Twin Evils — Two Ways to Abuse Weavile
Hello everyone! This is Grant and I am excited to be bringing you this piece about Weavile! With [card name=”Garbodor” set=”BREAKpoint” no=”57″ c=”from”][/card] out of the format, it looked like there were no checks to powerful Abilities in Standard. That is, until a few clever players thought to use [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”from”][/card] — and to a lesser extent, [card name=”Weavile” set=”Burning Shadows” no=”86″ c=”from”][/card] — to counter them. In this article, I’ll be going over two decks that utilize the newer of the two. Evil Admonition is a ridiculous attack that single-handedly cripples many of the current meta decks.
Ideally, you’ll be OHKOing threats with Evil Admonition, or at least trading evenly with Pokemon-GX by 2HKOing them. Since opponents can play around a straight Weavile deck by not playing down any Pokemon with Abilities, you’re going to want to give Weavile a partner that can dish out early pressure. Let’s start with the list I used to Top 8 my most recent League Cup:
Weavile / Buzzwole
[decklist name=”buzzweav” amt=”60″ caption=”” cname=”Diancie Prism Star” set=”Forbidden Light” no=”74″][pokemon amt=”18″]3x [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”deck2″ amt=”3″][/card]4x [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”deck2″ amt=”4″][/card]4x [card name=”Sneasel” set=”Ultra Prism” no=”73″ c=”deck2″ amt=”4″][/card]2x [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”deck2″ amt=”2″][/card]2x [card name=”Slugma” set=”Celestial Storm” no=”23″ c=”deck2″ amt=”2″][/card]1x [card name=”Regirock” set=”Celestial Storm” no=”80″ c=”deck2″ amt=”1″][/card]1x [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”deck2″ amt=”1″][/card]1x [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”deck2″ amt=”1″][/card][/pokemon][trainers amt=”33″]4x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”4″][/card]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]3x [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”deck2″ amt=”3″][/card]3x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ divide=”yes” amt=”3″][/card]4x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”4″][/card]3x [card name=”Switch” set=”EX Dragon Frontiers” no=”83″ c=”deck2″ amt=”3″][/card]3x [card name=”Ultra Ball” set=”Roaring Skies” no=”93″ c=”deck2″ amt=”3″][/card]1x [card name=”Pal Pad” set=”Ultra Prism” no=”132″ c=”deck2″ divide=”yes” amt=”1″][/card]4x [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”deck2″ divide=”yes” amt=”4″][/card][/trainers][energy amt=”9″]4x [card name=”Unit Energy FDY” set=”Forbidden Light” no=”118″ c=”deck2″ amt=”4″][/card]2x [card name=”Rainbow Energy” set=”Platinum” no=”121″ c=”deck2″ amt=”2″][/card]1x [card name=”Darkness Energy” set=”Diamond and Pearl” no=”129″ c=”deck2″ amt=”1″][/card]1x [card name=”Fighting Energy” set=”EX Ruby and Sapphire” no=”105″ c=”deck2″ amt=”1″][/card]1x [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”deck2″ amt=”1″][/card][/energy][/decklist]
Decks utilizing [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] have caught on quite a bit recently because they are great at tearing apart [card name=”Vikavolt” set=”Sun and Moon” no=”52″ c=”name”][/card] and [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] decks. This version uses Weavile as a harder counter to decks with Abilities, though it takes a slightly weaker matchup to other Shrine decks. This is essentially an anti-meta deck, though it uses Pokemon that are inherently powerful in their own right, so it stands a chance against just about anything.
This list is similar to the one that did well in Brazil. My friend Eddie and I were testing this deck a lot online. His list runs [card name=”Acro Bike” set=”Primal Clash” no=”122″ c=”name”][/card]s. We theorize that at least one of the Brazilian players played against Eddie online, saw how good the deck was, and then a group of them showed up to the Regional with it. While saying that the two of us invented the archetype might be a bit conceited, the similarities in our lists were too numerous to be coincidental.
Three Buzzwole
Baby [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] does a decent amount of damage for just one Energy, especially considering the amount of damage modifiers that Buzzwole gets. With Shrine, [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card], [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card], [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card], and [card name=”Beast Energy Prism Star” set=”Forbidden Light” no=”117″ c=”name”][/card], a regular Sledgehammer can do up to 140 damage! Buzzwole’s first use is as an early-game attacker that puts on loads of pressure against just about every other deck.
Since this deck doesn’t include any Pokemon-GX, your opponent can’t play around Sledgehammer’s boosted damage. That’s Buzzwole’s second use. When your opponent goes down to four Prizes, use that opportunity to take as many Prize cards as possible with the boosted Sledgehammer. After that, Buzzwole gets progressively more useless as the game wears on, so you want to get as much mileage as you can out of the three copies early on.
4-4 Weavile
[cardimg name=”Weavile” set=”Ultra Prism” no=”74″ align=”right” c=”none”][/cardimg]
A 4-4 line seems quite heavy, but you want to attack with several Weavile in a row in some matchups. In a deck that is relatively lacking in draw power, running a thick line of Weavile improves consistency. This is especially important against Zoroark and Vikavolt. You will probably use at least two Weavile to attack in every other matchup too, since there aren’t a whole lot of other attacking options in this deck.
Don’t forget about Icy Wind! It can deal decent damage with modifiers, and it puts the opponent to sleep. Sometimes that is more useful than Evil Admonition.
2-2 Magcargo
The main problem I’ve found with Shrine decks such as Buzzwole / [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] and [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] is that they lack draw power and thus are inconsistent. [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card] solves this problem to an extent. Smooth Over followed by Instruct, Kukui, or [card name=”Lillie” set=”Sun and Moon” no=”122″ c=”name”][/card] helps find the pieces necessary to stream attackers every turn; or, if you don’t have a way to draw a card, you can just use Smooth Over to set up your next turn.
[card name=”Slugma” set=”Celestial Storm” no=”23″ c=”name”][/card]’s Magma Ring is a decent utility attack as well, especially against Fire-weak Pokemon like [card name=”Metagross-GX” set=”Guardians Rising” no=”85″ c=”name”][/card] and [card name=”Golisopod-GX” set=”Sun and Moon Black Star Promos” no=”SM62″ c=”name”][/card]. After Kukui, Choice Band, and Weakness, Magma Ring does 120 damage plus Shrine!
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One Regirock
[card name=”Regirock” set=”Celestial Storm” no=”80″ c=”name”][/card] is slightly more powerful than Buzzwole in some instances, and it’s not weak to Psychic. Buzzwole is better in a vacuum, but Regirock is better in some situations, hence the 3/1 split.
One Oranguru
[card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] is needed to help the deck get going in the early game. It also combos well with Magcargo, as mentioned above.
Four Cynthia, Three Lillie, Three Professor Kukui
Since [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”name”][/card] is the undisputed best draw Supporter in the format, we run four of those.
Lillie and Kukui are preferred over shuffle-draw Supporters because of their synergy with Magcargo. Additionally, the damage boost Kukui provides helps hit certain numbers.
Four Shrine of Punishment
Shrine decks might be weaker now because of how popular they have become; players are already adapting to counter them by including more ways to counter Stadium cards. However, Shrine of Punishment still sets up easy KO’s on every GX in the game.
Four Unit FDY, Two Rainbow, One Fighting, One Darkness
[card name=”Unit Energy FDY” set=”Forbidden Light” no=”118″ c=”name”][/card] is superior to every other Energy in the deck, barring Beast Energy, so we run four of those.
An argument can be made for four [card name=”Rainbow Energy” set=”Sun and Moon” no=”137″ c=”name”][/card], as Rainbow is almost strictly superior to Darkness. However, it’s always good to have a bit of resilience to [card name=”Enhanced Hammer” set=”Guardians Rising” no=”124″ c=”name”][/card] and [card name=”Xurkitree-GX” set=”Sun and Moon Black Star Promos” no=”SM68″ c=”name”][/card]. Additionally, bringing Buzzwole’s HP down to 120 by attaching Rainbow Energy is relevant against mirrors, Vikavolt decks, and Zoroark decks. You should avoid attaching Rainbow Energy to Buzzwole whenever possible.
Zero Acro Bike
I don’t know why Acro Bike is even considered in this deck. It contributes nothing; it makes you discard valuable resources; and you already have Oranguru, Lillie, and Kukui to combo with Smooth Over. Even if you don’t have one of those cards, sometimes it is fine to simply use Smooth Over by itself — you don’t always need to draw into it immediately.
Matchups
Vs. Most Zoroark Variants — Highly Favorable
[cardimg name=”Buzzwole” set=”Forbidden Light” no=”77″ align=”right” c=”none”][/cardimg]
There’s no special strategy to this matchup: set up attackers and attack. It’s almost as free of a win as [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card]. The combination of Weavile and Buzzwole is custom made to counter Zoroark, and as such they have almost no chance to win.
[card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] decks are starting to include [card name=”Weakness Policy” set=”Burning Shadows” no=”126″ c=”name”][/card] which helps them out against [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card] / [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] decks. However, we still have [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”name”][/card] to dish out serious damage even if Buzzwole can’t get the job done.
The only Zoroark variant that is a little more complicated to beat is Zoroark / Garbodor. While you can play around Trashalanche without too much trouble, a skilled ZoroGarb player will limit the number of Abilities they have in play and will start wrecking you with Acid Spray. The matchup is still favorable simply because of how difficult it is for ZoroGarb to keep only one Ability in play. If they’ve got two Abilities in play, Kukui plus Evil Admonition OHKOs Garbodor. If they’ve got one, then it’s still fine to 2HKO it with Evil Admonition, as long as one of them is boosted by Kukui. Garbodor also cannot OHKO Weavile under most circumstances, so it turns into a bit of a slower game in the event of Garbodor versus Weavile. If they can get one or two Garbodor all powered up without having any Abilities in play, you will lose.
Vs. Vikavolt — Auto-win
Rayquaza is an auto-win because every Pokemon in the deck has an Ability. [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] / Vikavolt is close to an auto-win, though it is slightly less free than Rayquaza; you may have to go the 2HKO route and have one of your attacks erased by a Tapu Wilderness GX. The Shrine damage eventually adds up though, turning your 2HKOs into OHKOs. Additionally, Sledgehammer is almost always good for a GX Knock Out once they’ve taken two Prizes. All you need is Choice Band, Diancie, and Shrine to pull it off, or another more obscure combination of modifiers.
Vs. Buzzwole / Garbodor — Even
[cardimg name=”Garbodor” set=”Guardians Rising” no=”51″ align=”left” c=”none”][/cardimg]
While BuzzGarb has the advantage on paper, they are way less consistent without [card name=”Magcargo” set=”Celestial Storm” no=”24″ c=”name”][/card]. And, as I said earlier, this deck can play around Trashalanche. Unfortunately, Weavile is only useful if they elect to get out Oranguru and [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card]. Usually the matchup turns into Buzzwole repeatedly attacking each other, though you do have [card name=”Regirock” set=”Celestial Storm” no=”80″ c=”name”][/card] to deal a little extra damage if needed.
You’re going to want to play in such a way that when you go down to four Prizes, your opponent goes down to four with their Sledgehammer KO. This is because your only way to OHKO a Buzzwole is with your own Sledgehammer. You can’t let that thing take more than one Prize, so you want to be able to respond to it with your own boosted Sledgehammer. Unless you’ve played too many Items by that point, you can gain momentum by taking multiple Prize cards with your own Sledgehammer. Magcargo provides the advantage by allowing you to achieve this scenario more consistently than your opponent.
Long story short, go down to four Prizes when your opponent is at five, and don’t play Items.
A smart opponent will try to power up Acid Spray. If you notice your opponent doing this, you’re going to want to [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] it and attack with Regirock’s Enhanced Stomp for 60. Regirock 2HKOs Garbodor as long as you’ve got Diancie, and Garbodor cannot OHKO Regirock in response. You also want to prepare for this situation in advance so you aren’t forced into a position where you need to hit the combo on the fly. A Garbodor using Acid Spray unchecked will roll you over.
Vs. Malamar / Ultra Necrozma-GX and Psychic Malamar — Highly Favorable
[card name=”Ultra Necrozma-GX” set=”Forbidden Light” no=”95″ c=”name”][/card] is highly favorable because they trade poorly in the Prize race. They have to decide between losing to Weavile, or losing because their deck barely functions without Abilities. [card name=”Dawn Wings Necrozma-GX” set=”Ultra Prism” no=”63″ c=”name”][/card] is a liability in the event they start with it or are tempted to use its GX attack.
Traditional Psychic Malamar shouldn’t be played anymore, but that matchup is easy because most of their Pokemon have Abilities.
Vs. Malamar / Shrine — Unfavorable?
I haven’t actually played this matchup, but I assume it’s not fun because [card name=”Shining Lugia” set=”Sun and Moon Black Star Promos” no=”SM82″ c=”name”][/card] is a pain to kill and one-shots your entire deck. [card name=”Deoxys” set=”Celestial Storm” no=”67″ c=”name”][/card] is marginally easier to kill but also one-shots everyone.
Weavile / Zoroark
[decklist name=”wz” amt=”60″ caption=”” cname=”Tapu Lele-GX” set=”Guardians Rising” no=”60″][pokemon amt=”18″]4x [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”deck2″ amt=”4″][/card]4x [card name=”Zorua” set=”Shining Legends” no=”52″ c=”deck2″ amt=”4″][/card]4x [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”deck2″ amt=”4″][/card]4x [card name=”Sneasel” set=”Ultra Prism” no=”73″ c=”deck2″ amt=”4″][/card]2x [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”32″]4x [card name=”Cynthia” set=”Ultra Prism” no=”119″ c=”deck2″ amt=”4″][/card]3x [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”deck2″ amt=”3″][/card]3x [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”deck2″ amt=”3″][/card]2x [card name=”Pokémon Fan Club” set=”Ultra Prism” no=”133″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”deck2″ amt=”4″][/card]4x [card name=”Timer Ball” set=”Sun and Moon” no=”134″ c=”deck2″ amt=”4″][/card]3x [card name=”Ultra Ball” set=”Shining Legends” no=”68″ c=”deck2″ amt=”3″][/card]3x [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”deck2″ amt=”3″][/card]2x [card name=”Weakness Policy” set=”Primal Clash” no=”142″ c=”deck2″ amt=”2″][/card]2x [card name=”Rescue Stretcher” set=”Guardians Rising” no=”130″ c=”deck2″ divide=”yes” amt=”2″][/card]2x [card name=”Devoured Field” set=”Crimson Invasion” no=”93″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”10″]4x [card name=”Double Colorless Energy” set=”Next Destinies” no=”92″ c=”deck2″ amt=”4″][/card]6x [card name=”Darkness Energy” set=”Diamond and Pearl” no=”129″ c=”deck2″ amt=”6″][/card][/energy][/decklist][cardimg name=”Zoroark-GX” set=”Shining Legends” no=”53″ align=”right” c=”none”][/cardimg]
Here’s a more consistent [card name=”Weavile” set=”Ultra Prism” no=”74″ c=”name”][/card] deck! We don’t like facing [card name=”Shrine of Punishment” set=”Celestial Storm” no=”143″ c=”name”][/card] decks with this one, but it’s not the end of the world — Weavile is too broken.
The idea with this deck is to use [card name=”Zoroark-GX” set=”Shining Legends” no=”53″ c=”name”][/card] as an early pressure attacker, and it just so happens to come with the busted Trade Ability. Zoroark makes this deck extremely consistent, especially when compared to decks relying on [card name=”Oranguru” set=”Sun and Moon” no=”113″ c=”name”][/card] for draw power. We hit hard and fast, and make use of lots of different modifiers to hit key numbers.
I put a heavy Weavile line in here because you want to get a bunch of them out in most matchups. Weavile is your preferred attacker in most situations. Even if your opponent has only two Pokemon with Abilities in play, Weavile can still do up to 130 with modifiers, or 160 against GXs with [card name=”Choice Band” set=”Guardians Rising” no=”121″ c=”name”][/card]. If your opponent doesn’t have that many Abilities, Zoroark is still a great attacker that can hit for up to 150 or 180 against GXs.
Pokemon Fan Club
[card name=”Pokémon Fan Club” set=”Ultra Prism” no=”133″ c=”name”][/card] has proven itself better in testing than both [card name=”Apricorn Maker” set=”Celestial Storm” no=”124″ c=”name”][/card] and [card name=”Lillie” set=”Ultra Prism” no=”125″ c=”name”][/card]. [card name=”Nest Ball” set=”Sun and Moon” no=”123″ c=”name”][/card] holds value throughout most of the game in this deck, so you’d rather not thin them out of your deck at the beginning. The same is not necessarily true for other Zoroark variants.
Weakness Policy
[card name=”Weakness Policy” set=”Burning Shadows” no=”126″ c=”name”][/card] protects Zoroark to some extent against [card name=”Buzzwole” set=”Forbidden Light” no=”77″ c=”name”][/card]. You can also use it on Weavile if you end up attacking with it, though that only happens if they choose to play down both Oranguru and [card name=”Diancie Prism Star” set=”Forbidden Light” no=”74″ c=”name”][/card].
Matchups
Vs. Zoroark — Highly Favorable
We have Weavile, so we win. As per usual when facing Zoroark decks, take as many cheap Prize cards as possible on [card name=”Zorua” set=”Shining Legends” no=”52″ c=”name”][/card]. Use Trickster GX to copy Dangerous Rogue GX, Crossing Cut GX, or Trashalanche for a OHKO on a GX whenever applicable. Yes, Crossing Cut GX with the proper modifiers hits for 210. If they play down three Abilities, Weavile starts blowing things up. [card name=”Tapu Lele-GX” set=”Guardians Rising” no=”60″ c=”name”][/card] is easier for Weavile to KO than any of the other Zoroark partners, so that’s something to keep in mind as well.
If they keep their board to two Abilities, try to find OHKOs with [card name=”Guzma” set=”Burning Shadows” no=”115″ c=”name”][/card] wherever possible. It is no fun when you attack into a GX only for it to be healed by [card name=”Acerola” set=”Burning Shadows” no=”112″ c=”name”][/card] or [card name=”Max Potion” set=”Guardians Rising” no=”128″ c=”name”][/card]. At some point, they have to play Pokemon with Abilities just to make sure they’re doing enough damage with Riotous Beating. If they manage to deny OHKO’s and heal, they may be able to win, though that doesn’t happen often.
Vs. Vikavolt — Highly Favorable
[cardimg name=”Devoured Field” set=”Crimson Invasion” no=”93″ align=”right” c=”none”][/cardimg]
Weavile destroys [card name=”Rayquaza-GX” set=”Celestial Storm” no=”109″ c=”name”][/card] and Zoroark OHKOs [card name=”Tapu Bulu-GX” set=”Sun and Moon Black Star Promos” no=”SM32″ c=”name”][/card] with Trickster GX and Riotous Beating with the full 60-damage boost. The matchup is super easy. We’re done here.
Vs. Buzzwole / Garbodor — Even?
I admit I could test this one a bit more, but it doesn’t seem too bad. Zoroark with a Weakness Policy can nab a few Prizes. With three [card name=”Professor Kukui” set=”Sun and Moon” no=”128″ c=”name”][/card] and two [card name=”Devoured Field” set=”Crimson Invasion” no=”93″ c=”name”][/card], it’s not that hard to Knock Out Buzzwole. Once that one goes down, the next Zoroark can grab a few more Prizes. Always go for both Weakness Policies if you can.
Make sure to save Devoured Field when you really need it. It may be tempting to play it to bump Shrine of Punishment, but it’s more important to save it for a OHKO on Buzzwole than to limit the damage done by Shrine. Only play Devoured Field when you’re staring down a Buzzwole and don’t have a Kukui at the ready.
I hesitate to call [card name=”Garbodor” set=”Guardians Rising” no=”51″ c=”name”][/card] of all things a non-factor, but it’s fairly easy to deal with for this deck. At the very least, it’s less threatening than Buzzwole.
Vs. Malamar / Shrine — Favorable?
Again, I haven’t gotten around to playing much [card name=”Malamar” set=”Forbidden Light” no=”51″ c=”name”][/card] because I don’t think the deck is all that good, but in theory you just OHKO everything easily with Zoroark. Malamar’s inherit clunkiness makes it hard for your opponent to muster up a response in time. As always, if they get too comfy with Ability Pokemon like Malamar and Oranguru, bring Weavile in to clean things up.
Don’t play down any more Zoroark than necessary in order to mitigate the effects of Shrine of Punishment and [card name=”Necrozma-GX” set=”Burning Shadows” no=”63″ c=”name”][/card]’s Black Ray GX. On the other hand, you should evolve Zorua if it looks like Tapu Lele‘s Magical Swap would get out of hand. You don’t want Magical Swap taking more than two Prizes at a time. Not only is that annoying, but it takes Pokemon off the board which may not be that easy to replenish. One nice thing is that the Psychic Tapu Lele doesn’t have Darkness Resistance like its Fairy counterpart, so all you need is a full Bench to knock it out with Riotous Beating.
Conclusion
In other news, Rayquaza players are going to be in for a rough time at Philly. Don’t play Ray kids. It has nothing going for it right now and everyone is packing counters, whether it be Shrine, Weavile, or Fairy-type attackers. Zoroark can somewhat adapt to its counters, but Vikavolt gets hard countered straight out of the format.
For those of you reading this article before Philadelphia Regionals, the Shrine hype is real. It just destroyed the recent Regional in Santa Catarina, Brazil and it will probably do the same to Philly; Buzzwole is quite difficult to counter.
Anyway, play Weavile! Thanks for reading!
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