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Healing through the meta game- the grass turtle- Turtwig GL!

 
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CyndaquilMaster
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Joined: 23 Mar 2010
Posts: 519
Location: Maine

PostPosted: Thu Jun 24, 2010 11:28 pm    Post subject: Healing through the meta game- the grass turtle- Turtwig GL! Reply with quote

EDIT: Is there a way to get images to appear? I can't get them to come up.



Think back to about a year ago. Rising Rivals is just about to come out, Flygon, Luxray, and company are all popular for cards to get. One card that got attention was Turtwig GL. It was looked at by people thought as good, maybe used in a pre-release and put in a binder. Some people like myself have tried to make Turtwig good as the concept is tantalizing, 60 damage then heal 60. The main problem that people have is they try to make an SP deck out of it. They put in Crobats and Alakazams with Brongzongs and the SP Engine. Let me tell you now, that could be a good idea in the next format, but for now it is a horrible idea. Yes, being able to manipulate damage to attack is good, but Turtwig can be taken out easily. The max a Turtwig can get in a SP deck is 110 HP with Snowpoint. Gyarados with an E-Belt and 2 Crobat Drops will OHKO it, any fire deck you meet is going to hurt you. Mewtwo X forces you to play Unown G or Toxicroak G. Jumpluff will hurt you, as well as Flygon with a full bench. The whole concept of Turtwig is to get enough HP so they can’t OHKO you, then you heal of all the damage you get. To do that you need Cards like Shaymin Lv. X and Expert Belt that you couldn’t fit in a SP deck. That way you have fairly good match-ups and can hurt fire decks also.

The List
2 Turtwig GL
2 Shaymin
1 Shaymin Lv. X
2 Cherubi SF
2 Cherrim (Sunny Day)
2 Baltoy
2 Claydol
1 Uxie
1 Azelf
1 Unown G

16 Pokemon

3 Roseanne’s Research
2 Pokemon Collector
2 Bebe’s Search
1 Palmer’s Contribution
1 Luxury Ball
4 Pokedex
2 Expert Belt
4 Pokemon Reversal
2 Switch
1 Warp Point
1 Pokemon Communication
1 Night Maintenance
1 Bench Shield
1 Dawn Stadium
2 Snowpoint

29 Trainers/Supporters/Stadiums

6 Grass Energy
3 Double Colorless Energy
4 Call Energy

10 Energy

Obviously you don’t have to have some of the T/S/S in here and there are also only about 58 cards as some of you have seen. After I explain the cards of this deck I’ll review techs that you can fill the remaining couple spots and replace with some of the trainers.

Turtwig GL


The most important card of the deck. It allows you to do 30 damage for a Grass and a DCE and remove 30 if he has any damage in him. His Pokebody allows you to do 60 Damage and heal 60 if you have 3 or more damage counters on you. This can be very versatile as if they can’t manage the 90 damage to OHKO you they can almost not KO you, if they can sustain 70-80 damage for 2 turns, which many can, they can KO your Turtwig. This is where Turtwigs helpers come in.







Shaymin (Landforme) PL


The basic form of Shaymin, only used for Leveling up into Landmin Lv. X. Both are great choices for the base form. The non-holo has a no energy attack and 10 more HP. This can be good to avoid donks as the other is 10 HP less at 70 HP, this can be dangerous as a good hand for a Sablelock player can donk it. The other good note is that if you get the unfortunate Shaymin start, you can attack without wasting an energy. The highlight of the second Shaymin is that you can do 10 and make the opponent sleep. This can be great as you can get the extra turn you need to set-up. Also that energy can be used to retreat Shaymin Lv. X later. Both are good options who have their good points, just stay away from the growth one because that adds nothing to the the deck.













Shaymin Lv. X


Ok so one of the best partners for Turtwig Gl. Not only does it have the ability to charge up any Pokemon on your field, it gives all Grass types +40 HP. That means your Cherrims and your Turtwigs have 120 and 130 HP respectively. This gives Turtwig a huge boost as it now needs to have 130 damage done to it to OHKO it. Also it needs 70 on it to activate the body. This is bad because you still have damage on you after you attack, that’s why you play damage multipliers like the following.


Cherrubi SF
http://pokemon.marriland.com/images/cards/sf/big/sf_56_cherubi.jpg
Obviously this isn’t the card I was referring to above but it is the base form. You want a SF or a DP Cherubi. The DP lets you put your opponent to sleep like the Shaymin above. The SF however has the ability to donk if you’re extremely lucky. Whichever one you use, you’ll have a good Pokemon if you have to start with it.


Now this is the one that has extra damage. It’s a simple concept, the more damage you do the more you heal. Now that 70 damage that was done to Turtwig can be completely healed with one Cherrim in play. It also has a free energy attack that can heal minorly, Either way you can do up to 80 and 50 regularly with 2 Cherrim in play. This is also important because Machamp will severely harm you if you played all basics.

Baltoy GE
http://pokebeach.com/scans/great-encounters/60-baltoy.jpg
It doesn’t really need an explanation as it is possibly the best Baltoy, as long as you don’t use Moonlight or Miasma, to evolve into Claydol. It has a Weakness to Grass which is a lot less popular than Psychic making it a lot better just on that.

Claydol GE
http://www.pokebeach.com/scans/great-encounters/15-claydol.jpg
Ok, if Baltoy doesn’t need any explanation then this definitely doesn’t need any. Since it came out early 2008, Claydol has been the main source of drawpower. On its last legs in the format, it still is the best form of draw power. You have a great chance of getting the cards you need, whether it be an Expert Belt or a Shaymin.

Uxie LA
http://www.collectorscache.com/StoreModules/ProductImages/669/uxie43.jpg
Again not much explanation, this card is able to get cards early on if you can’t get Claydol. It’s a great way to recover from a bad start, as you can draw 4-5 cards and replenish your hand, hopefully drawing a Bebe’s or a Roseanne’s in the process. It also helps late game if your Claydols got KO’d. The last part is little but is worth discussing. It is that a Gengar SF fainting spell will have no effect once you put Uxie on the bottom. You can possibly do 40 damage to finish of a Gengar with 7 or more damage counters on it.

Azelf LA
http://www.pokebeach.com/scans/legends-awakened/19-azelf.jpg
The famous 3 seem to always be Unown G, Uxie, and Claydol. This guy is usually forgotten when it comes to top ranked cards. Being able to pick out a prized Pokemon is great. Because you run a 2-1 Shaymin, you want him in here to pick out your Shaymin and any techs you want to use. One in here is a necessity when it comes to Turtwig, as it becomes harder win without Shaymin. It also lets you get a Pokemon faster if all you have is Azelf. If you have a Baltoy on the Bench a Turtwig active, but no way to get Claydol you could be in a tight situation. Using Azelf you could get a Claydol or an Uxie, something to get you started. Its uses are huge, as it’s a big part in any deck.

Unown G
http://pokegym.net/gallery/displayimage.php?imageid=33245
Now this is one of the most used cards in here. Against Machamp you’ll have trouble, but you’d prefer to use Cherrim with an E-Belt as you can deal 60, and heal 20. If you can’t get any Cherrims out for some reason, it’s great for this. The fading Gengar SF can also hurt you if you don’t play it. The final reason to include him is a new concept with VenomChomp, preventing that Poison from Crobat is huge, as you’ll have 80 on you after you attack. It can really mess with you as they can snipe your Shaymin then poison you until you can’t recover.

Roseanne’s Research
http://www.pokebeach.com/scans/secret-wonders/125-roseanne's-research.jpg
Basically the best supporter to have in your starting hand for most decks. You only run around 6 Grass energy in the deck so you really need 3 here. It also allows you to get important basics like Turtwig and Baltoy, then Shaymin and Cherubi. Those should usually be the order you take them, but you really want the first 3 at once, that’s where the next card fits in. These can also be used late game when you need a Grass Energy to recover after a KO.

Pokemon Collector
http://www.sixprizes.com/images/Pokemon-Collector-HeartGold-SoulSilver-HS-97.jpg
An advanced version of Roseanne’s Research, this allows you to get Baltoy, Turtwig, and Shaymin on the first turn. You may ask, why is there more Roseanne’s than Collectors in the deck? In fact if they’re so good, why is Rosey in there at all if Collector’s so good? Well the problem with Collector is that it can’t search out Grass Energies. Because you run so few in the deck you need to run 3 Roseanne’s and you don’t need that many Collector.

Bebe’s Search
http://www.pokebeach.com/scans/secret-wonders/119-bebe's-search.jpg
Way back in the days of Mysterious Treasures this came out. Basically it is one of the best, if not the best, card to search Pokemon. It allows you to put a card on top of your deck and get a Pokemon. You can get that Claydol for your Baltoy, or that Shaymin X that you really needed. There’s not much to discuss but with so many different types of Pokemon that are important to you want at least 2 in the deck.

Palmer’s Contribution
http://pokebeach.com/scans/supreme-victors/139-palmer's-contribution.jpg
You want 1 in here as it lets you recover if your Shaymin or both Turtwigs are KO’d. Even if your Cherrims are gone it hurts. Losing any of your field is a huge hit that you don’t want to take. You could use 2 Night Maintenance but Cursegar is a popular deck and you may not be able to use the Trainer Night Maintenance.

Luxury Ball
http://www.pokebeach.com/scans/stormfront/86-luxury-ball.jpg
This is a staple in all decks, no matter what. It’s a wild card that allows you to search out any Pokemon in your deck. It’s like a Bebe’s, but you don’t use your supporter for the turn and you don’t have to put a card back.

Pokedex
http://www.pokebeach.com/scans/diamond-and-pearl/111-pokedex-handy910is.jpg
This is a preference of mine and, like I said, you can modify it by taking these out for some of the techs that will be mentioned. It allows you to quickly draw through your deck and get good cards you couldn’t before. Now you might get that Roseanne’s you needed for game or that Claydol you needed to set-up. It also thins your deck late game so you have a greater chance at drawing what you need with Cosmic.

Expert Belt

This is a great card in the deck and I might even suggest putting 3 in. It allows you to put your max HP to 150, and do up to 100 damage. Now if they put you at 90 or above you do 100 (with 2 Cherrims in play). Unless they hit for a constant 130, they’re not going to KO you. It also allows your other Pokemon to hit for 20 damage like Cherrim. Although, unless it’s for the win, you don’t want to attach this to one of your Pokemon as your opponent takes 2 prizes.

Pokemon Reversal
http://www.collectorscache.com/StoreModules/ProductImages/810/pokemonreversal99.gif
I really like this card in the deck. It allows you to drag up other Pokemon like Claydol, who conveniently has your weakness. You can also drag up something to stall, like Claydol. The nice thing about this is that you have complete control of their field. The downside is you have to flip. The luck sometimes pushes people away from this card, but it’s worth it IMO because you’ll get 2 heads on average, which is enough to cripple an opponent if used right.

Switch
http://pokebeach.com/scans/stormfront/93-switch.jpg
Not a card I generally recommend, but you run a Shaymin Lv. X. You want to be able to either Switch your active then retreat using Shaymin’s retreat cost, or retreat your active, level up, then Switch. This allows you to attack without that 1 turn wait. This can hurt as you leave your relatively weak Shaymin out there for a turn while your opponent hits him for a lot of damage. Another plus is that you have 6 options to get a Claydol back using 2 Switch, your Warp Point, or any of the 3 DCE you use.

Warp Point
http://www.pokebeach.com/scans/majestic-dawn/88-warp-point.jpg
This card is great for disruption and for getting important cards back. A Claydol like I mentioned earlier is a bad thing to have out in the active spot, so just warp him away. If you can’t KO something with one prize left, Warp Point and attack the other Pokemon for the possible win. The ways of disruption are endless for this trainer.

Pokemon Communication
http://pokebeach.com/scans/heartgold-and-soulsilver/98-pokemon-communication.jpg
This is Bebe’s with the exception with the requirment to put a Pokemon instead of any card. The reason to play this card is that you can play it as well as a supporter, as it’s a trainer. Other than that, you can look at Bebe’s a few cards up to figure out why you should play this card.

Night Maintenance
http://pokebeach.com/scans/secret-wonders/120-night-maintenance.jpg
This is much like Palmer’s but is a trainer and gets 3 Energy or Pokemon instead of 5. You should put a 1-1 line of NM and Palmer’s, as, like I said Cursegar can hurt you if you just play NM. This also allows you to get 8 Pokemon or Energies in the game total. This is enough recovery, as you have an average of 130 HP throughout the game.

Bench Shield
http://pokebeach.com/scans/arceus/83-bench-shield.jpg
This is needed much more in here with so many bench-sitters in the deck. A snipe from Blastoise or Garchomp can cripple your Claydols and Shaymin. Then they an attack Cherrims while a weak Turtwig tries to attack by Doing 50 damage with a max HP of 130.


Dawn Stadium
http://www.pokemontradingpost.com/images/MajesticDawn/79_Dawn_Stadium.jpg
Really helps against decks like Crobat and Glistomb. Neither of the decks are that popular but Crobat might see a lot of play from people trying to make it good. It also heals Pokemon and either way knocks out one of your opponents Stadiums.

Snowpoint Temple

Yet another way to add HP to Turtwig, 170 total now. This is extremely important because it really puts Turtwig at a high position in battle. They have to consistently hit you for 130 damage when you have your set-up complete. It can be knocked out, yes, but you can also take out important stadiums of theirs like BTS in Gyarados and Moonlight in Cursegar. Snowpoint adds so much to the deck that it deserves 2 spots in the deck.


Grass Energy
Don’t think I need to post a link to this one, if you don’t know what it does, you just started the game and have no cards of your own. Basically the Energy needed to make this deck run.





Double Colorless Energy

Made the deck playable, without this Mr. Mime would be a necessity. It allows Turtwig to be fully functional in 2 turns. Without this you would have to wait 3 turns to set up a Turtwig while building up a Shaymin. Now you can easily get a Turtwig running with a Shaymin by turn 3, and 2 Cherrims by T4. You really only need the Turtwig because as soon as they put 30 damage on you, you’re dishing out 60. With DCE you can do that easily, in the turn where you play your first energy, you play Shaymin, retreat whatever you have played, send out you Landmin level up, play one of your 3 Switching tools, and send out Turtwig. Then you attach the DCE and right away you’re killing them while they barely scratch you. It can also surprise your opponent, and allow you to get a KO they weren’t expecting.

Call Energy
http://www.sixprizes.com/images/Call-Energy-Majestic-Dawn-MD-92.jpg
OK, you don’t want to be left with only one basic out there right? Of course you don’t. Call energy becomes very important in the deck. It prevents you from becoming donked, and allows you faster set up. Even if you can’t get donked you could get a horrible start like Uxie, Baltoy, or Unown G. This makes a Shaymin start good, Call for Turtwig and Baltoy, level up and retreat in Turtwig. Attach and in two turns you are hurting them badly. If you don’t want your Turtwig vulnerable then you can get 2 Cherubi. Any Pokemon can be a good start with Call in the deck, and it becomes increasingly important with no starter in the deck.



Techs

So now I talk to you about possible cards you could put in your deck. Some of these may make sense and some you will only put in if you can’t get some of the other cards. Either way, if you need to fill those holes in the deck, or don’t like some of the above cards, you should put these cards into consideration as they all have something to offer.


Tangrowth Lv. X
http://pokebeach.com/news/1009/99-tangrowth-lv.x.jpg
This card is a good choice for recovery. It allows you to, for one grass energy, to take as many grass energy you find in your discard and attach them to your Pokemon. This is great late game when you have a bunch of grass in the discard and you need energies fast. It can also help you against Snipe, Spread, and decks that hit for high damage. Against sniping Pokemon like Garchomp it can help by making that snipe 40, spread can hit a few Pokemon but won’t reach its full potential. The high damage decks like Machamp maybe can 2HKO Turtwig. The 40 heal is great as they can’t 2HKO you and are 10-20 damage short. The problem with the power is that it requires a flip which I’d rather not risk the game on. Cards like SSU are worth it because you can use them 2-3 at a time. With Healing Growth it’s hit or miss. The main problem with its attack is that you run DCE and it already takes 2 turns to get a Turtwig fully powered out. In that time you could attack with maybe Cherrim which doesn’t have a bad attack, 30 for nothing. It has some good points more than a few bad points, but what you really need to look at is that Cherrim is not the only Machamp counter, as Cherrim will fall rather fast to a couple Hurricane Punches dishing an average of 120 damage while you’re doing 60 at most with a belt.

Sunflora LA/Cherrim UL
Not going into much detail here as this is about as low as I’ll go for techs, no scans or links. They just heal a damage counter from your grass types, Sunflora is slightly better with its healing every type, but, like I said I’m not going to go into much detail as you should know that there is more options for healing even if they’re terrible. Don’ t use unless you can’t afford anything else. Moving on.

Sableye SF
http://pokemon.marriland.com/images/cards/sf/big/sf_48_sableye.jpg
Since there isn’t any actual starter this is worth considering as you can start using supporters from T1. This gives you something to get the deck moving faster, and something to set up with as you’re powering up Turtwig. In fact it can get you a Turtwig. It moves the deck much faster and is definitely worth considering.

Sunflora HS
http://www.sixprizes.com/images/Sunflora-HeartGold-SoulSilver-HS-31.jpg
An exact replica of the Pokepower that helped win Worlds last year only a Stage 1. It can really get Grass types up and running. The main problem is that it requires a bench space that is usually occupied by an Uxie or a Claydol, you don’t want to give up your Claydol for Sunflora so this is a good cheap option that is better in the next format.

Leafeon RR and Leafeon Lv. X
http://pokebeach.com/scans/rising-rivals/45-leafeon.jpg
http://pokebeach.com/scans/majestic-dawn/99-leafeon-lv.x.jpg
These two work very well together as they accel energy and get healing done. They’re paired together because one levels up from another. There is good to come from this, but you already have to get 1 Lv. X out and maybe 2. Putting another one in could mess up the speed of the deck even if it could be a good late game finisher.

Crobat G
http://pokebeach.com/scans/platinum/47-crobat-g.jpg
Another wonderful way to get more damage on your opponent’s Pokemon. It allows 10 damage short to be the right amount. It can also, with the help of Poketurn, KO benched Pokemon with damage on it that your opponent retreated. This is a great surprise factor, but, like Sunflora, takes up a bench spot. It’s better than Sunflora so it’s up to you if you want to use it.

Luxray GL Lv. X
http://www.sixprizes.com/images/Luxray-GL-LV.X-Rising-Rivals-RR-109.jpg
What would an article not about sniping be without Luxray. Unless you’ve been living under a hole you know what Luxray does. It allows you to bring up a benched Pokemon and allow for usually a prize and maybe a set-back. With the help of Poketurn, mentioned below, it allows Turtwig to KO a Pokemon your opponent wanted on the bench. A common example is dragging up Claydol, Poketurning, and Koing the Claydol. Luckily Turtwig happens to be grass. And Claydol just happens to be weak to Grass. So with and Expert Belt and one Cherrim you can KO a Claydol. That’s without factoring the damage on Turtwig.

Poketurn
http://pokebeach.com/scans/platinum/118-poke-turn.jpg
Allows you to return an SP like Luxray, Crobat, and Turtwig back. This has many uses. It allows you to pick up a Crobat for extra damage. You can pick up a Luxray after a Bright Look to KO with Turtwig. You can also pick up a damaged Turtwig that can’t quite heal the damage off. It has so many uses, but should only be used if you use one or both of the two above. Note that using any of these 3 takes up a minimum of 5 spots, 4 turns and 1 Bat, 6 spots if you use Luxray, and 7 if you use all of them.

Pluspower
http://www.pokebeach.com/scans/secret-wonders/121-pluspower.jpg
The same concept as Cherrim, do more heal more. This is great for the deck to get unexpected knock-outs, but does get discarded at the end of your turn. It’s good but Expert Belt should be sufficient. Unless you have trouble with high HP high damage decks, you might want to think about this a long hard time.

Poke blower +
http://pokebeach.com/scans/stormfront/88-poke-blower-+.jpg
I reviewed Crobat G, Luxray GL Lv. X, and Reversal so I think this deserves a look at. It allows you to play 1 and flip a coin. If heads it’s a Crobat G, if tails you wasted it. If you want reasons this is good look under Crobat G, the only problem is that you have to flip. The big part is that you can have a Successful Reversal or a Bright Look If you play 2 at the same time. The choice on what to use is up to you. Poke blower can be sure thing but needs two. Luxray is the most reliable but requires a precious bench space. And finally Pokemon Reversal can be used fast but has a 50% chance of failing. Whatever you choose is a matter of preference.

Metapod HS
http://pokebeach.com/scans/heartgold-and-soulsilver/46-metapod.jpg
This is a relatively new tech to Grass decks that could have many uses. Eliminating the Fire weakness is big because Turtwig, like all SP’s, has a x2 weakness. It does however take up a bench space which is vital to the deck, as I’ve said before. Match-ups like Luxape and Blazeray can be improved as well as Charizard. Although, Fire types have seen little play so far, with types like Water, Fighting, and Psychic dominating. If Charizard is big in your area you definitely want to include a 1-1 tech of this. Don’t play Butterfree as it doesn’t add to the deck that much.

Manetric PL
http://pokebeach.com/scans/platinum/11-manectric.jpg
This is yet another tech that fits in well with the deck. It’s basically a Bench Shield for the entire bench except for itself. Attaching a Bench Shield to this, forces your opponent’s Garchomp or Blastoise go for Turtwig which works out in your favor. The more important part is that you have 3 important bench sitters, and being able to keep them in for 4+ turns should get you 2 prizes at least. Another great feature is that Manetric has free retreat, so you can send him up and set up another Turtwig and just retreat him back. The one turn that Turtwig isn’t able to attack is made up by the fact that he should have 130-150 HP. If you haven’t already overextended yourself with the techs above try to fit in a 1-1 line of this.

That’s it for Techs, there are more I could have mentioned and more I forgot, but those are some of the best (with the exception of the 2, 1 damage healers), now I’m not quite done, time for some match-ups.


Match-ups (Turtwig’s chance of success versus theirs, in that order)

Luxchomp 20-80
This one will be tough, they constantly bring up your bench sitters while sniping everything else. Many of your Pokemon are at the magical 80 HP so they’re vulnerable. Your best bet is to Bench Shield your Shaymin and tough it out against Luxray. You really need to get going fast and force them to attack Turtwig. If they can’t bring up Shaymin, then their sniping chances diminish. Otherwise, you could run Ambipom and Toxicroak with Psychic Energy to counter and make it 40-60 but it might be overkill. Those are very specific techs so they would not be mentioned above.

Luxpluff 60-40
They may take advantage of your large bench but they’re fragile and can’t quite KO Turtwig. They can hit you for 140 max, you heal 100 at the best and 90 average. Doing that much will eventually KO them or do it right away if they don’t have a Belt. The main part is not getting out sped, if you do it could be disastrous. Once you get set up which should be T3 by the latest they can’t beat you. A T2 Turtwig is average and you should plow through them.

Blazeray 20-80 (35-65 if Metapod is used)
It exploits your weakness by a lot. Blazeray disrupts you bringing up Shaymin 2 different ways with Luxray and Blaziken. Being Burned Shaymin takes 40 extra damage. Plus most of your Grass types have x2 weakness to Fire. Blaziken can OHKO you with 1 Crobat drop, if you have all your HP boosters in. If you play Metapod, then you avoid that, but the disruption they bring is a lot, as they can just drag up Metapod and KO it without the x2 weakness. You’re hope here is to get out Turtwig and Metapod, and hit for 60-100 with belts and Cherrims, that way they can’t KO Turtwig and you hitting them for 100-140 in return thanks to Jet Shoots recoil.

Palkia Lock 60-40
They can lock you but they need to set up to attack. It takes a minimum of 3 turns to get a fully powered Palkia up. Their attacks don’t hurt you much as you have Bench Shield for Shaymin and Cherrim has 120 HP with Shaymin in play. The only Pokemon they can snipe now is Claydol. With Manetric they can’t do anything, except hit Turtwig for 60 at the most. You hit them back for about 50-70 so they’re getting no where. You just need a Collector and a Bebe’s to set up so the lock won’t hurt that much, but if you get a bad hand you could almost auto-lose. Just remember they have 4 turns of locking before they spray and 3 of them are attaching energy.

DialgaChomp 70-30
Last SP variant here. The sniping problem is nullified if you play Bench Shield as well as Manetric. Dialga hurts your healing as they reduce damage a lot. Still you’re doing 50-60 damage on average while they’re doing a max of 100 (if they play E-Belt). You can out tank them because Turtwig’s an SP therefore, not getting its body shut-off. The only way you can really auto-lose is if they flip heads on Remove Lost as your DCE goes bye-bye. Other than that, you don’t rely on Trainers so Deafen won’t hurt you, and it doesn’t do enough damage for Snowpoint Temple’s absence to hurt you.

Flygon 50-50
This match-up isn’t exactly good, but it doesn’t hurt you as much as you’d think. They can eliminate Snowpoint all game long so you are stuck at 150 HP. They are able to OHKO Shaymin with Extreme Attack, but you should be able to get Manetric or a Bench Shield before they are able to Extreme Attack. The maximum damage they can do is 130 Damage with a full evolved bench and an Expert Belt. Luckily you heal that damage and hit them back for 100. They can KO you back afterwards, sure, but the likelihood of them having a full bench of evolved Pokemon is slim. They will probably have a Pixie there somewhere, and getting the basic and at least the stage 1 is a hard thing to do. You will set them back by 2HKOing a couple of Flygon’s while you fight back. With Machamp it hurts a little, but you have Cherrim that can get 140 HP, so you can probably KO a Machamp. You’ll probably lose if the deck is Flychamp but your odds are still 35-65.

Charizard 35-65 (60-40 w/ Metapod)
This is a really bad match up if you don’t play Metapod, they can KO your Turtwigs all day long thanks to the x2 weakness. They can do 160 for 1 Fire and a full bench. This is more if they use 3 Energy. With Metapod, the most they are doing is 130. This is a straight Power deck, so you should have no problem if you get around the weakness. They can’t OHKO you and a couple Giga Drains should win you the game.

Donphan 70-30
They can’t be brought into late game, but unfortunately for them you have many high HP basics. They’ll lose steam halfway through and you’ll have the upper hand. A Shaymin Start almost wins you the game as you can level up and send out Turtwig. They can’t handle your high HP and healing abilities and they’ll run out of steam quick.

Blastigatr 75-25
Manetric with a Bench Shield is all you need. They are forced to attack your Turtwig for 80-100 depending on Expert Belt. You heal 100 damage and they can’t recover from that. Plus, you can reversal up their Feraligatr and OHKO it due to the x2 weakness. Blastigatr will need to snipe the Manetric before it can get a Bench Shield. You should easily get out Manetric though as Blastigatr is slow and needs Spiritomb to get going.

Gyarados 65-35
They need about 3 turns to set up which you should be completely set up or very close to it. They can’t do enough damage to hurt you that much. The only thing you have to look out for is the Luxray dragging up Shaymin. Even without Shaymin you still have a good shot at winning as they do 90 with E-Belt. You can easily heal that damage back and they can’t stop you even if they recover quickly.

Kingdra 80-20
Again good odds here, as much like Donphan it looses a bit of steam towards the end. Unlike Donphan however, it can’t attack for as much 60 at most for Kingdra Prime. This doesn’t have many tricks up its sleeve, you’ll only have trouble with the bench damage combined with Spray Splash, otherwise this is probably the easiest match up you have.

Cursegar 60-40
This is an OK match-up here. They can constantly wall against you, but they can’t do enough damage. Mr. Mime and Spiritomb don’t work, Shuckle SW does but no one plays it in Cursegar. Overall the Leveling Down won’t matter as you heal the full 80 they do and dish it out on Tombs and Mime’s. Note here that you need 3 Energy Cards on Turtwig as 1G and 1 DCE are 3 Energy but 2 Energy Cards.

Plox 40-60
Unlike Legos they constantly Lock you. If they get an early lock going and you can’t get out a Turtwig you almost always lose. However, if they can’t the T2 lock going you plow through Plox as they are much like Gengar with a max of 80 damage. A Gallade can be devastating though, as they can do up to 180 damage. If you have a fully powered Turtwig HP wise, you should win the game from there as they’ve done all they can do. Plus this allows you Cosmic Powers to get that Turtwig back.

Shuppet 75-25
The sole reason I made the deck. Shuppet like the 2 other donk decks runs out of steam. Eventually it hits a wall where it can’t KO Shuppet. As my friend I faced in Cities said, “How do you kill something that‘s immune, without a silver bullet.” I know, doesn’t make sense, but he was frustrated as he did 90 damage which Turtwig healed. He used all his resources and in the end couldn’t do anything, which is what will happen eventually against any Shuppet deck.

Sablelock 30-70
Disruption is not a good thing for any deck, Sableye’s disruption abilities really hurt Turtwig as you can’t get a Shaymin or Turtwig going if they pick of your hand. The Garchomp and Honchkrow are taken care of if you get Manetric out, the problem is that you might not get it out. If you manage to get set up, you should take care of this deck as it has little damage output which will get swallowed up by Turtwig. You could use Sableye yourself to get Collectors and Roseanne’s but the cards you get with it might disappear before you start your next turn.

So that ends my first article, it might not be the best but the deck is good. It has good match ups, but a bad match-up to Luxchomp hurts it. It hasn’t been in the spotlight at all since it was released and deserves some attention. Thanks for reading, hope you enjoyed it.
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Last edited by CyndaquilMaster on Wed Jun 30, 2010 8:34 pm; edited 2 times in total
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PokeChamp
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PostPosted: Wed Jun 30, 2010 5:38 pm    Post subject: Reply with quote

To put images up, put [img] in front of the image link and [img] behind it.

Cool article, from the master of Turtwig nonetheless. Razz
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