This idea came to me as I was thinking about the best way to make Zoroark GX shine without creating redundancy by having too many attackers and by having a way of uncapping Zoroark GX's damage output per turn.
*This current list reflects changes & discussion up to 10/8/17.
Pokemon x22
Decidueye GX x4
Dartrix x2
Rowlet x4
Zoroark GX x3
Zorua x3
Tapu Koko Promo x2
Tapu Lele GX x3
Hoopa x1
Supporter x14
Sycamore x4
N x3
Guzma x3
Mallow x2
Brigette x2
Item x17
Rare Candy x4
Ultra Ball x4
Choice Band x3
Float Stone x2
Rescue Stretcher x2
Field Blower x2
Energy x7
DCE x4
Rainbow Energy x3
I think the idea is fairly simple. Early on you focus on Zoroark GX to access draw power, consistency, and Mallow to grab things like Rare Candy/Decidueye or your energy cards since you will be wiffing energy a lot. If you can build up 3 Decidueye GX with a full bench, Choice Banded Zoroark GX will be hitting 150 + 60 from arrows for 210. You now have an answer for 1 hit KOing everything up to 210 without a single flying flip.
I think Mallow is essential in this deck due to how easy it is to get Rare Candy/Decidueye and access to any resource you're missing at the time. With a lot of 2 ofs and 3 ofs, you aren't always going to have everything that you need at all times.
For this deck in particular, I am willing to give in to the 2 Brigette argument. If you don't set up Decidueye, you don't win. You can't wiff Decidueye GX any game and make a late game recovery like Gardevoir GX can.
Tapu Koko is here as a way to make it so that you don't absolutely need 3 Decidueye GX every game. 1 to 2 flying flips and 2 Decidueye GX will see you through every match up.
The 7 energy count is fairly standard for Decidueye GX focused lists, and I think it will be just fine here as well. Hollow Hunt GX has crazy synergy with Trade, and if you really need your energies back you can just Hollow Hunt GX for them. A lot of options with this deck.
*This current list reflects changes & discussion up to 10/8/17.
Pokemon x22
Decidueye GX x4
Dartrix x2
Rowlet x4
Zoroark GX x3
Zorua x3
Tapu Koko Promo x2
Tapu Lele GX x3
Hoopa x1
Supporter x14
Sycamore x4
N x3
Guzma x3
Mallow x2
Brigette x2
Item x17
Rare Candy x4
Ultra Ball x4
Choice Band x3
Float Stone x2
Rescue Stretcher x2
Field Blower x2
Energy x7
DCE x4
Rainbow Energy x3
I think the idea is fairly simple. Early on you focus on Zoroark GX to access draw power, consistency, and Mallow to grab things like Rare Candy/Decidueye or your energy cards since you will be wiffing energy a lot. If you can build up 3 Decidueye GX with a full bench, Choice Banded Zoroark GX will be hitting 150 + 60 from arrows for 210. You now have an answer for 1 hit KOing everything up to 210 without a single flying flip.
I think Mallow is essential in this deck due to how easy it is to get Rare Candy/Decidueye and access to any resource you're missing at the time. With a lot of 2 ofs and 3 ofs, you aren't always going to have everything that you need at all times.
For this deck in particular, I am willing to give in to the 2 Brigette argument. If you don't set up Decidueye, you don't win. You can't wiff Decidueye GX any game and make a late game recovery like Gardevoir GX can.
Tapu Koko is here as a way to make it so that you don't absolutely need 3 Decidueye GX every game. 1 to 2 flying flips and 2 Decidueye GX will see you through every match up.
The 7 energy count is fairly standard for Decidueye GX focused lists, and I think it will be just fine here as well. Hollow Hunt GX has crazy synergy with Trade, and if you really need your energies back you can just Hollow Hunt GX for them. A lot of options with this deck.
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