Hey all. Last night Jimmy O'Brien and I spent some time talking about the Cedar Grove GC and my choice to play Swampert/Suicune ex/Wob/Delcatty. I was commenting that in all of my games against Blaziken variants, they were either won or lost on Pokemon Reversal flips. I'd get the set up every game, but if I couldn't force out the Blaziken ex to KO with Suicune ex or Wob, they'd keep Bex on the bench, bring it up to take out Suicune ex, and then work around Wob with Manetric or Combusken. When I'd get Reversals off, I'd win flat out. Without them, I'd usually lose in a close game.
The same logic applies to the Gardevoir ex vs Blaziken Variant match, which both Jimmy and I have played to some extent. Gardevoir would seem to have the tools to beat it: Wob, Crystal Shard, psychic type, Reversals, and so on. That match always comes down to whether or not the Garde player gets a Reversal off before Blaziken ex or Rayquaza ex gets powered.
This in mind, we decided on Salamence as a deck worth looking at. It's got the constant Gust ability and as I'll show, can play incredibly fast. With Suicune ex and Wob as support it has the tools to be Blaziken Variants and speed and gusting ability keep it in the game against most everything else. I'll go through the list and then explain the strategy and common match ups.
Pokemon-14
4 Dunsparce
3 Bagon
3 Salamence
2 Suicune ex
2 Wobbuffet
Energy-22
14 Water
4 Multi
4 Double Rainbow
Trainers-24
4 Oak's Research
4 TV Reporter
3 Rare Candy
3 Desert Shaman
3 Fast Ball
2 Switch
2 Friend Ball
1 Strength Charm
1 Pokemon Nurse
1 Briney's Compassion
Basically it's just a concept and I'm sure it needs to be tweaked a bit, but I think the basic strategy is very nice. You can take various openings. Second turn Salamence to do Agility/Gust is do-able with Fast Ball/Rare Candy. Dunsparce works like any other typical start. Energy Flip and Desert Shaman can disrupt early game. Basically, you're just trying to be faster or disrupt them early so when Sal' gets up you can pick off stuff on their bench rather than contending with a main hitter.
Double Rainbow speeds up the Sal' set up without really changing what it can and can't OHKO. Rayquaza, most popular evolution chain basics, etc, are still gust targets. Nurse works nice with Suicune, Briney is cool with Wob. Strength Charm allows for a Dragon Claw to take out a Manetric, often very handy against Blaziken and something they won't see coming. Multi makes Wob usable or takes care of the Fire cost for Sal' if you choose not to drop the Double Rainbow. Friend Ball will target their Dunsparce usually, but since most things play Wob and there's a lot of water played, it can be helpful to get either of the support hitters.
Gardevoir is hurt a lot by Wob and you can Gust around their Wobs with Sal'. If need be, you can Gust and then Switch to get a Suicune ex or Wob out as is appropriate. Blaziken Variants can't use Ray as they can't power it in one turn, so you just gust and KO it. Resistance to fire stops them from going with Blaze swarm, and Suicune ex/Wob can handle the Blaziken ex well enough. This pretty much outspeeds Sceptile, picking off benched stuff, etc. Against most anything else you disrupt early and get Sal' going. They'll probably try to Crystal Shard, in which case you bring out Wob or Suicune until you can rebuild.
Anyway, I'm sure this needs some tweaking, so go for it. It's just an interesting list, I think, and a simple enough design to be fast and effective...
The same logic applies to the Gardevoir ex vs Blaziken Variant match, which both Jimmy and I have played to some extent. Gardevoir would seem to have the tools to beat it: Wob, Crystal Shard, psychic type, Reversals, and so on. That match always comes down to whether or not the Garde player gets a Reversal off before Blaziken ex or Rayquaza ex gets powered.
This in mind, we decided on Salamence as a deck worth looking at. It's got the constant Gust ability and as I'll show, can play incredibly fast. With Suicune ex and Wob as support it has the tools to be Blaziken Variants and speed and gusting ability keep it in the game against most everything else. I'll go through the list and then explain the strategy and common match ups.
Pokemon-14
4 Dunsparce
3 Bagon
3 Salamence
2 Suicune ex
2 Wobbuffet
Energy-22
14 Water
4 Multi
4 Double Rainbow
Trainers-24
4 Oak's Research
4 TV Reporter
3 Rare Candy
3 Desert Shaman
3 Fast Ball
2 Switch
2 Friend Ball
1 Strength Charm
1 Pokemon Nurse
1 Briney's Compassion
Basically it's just a concept and I'm sure it needs to be tweaked a bit, but I think the basic strategy is very nice. You can take various openings. Second turn Salamence to do Agility/Gust is do-able with Fast Ball/Rare Candy. Dunsparce works like any other typical start. Energy Flip and Desert Shaman can disrupt early game. Basically, you're just trying to be faster or disrupt them early so when Sal' gets up you can pick off stuff on their bench rather than contending with a main hitter.
Double Rainbow speeds up the Sal' set up without really changing what it can and can't OHKO. Rayquaza, most popular evolution chain basics, etc, are still gust targets. Nurse works nice with Suicune, Briney is cool with Wob. Strength Charm allows for a Dragon Claw to take out a Manetric, often very handy against Blaziken and something they won't see coming. Multi makes Wob usable or takes care of the Fire cost for Sal' if you choose not to drop the Double Rainbow. Friend Ball will target their Dunsparce usually, but since most things play Wob and there's a lot of water played, it can be helpful to get either of the support hitters.
Gardevoir is hurt a lot by Wob and you can Gust around their Wobs with Sal'. If need be, you can Gust and then Switch to get a Suicune ex or Wob out as is appropriate. Blaziken Variants can't use Ray as they can't power it in one turn, so you just gust and KO it. Resistance to fire stops them from going with Blaze swarm, and Suicune ex/Wob can handle the Blaziken ex well enough. This pretty much outspeeds Sceptile, picking off benched stuff, etc. Against most anything else you disrupt early and get Sal' going. They'll probably try to Crystal Shard, in which case you bring out Wob or Suicune until you can rebuild.
Anyway, I'm sure this needs some tweaking, so go for it. It's just an interesting list, I think, and a simple enough design to be fast and effective...
Last edited: