by discarding your stadium then what? all your pokemon direct attack. so unless you sent up cherim for an extra heal then +10 attack is gone on the following turn
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Old 05/12/2009, 07:13 AM   #14
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^Turtwig's body doesn't get shut off by Dialga G.
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Old 05/12/2009, 07:47 AM   #15
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It's all the support stuff, like Shaymin or Cherrim that would though.

In defense of the damage it seems logical that Turtwig could play Crobat G and/or Skuntank G to add more damage. Skymin lv. X could also be run for revenge damage.
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Old 05/12/2009, 07:50 AM   #16
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I think Turtwig GL would work very well with Cherim and Shaymin X (Ground) I would run 1-1 claydol, 1 uxie, 4 pluspower, 3 or 4 snowpoint. Perhaps a 3-2 Cherim and the Shaymin being 2-2? The idea of this being ti have 150 hp on a basic with constant healing!
Now THAT's an interesting Rogue right there...

The PROBLEM with that idea is Snowpoint + Shaymin X = 90 + 40 + 20 = 150 HP...

This actually HURTS your Attack Power because you'll only be nibbling for 30 damage per attack for awhile
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Old 05/12/2009, 10:47 AM   #17
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^Turtwig's body doesn't get shut off by Dialga G.
Yes you are right I apologize. But the main support like shaymin x and cherim get shut off making him ohko able from the loss of extra hp and his attack power is reduced.
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Old 05/12/2009, 05:55 PM   #18
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turtwig=kazam 4 is best. put 6 damages on yourself and then heal them off.
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Old 05/12/2009, 06:01 PM   #19
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they should have given this guy a level x (i would LOL so darn much)
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Old 05/14/2009, 03:29 AM   #20
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Turtwig loses to OHKO's, which stops it being competetive.

Mirrors would be so funny, though. =)
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Old 05/14/2009, 05:21 AM   #21
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Turtwig with Unown G against Machamp would be interesting. Hurricane punch - flip until you get 3/4 heads. Take 30-60 damage each time you fail.
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Old 05/14/2009, 02:06 PM   #22
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Turtwig with Unown G against Machamp would be interesting. Hurricane punch - flip until you get 3/4 heads. Take 30-60 damage each time you fail.
Ugh, you do know Machamp has a Level X right?
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Old 05/14/2009, 04:01 PM   #23
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they should have given this guy a level x (i would LOL so darn much)
yes! i agree i think it would have been much more playable if it had a level x, that's what it's missing
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Old 05/14/2009, 04:59 PM   #24
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Ugh, you do know Machamp has a Level X right?
So what? Machamp Lv.X is only played in a Machamp deck (so you dont have to worry about Dialga G Lv.X). Turtwig decks will have a Shaymin X in play and maybe Snowpoint. That gives Turtwig 150 HP.

With unown G attached Machamp needs to hit 3/4 or 4/4 Heads on Hurricane Punch to OHKO the Turtwig. Failure to do so means your in trouble.

(With Machamp Lv.X)
1 Heads = 90 Damage
2 Heads = 120 Damage
3 Heads = 150 Damage
4 Heads = 180 Damage.

If you hit for 2 heads, 120 Damage, then you kick in Turtwig's body making him hit for 60 + 60(Machamp Lv.Xs body) and then heal 120 HP which leaves Turtwig back at full HP then you have to hope again that you hit 3 or 4 Heads or the same thing happens.

Just because Machamp has his Lv.X doesnt change the game around AT ALL unless your EXTREMELY luck and hit 3 heads everytime or you have rigged die.
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Old 05/14/2009, 07:17 PM   #25
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So what? Machamp Lv.X is only played in a Machamp deck (so you dont have to worry about Dialga G Lv.X). Turtwig decks will have a Shaymin X in play and maybe Snowpoint. That gives Turtwig 150 HP.

With unown G attached Machamp needs to hit 3/4 or 4/4 Heads on Hurricane Punch to OHKO the Turtwig. Failure to do so means your in trouble.

(With Machamp Lv.X)
1 Heads = 90 Damage
2 Heads = 120 Damage
3 Heads = 150 Damage
4 Heads = 180 Damage.

If you hit for 2 heads, 120 Damage, then you kick in Turtwig's body making him hit for 60 + 60(Machamp Lv.Xs body) and then heal 120 HP which leaves Turtwig back at full HP then you have to hope again that you hit 3 or 4 Heads or the same thing happens.

Just because Machamp has his Lv.X doesnt change the game around AT ALL unless your EXTREMELY luck and hit 3 heads everytime or you have rigged die.
Very true-
I actually wouldn't have thought about it like that but wow this little guys a munsta ! lol
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