Ok, this is gonna be kinda jumbled, but there's a LOT to reply to, and I have not much time to reply in.
NO IT ISNT, as I have said before and Kempley has said, 4-2-4 is the way to go, now if u r running Delcatty EX and PK then yeah I would say run 1, but if u run Blaze then no X!!!
Concurred with on that specific note.
Regardless of what Ape deck you're building, no more than one X.
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Also, if Mew really wants to lose a Castform to OHKO my Ape, then I'll allow it, as I can OHKO that same Mew next turn.
On another note, Latios ex d does not OHKO Ape. Ape only has a +30 weakness, so Latios would need a Charm or Pluspower to kill it. Lake Barrier from DP2 can change that, though.
Prime said:
I'm lost to how the deck does a continuous 90 damage. You attach 2 fire (or a DRE) and discard it to do 90. Next turn, Infernape has no energy on it. The best you can do is DRE to do 80. Your going to run out of DRE's or not be able to get them sooner than later, and then what do you do? Waste an attack to shuffle them back in with Delcatty's attack? If you don't, your only now doing 90 every other turn.
What exactly goes down in that situation?
The deck does a consistent 80+ by alternating between Ape and Catty ex as attackers.
Alternatively, if you're steamrolling with a constant 80 a turn for a few turns, you can generally afford one turn of inactivity (or a lucky Meteor Punch).