Darkchomp (Weavile-Garchomp)

Discussion in 'Deck Help and Strategy' started by Dennis Hawk, Apr 4, 2008.

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  1. Dennis Hawk

    Dennis Hawk New Member

    Hello fellow gymmers,

    Being in the overused metagame of GG/Mags and Blissey getting buried in the binders, I decided that it's Garchomp's time now.

    Well, on to the list:

    Pokémon (25):
    3-2-3 Garchomp MT
    2-2 Weavile SW
    1-1 Darkrai Lv. X GE
    1-0-1 Alakazam MT
    2-2 Claydol GE
    3 Pachirisu GE
    1 Stantler SW
    1 Plusle

    Trainers/Supporters/Stadiums (21):
    4 Roseanne's Research
    3 Celio's Network
    1 Bebe's Search
    3 Steven's Advice

    2 Crystal Beach

    4 Rare Candy
    2 Night Maintenance (propably up to 3)
    2 Warp Point (propably down to 1)

    Energy (14):
    6 Dark Energy (To load with Weavile, also helps against Dusknoir/Banny)
    3 Psychic Energy (The GG counter. Also fits to Alakazam if you have to start with Abra / attack with Kazam)
    2 Water Energy (The Magmortar counter. Propably up to 3.)
    2 Fighting Energy (Propably down to 1. Mandatory because of Blissey/Furret/other colorless. Most of them have fighting weakness.)
    1 Lightning Energy (...and those who don't should fall for this, like Togekiss. Also for Plusle to finish up 130HP pokémon after Garchomp's attack.)

    Strategy:
    Basically, it's Garchomp /w techs. Start with Pachi, use Weavile to load the big thing with 2 Darks, then pick your poison with Roseanne to deal 110 damage, which is enough for the 2 common attackers - Gardevoir and Magmortar. If you can save him to the bench, good, as you might have some use for him later. When facing a deck with 130HP pokémon as main attacker, go ahead and stall until you can get Darkrai Lv. X out - thus the warp points. You OHKO them, they won't propably OHKO you back (except for Gallade, and it needs 4 prizes to do that generally). One Garchomp can take 2 pokémon out before getting KO'd, so to sacrifice something in order to send it out fully powered is one of the key strategies in this deck.

    The big and important tech is Alakazam. Combined with Claydol, you can pretty much always cancel the most important powers from your opponent. Telepass, Cosmic Power, Dark Palm... just discard 2 cards and off they go. Most decks focus on Claydol to get them set up (ironically, this does too), so shutting it down can slow them down enormously. Not to mention shutting both Gardevoir and Claydol down. This is very strategic card, so use it with extreme care or you find yourself discarding your key cards or decking. And, oh yeah, always shut down your opponent's Tauros when he's trying to discard your Crystal Beach. Wins Magmortar. Nuff said.

    Plusle is there to recover energies. You lose energies with Garchomp as well as Alakazam, Plusle is one of the better ways to gain them back. Rolling Dark Energies to hand with Plusle and to the deck with Claydol to be fetched with Weavile to power up Garchomp is the vital energy engine of this deck.

    I only have 11 supporters. It's pretty much suicide against any deck that can consistently shut down Claydol, but is there one? Gardevoir is pretty good contender for that, but playing 3 Steven's, I can maybe hold on until I get them ko'd with Garchomp... Cessations are for Pachirisu to handle. Alakazam... focus on getting 2 Claydols and destroying their hand while blocking their Claydol. It pretty much comes down to who is better set up before Kazam's hit the arena.

    This deck is neat meat, it's propably not the fastest out there, but when it gets set up it can put up a decent match with pretty much anything.
     
  2. elekid_957

    elekid_957 New Member

    pokemon:20
    3-2-3 garchomp
    2-2 weavile SW
    2-2 darkria LV.X
    4 pachirisu

    energy:
    3 phychic
    3 water
    2 fighting
    8 basic dark
     
  3. Dennis Hawk

    Dennis Hawk New Member

    Elekid: Thanks for the list. That seems pretty solid basic version of this deck, that should do its job but with limited options.

    I don't personally see the need for 2-2 Darkrai, as Weavile is what you need more. You use Weavile as loader and it's suspectible for KO as it stays in active position. Darkrai is a tech. And I don't like leaving off Claydol. I almost prefer having Claydol instead of Darkrai X in my bench.
     
  4. astewart

    astewart New Member

    drop the

    1 Stantler SW
    1 Plusle
    1-1 Darkrai Lv. X GE
    1-0-1 Alakazam MT

    its just crowding it
    my freind plays this deck he only uses garchomp and Weavile and it works pretty good.

    other then that it seems pretty good!
     
  5. elekid_957

    elekid_957 New Member

    yeah i guess a 1-1 darkria would work better
     
  6. Dennis Hawk

    Dennis Hawk New Member

    Astewart: Yeps, those techs really crowd the bench up. I've been testing against GG with Dusknoir, and these make 5+ dead cards to the deck. I was thinking on leaving 1-1 Darkrai though, to leave some hope for sweeping phase.

    -1 Stantler
    -1 Plusle
    -1-0-1 Alakazam
    -1 Rare Candy
    -1 Warp Point

    +4 PlusPower
    +1 Celio
    +1 Dark Energy

    Testing that fix tomorrow.
     
  7. burnpsy

    burnpsy New Member

    do you really need 4 pluspowers???
     
  8. Dennis Hawk

    Dennis Hawk New Member

    4 Pluspowers == 2 OHKOs to Gallade. Enables Speed Garchomp without need to build up both Weavile and Darkrai...

    I almost like the Alakazam more than leaving it out, it can stop GG to it's tracks after you take down first Gallade.
     
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