My ZekTrik Deck skeleton (Zekrom Elektrik)

Haxorus3465

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    Hey peeplz. Thiz is JUST A SKELETON of a deck, so dont get all serious and treat it like a whole deck. I just need some tips on how to improve, k?

    Pokémon
    4 Zekrom
    3-4 Elektrik
    3 Thundurus
    2 Tornadus
    1 Cleffa

    T/S/S
    3 Energy Returner
    4 Catcher
    4 Juniper
    2 Collector
    3 PlusPower
    2 Defender

    Energy
    16 Lightning
    4 DCE
    1 Rescue

    Should I add Reuniclus w/ Damage Swap?


    Here's the finished deck... I just put it all together in time for my league today (which I hope is still open today). It's fairly fast, and I like it, too.

    21 Pokémon

    4 Zekrom
    4 Thundurus
    1 Tornadus
    4-4 Elektrik
    2-2 Zoroark

    6 Trainers

    1 Eviolite (I know, I need to get another one in here... which I dont have...)
    2 Junk Arm
    3 Communication

    13 Supporters

    3 Engineer's Adjustments
    2 Interviewer's Questions
    1 Collector
    2 PETM
    3 Juniper
    2 Twins

    20 Energy

    2 Dark (Special)
    4 DCE
    1 Rescue
    13 Electric

    Strategy:

    Lead with Thundurus with Zekrom, Zorua and Tynamo hopefully on your Bench. Interviewer/Engineer, then attach a lightning to Thundurus. Use Charge. Next turn, if you used an Interviewer last turn, use an Engineer. If you Engineered last turn, evolve Tynamo into Eelektrik and Dynamotor the energy to Zekrom (or Tornadus if you want). You should also evolve Zorua into Zoroark if you haven't already done so. Attach another electric onto Thundurus and Disaster Volt. Next turn, Dynamotor to Zekrom, then switch to Zekrom. Dynamotor again if you can, otherwise just attaching an electric. If you have lots of energy in your hand, Juniper/Engineer them away. Use Bolt Strike. 4th turn, switch to Thundurus or Zoroark. Preferably Thundurus, but it's your choice. If its a Zoroark, Nasty Plot for anything you might need, or Foul Play a good attack. Now that you know, this is what you should do. Charge. Interviewer, Disaster Volt. Engineer/Juniper, MAYBE Energy Wheel, Bolt Strike. Repeat. Good Luck!
    I know it's pretty vulnerable to Catcher, but still. It works, right?

    Playtesting...


    Trainer Lock/Gothitelle: Favorable. Not many Trainers in this deck, so Vileplume is useless unless there's Grass energy, but that's really unlikely.

    ReshiPhlosion: Neutral. This is pretty much the same deck. :)

    ReshiBoar: Favorable. This deck is faster by a smidgen, and once Reshiram Blue Flares, there's no way to get back the Fire energy unless they've got a Retrieval/Returner/Ninetales w/ Heat Acceleration/etc.

    Donphan: Unfavorable. Tornadus is the only one that doesn't get OHKO'd by Earthquake, and Zekrom is left with 10, unless Donphan uses PlusPower...

    Magneboar: Unfavorable. Once it sets up completely, none of my Pokémon can stand up to Lost Burn. The trick is, though, to KO their PKMN before they evolve fully.

    Lost Gar/MewGar/Lost World etc: TBA; never played these decks yet.

    Stage 1 Rush: VERY Unfavorable! Yanmega is lightning fast, and Linear Attack can soon KO my PKMN faster than you can say ZekTrik five times fast(which I can't even do)! Zoroark will just KO Zekrom and itself with Bolt Strike (or vice versa) and Donphan is seen above.

    Toolbox: TBA

    Samuperior/Serperiott: TBA

    DonChamp: Unfavorable. You get that I have all weakness for Donphan and Machamp, right? But even so, I almost beat this deck, going down to last prizes for both me and my opponent. I guess it all depends on the luck of the draw.

    Other Zektrik decks: Neutral. Whoever goes first takes the win.



    Advice please?
     
    Last edited:
    how many? Im thinking around only two because I can get them back with Junk Arm, and I only need one for Zekrom and one for Thundurus... But Tornadus would be nice because then Donphan's Earthquake would only do 20 to it.
     
    Zekrom should be your earlier game attacker, whilst setting up your EELS ! 3-4 Collector/Dual ball will help you get your bench filled as soon as possible. I would cut the line of Zoroark and the special dark energies, just because it's not needed in the deck. Your main goal is to be using Zekrom and Tornadus as the attackers whilst for the mid to late game your eels should be powering up your late game Zekroms. 3-4 Juniper and 3-4 Sages and Professor oak's new theory will be alot more effective at digging/dumping for the energies you need as well as your line of eels.
    Catcher will help you get earlier KO's and disrupt your opponent's evolutions, so it is a must in the deck. Thundurus could be a tech choice to help you start but he won't be as good as an attacker as Tornadus. Also you're forgetting some tech choice cards that may help you out in difficult situations.

    My adjusts:
    - Zoura/Zorark line
    -1 Eeletrik
    -3 Engineer's Adjustments
    -2 Interviewers
    -2 PETM
    -2 Special Dark Energy
    -1 Rescue Energy
    -2 Thundurus
    -1 Twins

    + 3/4 Collector or 4 Dual Ball as an alternative
    +1 Professor Juniper
    + 3/4 Sages Training
    + 1/2 Professor Oak's New Theory
    + 3/4 Catcher
    + 1/2 Junk Arm
    + 1 Switch
    + 1 Super Road
    + 1/2 Evolite
     
    Thanks, guys. I'll think about your advice. I wouldn't really drop that many Junipers because with that, I could get a whole bunch of Lightning energy, and discard them all. Then, with my 4 Eels, I could get most of them to my Zekroms. And my Interviewers and Engineers play a big part in discarding energy, too. Interviewer 1st turn, Engineer/Juniper 2nd turn. But I'll still drop the Zoroarks and maybe the Thundurus because those were added by my league professors, as well as the eviolite. I only need two, but until I can get another one, I'll have to stick with my current deck. Thanks again, though.
     
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