Standard T/S/S framework?

ogeray

Aspiring Trainer
Member
what is the basic framework for a T/S/S engine?
i know it differs from everydeck, but i know the basics are hand refreshing, draw power, pokemon search, energy retreival.

so what is a good T/S/S framework that works well in almost any deck?(non sp)

also, with so many players playing BTS stadiums, why bother putting any in your deck then? since u can just use theirs?



current T/S/S framework based on responses:

4 Bebe's Search
3-4 Pokemon Collector
2-3 Draw Cards
2 Palmer's Contribution
2 Pokemon Communication
2 Judge/PONT
3-4 Rare Candy
2-3 BTS
1 Palmer's
1 Luxury Ball
 
You should always tech BTS for consistency. Against SP, there is no guaranteed chance you'll face something that runs BTS.

The standard T/S/ST line should be something like:

4 Bebe's Search
3-4 Pokemon Collector
2-3 Draw Cards
2 Palmer's Contribution
2 Pokemon Communication
1 Luxury Ball

Depending on the deck, you might need:

2-3 BTS
4 Rare Candy

EDIT: I can't believe I forgot Communication :/
 
I usually try to stick to this in stage two decks:

3 Communicator
3 Collector
3 Bebe's
2 Judge/PONT
1 Lux Ball (Replaced by another Com or Bebe's if at least 2 Xs are played.)
3 Rare Candy (4 if more than one line of stage twos are in the deck, or if it relies on speed)
2 BTS (If you can play yours first, you'll clog up your opponent's hand.)
1 Palmer's

Sometimes you may want to max Communicator/Collector/Bebe's, but when I ever make a deck I start with that. Sometimes you may want another BTS as well. I'm not a big fan of draw cards like Sage's in an average deck, I just go for more search.

Ninja'd by the Ninja Fanger lol. Anyway, I can't believe you forgot Communicator in yours, Gliscor.
 
thanks for the info.

wouldnt running pokeballs and dual balls be more consistent than bebe's? since bebe's is also a supporter.
save your supporter card for a drawing supporter
 
Dual Ball and Poke Ball are both flippy, which doesn't make them as reliable. Plus, they are both Trainer Locked.
 
It really depends on the deck you're running. Lots of pokemon means more Bebe's/Collector/Communications. More different types of cards means more drawpower; Palmers/Judge/PONT (I prefer Judge to PONT because your opponent can lose his/her entire strategy with that card played. I've lost that way ._.). Less flippy cards tend to be run more often. If you have stage 2, BTS and Rare Candies are musts. Against SP, you have little chance without BTS. I try to run a stadium in every deck so I can make my opponent lose his/hers, thus forcing them to search/use drawpower for another.
 
Why aren't any of you posting that you should have some flower shop lady? It is ust as good as pamer's, also you can get a full evolution and 3 enrgy back into your deck. Next turn you use daul ball, get the basic. Get the stage 2 with professor elm's training method and then use a rare candy. This works really well in a jumpluff because you use Sunflora and BTS instead of rare candy.
Remember, alwawys say safety after you fart, I'll be watching;D

Edit: Palmer's

Why do you not use cyrus's conspiracy. You geta energy, a supporter, and if you have one a TGI.

So remember to say safety after you fart, I'll be watching;D
 
Cyrus really only works if you're grabbing something that you can use with SP. This is for a standard Stage 2 deck, I would assume.

I run something pretty close to what's been said already. Just some minor changes that I usually play:

3 Collector
2/3 Bebe's
3/4 Communication
3/4 Rare Candy
2/3 BTS
2/3 PONT
2 Warp Point
1 Palmer's Contribution
1 Luxury Ball

dmaster out.
 
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