ryanvergel
New Member
WHY on EARTH would you need hit point manipulation with *******' 140 damage with 1 energy? What on earth can get around that as fast as it'll be setting up? Play Crobat or something if you're that worried ._.
I mean jeez...its just that 140 for 1 is baffling...
why do you keep saying 140 for 1?
that is with an expert belt and both fields in play with SIX pokemon. there are a number of problems with this idea, though.
1. jumpluff with a belt only has 110hp. there are a lot of decks that can OHKO in response and take TWO prizes.
2. that is assuming both benches are full. many times a jumpluff player MAY get out 6 pokemon, but that isnt exactly easy when being assaulted on t1/2 and you have to devote resources elsewhere.
3. that is assuming the opponent plays SIX pokemon down. SP will limit their bench to 2-3 pokemon, and decks like kingdra and gengar and such will similarly limit their bench as much as possible. theyll go for the 1 claydol, and keep 1-2 attackers benched- limiting your damage from their field to 30-40, and with 50-60 from you (or 70-80 with a belt) thats about 120 and less damage. it will be hard to OHKO those pokemon for 1, while 90/110hp is very easy to respond to (especially early and mid game when point 2 is usually in effect)
4. DGX is still very painful to this deck. blocking bodies, hard damage and difficulty to OHKO. gengar hurts by OHKOing any little basics you play down quite easily and having feinting spell. they can easily modify YOUR damage to force a feinting spell flip, or to make it so that your damage is off by leveling up, etc. a lot of SP+fire decks will hurt too. especially infernape who will OHKO for 2 and no discard with 110hp- hard to respond KO to. blaziken is a bit easier- but a threat if you desire to shaymin/expert belt with its ridiculous damage potential.
5. there are plenty of techs against 1 energy attackers and big benched decks. dusknoir DP and palkia G X and mr. mime are big walls to jumpluff. jumpluff either warps or reversals or luxrays- or tries to, all of the above, for as long as possible to accumalate prizes. gengar makes it particularly hard too. dusknoir can wreck your bench every turn, destroying any semblance of a setup or high damage mark.
6. cards like ts-2 and spread really wreck this kind of deck. 30hp basics, and a generally painfully weak cast of support and attackers means spread will be quite damaging.
basically, i think that repeatedly saying 140 is just entirely misleading. try playing the deck first and see how much damage you can consistently do. if its 140 for 1, then by all means play the deck. but i think thats getting quite lucky in set up, and your opponent being unlucky or misplay a lot.
i love seeing that article. what a horrible list. 3 pichu? to give your opponent a t1/2 claydol? no thank you. only one unfavorable matchup was cute. and the blowout matches it had otherwise were just silly. very favorable to luxchomp? yeah right dude. it really, really, really isnt that easy. getting to 110 damage is not easy when they limit their bench and KO yours. it will be a 2hko exchange, under many circumstances, while they have garchomp and poketurns. its not that easy when your opponent is using 3 pokemon in play and giving you only 30 damage, forcing you to belt or try to pull tricks, usually with a limited bench due to early gusts/snipes/lowhp quick damage, etc.
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