[Guide] Mega Garchomp ex Drop Event
A guide to the Mega Garchomp ex Drop Event.
Auto-Battle Considerations Against Expert
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What the deck does
・ uses its damage-prevention Ability and card-drawing attack to soak up damage and establish the board.
・ and 's Ability provide Energy fixing and recovery.
・ is especially good at closing out games against low-HP decks.
・The deck's raw power makes it a tough auto-battle opponent. However, it has no HP-boosting cards, healing, , , or —the kinds of support that auto-battle struggles to account for—so the counterplay is straightforward.
Counterplay That Accounts for Your Auto-Battle AI’s Behavior
・Trading attacks in the Active Spot can let stall almost indefinitely. Instead, focus on sniping on the Bench. Even with attacks that can target either the Active Pokémon or the Bench, auto-battle will prioritize .
・Once 's Ability activates, it becomes extremely difficult to deal with. Running two copies of is reasonable, since they also help against . You can also win by Knocking Out other Pokémon without ever taking on .
・Auto-battle does not choose Pokémon Tool attachments according to each Pokémon's role—for example, giving to your lead and to your main attacker. As a result, sending out a Mega Pokémon ex with 190 HP or less early will usually lead to a loss.
・It cannot plan damage across multiple turns, such as deliberately giving up a point with a weaker Pokémon to deal enough chip damage for your main attacker to secure a Knock Out next turn. It also struggles to combine multiple damage boosts, such as a Stadium and a Supporter. Together with the Pokémon Tool issue above, this means + does not win very often on auto-battle.
1.Bench attacks for 1 Energy or less
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2. Use Energy acceleration or recovery to attack twice with a heavy-hitting Bench sniper
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・Auto-battle does not choose 's attacks well, while is slow to set up and struggles to keep attacking. Both also have 190 HP or less, leaving and as the practical choices. Each has just enough HP to survive an attack from .
3. Ignore damage prevention to Knock Out
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・Attacks with the effect “This attack's damage isn't affected by any effects on your opponent's Active Pokémon.” can bypass 's damage prevention even when its coin flip is heads. With Weakness included, can Knock it Out in one hit for just 1 Energy.
Sample Decks
Chien-Pao ex / Suicune ex / Baxcalibur
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Main
Side
・This is already a favorable matchup, and a lucky roll can sometimes end the battle in a single turn.
・Every Pokémon in the deck can survive 's attack at full HP. You can therefore replace with , combining it with to pick off or before they evolve.
・The opponent has roughly a 3% chance of its ideal opening: attacking with on its second turn when going second. By comparison, your chance of opening with and getting two heads on on your first turn when going first is about 6.3%.
Hoopa ex / Darkrai ex
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Main
Side
・Use to deal chip damage. It is the only Basic Pokémon with a 1-Energy Bench attack and at least 130 HP.
・Keeping up with the opponent's setup speed requires wasting as little Energy as possible, which is why the list includes .
Luxray / Zeraora
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・Its damage lines up neatly with the opposing Pokémon's HP. It can potentially Knock Out as early as your second turn when going first, making it effective in a race to set up.
・Unfortunately, auto-battle will not use the opponent's , even though it synergizes with by discarding Energy.
Mega Gallade ex / Sawk
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・ can reliably Knock Out .
・If takes damage from once, can reach 200 damage at full power and Knock it Out in one hit.