16 Psychic Energy
Pokemon -
2 Chingling
1 Chimecho
4 Teddiursa [ MT ]
3 Ursaring [ MT ]
2 - 1 - 2 Gardevoir [ Power Keepers ]
Non-Supporter Trainers -
2 Night Maintenance
4 Fast Ball
3 Switch
3 Windstorm
2 Warp Point
4 Rare Candy
Supporters -
2 Holon Mentor
2 Scott
3 TV Reporter
3 Celio
1 Copycat
Key Cards
Basically, the whole set revolves around dropping Teddi's quickly, and pumping out a turn 2 Gardevoir. Psy shadow to Teddi for damage, Ursaring gets auto 100 every round.
Chingling is primarily there for opener support and stall later on, combined with Chimeco. First turn mentor with it, second turn drop Chimecho on it and start pumping away with the Draw power.
So far, it's ran relatively smoothly. I'm trying to decide whether 4 Rare Candy is too much. Same with Fast Ball,
By turn 3, I usually start dropping 100 damage per turn. The only time this hasn't happened, it started up turn 4. [ I couldn't get a Gardy out. ]
Comments / advice?
I'm changing out a rare candy for a Briney so I don't get stuck with chingling / chimecho later on [ like per switch ]
Pokemon -
2 Chingling
1 Chimecho
4 Teddiursa [ MT ]
3 Ursaring [ MT ]
2 - 1 - 2 Gardevoir [ Power Keepers ]
Non-Supporter Trainers -
2 Night Maintenance
4 Fast Ball
3 Switch
3 Windstorm
2 Warp Point
4 Rare Candy
Supporters -
2 Holon Mentor
2 Scott
3 TV Reporter
3 Celio
1 Copycat
Key Cards
Teddiursa L.20 – Colorless – HP60
Basic Pokemon
[C] Rest: Remove all Special Conditions and 2 damage counters from Teddiursa. After that, Teddiursa is now Asleep.
[C][C] Sweet Palms: 30 damage. Before doing damage, remove 1 damage counter from the Defending Pokemon.
Weakness: Fighting (+10)
Resistance: none
Retreat: 1
Ursaring L.38 – Colorless – HP100
Stage 1 – Evolves from Teddiursa
[C][C] Pout: 30 damage. The Defending Pokemon is now Confused. During your opponent’s next turn, any damage done by the Defending Pokemon to any Active Pokemon is increased by 60.
[C][C][C][C] Protective Claws: 60 damage. If Teddiursa is on your bench, this attack does an additional 20 damage. If Teddiursa has any damage counters on it, this attack does 20 more damage on top of that, and those damage counters are removed.
Weakness: Fighting (+20)
Resistance: none
Retreat: 2
Basically, the whole set revolves around dropping Teddi's quickly, and pumping out a turn 2 Gardevoir. Psy shadow to Teddi for damage, Ursaring gets auto 100 every round.
Chingling is primarily there for opener support and stall later on, combined with Chimeco. First turn mentor with it, second turn drop Chimecho on it and start pumping away with the Draw power.
So far, it's ran relatively smoothly. I'm trying to decide whether 4 Rare Candy is too much. Same with Fast Ball,
By turn 3, I usually start dropping 100 damage per turn. The only time this hasn't happened, it started up turn 4. [ I couldn't get a Gardy out. ]
Comments / advice?
I'm changing out a rare candy for a Briney so I don't get stuck with chingling / chimecho later on [ like per switch ]
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