Cresselia LV.X tech in gardy/gallade?

Discussion in 'Cards: Strategy and Rulings Discussion' started by B_B_C, Feb 13, 2008.

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  1. B_B_C

    B_B_C New Member

    could this card be teched into gardy/gallade? Like a 1-1 tech?



    Discuss.
     
  2. Blaziken 1111

    Blaziken 1111 Active Member

    Yeah it's very good in GG
     
  3. Dennis Hawk

    Dennis Hawk New Member

    2-2 is good too. Basically, you keep them in your bench and heal, and when game draws near, pick 2 prizes and seal the deal.
     
  4. PokePockets

    PokePockets New Member

    Cresselia wouldn't be a bad idea to tech into a GG deck because of all the Psychic Weakness going around. I think it would work out well for a Mirror Match.
     
  5. ~`Flygon`~

    ~`Flygon`~ New Member

    Yea it can be a tech in GG since you can add in Gardy PK. That would accel the Cresselia and it can heal itself.
     
  6. Dang cats out of the bag now. Bring all the guys down to 50hp with Gallade then warp point and knock them out one by one. Well its not that easy but I am sure Kettler could do it.
     
  7. ~`Flygon`~

    ~`Flygon`~ New Member

    Anyone can do it. Its simple as playing Gardylade
     
  8. B_B_C

    B_B_C New Member

    I just tested it out and it's great early and late game. But bad mid game becuase mid game all the high HP pokemon are out. It's a great tech.
     
  9. Dom

    Dom New Member

    No it wouldn't.

    Cress needs energy acceleration to be worthwhile and if you're gonna integrate Gardy PK then you've basically got a different deck there. It wouldn't be a tech in that case.
     
  10. Rai

    Rai <a href="http://pokegym.net/forums/showpost.php?p=

    Cressy makes an amazing tech in Garde/Gallade. Not for it's attacks though. For it's body (since you can use them from the bench).

    You already would want to consider Premier Ball anyways for Garde LV.X, Cressy just makes it look better. Basic Cresselia is easy to get out. Garde LV.X's teleport makes it easy for rather useless active Cressys to get away from active slot. Once you have a pair out, you're essentially reducing damage by 20 (unless you get OHKOed) and doing 20 extra damage to ANYTHING, for free. EVERY TURN. That's absolutely amazing, unless you get OHKOed left and right.

    Sure, Maggy LV.X can OHKO Cresselia LV.X. Fine. Sure, being Psychic Locked by the opponent kinda sucks when you have Cresselia out. What about times where that's not the case? Will your opponent 100% of the time use Gardevoir the whole game long? Will Magmortar always just happen to not be prized, just happen to have not been knocked out already, and just happen to have enough energy to do Flame Bluster (and not be useless next turn)? Sure, Cressy is not perfect all of the time. Hence why it's a tech card. A tech card that gives Gardevoir/Gallade an unexpected healing edge and the extra damage needed to either conserve prizes with Gallade, or KO something on the bench that thought it was safe. I think that's worth a mere four slots (max. It's possible to get away with only 2 slots used, but you're a lot less effective in that case) :/
     
  11. ~`Flygon`~

    ~`Flygon`~ New Member

    How?? u can get out so simple,if u get three raltz,its not hard since thats what u would usually get from mentors. Gardy SW and a Gardy Pk is setup in no time. Then u can setup a gallade,that even gives allade a boost

    DRE+ a NRG from Power, a quick psychic cut. It only takes two turns to setup a cressilia if PK is out,and one turn to power up a Gardy/Gallade. Its not bad at all and isnt a different deck cuz it still sticks to the primary,Have Gallade run rapid.then setup a Cresselia lv.X for a 2 prize Ko
     
  12. TODDakaESTEBAN

    TODDakaESTEBAN New Member

    you're right to think that that scenario is farfetched because cresselia can't knock out more than 2 pokemon ever, unless you are just under no pressure from your opponent at all, but i don't think that's the point, you only need it to finish 1 or 2 at the most and it seems like most people use it for it's power anyway i would play 1-1 but i haven't heard anyone complain about 2-2 , i just didn't think a good gallade deck had 4 empty spots before ge came out and i still don't think it does,

    i expect to see a lot of not so good players playing 2-2 just like a not so good player might play 2 gardy x's, just because noobs think by adding as many expenxive cards as they can it will be better even though it's not needed, 1 tsd - 1 nm works better in some decks for function, than 2- tsd but you still see people play 2 tsd in every deck if they have 2 because it's glamorous

    almost everyone that plays gallade will have it in their deck for states, and most people that get 2 will use 2 just for the sake of it
     
    Last edited: Feb 14, 2008
  13. Rai

    Rai <a href="http://pokegym.net/forums/showpost.php?p=

    You didn't actually read Cresselia, did you? There's nothing in it's text about "You can only use one Full Moon Dance per turn", meaning you can move two damage counters per turn rather then only one.

    Double the damage manipulation = double healing = double damaging = twice as good. You already play a solid pokemon searching engine. Why are you not doubling your effectiveness with the Cresselias?

    Say you're playing Magmortar. They do 40 and spread 20 to two different benched pokemon? You realize you get to place a third of their damage right back onto anything you want, right? You realize this means you can fully protect a benched pokemon if you need to, right? You realize this allows Gardevoir SW who does 60 damage max per Psychic Lock to do effectively 80 damage when needed, right? (opening up KOs on Magmortar LV.X, for instance). You realize this gives you amazing ability to control who gets KOed with Bring Down, right?

    Gardevoir PK is probably a bad idea to help Cresselia, 'cause Cressy's attacks frankly aren't important. You don't care if Cresselia can heal itself with a stadium out, 'cause it likely won't be active. You don't care if Cresselia can take two prizes at once (early game, this is), 'cause you'll want to invest energies into something that can take Double Rainbow and absorb over 100 points of damage. You don't care if Cresselia can heal 1 pokemon on the bench completely, 'cause it's not difficult to get out another Gallade or something during the mid game, and it is too vulnerable to be active during the late game. So really, it's just the power you play it for. And considering how easy it is to get out Cresselia LV.X (a BASIC LV.X), there's no reason to not take full advantage of it.

    It's not, "Oh, let's add two 'cause they're pretty!" It's more, "Oh, hey look. This card has a useful power, that can completely flip my opponent's efforts back against them. And I don't have any problems getting them out? And I have something that can switch them out of the active spot right away? And I can play a stadium to have free retreat on everything anyways? Why AM I not playing this?"
     
  14. Umbreon777

    Umbreon777 New Member

    Does anyone realize, "Hey! There's not really an effective way to get this into play and accelerated, and if there WAS, I would have to run 3 warps or some Pheobe! That wont ruin consistancy!"

    Sorry, I dont like seeming like a dick. Its just my personal opinion on Cresselia in the deck. And yes, I did test it.
     
  15. TODDakaESTEBAN

    TODDakaESTEBAN New Member

    yeah i guess you're right that it's good but don't you think that it slows the deck down to put priotity and resources into getting 2 cresselias out, moving 2 damage counters is fine, but having to retreat and wapr point twice is kind of slow since other than healing moving 1 damage each, they do nothing but take resources i could be using to keep my main attacker coming,

    i play 1-1 and i barely need it for anything, it's just not easy to get 2 into effect, and since IMO it's not worth it i wouldn't waste my time and it's mag bait, at least gardy x has 130
     
  16. Umbreon777

    Umbreon777 New Member

    Hey, just to not offend anyone, letsdo Pros and Cons

    Pros:
    Extra Prize! Wins Games!
    Moving damage counters is amazing
    Psychic, so it fits
    Healing ability

    Cons:
    3 BASIC energy needed to attack
    Makes you focus less on getting set-up
    LvX has x2 weakness to a popular type
    Takes up space
    You need to find a way to get Cress active to Lv up, and get it out of the way
    Can be Flame Blustered
     
    Last edited: Feb 16, 2008
  17. TODDakaESTEBAN

    TODDakaESTEBAN New Member

    it has more cons and you gave it some slack by making healing and moving damage counters 2 pros

    theres not stadium to retreat your main attacker, it's not easy to get 2 out , gardy x makes it semi realistic but it certainly doesn't make 2 energy placements you would waste by retreating twice worth it, i could use moonlight stadium but i like what's already in my deck lot more, why would i give cresselia 4+ spots

    i read what it sais before i ever posted here and it's not worth it, now here's a question for you, you've read it apparently and come up with some pretty decent theories, but how many games have you gotten 2 out? what deck were you playing? did you need it to win? or am i right to think that if you're wasting time setting up 2 cresselias you must already be so far ahead, you could be setting up 2 dialg lvl xs and you'd still win?

    umbreon you forgot to mention flame buster as a con
     
    Last edited: Feb 16, 2008
  18. TheDarkTwins

    TheDarkTwins Active Member

    Here is my take on it.

    Gardy PK - I didnt play this during cities, because it didnt help the deck that much. I still feel that way. Gardy PK is a optional choices at best. Now Cresselia is something that I am not sure will work. First off, before that, I cant see you being able to fit, let alone getting a 2-2 line up and running at the same time. That is gonna take up way too much bench space IMO. 1-1 is plausible but not sure how great it is. I also found that while WP is good in this deck you dont need it at all. You have Gardy Lv. X which is an auto switch so I dont see the WP being a needed card. I think the only way you can justify a 1-1 line is if you play more than 1 +10 card and want to give it a try but I am not sure how well it will work.

    JMO,
    Drew
     

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