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Karl Peters

Format-BREAKing decks?

Karl talks about three decks that focus around some of the new BREAK Pokémon.

03/21/2016 by Karl Peters

Hey guys, it's Karl again. This time I want to take a look at three new decks that got freshly introduced with the new set BREAKpoint. I want to take a look at the new BREAK Pokémon from this set because I feel like we finally got some very useful ones that are actually able to compete in the current format. Up until now we didn't actually have a useful BREAK aside from Zoroark, but even this one was primarily used as a one-of tech in Yveltal/Zoroark/Gallade decks, and not as a deck itself. BREAKpoint however gave us three useful BREAKs. Raticate might be seen as more of a fun idea but I still think that it has some decent potential because it's always good to get guaranteed knockouts on any kind of Pokémon, no matter how many HP it has. Trevenant and Greninja BREAK on the other side are definitely very good cards and will see play for sure. It's still not quite sure whether or not they will see play like decks such as Seismitoad/Giratina and Night March, or if they will remain decent decks like Vileplume variants which aren’t seen that often, but still are very annoying to play against and can always make it into the top cut.

Table of contents

I will primarily talk about these decks for the standard format, because Expanded isn't actually that “BREAK-friendly" mainly because of Archeops, which has always been the biggest issue for any kind of deck that want to use Evolutions. BREAK decks, however, need at least two turns to Evolve, and if you can't abuse Frogadier’s attack to put some of them onto your Bench, you will have to Evolve three times to get to Greninja BREAK, which is possible by using Hex Maniac in combination with VS Seeker, but this will cost you so much time that your opponent will be fully set up at this point. The other weak point of this strategy is that you need your Abilities in all of these BREAK decks, because they're essential to execute your strategy. The only deck that is actually very well capable of dealing with Archeops is Trevenant. Especially in Expanded you're easily able to get your turn one Trevenant by using Wally, who is very likely to get in Expanded, thanks to Jirachi-EX in combination with cards like Level Ball and Trainers’ Mail. The other major Problem for Trevenant is that Darkness Pokémon are seeing a very high amount of play. There are also some players that run Yveltal/Zoroark/Gallade in Standard but it's by far not that popular as Yveltal in Expanded.


First of all I want to take a look at the most hyped deck of the new BREAKs, which is Greninja.

Like any other of the three decks that I'm going to take a look at, Greninja also got a huge boost in popularity thanks to its BREAK. Greninja BREAK synergizes very well with both of the regular Greninja, which is the reason why we're running two of each. Greninja BREAK is pretty similar to its XY version. Both of them discard a Water Energy from your hand to drop three, or in Greninja BREAK's case, six damage counters onto one of your opponent’s Pokémon. The major difference between them is that Greninja BREAK has to be Active to use its Ability. This isn't that much of a problem, because it's most likely going to be Active anyways. Usually you want to put your Greninja BREAK onto the new Greninja from BREAKpoint, simply because its attacks are better than the XY ones. The XY Greninja is very nice to attack if you’re playing against a deck with Grass Resistance. Sadly there are not many of them which is why you're usually attacking with the new one.

The new Greninja has two very useful attacks. The first attack works a little bit like Hex Maniac as you're able to prevent your opponent from using any Abilities during their next turn which can be especially good when playing against decks that are very reliant on Abilities such as Metal variants the mirror match. I will talk about why I didn't chose to run Octillery in the next part, but I want to finish talking about the Greninja line first. The second attack from Greninja is also very good and works especially well with their Abilities. You can either chose to deal 60 damage without any effect, or deal an extra 20 damage and also take a Water Energy that's attached to Greninja back to your hand. This is a very nice effect for a number of reasons. The first reason for this is that you get an Energy to discard in your next turn. Usually you will discard at least two Energy per turn and need a third one to attack. The next reason is that you will always just need one Energy to attack with Greninja which is why you can use this effect to easily save up some Energy which would've been lost when your Greninja is Knocked Out. In most cases you will use Greninja’s second attack because you want to deal as much damage as possible with your Greninja. If you’re able to use both Abilities and your attack, you can already deal 170 damage, which is enough to Knock Out most Pokémon-EX. Even if this is not enough, you can still attach a Muscle Band to deal 190 damage, or even 220 if you manage to get two XY Greninja into play, if you have enough Energy to discard of course. If you manage to get one BREAK and two XY Greninja into play, you've also got enough Abilities to just snipe a Shaymin-EX on your opponent’s Bench. This can also be done by putting two Greninja BREAK into play because all Greninja have no Retreat Costs. 

But I think that's enough talk about Greninja, because there is actually another very important part in the Greninja line. Frogadier is another card that makes this deck shine, thanks to its very unique attack, which allows you to put three other Frogadier from your deck straight to your Bench. This is a very good attack and helps this deck's setup nicely because this saves you the extra deck space for Rare Candy and makes space for consistency cards instead. This card is also the main reason why we're running one copy of Wally because this allows us to use Water Duplicates on our first turn if we're not going first. I don't want to include more than one copy because running more Wally also means that our deck is getting clunkier and therefore less consistent, which is why we're trying to avoid to be able to keep up with all of these fast-EX decks. 

We also run one copy of Miltank because it's a nice non-EX attacker that's able to deal 80 damage if we don't want to attack with Greninja for some reason, or simply don't have the BREAKpoint Greninja in play, because it's always better to attack with Miltank than with Greninja XY.

The last Pokémon that we run is Shaymin-EX which should be nothing new for anyone that's been dealing with the Pokémon TCG since 2015 when this card was released. Shaymin-EX is simply one of the best cards in any of the two current modified formats and pretty much unreplaceable. Some people try to replace Shaymin-EX with Octillery from BREAKthrough, but trust me, Octillery is nowhere as good as Shaymin-EX. You can actually think of replacing Shaymin-EX in this deck which also allows you to replace Level Ball with Dive Ball, but I don't like the idea of making this deck completely reliant on Evolutions which is why I would still run Shaymin-EX over Octillery at any point, but if you want to find a competitive deck which is able to use Octillery instead of Shaymin, this is definitely your best shot at doing so.

The Trainer and Supporter lineup for this deck is pretty straight forward. The only Supporter card that may catch your attention is Professor Sycamore as we're only running three copies instead of four. This is just to prevent the excessive discarding of valuable resources such as Greninja BREAK. To prevent this discarding even more we run an extra copy of Super Rod which helps us to get our Greninja back every time and sometimes even have a spare slot to shuffle in some extra Energy. We also run two copies of Lysandre and Judge which both are pretty much staple in most decks. Some players prefer Shauna or Professor Birch's Observation instead of Judge but I feel like the two shuffle Supporter slots are best used with two copies of Judge to disrupt your opponent. In most cases you will play Fisherman anyways in the late game turns to get back four Energy from your discard pile straight up to your hand. Fisherman is so important in this deck that I chose to run two of him just to keep the Energy flow up even if we don't have that many Energy left in our deck. Last but not least we have got AZ and Wally. AZ is a staple in any deck and Greninja is no exception. AZ is a very versatile card and can be used to either pick up a Shaymin-EX and draw some extra cards, pick up a Pokémon that's stuck in the active spot, or even to heal a damaged Greninja to buy yourself some extra turns. This is especially nice since we're able to pick up the Energy that we used to attack, so we don't even have to discard any cards with AZ, unless we decide to pick up a Greninja that has Muscle Band attached to it. I already talked about the one of version of Wally so I don't think that I have to explain it again.

The Trainer lineup is very standard. We run the staple amount of four Ultra Ball and VS Seeker as well as three Trainers’ Mail which is also a commonly used card to speed up your set up. We also have three Level Balls to pretty much assure us the turn two Water Duplicates attack. Sadly Miltank has 10 HP too much for Level ball, but Level Ball is still an amazing card. Next up we have two Super Rods which are used to get back our Greninja's and their pre Evolutions, as well as sometimes Water Energy if we happen to run out of them. The battle Compressor is a very nice way to abuse Fisherman or Wally. If we have a VS Seeker and Battle Compressor in our hand we can use them to get out Frogadier on the second turn to attack with Water Duplicates as soon as possible. We could also use battle Compressor to discard two Water Energy and Fisherman if we don't already have four Energy in our discard pile to simply get our Energy flow going as soon as possible. Battle Compressor can also be used to thin out our deck and draw what we need. This deck however isn’t as reliant on Battle Compressor as for example Yveltal/Zoroark/Gallade or Night March which is why I chose to just run one copy which can be nice at some times.

The Energy lineup is very simple with ten Water Energy to assure us to always have enough of them. We don't run Splash Energy because I doesn't work with Greninja or Greninja BREAKs Ability and we always want to be able to use them which is why Splash Energy doesn't fulfill the purpose that we need our Energy to do.

Overall I think that Greninja is a deck with a very high potential to be a top deck, mainly because it's very capable of winning the Prize trade against most-EX decks and is even able to easily snipe Benched Shaymin, which is a card that every deck runs. The main weakness however is that you will often have dead starting hands as in every deck that wants to use Stage 2s, but I think that Greninja can compensate this weakness for the biggest part, simply thanks to Frogadier. The deck is also very good for beginners, especially since you're able to replace Shaymin-EX for Octillery which makes this deck probably the cheapest competitive worthy deck that's currently around. Greninja is definitely worth a try and you should prepare to see it at your next Standard tournament.


Trevenant has always been a very strong card ever since it was released in XY, but had a lot of struggles with the metagames that it had to compete in. First of all there was Trevenant/Accelgor a deck that was mainly used with Dusknoir from Boundaries Crossed to create a perfect lock. Some Germans, however took a different approach when piloting a version created by David Hochmann at the 2014 World Championships in Washington D.C. This version took a faster approach at the deck to keep up a lock, but in the meanwhile created a more consistent version than the clunkier Dusknoir one. The deck was a huge success at the Last chance Qualifier where Nico Alabas almost made it through the LCQ, but sadly lost his Top8 match. The main event at that year was sadly filled with Virizion/Genesect which is why everyone at the main event didn't have that good of a time. So as we can see, the biggest issue for the deck was Virizion/Genesect which had pretty much an autowin matchup against the deck. Since 2012 we always had a metagame with a big proportion of Darkness decks which is the second major reason why Trevenant wasn't able to become one of the top decks. Now we have a Standard format which revolves much less around dark decks and even if you run into them, you can still stop them simply because you're pretty much blocking their item cards from your first turn because the current format makes it so easy to get the turn one Wally going. On top of that you have got a much better attacker than before, because Trevenant BREAK is able to place three damage counters on each of your opponents Pokémon for just one Energy, if you get the Dimension Valley into play.

As well as in the Greninja deck, a lot of this deck’s main strategy uses the new BREAK Pokémon, but unlike Greninja, the regular Trevenant plays a much bigger role. It's still nice to be able to use the XY Greninja's Ability to get the extra damage, but even without it, Greninja BREAK would still be a decent card. Trevenant break on the other hand just gets so strong because of the Flashfires Ability to block your opponent from playing Trainers. This is the reason why we don't even run a single copy of the BREAKpoint Trevenant that is able to higher your opponents attack costs. If one of these Abilities would work while sitting on the Bench it would surely be nice to have both, but since both of them have to be in the active spot to use their Abilities, we want to run as many item lock Trevenant as possible. We run three Trevenant BREAK to have enough of them to always be able to put one of them onto our regular Trevenant to use its attack to spread damage. For the Phantump we're running the new ones from BREAKpoint because of their Ascension attack which allows us to search our deck for a Pokémon that Evolves from Phantump and put it right onto it. This way we're pretty much guaranteed to get our item lock going if we're going second, even if we don't get our Wally going. The rest of our Pokémon lineup isn't that exciting. We run two Wobbuffet to have a second decent psychic attacker to be able to abuse Dimension Valley. Wobbuffet synergizes very well with the spreading aspect of our Trevenant to finish up the last knockout or simply help us for big knockouts that Trevenant isn't able to get. It's also very nice to start with Wobbuffet if our opponent is going first, because it prevents him from using his Shaymin and burn through his deck. Once we got our Trevenant burning through his deck won't be an issue for us anymore, simply because he can't play item cards to do so. Last but not least we run our staple of Shaymin-EX which is used to get a quick set up and get our Trevenant as soon as possible, preferably on the first turn.

The Supporter lineup for the Trevenant deck is very similar to the Greninja one but some cards are used differently than in Greninja. Normally I would start talking about Professor Sycamore first because he is pretty much the most important Supporter in most decks. For this deck we have a Supporter that is much more valuable than the turn one Sycamore. I’m talking about Wally, the card where this deck gets most of its strength through. If we're able to get Wally on the first turn we're able to block our opponent from playing any item cards, without even having to attack. A lot of players have always been complaining about Seismitoad-EX’s Quaking Punch attack because not being able to play any item cards is just so annoying and often even frustrating. The combination of Wally and Trevenant takes this frustration to a whole new level. If you're able to start the game and manage to get your turn one Wally for your Phantump you're able to prevent your opponent from using items for the whole game. This means he won't be able to sue any items, unless you run out of Trevenant, or he manages to Lysandre around your active one. This is what this deck makes shine which is why most item cards in this deck are used to get Wally faster. We still just run only two copies of him which might be surprising, considering how important he is, but trust me you will still get the turn one Wally most of the time thanks to Shaymin-EX and our item cards which I will talk about later. Next up we have the Sycamore I already mentioned at the beginning. As always we use him to get our set up as fast as possible, but like in Greninja we only run three copies because we don't want to discard important resources, and usually use Wally turn one anyways.

Next up we have Judge. Judge is much more important in this deck than in Greninja because limiting your opponent down to four (or five if you want to count the card that he or she draws at the beginning of the turn) is very good if you have an item lock going in the meantime. This can often end up with your opponent simply passing because their whole hand is either item cards, or Supporter that they don't need at that time. Judge is very good in combination with any kind of item lock and you might even wish for a third or even fourth one at some points.

The rest of the Supporter lineup doesn't really need any kind of explanation. We use two copies of Lysandre which is nice to either get some knockouts that your opponent is trying to prevent you from, by hiding their Pokémon on the Bench, or two lock your opponent by putting up something with a high retreat cost while attacking with Trevenant BREAK. AZ has the same function as in a deck so either help you reuse Shaymin, heal heavily damaged Pokémon, or to simply get away a Pokémon that's stuck in the Active spot.

The item cards in this deck should not surprise anyone as they're pretty much all staples in any deck. I chose to run Fighting Fury Belt instead of Muscle Band because we don't benefit from Muscle Band at all if we attack with Trevenant BREAK, because the 20 damage don't add to damage counters which is why we at least get the +40 HP when we use Trevenant BREAK instead of 20 more damage for the regular Trevenant attack and pretty much no effect for the BREAK. Float Stone is very important in this deck to switch heavily damaged attackers to your Bench, or simply to retreat Wobbuffet if you started with it. I would even like to add one or two extra Float Stones to always have it, but the space in this deck is already very limited which is why we have to stick to two copies. Level Ball should be pretty self-explanatory in a deck that uses low HP basics. Battle Compressor has also become a staple in pretty much every deck and this one is no exception as he helps us to increase our chances for the turn one Wally play. Our Stadiums are three Dimension valley which are very important to be able to attack with Trevenant as fast as possible and also to use Wobbuffet attack for just one Psychic Energy. Talking about Energy, we run eight regular Psychic Energy to increase our chances to always have some to attack with Trevenant or Wobbuffet. We also run two mystery Energy which also make up a little bit for the missed space of float Stones since they fulfill the same purpose in this deck, expect for Shaymin which can't use the effect of Mystery Energy.

I feel like Trevenant has a very high potential to be a very annoying lock deck that is also able to deal very good spread damage thanks to both Trevenant. The major difficulty for Trevenant may be the high amount of darkness decks that are being played, especially if the new Darkrai-EX becomes relevant in competitive play. If the amount of darkness decks decreases Trevenant might very well be one of the top choices because pretty much every deck relays a lot on item cards to get their set up and execute their main strategy. These decks can be shut down very easily with a turn one Wally play to deny them their complete game plan. For now Trevenant will stay in a small gap between competitive meta decks and fun rogue decks and only the future will show whether it's going to be a meta deck or remain a fun deck for League Challenges primarily.


In my opinion, Raticate BREAK is by far the most interesting of these three decks, especially because Raticate has never really been in any competitive deck and now has serious potential to do so. Raticate BREAKs attack is very similar to the one from Boundaries Crossed which also reduced the opposing Pokémon’s HP to 10. The only difference is that Raticate from Boundaries crossed had to use three Energy to use its attack, the BREAK one only needs two which can be easily attached by using one Double Colorless Energy. You might ask yourself how this will win you any games if you always have to attack twice to knockout any Pokémon, since this is already possible with almost every deck. The trick is that you use something to Poison your opponents active Pokémon so it will faint between turns because you will always reduce their HP to 10 and the Poison damage will deal these exact 10 damage. Some players tried to make the Boundaries Crossed Raticate work after Hypnotoxic laser was release, but this deck was very inconsistent because you had to attach multiple Energy to a low HP stage one and you also had to draw the Hypnotoxic Laser every turn which is very unlikely, especially with cards like N in the format. Is the BREAK version we're using Ariados from Ancient Origins which is much more reliable than Hypnotoxic Laser, simply because it sits on our Bench and therefore doesn't need to be drawn. This works especially well with the regular Raticate from BREAKpoint whose ability prevents any special condition done to it. This way we don't even have to switch out our active Raticate because of the Poison damage.

Raticate BREAK is our only attacker and we always want to get the combination of him and Ariados out as soon as possible. The only reason we need our regular Raticate for is to prevent the Poison damage, and of course to be able to Evolve it into Raticate BREAK. If you compare all of the three BREAK decks that I talked about in this article you will quickly realize that Raticate is by far the one that's least reliant on its regular version because all we pretty much do the whole game is use Ariados Ability and attack with Raticate BREAK afterwards. The Rattata is also very unimportant, but its attack could be neat at some times where you want to switch your active Rattata to your Bench and are able to attack in that exact turn. 

Ariados is the second most important part of our strategy, because we need the extra Poison damage to get our knockouts. We always want to be able to Bench a Spinarak as soon as possible so we don't even allow our opponent to be able to prevent us from doing so, by using Lysandre over and over to knock out our low HP basics that we desperately need to Evolve to be able to execute our strategy.

The promo Jirachi from BREAKthrough is actually very important in this deck because it regularly has a very bad Seismitoad/Giratina matchup, mainly because Giratina-EX is able to knock out our Raticate BREAK in one hit, while also preventing us from playing our Double Colorless Energy, which are key to be able to attack. If we don't have an out against Seismitoad/Giratina it could very well happen that our first Raticate BREAK gets Knocked Out right away and every time when we try to set up a new one with Basic Energy, our opponent is just going to Lysandre up this one until we either run out of basic Energy, or he simply wins the game, thanks to being able to draw six Prizes.

Don't get me wrong, Seismitoad/Giratina is still by far one of the worst matchups for this deck, but Jirachi gives us at least a shot at doing something in this matchup.

The Supporter lineup is pretty common for the most part, but there are also some small, and even big surprises. We run our four copies of Professor Sycamore to get our set up going as fast as possible. Unlike the other two decks in this article, we actually run the full amount of four Sycamore, mainly because it's so important to get a very fast set up because we don't have the benefit of being able to take multiple Prizes turns with abilities like Greninja does, and neither are we able to lock our opponent like Trevenant. We're fully reliant on getting Raticate BREAK and Ariados into play as fast as possible to draw our Prizes, preferable two at a time by knocking out-EX Pokémon, which is why four Sycamores are very important here. Next up is our one copy of judge which is very nice to limit your opponent’s options, while knocking out his hitter, leaving him with very limited options for the next turn. AZ should also be no surprise to anyone as the cards is very versatile and especially nice to have a switching card that is reusable by using VS Seeker. Two copies of Lysandre should also be a common thing for most players as it's simply very strong to be able to Knock Out whichever Pokémon we want to, especially in this kind of deck where we're actually able to knock out anything in just one hit. To end our unsurprising Supporters, we have Xerosic, a card that is mainly used for two reasons in this deck. The first and maybe biggest reason for running it is Garbodor. Before BREAKpoint we didn't have to worry about Garbotoxin in Standard, but since it has made its comeback into Standard, we definitely need to be able to stop it from working by discarding the Tool with Xerosic, because we aren't able to draw any Prize card if we don't get to use Ariados Poisonous Nest ability. Xerosic is also a very nice way to stop Giratina-EX from attacking, especially if we use Xerosic and Jirachi in the same turn, leaving Giratina-EX with no Energy at all and putting it in a spot where we can easily get the knockout with Raticate.

To end our Supporter lineup, we have a card that has been very rarely used ever since it was released in Roaring Skies. Back when roaring Skies came out, a lot of players hyped the new Rayquaza-EX to be one of the best decks to ever exist, because it would've been able to deal 240 damage on its first turn. One of the biggest reasons for this hype was that M Rayquaza-EX had so much synergy with a lot of cards from this set, for example Mega Turbo, Sky Field, Shaymin-EX and Winona. And Winona is the exact card that we're going to look at, because she allows us to search for Shaymin-EX and our complete Raticate line, because they're all Colorless typing. Of course you want to be able to use Sycamore on your first turn, but Winona can be very big in the mid to late came where you can simply use VS Seeker to search for the missing Raticate BREAK, or just for multiple Rattata to put on your Bench. The card works very well in this deck and I really like it, as it's one of the few Supporter cards that is decently usable in a certain deck. Most other Supporters are either good in every deck or not useful at all which is why Winona is a very refreshing concept in our current format.

As always, we have got our staples consisting of four VS Seeker, four Ultra Ball and four Trainers Mail which I don't think need any further explanation. Super Rod has also made its place in most decks since its recent reprint, and since we don't want to run out of Raticate or Ariados, we gratefully use this card to our advantage. Three Level balls should also be very self-explanatory, especially because they search for anything except Shaymin-EX or Raticate BREAK in this deck. I don't run Startling Megaphone in a lot of decks, but I feel like Raticate is actually one of those decks that benefits a lot form it, especially because it opens up very nice Megaphone into Lysandre plays to get rid of our opponents Garbodor, which won't be possible with Xerosic, at least not if our opponent manages to get a new Tool onto Garbodor at their next turn. Float Stone is also pretty much a staple in most decks, simply to be able even retreat cards like Ariados or Jirachi in the middle of the game, or simply a Shaymin-EX if we happen to start with it.

Raticate won't need it because of its non-existing retreat cost, which is why we're only running two of them and no other Tool which could be useful. Some people may argue that we could play Bursting Balloon to even be able to get knockouts , if we can't use Ariados, but I feel like the extra Bursting Balloon is simply to easy to play around, by such simple actions as simply passing without attacking. Our last item cards is one of the most interesting card from BREAKpoint, Puzzle of Time. I feel like the card is especially strong in decks that want to abuse Double Colorless Energy, because you theoretically get access to eight Double Colorless Energy. Puzzle of Time can also be used to recycle cards like Startling Megaphone or Super Rod, or basically anything you want since you can pick any two cards, if you play two Puzzles at a time. I think that Puzzle of Time is a card with very high potential and I'm very sure that we will see a lot more of it in the future, maybe even with cards that are going to be released and synergize with it very well.

Our Energy start with four Double Colorless Energy which we need to be able to attack with Raticate BREAK. They can also be used to attack with Shaymin, but that's something you won't do too much. Next up are three basic Grass Energy. The typing of our basic Energy doesn't really matter as we will pretty much just use them to either power up Raticate, or simply to use Jirachi if we're being stopped from attacking, mainly through Giratina-EX. The only reason why we’re running Grass Energy is so that we at least have got the option to attack with Ariados if actually necessary.

I think that Raticate is by far the coolest of these three decks, but sadly probably the weakest one as well. Major difficulties for Raticate are Ability blocking cards like Garbodor or Hex Maniac, as well as Giratina-EX which helps to shut down this deck for the most part. It's also very bad for Raticate that a lot of non-EX decks are starting to get popular because you want to be able to win the Prize trade by trading in one Raticate for at least one-EX which won't happen if you get knocked out by regular Pokémon. Raticate simply won't be able to keep up the pace with decks like Greninja and Trevenant, or even the new Garchomp which has also a decent potential to do well. If these decks don't get popular for some reason, Raticate might actually be a decent choice, but we will have to wait and see how the Standard metagame develops.

I think that TPCi is definitely taking the right approach to make BREAK Evolutions playable by giving them nice features, that are useful in decks, but don't power these decks completely, so you will still be able to win your games with only using the regular version of, for example, Trevenant. I also think that they maybe should work on some Trainer or Energy cards that only work for BREAK Pokémon, simply to allow them to be contestants in a game that is pretty much ruled by big basic Pokémon-EX that are able to get out very quickly. I don't really understand why the TPCi chose to release cards that make them even more powerful, with cards such as Fighting Fury Belt or Max Elixir which only work for basics. I really hope that they work out something to make BREAKs more playable, because I think that they are a pretty cool system.



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