We've all talked about Luxray already. It's a pretty decent tank that can item lock with some help. which was always playable. Except, this wasn't as easy. Mainly because to use this item lock, you needed a bench space, and the pokemon only had 70 HP, making it really easy to KO. Luckily, we no longer need that bench space. Pokemon (18): Shinx [50 HP] (4) Luxio UPR (4) Luxray UPR (3) Tapu Lele GX (2) A. Grimer BUS (2) A. Muk SUM (2) Xurkitree GX (1) Trainers (30): Cynthia (4) Guzma (3) Electro Power (2) Spoiler Electric Power – Trainer Item During this turn, your [L] Pokemon’s attacks do 30 more damage to your opponent’s Active Pokemon. You may play as many Item cards as you like during your turn (before your attack). Thunder Mountain Prism Star (1) Spoiler Thunder Mountain Prism Star – Trainer Stadium You can’t have more than 1 Prism Star card with the same name in your deck. If a Prism Star card would go to the discard pile, put it in the Lost Zone instead. The attacks of each player’s [L] Pokemon cost [L] less. As long as this Stadium is in play, whenever a player uses an Item or Supporter card from their hand, prevent all effects of those cards done to this Stadium. This card stays in play when you play it. Discard this card if another Stadium card comes into play. If another card with the same name is in play, you can’t play this card. Ultra Ball (4) Professor Elm’s Lecture (2) Spoiler Professor Elm’s Lecture – Trainer Supporter Search your deck for up to 3 Pokemon with 60 HP or less, reveal them, and put them into your hand. Then, shuffle your deck. You can only use 1 Supporter card during your turn (before you attack). Crushing Hammer (2) Enhanced Hammer (2) Volkner (3) Tate and Liza (2) Rescue Stretcher (1) Shrine of Punishments (2) Choice Helmet (2) Spoiler Choice Helmet – Trainer Item Pokemon Tool: Attach a Pokemon Tool to 1 of your Pokemon that doesn’t already have a Pokemon Tool attached to it. The Pokemon this card is attached to takes 30 less damage from the attacks of your opponent’s Pokemon-GX and Pokemon-EX. You may play as many Item cards as you like during your turn (before your attack). Energy (12): Lightning (4) Memory Energy (4) Spoiler Memory Energy – Special Energy This card provides [C] Energy. The Pokemon this card is attached to can use the attacks of its previous Evolutions (it still needs the necessary Energy to perform the attack). Unit Energy LPM (4) Before, we needed Shining Celebi on the bench to use Luxio's Disconnect attack. But now, we don't, because we have Memory Energy. It has the same effect as Time Recall on Celebi, but it fulfills the energy cost of the attack instead of taking a bench space. This is much better. This means that you don't need to Brigitte for this deck to work, but now you instead just need an energy. This, and once it evolves up into Luxray, you only need 1 lightning energy and Thunder Mountain to use the 150 snipe attack, which can be boosted by electro power! It's a lot better than it is now. However, there are two problems with facing this deck. Kartana GX, and Buzzwole GX. However, there are solutions to both of these issues. For Kartana, which can remove your memory energy, I play a 2-2 Alolan Muk line to shut off the abilities of all basic pokemon. This works really well with luxray, since it only shuts off Shinx's ability, which is useless after T1 anyway. Muk also helps in the Buzzwole matchup, removing Diancie's ability, which nerfs their damage significantly, especially when combined with Choice Helmet. With choice helmet, Luxray takes 60 less damage from Buzzwole. This means that to do damage for a single energy, they need Diancie prism and Beast Energy to do any damage (remember that Choice Band does not effect Luxray). However, this becomes exponentially more impossible with the inclusion of Muk and E. Hammer. The point here is to essentially keep your opponent from playing the game. You use Luxray as a tank and, with a combination of hammers and disconnect, keep your opponent from utilizing most anything from their hand. Though I have not tested this, I expect it to be really good. Edit 1: - 2 Crushing Hammer: while good, not as important as something like recovery or draw support. -1 Enhanced hammer: same reasoning as C. Hammer. -1 Choice Helmet: Though this may be a bad exclusion, other elements of the deck needed to be bolstered, so I had to cut 1 of them. I could take out a second E. Hammer for this, but I still want to have enough to guarantee the hammer on Beast Energy when it applies, instead of having my only one prized (yes, I'm positive this scenario will happen to me every applicable game.) -2 Electro Power: I figured that I wouldn't need to hit the 180 with Luxray as often if it meant adding what @Rusery called a "Plan B", which I did. +2 Shrine of Punishment: as part of the "plan B", or maybe even Plan C, I use this to whittle for a bit more on turns that I Disconnect, and it'll improve odds of taking a knockout with the snipe if I either invest without TMPS or if I can play into TMPS the turn I need to. +1 Rescue Stretcher: An almost unanimous call-out, I need recovery. This is my recovery. +2 Tate and Liza: Adds supplemental draw aside from the core Volkner/Cynthia, and provides an alternative swith-out option after my muk gets dragged out from a stall tactic. +1 Xurk GX: the other element of the secondary plan, this is a wall that defends against anything that isn't Rayquaza, pretty much. It gives me a stall GX attack if I don't have the capacity to use Tapu Cure GX, and, as I said in my reply, can sometimes win me games all by itself.