Feraligatr Prime

BubbleTea

Bubble Tea and Matcha Ice Cream
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What should Feraligatr Prime be paired up with??

Here are some stuff that can be paired up with it:

BTW Floatzel GL Lv X can be teched into pretty much all those decks except for magnezone and rescue energy also works wonders in those decks

Magnezone Prime : Strategy is to attach the energies on feraligatr and attack with magnezone using Lost Burn and send the energies on gatr to the lost zone dealing 50 for every energies you zoned.

Blastoise UL : Strategy is to rain dance the energies on blastoise and snipe for a 100 over and over again. You guys probably already know the strategy

Blissey PL and Blissey Prime : Strategy is to tank with Feraligatr and probably some other supporter pokemon and constantly heal using blissey platinum and blissey prime comboed with unown return.

Suicune & Entei Legend : Strategy is to snipe with SEL kinda like blastoise. The thing is that it can benefit from indigo plateau and using legend box and jirachi RR as a starter can speed up things tremendously. Can also tech in Kyogre Groudon Legend for more sniping abilities and disruption

Lanturn Prime : Strategy is to attack with lanturn prime using feraligatr's rain dance to attach as many energies as possible to get the KO's. Has issues against donphan but it can somehow be balanced out since lanturn can ohko donphan and sunnyshore city gym can help tremendously.


Other ideas exists such as feraligatr paired with the followings:
-Leafeon Lv X
-Golduck TR
-Wailord TR
-Kyogre Groudon Legend
-Octillery PL
 
Golduck TM + Unown Return from HGSS. Attach 4 Energies to Golduck TM and heal 80 HP, use Unown Return to get back those Energies and reattach them to your Pokemon in any way you want.

KGL's Mega Tidal Wave requires 2 Water and 2 Colorless. It can be set up in 3 turns without Gatr Prime even, but with Gatr Prime it'd probably go faster by a bit if you get the right topdeck.

I like the idea of KGL + Gatr Prime for fast spread / deck destruction / deck disruption.
 
Best is Magnezone. It has a great 'power (almost an Uxie per turn, which is great), it has 140 HP, and you can use a bunch of power all at once to knock out one 'mon instead of being just 10 short sometimes (with the other ones, it happens). Obviously, its weakness to fighting isn't great, but a rescue energy plus BTS helps this problem a lot.
Blastoise is set to 100 or 120 with a belt; also, it has 120 HP (big difference, since it's a OHKO often against Luxray GL X or jumpluff, etc.). Having to take 2 turns to KO a main attacker means you get KO'd first. This is just sort of a weaker form of Magnezone; sicnce that'll be hitting for at least 100 per turn in a good deck.
With Blisseys, a limited # of SSUs and Unown Returns (and, for that matter, bench space) makes it less viable. It can stand on its own, but a deck that can OHKO it (*cough* Magnezone prime *cough* :p) will basically be an auto-loss.
SEL has electric and water weaknesses; also, it can't get at the main attacker and can be tricky to set up sometimes (although it is receiving much more support). It's a good option, but still has common weaknesses and 2 prize cards for defeating it is more risky than I'd care to gamble on, specially with Machamp SF out there for a 1-energy OHKO.
Lanturn is good too, bt has a low HP and will be OHKO'd often and does not have the great 'power magnezone does. It requires more energy, and unless you want a whole lot of energy in your deck, it won't be hitting for massive numbers every turn.
 
Problem with using Magnezone Prime is that you lose all the energy you send to the Lost Zone. You won't be able to get those Energies back with Fisherman or anything.

However, I suppose that 2-3 Energies Lost Burned per turn would be enough to OHKO anything on the field. So if you run around 15 Energies, you should be okay? I'd suggest having a late-game attacker after Magnezone Prime uses up all its Energies.
 
Definitely Feraligatr. I think with interviewers questions and running maybe 16-20 water energy, you'd have enough water energy to last a game. Also keep in mind that you wouldn't need to zone 3 per turn always (especially with E-belt), so a max of about 14 energies zoned would almost definitely get you your six prizes.
 
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