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Author Topic: 3 Octillery Variations
Soslowpoke

Member # 70



posted January 11, 2003 01:03 PM      Profile for Soslowpoke   Email Soslowpoke    Edit/Delete Post Report This Thread to Moderators
Feh...I came up with about 3 different ideas for Octillery. I got him with Exp Vileplume, with Espeon, and with Kingdra. Let me know which one you think is best. All suggestions welcome.

Octillery/Vileplume

Pokemon: (23)
4 Remoraid (Aqua)
4 Octillery (Aqua)
2 Oddish (Aqua)
2 Gloom (Aqua)
2 Vileplume (Exp)
2 Tyrogue
4 Cleffa

Trainers: (25)
4 Copycat
4 Professor Elm
3 Gold Berry
4 Focusband
4 Pokemon Trader
2 Energy Stadium
3 Weakness Guard
4 Psychic Cube 01

Energy: (12)
4 Water Energy
4 Psychic Energy
4 Recycle Energy

This one is quite straight forward. Get Octillery out first and then get Vileplume out late game for Poison. They either have to Retreat, use FHE/Full Heal, or DoubleGust/Switch. Still devestating. Psychic Cube01's in there to add Confusion to the big mess.

Octillery/Kingdra

Pokemon: (21)
3 Remoraid (Aqua)
3 Octillery (Aqua)
3 Horsea (Genesis)
3 Seadra (Genesis- Aquapolis doesn't do damage to Bench)
3 Kingdra (Rev)
2 Tyrogue (Disc)
4 Cleffa

Trainers: (25)
4 Copycat
4 Professor Elm
3 Bill's Maintenance
3 Gold Berry
4 Focusband
4 Pokemon Trader
2 Energy Stadium
1 Weakness Guard
3 Grass Cube 01

Energy: (12)
6 Water Energy
2 Grass Energy
4 Recycle Energy

This deck just uses a Kindgra to start with and then has Octillery as a late game Cleaner.

Octillery/Espeon

Pokemon: (22)
4 Remoraid (Aqua)
4 Octillery (Aqua)
4 Eevee (Disc)
4 Espeon (Disc Holofoil)
2 Tyrogue
4 Cleffa

Trainers: (25)
4 Copycat
4 Professor Elm
3 Gold Berry
4 Focusband
4 Pokemon Trader
2 Energy Stadium
3 Weakness Guard
4 Psychic Cube 01

Energy: (12)
4 Water Energy
5 Psychic Energy
4 Recycle Energy

This version just swaps out the Vileplume line in favor of more offense (Espeon)

Some things I'm considering for these decks...
Full Heal Energy
Other Cubes
Pichu (Kills Octillery though)
Something to resolve Double Gust Problem- double gusts of my own?

Translations:

Oddish
50 HP
G: Stun Spore
Flip a coin. If heads, the Defending Pokémon is now Paralyzed
CC: Ram 20
Weakness: R
Resistance:
Retreat Cost: -C

Gloom
70 HP
PokéBody: Eneverating Pollen
As long as Gloom is in play, Resistance on each player’s Active Pokémon only reduces damage by 10.
CC: Dream Dance 20
Both the Defending Pokémon and Gloom are now Asleep (after doing damage).
Weakness: R
Resistance: NONE
Retreat Cost: -CC

Remoraid
50 HP
W: Squirt
Choose 1 of your opponent’s Pokémon. This attack does 10
damage to that Pokémon. Don’t apply Weakness and Resistance.
Weakness: L
Resistance: NONE
Retreat Cost: NONE

Octillery
80 HP
PokéBody: Suction Cups
If Octillery is your Active Pokémon, whenever the Defending Pokémon
retreats, discard all Energy cards attached to the Defending Pokémon when it goes to the Bench.
WCC: Smokescreen 40
If the Defending Pokémon tries to attack during your opponent’s next turn, your opponent flips a coin. If tails, that attack does
nothing.
Weakness: L
Resistance: NONE
Retreat Cost: -CC

Weakness Guard
Trainer
Attach Weakness Guard to 1 of your Pokemon. At the end of your opponents next turn, discard Weakness Guard. The Pokemon Weakness Guard is attached to has no Weakness as long as Weakness Guard is attached to it.

Psychic Cube 01
Trainer
Technical Machine
Attach this card to one of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Psychic Cube 01.
P: Psyshock
The Defending Pokemon is now Confused.

Grass Cube 01
Trainer
Technical Machine
Attach this card to one of your Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Grass Cube 01.
G: Sleep Poison
The Defending Pokemon is now Asleep and Poisoned.

Thanks for your help!

~soslow

--------------------
Soslowpoke:

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From: Chicago | AIM: cool runnings93 | Registered: Feb 2001  |  IP: Logged


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