Though being mainly a trollfest, this thread intrigued me to create a deck you could call Roserade lock.
Here's the skeleton.
Pokémon (16):
2-2 Luxray GL Lv.X
2 Roserade GL
2 Crobat G
1 Chatot G
1-1 Honchkrow SV
2 Unown Q
2 Uxie
1 Azelf
T/S/S (26):
4 Cyrus's Conspiracy
2 Collector
2 Cyrus's Initiative
2 Seeker
1 Bebe
1 Aaron
4 Poké Turn
3 Power Spray
3 Energy Gain
2 SP Radar
2 Pokémon Communication
Energy (10):
4 Call Energy
2 Warp Energy
1 Psychic Energy
2 Lightning Energy
1 Dark Energy (basic)
52 cards here. Feel free to add your techs or modify some of the lines altogether. I felt these are pretty important, but of course there can be another ways of playing. At least for a deck we only know a name about.
The main idea is to lock stuff with Roserade GL, aiming the KOs to be carried out by Crobat Gs or Poison before your turn. There's a lot in this format you can lock up: Spiritombs, Sableyes, Azelfs, Smeargles etc. Bring them in with Luxray GL Lv.X and lock with Roserade GL. That's simple.
Usually the problem arises when a lock deck should draw prizes. The lock target is usually so important to be kept in the field that we wouldn't want to let it be KO'd. This introduces a way around this: Honchkrow SV. You're aiming to KO the lock target when your turn begins or during your turn. This frees a bench spot from your opponent. Utilize Pokéturns/Warp energies, get Honchkrow active, restore the lock target, retreat Honchkrow to promote Luxray GL, Bright look, restart the lock. You can get to the situation that you're drawing prizes and your opponent is just passing.
You also have Azelf if you need to do some extra damage in order to get the poison KO. For Smeargle, this works well, or even a lone Toxicroak G Promo after locked up by Roserade first. Roserade is really the best locker here - your aim is to poison and slowly watch the target get KO'd.
There's some lock elements like Chatot and Initiative. I'm not too certain about Judge in this deck, as this deck only has several enemies (Warp energy, Pokéturn, Warp point, Switch). Chatot G and Initiative are targeted disruption to keep your lock going.
2 Unown Q are pretty important: You usually want to Q a Roserade instead of Gaining it, making it more versatile on retreating.
The techs you could want to include:
- Froslass GL: This actually works here. Drag off + only 50% change of retreating? You are not always able to use Luxray GL, due to various reasons (Powerlock, trainerlock etc.). This gives a free method of getting the lock targets active.
- Toxicroak G Promo: This is pretty much the only out against Gigas... except:
- 1-1 Mightyena LA: Poochyena knows Corner, a free non-damage retreat locking attack, but why stop there? Mightyena can disable whole decks, such as Gigas and some SP variants. It also does just the correct amount of damage to any 80hp basics that need to be poison-KO'd. If using this, consider upping the Dark energy amount.
- Smeargle: Free peek to your opponent's hand. This can help you decide whether to Initiative or Chatot G.
- 1-1 Shedinja SV + Memory Berry: This is a bit extensive, but I thought it could be included as it could win you some matchups where the it's unexpected. The "worse" Nincada has a retreat blocking attack with 1 Grass so this requires some energy line changes, but Shedinja locking a body/power having main attacker as the active can change the course of the game, especially if you get the poison going. Your Donphan matchup loves this - double poison with Crobat, then wait for 3 turns with Shedinja.
...maybe I should actually play this at a tournament, it's sounding like a painful matchup for unprepared.