Author
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Topic: 3 Octillery Variations
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Soslowpoke
Member # 70
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posted January 11, 2003 01:03 PM
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
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