Honchtank Deck (Unlimited)
Win percentage testing (75%). Win percentage with friends (80%).
Energies
8 Darkness energy
6 Water energy
Special Energies
4 Special Dark energy
1 Rescue Energy
Stadiums
1 Moonlight Stadium
Supporters
1 Roseanne's research
2 Professor Oak's theories
1 Professor Oak's visit
1 Bebe's Search
1 Interviewer's Questions
1 Pokemon Collector
Trainers
1 Quick ball
2 Pokeballs
1 Super scoop up
1 Max potion
2 Potions
1 Moomoo Milk
1 Pokemon Rescue
1 Warp point
3 Energy Searches
1 Energy Switch
1 Night Maintenance
Pokemon
2 Buizels 61/106
1 Floatzel 16/95
2 Sneasel 100/130
1 Weavile 40/132
2 Murkrows 90/123
1 Honchkrow 29/147
2 Stunkys 102/130
1 Skuntank 26/100
1 Skuntank 15/130
1 Carvanha 81/132
1 Carvanha 58/111
1 Sharpedo 38/108
Sableye 35/90
Houndour 53/90
Basically the point of this deck is to maximize the ability for the pokemon to work together.
The Carvanhas though low in HP protect themselves and stall the match to make more time for loading up the bench. Though the sharpedo self destructs in a sense through its attack that does ten damage to itself, it is a nice deviation in the mix because its weakness is grass instead of lightning, so it makes up for the lightning weakness. The Buizels provide a quick way to attack without any energy. The Floatzel itself is more of an independent character as it can defend itself with its high attack and retreat quickly with its zero retreat cost. The Murkrows are a quick way to get more pokemon on the bench through its swarm attack and are a quick way to maneuver among the bench if I want to attack but switch out with a pokemon that is not weak to lightning. The Honchkrow is the heavy hitter with a maximum damage of 180. (The highest I have ever hit with it is 150.) The Honchkrow is also a self fueling pokemon through its darkness restore which allows it to do ten damage more. The stunkys act as a quick way to get small damage in on the enemies while also poisoning their enemies and making retreat a real option for the opponent. This allows quick damage on top of discarded energy for the opponent. The Skuntanks allow me to prevent attacks once one is played greatly affecting gameplay if I need to protect my attacker for one turn. Its high hitting plunder attack allows for huge damage on top of preventing any item cards from being used on it (unless the enemy switches.) It also has a better poison attack. The second Skuntank allows for high hitting poison in addition to access to the opponent's bench. The Houndour is there as an independent party for a side tactic. The sableye allows for high hitting damage, as this deck flushed cards into the hand extremely fast and allows me to reuse and restore cards from my discard to refuel my gameplay and prevent deck bankruptcy. The sneasels allow me small damage while preventing the opponent from using item/tool cards in some cases.
Aaaaaaand then comes the Weavile.
The Weavile is used for multiple strategies.
Buizel/Weavile antipoison/antiburn strategy- If on the field I have a Weavile, two buizels and the Moonlight stadium I can allow free retreats to my buizels while also being able to transfer the two back and forth to prevent poison and burn damage while also getting small hits in.
Weavile/All. Weavile is used to shadow charge the whole group to, at max, provide a 40 damage boost to one pokemon's attacks.
Weavile/Sableye. Weavile paired with Sableye allows me to darkness charge sableye's pull out attack so I can repeatedly pull out healing items to restore sableye and the deck while also doing 40 damage.
This tactic is also used to keep reusing professor Oak's theory over and over again to quickly flush out the hands and build upon the bench.
Dang. Should have called this deck Weavileye.
Win percentage testing (75%). Win percentage with friends (80%).
Energies
8 Darkness energy
6 Water energy
Special Energies
4 Special Dark energy
1 Rescue Energy
Stadiums
1 Moonlight Stadium
Supporters
1 Roseanne's research
2 Professor Oak's theories
1 Professor Oak's visit
1 Bebe's Search
1 Interviewer's Questions
1 Pokemon Collector
Trainers
1 Quick ball
2 Pokeballs
1 Super scoop up
1 Max potion
2 Potions
1 Moomoo Milk
1 Pokemon Rescue
1 Warp point
3 Energy Searches
1 Energy Switch
1 Night Maintenance
Pokemon
2 Buizels 61/106
1 Floatzel 16/95
2 Sneasel 100/130
1 Weavile 40/132
2 Murkrows 90/123
1 Honchkrow 29/147
2 Stunkys 102/130
1 Skuntank 26/100
1 Skuntank 15/130
1 Carvanha 81/132
1 Carvanha 58/111
1 Sharpedo 38/108
Sableye 35/90
Houndour 53/90
Basically the point of this deck is to maximize the ability for the pokemon to work together.
The Carvanhas though low in HP protect themselves and stall the match to make more time for loading up the bench. Though the sharpedo self destructs in a sense through its attack that does ten damage to itself, it is a nice deviation in the mix because its weakness is grass instead of lightning, so it makes up for the lightning weakness. The Buizels provide a quick way to attack without any energy. The Floatzel itself is more of an independent character as it can defend itself with its high attack and retreat quickly with its zero retreat cost. The Murkrows are a quick way to get more pokemon on the bench through its swarm attack and are a quick way to maneuver among the bench if I want to attack but switch out with a pokemon that is not weak to lightning. The Honchkrow is the heavy hitter with a maximum damage of 180. (The highest I have ever hit with it is 150.) The Honchkrow is also a self fueling pokemon through its darkness restore which allows it to do ten damage more. The stunkys act as a quick way to get small damage in on the enemies while also poisoning their enemies and making retreat a real option for the opponent. This allows quick damage on top of discarded energy for the opponent. The Skuntanks allow me to prevent attacks once one is played greatly affecting gameplay if I need to protect my attacker for one turn. Its high hitting plunder attack allows for huge damage on top of preventing any item cards from being used on it (unless the enemy switches.) It also has a better poison attack. The second Skuntank allows for high hitting poison in addition to access to the opponent's bench. The Houndour is there as an independent party for a side tactic. The sableye allows for high hitting damage, as this deck flushed cards into the hand extremely fast and allows me to reuse and restore cards from my discard to refuel my gameplay and prevent deck bankruptcy. The sneasels allow me small damage while preventing the opponent from using item/tool cards in some cases.
Aaaaaaand then comes the Weavile.
The Weavile is used for multiple strategies.
Buizel/Weavile antipoison/antiburn strategy- If on the field I have a Weavile, two buizels and the Moonlight stadium I can allow free retreats to my buizels while also being able to transfer the two back and forth to prevent poison and burn damage while also getting small hits in.
Weavile/All. Weavile is used to shadow charge the whole group to, at max, provide a 40 damage boost to one pokemon's attacks.
Weavile/Sableye. Weavile paired with Sableye allows me to darkness charge sableye's pull out attack so I can repeatedly pull out healing items to restore sableye and the deck while also doing 40 damage.
This tactic is also used to keep reusing professor Oak's theory over and over again to quickly flush out the hands and build upon the bench.
Dang. Should have called this deck Weavileye.
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