Pokémon TCG: Sword and Shield—Brilliant Stars

Getting the most out of a Garchomp?

Dragon Fang for 70 with a boost or activated scramble but leave those off so Poke Body Rainbow scale will work. So If you packed 18 energy in a Garchomp deck Which combo would play best against the current top decks so that Dragon Fang could do 110? 120 with a plus power. In deck testing I started with 18 Phychic to go against G & G but at Regionals I know that I'll be up against at least a couple of different decks. It only seems like everyone is playing G & G. So how do you get the most out of a Garchomp? Which 18 energy would you use and why? Thanks
 
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delcatty and garchomp, sort o like speed chomp. You get all of the enrgy and put them on Garchomp. With psychic, water, fighting, and water energies, it's a threat.
 
I don't see why you need 7 psychic energy. Your only going to get out like 3-4 Garchomp max, and the Garchomps only need 1 psychic energy to hit anything weak to it for 110. If you run too many of certain basic energy, you lower your chance to beat weird rogue decks. I know it's important to improve your matchups against decks like GG/Mag, but I don't think you need more than 5 of any basic energy in the deck (unless you are abusing holon energy).
 
I wouldn't run 18 energy, personally. This is what I would use:
8 Psychic
6 Water
2 Fighting

Just kept it simple, Psychic is for G&G, Water is for Magmortar, and Fighting is for starter pokes that are sent up to stall. Banette is used, but one PlusPower or Strength Charm still OHKO's it, I honestly don't see the need for Dark energy. However, if you insist upon 18 energy, then two more Dark energy would be a suitable choice.
 
The problem i have with Garchomp is that it does 110. Not 120. It's kinda hard to hit that 130 that it needs to KO Gallade/Gardy LV.X/Mortar LV.X/most stage 2s without a combination of PP/Charm/2 PP. Even then, you're still relying on two trainers to get the job done.

If it did 120, it'd be a heck of a lot easier to work with. A simple Castaway/Charm would get the job done. Oh well, it'll at least be some better when the LV.X is released.
 
Garchomp/Weavile is decent.

If you're packing just basic energies you could throw in some Crystal Beach for DRE/Scramble/etc.
 
5:psychic:
5:water:
2:fighting:
2:lightning
2:grass:
2:fire:

Something like that

you could also take out a :psychic: and a :water: and play 1 :dark: and one :metal:

play w/Togekiss and it should work fine, this way you have an energy for pretty much every match-up, including random rogue decks etc.
if you wanted to, you could also play with the nrg a little bit for you could fit a boost or two in, since they get discarded at the end of the turn anyway, they wont effect Garchomps body
 
I would do 8 psychic, 4 water, 3 Electric, 3 fighting.
Psychic =G&G
Water = Mags
Electric = Gatrs,Wailords
Fighting = Blissey, Absol, Darkrai.
Banette and everything else gets OHKO by the main attack so you don't have to tech for them.

4 prof stone & 3 or 4 Roseannes are a must.
 
4 psy
4 water
3 fight
2 dark
2 lightning
1 fire

never let me down energy-wise

I don't see how you guys can fit more than 16 energies into a good chomp deck...
 
How about:
4-2-4 Garchomp
4 Pachi
1-1 Furret
2-2 Dugtrio
1-0-1 Togekiss

2 Dark
4 Water
6 Psychic
3 Fighting
2 Lightning
1 Boost
 
Garchomp/Weavile is decent.

If you're packing just basic energies you could throw in some Crystal Beach for DRE/Scramble/etc.

This is exactly what I was thinking as well. If you use Basic Dark as the main energy in the deck a Weavile can fetch two to mostly build up a Garchomp. The last energy would be the targeted one you would need to get up to 110 damage. There is one final ingredient though, Darkrai Lvl X. The Darkrai Lvl X and Weavile make the 2 Basic dark do 20 more damage which hits the magic 130 HP mark you are looking for. You can also play with Sydney's Stadium to get rid of some of the conditions that Garchomp might run into and Crystal Beach to slow down other decks.

Assuming we stick with the 18 Energy count you wanted, you could try this:

8 Basic Dark
4-5 Psychic
3-4 Water
2 Fighting
0-2 Lightning

I gave a range for Psychic and Water based on your local area. Opening a spot or two for Lightning might be an idea if you expect to see a lot of Water or "flying" types (Honchkrow, Dodrio, etc)
 
Psychic Energy x5
Water Energy x5
Dark Energy x3
Lightning Energy x2
Fighting Energy x2
Fire Energy x1

Psychic = G&G. The mono Weakness of G&G is it's only down fall. Take advantage of that. Abuse Psychic Energy on Garchomp to one-shot Gardevoir and bring Gallade & Gardevoir Lv.X down to 20 or less. Very nice.

Water = Magmortar, all varients. The only reason Water isn't played much is because of FF being run in Magmortar varients. Take advantage of the fact that FF doesn't stop Garchomp. Do 110, KOing their Typhlosions, Magmortars, Delcattys, and Blazikens, and bring Magmortar Lv.X to 20 or less.

Dark = Kills Banette and any Dusknoir that might show up. For all those that think that Chomp can OHKO Banette, you're wrong, Banette has Resistance to Chomp.

Lightning = Counter any Empoleons or Wailords that might come. Though both will still be tough matches, both will be beatable by Chomp.

Fightining = Hurts Blissey, and most starters nowadays have Weakness to Fighting (Stantler, Pachi, Absol, etc.). Delcatty ex also gets killed by it, so you get 2 Prizes there.

Fire = Any Sceptile/Tangrowth that shows up would hurt with out this tech. Counters that, but not much else.
 
This is exactly what I was thinking as well. If you use Basic Dark as the main energy in the deck a Weavile can fetch two to mostly build up a Garchomp. The last energy would be the targeted one you would need to get up to 110 damage. There is one final ingredient though, Darkrai Lvl X. The Darkrai Lvl X and Weavile make the 2 Basic dark do 20 more damage which hits the magic 130 HP mark you are looking for. You can also play with Sydney's Stadium to get rid of some of the conditions that Garchomp might run into and Crystal Beach to slow down other decks.

Assuming we stick with the 18 Energy count you wanted, you could try this:

8 Basic Dark
4-5 Psychic
3-4 Water
2 Fighting
0-2 Lightning

I gave a range for Psychic and Water based on your local area. Opening a spot or two for Lightning might be an idea if you expect to see a lot of Water or "flying" types (Honchkrow, Dodrio, etc)

The problem with this is that Weavile is weak, and with your strategy, you're going to be having it active for a turn or two at a time, which is an easy prize for the other player. Darkrai also has to be active at some point to be leveled up, which leads to more problems. I played someone with a Weavile/Garchomp deck, and their biggest weakness was that they couldn't do 110 to anything beside gg/mag (I'm pretty sure he only played psychic/water/dark, maybe a couple fighting like the list above). I was easily able to put up a togekiss and go to town on his chomps.

I have seen some kiss decks run as high as 22 energy. I think 18 is good odds since Garchomp only needs three to attack.

22 is ridiculous in my opinion, because even with Kiss, you'll never need that much energy. I don't think I could take out a single card in my list to add another energy, and I don't even play 18. Energy has never been the decks problem, I've easily been able to Roseanne/Claydol the energy type I need, and fill the rest with Kiss. You might think I'd have problems Kissing for good amount of energies, but I almost always get a solid 3-4, and two times I've actually gotten 7.

Water = Magmortar, all varients. The only reason Water isn't played much is because of FF being run in Magmortar varients. Take advantage of the fact that FF doesn't stop Garchomp. Do 110, KOing their Typhlosions, Magmortars, Delcattys, and Blazikens, and bring Magmortar Lv.X to 20 or less.
To my understanding, FF removes the weakness from the card, meaning you'd still only do 70 with Chomp.
 
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