Pokemon Lines:
4-4-4 Crobat Prime
2-2 Dugtrio PL
2-2-2 Vileplume UD
4 Spiritomb AR
Trainers Supporters Stadiums:
3-4 Collector's
3-4 Bebe's Search
1 Palmer's Contribution
2 PONT
2-3 BTS
2-3 Emcee's Chatter
Energy:
8 Psychic Energy
The Main attacker of this deck. 1 energy for 40 damage poison is really the only attack you'll want to use, the other one is very situational but could potentially net a KO. 4-4-4 line?
Some pokemon who have free retreat *cough cough garchomp C X* can easily escape poison damage from Crobat prime, but dugtrio still sticks it to 'em. Additionally, I believe this effect stacks, so I would run a 2-2 line, allowing you to do 40 if they retreat. With poison and sinkhole you have a near guaranteed 80 damage, and that puts anything with 110hp in crobat prime sniping range.
The ideal starter for this deck, allowing you to darkness grace all of your pokemon. Not a whole lot to say, but basically it's there for early trainer lock and setup. Run 4 for consistency, even though late game it has little use.
Here to lock your opponents trainers. Works well against SP decks and can really help prevent your opponent from setting up. A large bonus is that they can't play switches/warp points to escape poison. 2-2-2 line?
Ideally, you start with a spiritomb turn 1 and keep trainer lock the entire game. Setting up vileplume may take precedent over crobat because spiritomb is easy to KO, but your opponent should have a slow start as well. Clearly you should run BTS, especially with crobat being a stage 2. The bane of many trainer lock decks is a Dialga G X, but I'm not sure what would be best to tech against it. Machamp SF? Not much energy is needed for the deck overall. Suggestions/ Comments? Also, suggestions for T/S/S and energy would be helpful
4-4-4 Crobat Prime
2-2 Dugtrio PL
2-2-2 Vileplume UD
4 Spiritomb AR
Trainers Supporters Stadiums:
3-4 Collector's
3-4 Bebe's Search
1 Palmer's Contribution
2 PONT
2-3 BTS
2-3 Emcee's Chatter
Energy:
8 Psychic Energy

The Main attacker of this deck. 1 energy for 40 damage poison is really the only attack you'll want to use, the other one is very situational but could potentially net a KO. 4-4-4 line?

Some pokemon who have free retreat *cough cough garchomp C X* can easily escape poison damage from Crobat prime, but dugtrio still sticks it to 'em. Additionally, I believe this effect stacks, so I would run a 2-2 line, allowing you to do 40 if they retreat. With poison and sinkhole you have a near guaranteed 80 damage, and that puts anything with 110hp in crobat prime sniping range.

The ideal starter for this deck, allowing you to darkness grace all of your pokemon. Not a whole lot to say, but basically it's there for early trainer lock and setup. Run 4 for consistency, even though late game it has little use.

Here to lock your opponents trainers. Works well against SP decks and can really help prevent your opponent from setting up. A large bonus is that they can't play switches/warp points to escape poison. 2-2-2 line?
Ideally, you start with a spiritomb turn 1 and keep trainer lock the entire game. Setting up vileplume may take precedent over crobat because spiritomb is easy to KO, but your opponent should have a slow start as well. Clearly you should run BTS, especially with crobat being a stage 2. The bane of many trainer lock decks is a Dialga G X, but I'm not sure what would be best to tech against it. Machamp SF? Not much energy is needed for the deck overall. Suggestions/ Comments? Also, suggestions for T/S/S and energy would be helpful