POKEMON (15)
4 Heatmor (Dragon Storm 7/53)
4 Salandit (Dragon Storm 9/53)
3 Salazzle (GRI 16/145)
2 Oricorio Salsa (GRI 14/145)
2 Seviper (BUS 50/147)
TRAINERS (35)
4 Cynthia
3 Judge
3 Guzma
4 Choice Band
3 Nest Ball
3 Super Scoop Up
3 Exp. Share
3 Ultra Ball
3 Energy Switch
3 Escape Board
3 Commandment Shrine
ENERGY (10)
10 Fire Energy
...click here to go to the Dragon Storm translations/scans
STRATEGY
Evolve a Salandit to burn (and poison) the opposing mon. Then attack with Heatmor that same turn to deal enough damage to hopefully OHKO most GX mons (those with 190 HP or less) with a Choice Band attached and Commandment Shrine stadium in play. Even non-GX mons with 150 HP or less can be OHKO'd, after burn and poison are applied, such as baby Buzzwole, Mewtwo, Malamar, Garchomp, Lucario, among many others.
Salazzle also serves as a backup attacker, albeit with a slightly higher attack cost, self energy discard effect, and less damage output, but at least she does not require the foe to be burned in order to attack, unlike Heatmor.
Oricorio is the ideal starting pokemon to reliably get a Heatmor and two Salandits on the bench (or whichever combination of them makes sense at the time) as soon as possible.
Seviper boosts Heatmor's Blackening Breath power (after burn/poison applied) to at least 200 or 210 if I have one or two Sevipers in play, respectively, and assuming choice band is attached to Heatmor and commandment shrine stadium is in play, and assuming the opposing GX mon has been on the field for at least one turn so far. For non-GX mons, 160-HP targets such as Empoleon and Alolan Exeggutor, among others, can be OHKO'd with just one seviper on my field.
Cynthia and Judge are the best options I can think of for draw support, but I'm sure there are superior alternatives. I just don't want to have to discard cards in order to draw cards, as I currently have no way of getting anything back from the discard.
Guzma lets Heatmor slay GX mons who think they're safe on the bench.
Nest Balls are essential in getting Heatmors and Salandits on the bench, in case I don't start with Oricorio,
Super Scoop Up, if luck is on my side, lets me keep burning the opponent without having to worry about drawing into (or fetching) another Salandit or Salazzle every turn.
Exp Share lets me send in Heatmor after Heatmor, with me having to only attach one energy to the Heatmor that's about to avenge its fallen comrade, in order to keep the Blackening Breath attacks coming along every turn. Since Blacksmith and Max Elixir are going to be rotated out, I assume this is the next best thing.
Choice Band for obvious reasons.
Ultra Ball to get Salazzles primarily
Energy Switch lets me potentially get off a turn-2 Blackening Breath with Heatmor in the case that he is not my starting active mon. All I need to do is attach an energy on the non-Heatmor turn 1, and then an Escape Board turn 2, and wala! Presto-attacko. Of course this doesn't work with Seviper in the case that it is my starting active mon since its retreat cost is two, but everything else only has a retreat cost of one.
In addition to the above reason, Escape Board also lets me swap out non-Heatmors in the case that I don't have a Heatmor on my bench immediately after something on my side dies.
Commandment Shrine makes it possible to OHKO 190 HP or higher mons, depending on how long the stadium and opposing GX mons have been in play.
CURRENT CONSIDERATIONS
Switch or Escape Rope trainer to let me still get heavy-retreater Seviper out of the active position, if it ever ends up there somehow or if I start the game with it there. I don't want to have to attach and discard a precious fire energy using Escape Board otherwise. Main problem is, I'm not sure which of the two I should use, though. Also, what to replace it with? Everything else seems so vital, and I've already trimmed from the Fire Energy count more than I'm comfortable with.
Wela Volcano Park stadium to replace Commandment Shrine, since the absence of Float Stone will make it slightly more difficult to retreat. Obviously Guzma will still be annoying, but hey, the opponent not having it that crucial turn is certainly possible.
PAST CONSIDERATIONS
Delphox FLI to replace Salazzle for burning the opponent every round. Can keep burning the opponent, as long as its in play, so it's much steadier, and I don't have to rely on Super Scoop Up as much, but Delphox being a stage 2 is kinda annoying since I then also have to make room for rare candies, and replacing a Guzma'd Salazzle just seems like it would be much quicker/easier than a Guzma'd Delphox.
Double Colorless Energy for Salazzle if no Heatmor is readily available for whatever reason.
Counter Energy for all my mons in case I'm behind in prizes and desperate for two fire energy.
CONCLUDING THOUGHTS
The chance to deal so much damage to both GX and non-GX mons without Heatmor being a GX itself rocks. Sure, it might be a struggle to consistently burn the opponent every single turn, but if you're facing a GX-heavy deck, you only need to make it happen three times, since the objective is to take those GX mons out in one hit with Heatmor. So even if you do go a turn or two without getting the burn off, that's okay because that opponent only gets one prize per kill while you get two.
FIX #1
-1 Salazzle GRI
-1 Oricorio Salsa GRI
-1 Victini Prism Star (Dragon Storm)
-3 Pokemon Fan Club
-1 Judge
-2 Fire Energy
-3 Float Stone
+2 Seviper GRI
+3 Guzma
+3 Nest Ball
+3 Escape Board
+1 Choice Band
4 Heatmor (Dragon Storm 7/53)
4 Salandit (Dragon Storm 9/53)
3 Salazzle (GRI 16/145)
2 Oricorio Salsa (GRI 14/145)
2 Seviper (BUS 50/147)
TRAINERS (35)
4 Cynthia
3 Judge
3 Guzma
4 Choice Band
3 Nest Ball
3 Super Scoop Up
3 Exp. Share
3 Ultra Ball
3 Energy Switch
3 Escape Board
3 Commandment Shrine
ENERGY (10)
10 Fire Energy
...click here to go to the Dragon Storm translations/scans
STRATEGY
Evolve a Salandit to burn (and poison) the opposing mon. Then attack with Heatmor that same turn to deal enough damage to hopefully OHKO most GX mons (those with 190 HP or less) with a Choice Band attached and Commandment Shrine stadium in play. Even non-GX mons with 150 HP or less can be OHKO'd, after burn and poison are applied, such as baby Buzzwole, Mewtwo, Malamar, Garchomp, Lucario, among many others.
Salazzle also serves as a backup attacker, albeit with a slightly higher attack cost, self energy discard effect, and less damage output, but at least she does not require the foe to be burned in order to attack, unlike Heatmor.
Oricorio is the ideal starting pokemon to reliably get a Heatmor and two Salandits on the bench (or whichever combination of them makes sense at the time) as soon as possible.
Seviper boosts Heatmor's Blackening Breath power (after burn/poison applied) to at least 200 or 210 if I have one or two Sevipers in play, respectively, and assuming choice band is attached to Heatmor and commandment shrine stadium is in play, and assuming the opposing GX mon has been on the field for at least one turn so far. For non-GX mons, 160-HP targets such as Empoleon and Alolan Exeggutor, among others, can be OHKO'd with just one seviper on my field.
Cynthia and Judge are the best options I can think of for draw support, but I'm sure there are superior alternatives. I just don't want to have to discard cards in order to draw cards, as I currently have no way of getting anything back from the discard.
Guzma lets Heatmor slay GX mons who think they're safe on the bench.
Nest Balls are essential in getting Heatmors and Salandits on the bench, in case I don't start with Oricorio,
Super Scoop Up, if luck is on my side, lets me keep burning the opponent without having to worry about drawing into (or fetching) another Salandit or Salazzle every turn.
Exp Share lets me send in Heatmor after Heatmor, with me having to only attach one energy to the Heatmor that's about to avenge its fallen comrade, in order to keep the Blackening Breath attacks coming along every turn. Since Blacksmith and Max Elixir are going to be rotated out, I assume this is the next best thing.
Choice Band for obvious reasons.
Ultra Ball to get Salazzles primarily
Energy Switch lets me potentially get off a turn-2 Blackening Breath with Heatmor in the case that he is not my starting active mon. All I need to do is attach an energy on the non-Heatmor turn 1, and then an Escape Board turn 2, and wala! Presto-attacko. Of course this doesn't work with Seviper in the case that it is my starting active mon since its retreat cost is two, but everything else only has a retreat cost of one.
In addition to the above reason, Escape Board also lets me swap out non-Heatmors in the case that I don't have a Heatmor on my bench immediately after something on my side dies.
Commandment Shrine makes it possible to OHKO 190 HP or higher mons, depending on how long the stadium and opposing GX mons have been in play.
CURRENT CONSIDERATIONS
Switch or Escape Rope trainer to let me still get heavy-retreater Seviper out of the active position, if it ever ends up there somehow or if I start the game with it there. I don't want to have to attach and discard a precious fire energy using Escape Board otherwise. Main problem is, I'm not sure which of the two I should use, though. Also, what to replace it with? Everything else seems so vital, and I've already trimmed from the Fire Energy count more than I'm comfortable with.
Wela Volcano Park stadium to replace Commandment Shrine, since the absence of Float Stone will make it slightly more difficult to retreat. Obviously Guzma will still be annoying, but hey, the opponent not having it that crucial turn is certainly possible.
PAST CONSIDERATIONS
Delphox FLI to replace Salazzle for burning the opponent every round. Can keep burning the opponent, as long as its in play, so it's much steadier, and I don't have to rely on Super Scoop Up as much, but Delphox being a stage 2 is kinda annoying since I then also have to make room for rare candies, and replacing a Guzma'd Salazzle just seems like it would be much quicker/easier than a Guzma'd Delphox.
Double Colorless Energy for Salazzle if no Heatmor is readily available for whatever reason.
Counter Energy for all my mons in case I'm behind in prizes and desperate for two fire energy.
CONCLUDING THOUGHTS
The chance to deal so much damage to both GX and non-GX mons without Heatmor being a GX itself rocks. Sure, it might be a struggle to consistently burn the opponent every single turn, but if you're facing a GX-heavy deck, you only need to make it happen three times, since the objective is to take those GX mons out in one hit with Heatmor. So even if you do go a turn or two without getting the burn off, that's okay because that opponent only gets one prize per kill while you get two.
FIX #1
-1 Salazzle GRI
-1 Oricorio Salsa GRI
-1 Victini Prism Star (Dragon Storm)
-3 Pokemon Fan Club
-1 Judge
-2 Fire Energy
-3 Float Stone
+2 Seviper GRI
+3 Guzma
+3 Nest Ball
+3 Escape Board
+1 Choice Band
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