Battle Strategy Guide
Advanced tactics to outplay your opponents and win more games
Updated for November 2025 - Mega Rising Meta Strategies
Core Battle Concepts
Tempo
Tempo is the pace of the game. Controlling tempo means dictating when attacks happen and who has the initiative.
Gaining Tempo:
- • Attack first with faster Pokemon
- • Force opponent to spend energy retreating
- • Use X Speed to retreat for free
- • Knock out Pokemon before they attack
- • Stadium cards that benefit your deck only
Card Advantage
Having more cards than your opponent gives you more options and ways to respond to their plays.
Generating Advantage:
- • Use Professor's Research every turn if possible
- • Pokemon with draw abilities (Greninja, Articuno)
- • Palkia EX's Dimensional Storm searches any card
- • Preserve cards when ahead, use them when behind
- • Don't overextend bench without reason
Prize Point Trading
Understanding when to trade knockouts is crucial. Not all exchanges are equal.
Favorable Trades:
- • Your 1-prize Pokemon for opponent's 2-prize EX
- • Forcing 2-for-1 (your 1 KO = opponent needs 2 KOs)
- • Taking early prizes to pressure opponent
- • Sometimes better to retreat than trade evenly
Board Control
Managing your bench and active Pokemon position is key to executing your strategy.
Board Management:
- • Fill bench early for options and Pikachu EX damage
- • Keep Pokemon with energy on bench when safe
- • Position evolved Pokemon before attacking
- • Don't bench unnecessary targets
- • Plan retreat paths 2-3 turns ahead
Energy Management Mastery
Critical Energy Decisions
You only get 1 energy per turn. Where you attach it can win or lose games.
✓ GOOD Energy Attachments
Attach to benched Pokemon that will attack soon
Build up your next attacker while current one fights
Attach to active Pokemon for immediate attack
When you can KO something important this turn
Attach to Pokemon with energy acceleration
Electrode, Moltres EX can move/generate more energy
✗ BAD Energy Attachments
Attaching to active Pokemon about to be KO'd
That energy will be wasted when Pokemon is knocked out
Attaching without a plan for next 2-3 turns
Know which Pokemon will attack and when
Overloading one Pokemon while bench is empty
Spread energy across multiple attackers for flexibility
Energy Efficiency with Stadiums
Mega Rising introduced powerful stadium cards that reduce attack costs.
Thunder Mountain (Electric)
Electric Pokemon attacks cost 1 less energy
Example: Pikachu EX attacks for 2 energy instead of 3!
Energy Acceleration Pokemon
Some Pokemon can generate or move extra energy.
Moltres EX: Ability attaches Fire energy from deck
Electrode: Ability moves energy when knocked out
Misty: Coin flips for bonus Water energy
Retreat Decision Making
When Should You Retreat?
RETREAT When:
- ✓Active Pokemon will be KO'd next turn and you have a better attacker ready
- ✓You're type disadvantaged (opponent has 2x weakness damage)
- ✓Need to preserve a Pokemon with lots of energy
- ✓You have X Speed for free retreat
- ✓Bringing up a Pokemon that counters opponent's active
DON'T RETREAT When:
- ✗It costs energy you need for attacking
- ✗Current Pokemon can still trade favorably
- ✗Benched Pokemon aren't ready to attack yet
- ✗You're panicking - calculate the math first
- ✗It brings up a weak basic with no energy
Advanced Retreat Tactics
Pivot Pokemon Strategy
Keep a 0-retreat cost Pokemon on bench (like Zapdos EX). Use X Speed on it to swap freely, then retreat for free to bring up your real attacker. This effectively gives your main Pokemon free retreat!
Forced Switches
Some cards force your opponent to switch. Use these to disrupt their energy attachments or bring up weak Pokemon for easy KOs.
Reading Your Opponent
Identifying Their Deck Early
The sooner you know what deck they're playing, the better you can plan your strategy.
Water Decks
Early Tells:
- • Palkia basic on turn 1
- • Froakie/Staryu combo
- • Cascading Falls stadium
- • Misty supporter early
Electric Decks
Early Tells:
- • Pikachu EX active
- • Voltorb early bench
- • Thunder Mountain stadium
- • Multiple Electric basics
Fire Decks
Early Tells:
- • Torchic + Moltres EX
- • Charmander evolution line
- • Blaine supporter
- • Heavy energy on Moltres
Predicting Their Plays
Count Their Energy
Always track how much energy they can have and where it's attached.
Mental Checklist:
- • How many turns have passed? (= max energy they could have)
- • What Pokemon have visible energy?
- • Did they use energy acceleration abilities?
- • Can they attack with any Pokemon next turn?
Watch Their Bench
Their bench tells you what they're planning.
Matchup-Specific Strategies
VS Palkia EX
DIFFICULTTheir Game Plan:
- • Use Dimensional Storm to search perfect cards
- • Build Palkia EX with 3-4 energy for 140+ damage
- • Greninja for consistent draw power
- • Cascading Falls for extra bulk
How to Beat It:
- • Use Electric or Grass types (weakness)
- • Pressure early before Palkia EX evolves
- • Target Froakie/Greninja line to cut draw
- • Trade efficiently - use 1-prize attackers
VS Pikachu EX
MEDIUMTheir Game Plan:
- • Fill bench with Electric Pokemon (5 = 100 damage)
- • Thunder Mountain reduces attack cost to 2 energy
- • Fast pressure from turn 2-3 onwards
- • Zapdos EX as backup 2-prize attacker
How to Beat It:
- • Use Fighting types (weakness)
- • Don't overextend - they need bench count
- • Target Pikachu EX early before setup
- • Psychic Pokemon resist Electric damage (-20)
VS Mega Blaziken EX
HIGH RISKTheir Game Plan:
- • Moltres EX accelerates Fire energy
- • Evolve Torchic → Blaziken EX → Mega Blaziken EX
- • 200+ damage one-shots any Pokemon
- • Blaine + Giovanni = massive damage boost
How to Beat It:
- • Use Water types (weakness)
- • KO Torchic before it evolves
- • Target Moltres EX to cut energy acceleration
- • End game before Mega Evolution happens (turn 4-5)
Common Mistakes to Avoid
Turn 1-3 Mistakes
Not filling bench early
Always bench basics turn 1-2. You need backup options and some decks (Pikachu EX) need full bench for damage.
Wasting Professor's Research
Don't use Professor's Research turn 1 if you already have a good hand. Save it for when you need specific cards.
Attaching energy to wrong Pokemon
Plan ahead! Attach to Pokemon that will attack in 2-3 turns, not just the active Pokemon.
Mid-Late Game Mistakes
Trading prizes inefficiently
Don't trade your 2-prize EX for their 1-prize Pokemon. Let them attack first or retreat to safety.
Ignoring their evolution setup
If you can KO their basics before they evolve, do it! Stopping Mega Blaziken EX or Gardevoir is crucial.
Playing too scared
Sometimes you need to take calculated risks. If you're behind, playing safe won't win the game.
Advanced Battle Techniques
Damage Calculation & Math
Always calculate if you can KO before attacking. Don't waste attacks that leave Pokemon at 10 HP.
Key HP Breakpoints to Remember:
Basic EX: 120-130 HP
Need 2-3 hits usually
Stage 1 EX: 140-160 HP
2 strong hits or 3 weak hits
Mega EX: 200+ HP
Requires multiple turns
Damage Modifiers:
Baiting & Bluffing
Sometimes the best play is making your opponent think you have cards you don't have.
The Wait Bluff
Pause before making obvious plays. This makes opponent think you're considering multiple options, even if you only have one card in hand.
The Bench Bait
Put a Pokemon on bench with no energy to bait opponent into thinking it's your next attacker. They might waste resources targeting it.
The Retreat Fake
Don't always retreat when you can. Sometimes tanking a hit and KOing next turn is better than showing your hand.
Master the Meta!
Practice these strategies in ranked battles and watch your win rate improve!