Tapu Koko VMAX is the Most Underrated Broken Deck!

Hello everyone! This is Grant Manley, back after a month since my last article. I’ve been playing Standard on and off lately, and the format overall seems to be rather dynamic and interesting. I haven’t really decided how I feel about the format. It certainly has some issues, but doesn’t seem to be too bad as a whole. In this article I want to go over some general observations of Standard decks and how they interact with each other, as well as share one of my pet rogue decks that does quite well in the current meta. I was going to write about the Single Strike deck, but I saw that Zak covered that deck very well a couple of weeks ago, so I definitely recommend checking out his article! In any case, I still want to briefly go over the deck, my list, and its matchups.

Surprisingly, both [card name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”75″ c=”name”][/card] and [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] decks have regressed a little bit in popularity after being early frontrunners in the format. They seem to have settled around Tier 2 in terms of success and popularity. This is certainly a positive thing, especially compared to the alternative of them gatekeeping other decks. There’s close to a dozen viable decks in the top two tiers of the current format. The meta is rather diverse and interesting in terms of attackers, though half or more of the decks have [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”name”][/card]. The omnipresence of Inteleon is a little bit annoying to me, but its not a huge problem. Objectively speaking, I think the Inteleon engine is objectively good for the game because it increases consistency, versatility, control, and tech options for decks. This also increases the skill required in deck building and gameplay. The format is dominated by Pokemon VMAX as attackers, which again isn’t objectively bad, it’s just how it is.

There are a lot of techs and interesting interactions in the meta. One example of this is the Tool meta, where many decks play [card name=”Tool Jammer” set=”Battle Styles” no=”136″ c=”name”][/card], [card name=”Tool Scrapper” set=”Rebel Clash” no=”168″ c=”name”][/card], or both of them. There are tons of relevant Tools such as all of the Eeveelution badge Tools such as [card name=”Elemental Badge” set=”Evolving Skies” no=”147″ c=”name”][/card] and [card name=”Ribbon Badge” set=”Evolving Skies” no=”155″ c=”name”][/card], [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card], as well as the [card name=”Cape of Toughness” set=”Darkness Ablaze” no=”160″ c=”name”][/card]. Decks can choose whether or not they want to include Tool-hate cards, and the effects can be seen in deck composition and consistency, as well as matchup interactions. Other times this is shown is with cards like [card name=”Cheryl” set=”Battle Styles” no=”123″ c=”name”][/card] and [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card]. It’s interesting how all of these optional cards affect the meta and matchups in various ways. Because of all of the reasons I’ve gone over, I feel that the format is actually rather decent overall.

The biggest glaring issue with the current format is the overwhelming advantage of winning the opening coin flip. Many games and matchups are decided completely by who goes first, or at least creates an uphill battle for the player who starts off on the back foot. Since the first turn is already quite restricted — as you can’t attack or play a Supporter — it’s difficult to think of a way to balance this out. It’s also surprising that even with these restrictions, going first is such a big advantage. It’s probably not something one would have expected before seeing it play out this way.

Single Strike

I want to briefly go over Single Strike because it’s a deck I’ve been playing a bit with recently and it is incredibly strong right now. I won’t spend as much time as usual on it because Zak wrote about it and our lists are similar.

[decklist name=”single strike” amt=”60″ caption=”” cname=”Crobat V” set=”Shining Fates” no=”44″][pokemon amt=”21″]2x [card name=”Single Strike Urshifu VMAX” set=”Battle Styles” no=”86″ c=”deck2″ amt=”2″][/card]3x [card name=”Single Strike Urshifu V” set=”Battle Styles” no=”85″ c=”deck2″ amt=”3″][/card]3x [card name=”Umbreon VMAX” set=”Evolving Skies” no=”95″ c=”deck2″ amt=”3″][/card]3x [card name=”Umbreon V” set=”Evolving Skies” no=”94″ c=”deck2″ amt=”3″][/card]4x [card name=”Houndoom” set=”Battle Styles” no=”96″ c=”deck2″ amt=”4″][/card]4x [card name=”Houndour” set=”Battle Styles” no=”95″ c=”deck2″ amt=”4″][/card]2x [card name=”Crobat V” set=”Shining Fates” no=”44″ c=”deck2″ amt=”2″][/card][/pokemon][trainers amt=”30″]4x [card name=”Professor’s Research” set=”Champion’s Path” no=”62″ c=”deck2″ amt=”4″][/card]4x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”4″][/card]2x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]4x [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”deck2″ amt=”4″][/card]4x [card name=”Urn of Vitality” set=”Battle Styles” no=”139″ c=”deck2″ amt=”4″][/card]3x [card name=”Great Ball” set=”Champion’s Path” no=”52″ c=”deck2″ amt=”3″][/card]3x [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”deck2″ divide=”yes” amt=”3″][/card]2x [card name=”Tower of Darkness” set=”Battle Styles” no=”137″ c=”deck2″ divide=”yes” amt=”2″][/card][/trainers][energy amt=”9″]4x [card name=”Single Strike Energy” set=”Battle Styles” no=”141″ c=”deck2″ amt=”4″][/card]4x [card name=”Capture Energy” set=”Rebel Clash” no=”171″ c=”deck2″ amt=”4″][/card]1x [card name=”Darkness Energy” set=”XY” no=”138″ c=”deck2″ amt=”1″][/card][/energy][/decklist][cardimg name=”Single Strike Urshifu VMAX” set=”Battle Styles” no=”86″ align=”none” c=”none”][/cardimg]

Single Strike is an absurdly powerful deck that has the ability to beat anything when it sets up well. The catch here is that the deck is a bit high-maintenance, so it sometimes does not find all the pieces it needs right away. To help remedy this to an extent, I’ve opted for a completely straightforward list that solely focuses on consistency. This is reflected in card choices like the second [card name=”Crobat V” set=”Shining Fates” no=”44″ c=”name”][/card] and three [card name=”Great Ball” set=”Sword and Shield” no=”164″ c=”name”][/card] , which are not normally found in the archetype. I’ve found these inclusions to be extremely helpful when playing the deck. They certainly help with increasing consistency.

I also play one Darkness Energy and no Fighting Energy. I find myself attacking with Umbreon more often than not, and Single Strike Urshifu can function just fine without Basic Fighting Energy. Furthermore, the Darkness Energy is helpful against the [card name=”Dusknoir” set=”Vivid Voltage” no=”71″ c=”name”][/card] tech that has been popping up in some decks (mostly [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”name”][/card]). For a list with two Fighting Energy and no Darkness Energy, it’s considerably more difficult to beat Dusknoir. That said, there’s often an opportunity to take out [card name=”Duskull” set=”Vivid Voltage” no=”69″ c=”name”][/card] before it evolves, so the value of Darkness Energy can still be debated.

Matchups

  • [card name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”75″ c=”name”][/card] – Auto-win
  • [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card] – Very Favorable
  • Jolteon VMAX – Very Favorable
  • [card name=”Sylveon VMAX” set=”Evolving Skies” no=”75″ c=”name”][/card] – Slightly Favorable
  • [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] / [card name=”Zamazenta V” set=”Sword and Shield” no=”139″ c=”name”][/card]- Even
  • [card name=”Ice Rider Calyrex VMAX” set=”Chilling Reign” no=”46″ c=”name”][/card] – Even (?)
  • [card name=”Suicune V” set=”Evolving Skies” no=”31″ c=”name”][/card] / [card name=”Ludicolo” set=”Evolving Skies” no=”34″ c=”name”][/card] – Slightly Unfavorable
  • [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card] / [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”name”][/card] – Slightly Unfavorable
  • [card name=”Leafeon VMAX” set=”Evolving Skies” no=”8″ c=”name”][/card] – Very Unfavorable

On paper, Single Strike has a very reasonable matchup spread. However, the only truly horrible matchup is Leafeon VMAX. The close matchups are very winnable, depending on how fast Single Strike sets up and if it gets to go first.  Leafeon VMAX is tough because it can fairly easily and quickly OHKO every Pokemon in the Single Strike deck, and it’s relatively difficult to OHKO in return. It’s possible to beat Leafeon VMAX, but you’ll need many things to go right.

Tapu Koko VMAX

I would like to introduce a deck that is seeing essentially zero competitive play, but it certainly deserves to! [card name=”Tapu Koko VMAX” set=”Battle Styles” no=”51″ c=”name”][/card] is a card that looks underwhelming on paper, but it’s actually a monster. It only has one attack, which does 180 damage and the opponent’s Pokemon is Paralyzed if they are ahead on Prize cards. Like many other Pokemon VMAX, it is only able to 2HKO opposing Pokemon VMAX. However, the paralyze effect gives it a significant advantage.

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Leaving your opponent’s Pokemon Paralyzed is particularly strong because decks in the meta play very few switching cards at the moment. Most decks play either none or one copy of either [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card] or [card name=”Escape Rope” set=”Battle Styles” no=”125″ c=”name”][/card]. Although they can be found on demand with [card name=”Drizzile” set=”Sword and Shield” no=”56″ c=”name”][/card]’s Shady Dealings, there are very few ways to escape this Special Condition in the format as a whole. This makes Tapu Koko VMAX a threatening deck that has a strong chance against every opposing meta deck.

[decklist name=”koko” amt=”60″ caption=”” cname=”Boltund V” set=”Rebel Clash” no=”67″][pokemon amt=”12″]4x [card name=”Tapu Koko VMAX” set=”Battle Styles” no=”51″ c=”deck2″ amt=”4″][/card]4x [card name=”Tapu Koko V” set=”Sword and Shield” no=”72″ c=”deck2″ amt=”4″][/card]4x [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”deck2″ amt=”4″][/card][/pokemon][trainers amt=”34″]4x [card name=”Professor’s Research” set=”Champion’s Path” no=”62″ c=”deck2″ amt=”4″][/card]4x [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”deck2″ amt=”4″][/card]4x [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”deck2″ amt=”4″][/card]4x [card name=”Avery” set=”Chilling Reign” no=”130″ c=”deck2″ divide=”yes” amt=”4″][/card]4x [card name=”Quick Ball” set=”Sword and Shield” no=”179″ c=”deck2″ amt=”4″][/card]3x [card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”deck2″ amt=”3″][/card]2x [card name=”Pokégear 3.0″ set=”Unbroken Bonds” no=”182″ c=”deck2″ amt=”2″][/card]2x [card name=”Evolution Incense” set=”Sword and Shield” no=”163″ c=”deck2″ divide=”yes” amt=”2″][/card]4x [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”deck2″ amt=”4″][/card]3x [card name=”Stormy Mountains” set=”Evolving Skies” no=”161″ c=”deck2″ amt=”3″][/card][/trainers][energy amt=”14″]10x [card name=”Lightning Energy” set=”XY” no=”135″ c=”deck2″ amt=”10″][/card]4x [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”deck2″ amt=”4″][/card][/energy][/decklist][cardimg name=”Tapu Koko VMAX” set=”Battle Styles” no=”51″ align=”none” c=”none”][/cardimg]

My favorite thing about this deck is that it does not mind going second. The strategy is to set up with [card name=”Boltund V” set=”Rebel Clash” no=”67″ c=”name”][/card]’s Electrify, which can always be used when forced to go second. My biggest problem with the format is that the player going first usually has an overwhelming advantage, so I decided to make a deck that completely eliminates that as a factor. You still usually choose to go first, but when the opponent forces you to go second, it doesn’t matter. Going first gets you an extra Energy attachment, which is extremely relevant if your [card name=”Tapu Koko V” set=”Sword and Shield” no=”72″ c=”name”][/card] gets sniped off after receiving Lightning Energy from Electrify. It also gives you the chance to evolve into Tapu Koko VMAX, which prevents that issue from happening in the first place. There are some matchups where you choose to go second, like against [card name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”75″ c=”name”][/card] with [card name=”Cresselia” set=”Chilling Reign” no=”64″ c=”name”][/card] for example.

The gameplan is simple. Use Electrify to charge up a Tapu Koko V on turn 1, or turn 2 if you’re going first. You plan for Boltund V to get Knocked Out immediately after using Electrify, which is when you start spamming Tapu Koko VMAX’s Max Shock. Don’t play down any more Boltund V, and only have two or three Tapu Koko VMAX in play. If the opponent doesn’t immediately KO Boltund V, you can take that opportunity to get some free attacks in with either Electrify or Bolt Storm. Eventually, Bolt Storm will become threatening enough that the opponent will be pressured to take out Boltund V. This makes the Prize card situation very favorable as you can Max Shock to leave your opponent’s Active Pokemon Paralyzed.

Four Boltund V

The deck plays four Boltund V because you need the early Electrify or else you probably lose. It’s best to start with Boltund V, but Tapu Koko V has free Retreat Cost so starting with that is fine too. The deck could operate with fewer copies of Boltund V, but that makes it less likely to start with it or otherwise find it on turn 1.

Supporters

The Supporter lineup is a little bit strange. Four [card name=”Boss’s Orders” set=”Rebel Clash” no=”154″ c=”name”][/card] are needed because this deck doesn’t take OHKO’s, and may need to rely on Boss’ Orders to follow up for KOs. That said, leaving your opponent’s Pokemon Paralyzed means this isn’t always the case because the opponent is ideally stuck in the Active Spot. Furthermore, this deck doesn’t run Drizzile or any reliable way to find Boss’s Orders, so we must run four in order to have access to it when needed.

As staple draw Supporters, [card name=”Professor’s Research” set=”Shining Fates” no=”60″ c=”name”][/card] and [card name=”Marnie” set=”Sword and Shield” no=”169″ c=”name”][/card] don’t really need an explanation. The interesting inclusion is playing four copies of [card name=”Avery” set=”Chilling Reign” no=”130″ c=”name”][/card] alongside them. Avery is a weaker draw Supporter than the other two, but it is a draw Supporter nonetheless, so having it helps with overall deck consistency. Furthermore, Avery’s effect is quite nice in the current format. It forces your opponent to discard Pokemon on the Bench. Most decks operate with a full Bench nowadays, so Avery can force some relevant discards. Aside from the occasional spare [card name=”Crobat V” set=”Shining Fates” no=”44″ c=”name”][/card] or [card name=”Galarian Zigzagoon” set=”Sword and Shield” no=”117″ c=”name”][/card], opponents will usually end up discarding something useful like an extra [card name=”Sobble” set=”Chilling Reign” no=”41″ c=”name”][/card] or Drizzile.

Three Exp. Share

With three copies of [card name=”Exp. Share” set=”Battle Styles” no=”126″ c=”name”][/card], it ensures you’ll always be able to power up two Tapu Koko VMAX. But this card seems to be getting less useful as the meta progresses. It’s also crucial for the occasional instances where you go with attacking Boltund V gameplans, though those are few and far between.

Additionally, Exp. Share can be helpful in the early game if the Tapu Koko V you Electrify to gets sniped down. Then, you can move one of the Lightning Energy to another Tapu Koko V with Exp. Share attached.

Two Pokegear 3.0

With no draw engine or [card name=”Inteleon” set=”Shining Fates” no=”SV027″ c=”name”][/card] engine, this deck boosts consistency the old-fashioned way. With [card name=”Pokégear 3.0″ set=”Sword and Shield” no=”174″ c=”name”][/card], this deck has 14 outs to draw Supporters (not including [card name=”Speed L Energy” set=”Rebel Clash” no=”173″ c=”name”][/card]), so it will hopefully never be dead drawing. Furthermore, Pokegear 3.0 helps with finding specific Supporters for certain situations when needed. Sometimes you want some disruption, you want to play Boss’s Orders, or you need that raw power of drawing seven new cards.

Stadiums

For consistency, [card name=”Stormy Mountains” set=”Evolving Skies” no=”161″ c=”name”][/card] is an automatic inclusion especially because this deck needs both Boltund V and Tapu Koko V on turn 1. [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] is an excellent anti-meta card. It completely swings the matchups against both Shadow Rider Calyrex VMAX and [card name=”Zamazenta V” set=”Sword and Shield” no=”139″ c=”name”][/card]. With seven Stadiums in the deck, you’ll never lose a Stadium war against the likes of Leafeon VMAX or Shadow Rider Calyrex VMAX, and can often enforce the Path to the Peak lock in matchups where it’s most effective. Path to the Peak plus Marnie plus leaving your opponent’s Pokemon Paralyzed is an incredibly rude combo.

Tapu Koko VMAX Matchups

Shadow Rider Calyrex VMAX —  Slightly Favorable

[cardimg name=”Shadow Rider Calyrex VMAX” set=”Chilling Reign” no=”205″ align=”right” c=”none”][/cardimg]

Although this matchup can be a bit scary because they can OHKO [card name=”Tapu Koko VMAX” set=”Battle Styles” no=”51″ c=”name”][/card], this deck’s disruption forces them to constantly find several pieces in order to function. This is the matchup where Path to the Peak shines the most, as we can constantly spam it to completely lock down their deck.  Shadow Rider Calyrex VMAX typically plays two [card name=”Switch” set=”Sword and Shield” no=”183″ c=”name”][/card], which they can use to retreat their Pokemon that is Paralyzed in the Active Spot. However, they will have a hard time finding them in specific situations due to disruption from Path to the Peak and Marnie.

Overall, this matchup is favorable because Shadow Rider Calyrex VMAX relies on Pokemon VMAX. Tapu Koko VMAX simply has to Knock Out two of them to win the game. You want to aggressively draw through the deck to maximize your chances of drawing into Path to the Peak when needed. However, if you have an extra copy of Path to the Peak in hand, it’s often better to hold on to them so you have a counter Stadium ready in case they bump it away with [card name=”Training Court” set=”Rebel Clash” no=”169″ c=”name”][/card]. Sometimes you need prioritize digging for important pieces like Energy and Pokemon though.

This is one matchup where you may want to choose to go second, as it prevents them from using [card name=”Cresselia” set=”Chilling Reign” no=”64″ c=”name”][/card].

Single Strike — Even

This matchup is another one you may want to choose to go second. This is because of [card name=”Single Strike Urshifu V” set=”Battle Styles” no=”85″ c=”name”][/card]’s Laser Focus attack, which can be used on turn 1 to power it up without taking damage from [card name=”Houndoom” set=”Battle Styles” no=”96″ c=”name”][/card]. This is a big deal, as with Houndoom damage, you can KO them with Thunderous Bolt or Max Shock. If you cannot OHKO them, they will evolve and recover from their Special Condition, then win the Prize trade.

An early Path to the Peak play is important in this matchup, as you don’t want them using [card name=”Umbreon VMAX” set=”Evolving Skies” no=”95″ c=”name”][/card] to gun down your Tapu Koko V as soon as you Electrify to them. This can be an issue, though sometimes Exp. Share will mitigate the damage. Aside from all of these early-game shenanigans, Tapu Koko VMAX is actually favored in a straight up fight. Houndoom damage makes it so that you can OHKO them if they attack with the Basic Pokemon V, and Max Shock leaves opposing Pokemon VMAX Paralyzed.

Single Strike typically does not play too many switching cards in favor of [card name=”Air Balloon” set=”Sword and Shield” no=”156″ c=”name”][/card], and they do not have any reliable way to find their switching cards either. Combined with their reliance on Pokemon VMAX attackers, Tapu Koko VMAX can often win the matchup.

Zacian V — Favorable

This is a favorable matchup that you’ll usually win by going with the normal game plan. The four copies of Path to the Peak definitely carry here, as it shuts down the Abilities of both [card name=”Zacian V” set=”Sword and Shield” no=”138″ c=”name”][/card] and Zamazenta V. Like with Shadow Rider Calyrex VMAX, be sure to play in such a way that allows you the best odds of having Path to the Peak when needed. Also keep in mind that Zamazenta V discards Special Energy, so don’t rely too heavily on Speed L Energy if you don’t need the draw power from it.

Dragapult VMAX — Slightly Favorable

This a fine matchup, but their Energy disruption can cause some issues. However, due to [card name=”Dragapult VMAX” set=”Rebel Clash” no=”93″ c=”name”][/card]’s damage output of 130, you will usually have an extra opportunity to use Electrify. This can help you play around [card name=”Crushing Hammer” set=”Sword and Shield” no=”159″ c=”name”][/card]. Usually, having four Energy on Tapu Koko VMAX is a good idea, as it allows you to attack next turn even if they get two heads on Crushing Hammer. Also keep [card name=”Fan of Waves” set=”Battle Styles” no=”127″ c=”name”][/card] in mind when considering your Energy management.

Since your opponent relies on Dragapult VMAX to attack, go with the gameplan of trying to take down two Pokemon VMAX and ignore other Pokemon. Dragapult VMAX is another deck that doesn’t play many switching cards (often playing none) so leaving them Paralyzed is particularly nasty.

Jolteon VMAX — Very Favorable

This is a very favorable matchup because they rely on [card name=”Jolteon VMAX” set=”Evolving Skies” no=”51″ c=”name”][/card] and play very few switching cards. Unlike Dragapult VMAX, they do not have Energy disruption as a potential out. Furthermore, they have a hard time KO’ing two Tapu Koko VMAX if they waste 200 of their precious damage KO’ing Boltund V. They may not want to do so, but Boltund V will start applying pressure with Bolt Storm otherwise. There’s no special tips or tricks for this matchup, just steamroll them with the normal strategy.

Leafeon VMAX — Even

This is an interesting matchup for a few reasons. Tapu Koko VMAX plays seven Stadium cards, so it will be difficult for them to stick [card name=”Galar Mine” set=”Rebel Clash” no=”160″ c=”name”][/card] in play. This is a huge deal for the matchup. However, most lists play [card name=”Pokémon Center Lady” set=”Sword and Shield” no=”176″ c=”name”][/card] for some reason, which is a hard counter. Not only does it recover their Active Pokemon from being Paralyzed, the 60 damage heal takes [card name=”Leafeon VMAX” set=”Evolving Skies” no=”8″ c=”name”][/card] out of range of two Max Shock attacks.

After using Electrify and losing Boltund V, consider if your opponent could play Pokemon Center Lady and Galar Mine on the following turn. If so, Thunderous Bolt for 200 damage is your best move. Even if they use Pokemon Center Lady, Max Shock can still follow up for a KO. Furthermore, Tapu Koko VMAX has free retreat, so even Galar Mine won’t allow them to do that much damage. Don’t forget that Max Leaf with an [card name=”Inteleon” set=”Chilling Reign” no=”43″ c=”name”][/card] ping can OHKO Tapu Koko V though, so be sure not to play into that!

Going first and getting [card name=”Path to the Peak” set=”Chilling Reign” no=”148″ c=”name”][/card] in play is quite strong, though it won’t always happen. It shuts off [card name=”Leafeon V” set=”Evolving Skies” no=”7″ c=”name”][/card]’s turn 1 Greening Cells, which makes it harder to power up Max Leaf down the line. Max Leaf is a bit of a pain for Tapu Koko VMAX. Even if they counter Path to the Peak with Galar Mine immediately, it’s completely fine because you can bump it on the following turn and get rid of a precious Galar Mine.

Rapid Strike Urshifu VMAX / Inteleon — Auto-loss

This is Tapu Koko VMAX’s worst matchup by far. [card name=”Rapid Strike Urshifu VMAX” set=”Battle Styles” no=”88″ c=”name”][/card]’s Gale Thrust with a single Inteleon ping deletes Tapu Koko VMAX, and they also play multiple switching cards that can be found with Shady Dealings. There’s no point in discussing this matchup. You may win one in thirty games by getting lucky, but the matchup is truly awful.

Suicune V — Very Favorable

This matchup is pretty much free. [card name=”Suicune V” set=”Evolving Skies” no=”31″ c=”name”][/card] is weak to Lightning-type Pokemon and they can never OHKO Tapu Koko VMAX. This deck operates with one or two Pokemon on the Bench, so it’s a nightmare scenario for Suicune V. You could probably win with just a few Boltund V, but I don’t recommend testing that out.

Conclusion

Tapu Koko VMAX is a neat and unique deck that should definitely be seeing more competitve use right now. Until decks start playing more switching cards, Paralysis will continue to be a broken effect that destroys opposing Pokemon VMAX. Tapu Koko has extremely strong matchups in the meta right now, and you have at least a decent shot of winning any game as long as you aren’t up against Rapid Strike Urshifu VMAX. It’s also nice having a deck that functions well when going second!

Thanks so much for reading! That’s all I have for now, and definitely give the Tapu Koko VMAX deck a whirl!

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