Experts' corner

Caleb Gedemer

Turbo Turtles — Turtonator-GX in Standard

Turtonator-GX just burst onto the scene in the Expanded format, now it's time to see what it can do in Standard!

09/12/2017 by Caleb Gedemer

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Hey everyone, welcome back to 60cards. Since we last met, I played in the Fort Wayne Indiana Regional Championship, where I finished 5/3/1. I took home 30 Championship Points, and while I was disappointed in my finish, it was nice to see that the deck I played, Night March, ended up winning the event. That event was conducted in the expanded format and is still very relevant, but the next big expanded event won’t be for a little while.

For now, I’ll be focusing on the standard format, since most league cup events are being held in that format, and in addition, the next upcoming regional championship is going to be played in standard as well. Hartford, Connecticut is a new regional championship location, as is the format that’s going to be played, so it’s going to be exciting to see what happens from all angles!

A format without the legality of VS Seeker is going to be a sight to be seen, and I’m very happy about the card’s rotation. While it was nice and all, it prevented players from properly conserving resources, and encouraged sloppy play. The card added a larger element of luck to the game, and without it, the game should almost indefinitely be more balanced and fair.

One of the first decks I started tinkering around with, in the new format, was a Turtonator-GX deck, something that also coincidentally placed well in the expanded Indiana regionals. While the deck is quite different in the standard format, it doesn’t make it any less powerful.

Burning Energy is a card you probably weren’t expecting to read about in this article, but you will be! I think the card couples amazingly with Turtonator-GX, and without Silent Lab or Hex Maniac in the format anymore, there isn’t much stopping Turtonator-GX from being the powerhouse that the game designers clearly wanted it to be. Without further ado, let’s talk about Turbo Turtles in the Standard format!


Volcanion decks have evolved a lot over time, from playing Max Elixir, to not, and then back again. Most recently, however, the addition of Turtonator-GX has garnered a bit of attention. While the deck does still play Volcanion-EX, the volcano is more of a sidekick, since it is generally just used as a support Pokémon using its Steam Up ability. Bright Flame is an incredible attack, swinging for 160 damage right off the bat with no damage modifiers. After a couple uses of Steam Up, and maybe a Choice Band or Fighting Fury Belt (depending on which one you play), you’ll be taking one-hit knockouts left and right!

Burning Energy is what makes this deck tick in the standard format since the card pool does not include Blacksmith like it does in expanded. With a single Burning Energy attached to a Turtonator-GX, you’ll essentially be using Bright Flame for a single energy drop each turn. A first turn Kiawe can load up a Turtonator-GX for the first couple turns, so getting that combination off immediately is amazing.

In this type of a deck, I like to play Starmie in the Standard format. If you can set it up, you’ll have a never-ending supply of fire energy to keep getting your Turtonator-GX to hit the numbers it needs for one-hit knockouts. Overall, this strategy is simple, and without many ways to lock abilities outside of Garbodor in the standard format, this deck is a very safe play at tournaments!

Deck List

Card Explanations

4 Turtonator-GX GRI 18

This guy is the star of the deck and something that’s worthy of four slots. Your top first turn play is a Kiawe drop of four fire energy onto a Turtonator-GX, so having multiple Turtonator-GX that you can draw into helps to increase your odds of having that combination. As the main attacker in the deck, you usually want to attack with three of them in a game. Having the fourth is to improve your starting potential with the card, and to make sure that you can use your attacker of choice throughout the whole game.

3 Volcanion-EX STS 26

Steam Up has a big role to play in this deck since it can get Bright Flame soaring to new heights. That said, prizing one could be disastrous if you decided to only play one. I like having three because while you may not ever need all of them, having the guaranteed option of having two on your bench at a time is too much to pass up. Volcanic Heat is also still a great attack, so keep that in mind, too.


3 Tapu Lele-GX GRI 60

Without VS Seeker in the format, having many outs to supporter cards is important. Not only that, Wonder Tag is just downright awesome in general. Playing three of these will give you the option to use it multiple times in a game, and help you hit it on your first turn to achieve the Kiawe play that you’ll be hoping for.

1 Volcanion STS 25

While Volcanion’s Power Heater is most certainly overshadowed by the likes of stronger attacks, such as Nitro Tank GX, it still has a place in almost any fire deck, including this one. You can use it as the seventh prize in matchups where the prize race matters. Power Heater is such a nice attack to be able to access, so in a fire deck, it makes sense to at least play a single copy!


1 Staryu BKP 25

You need a Staryu so that you can Evolve into Starmie, and the one from BREAKpoint is your best bet. With its free Retreat, you can use a Guzma and promote it, and this also makes for a good starter, too.

1 Starmie EVO 31

Space Beacon is amazing in any deck playing Volcanion-EX, since it gives you easy access to using Steam Up. Not only that, but it can be a great way to recycle Energy after they’re discarded with Bright Flame, which makes a world of a difference in this deck.

3 Scorched Earth

You’re going to playing a lot of fire energy, and getting them into your discard pile can be pretty sweet so you can power up the full effect of Nitro Tank GX. Drawing extra cards is swell too, especially in a deck that requires very little to do what it needs to do. However, these are some of the more replaceable cards in this list, and I’m on the fence about their inclusion.


4 Professor Sycamore

In the new standard format without VS Seeker, I like maximum consistency with almost every supporter card. Sometimes you’re just forced to discard them, so having multiple for backup later in the game is going to make a huge difference

4 N

One of these could easily become a Lillie or a Sophocles, but I still think, for now, playing four N is superior. Again, remember, having maxed out counts of the best supporter cards in the game in the new standard format is super important for a multitude of reasons.


3 Guzma

Two could also do the trick, but having three gives you higher odds of drawing them early and having access to them in the late game. A fourth could have merit, but will probably prove luxurious after testing.


2 Kiawe

You will probably only use one of these a game, but making sure you don’t Prize it will be super important, so I recommend playing two copies. Kiawe on your first turn is going to be fantastic, so you should almost always dig for that play if you can.

1 Acerola

Acerola is a great option for decks that use Steam Up, too, since you can pick up a damaged Pokemon with Fire Energy on it and then use those Energy to Steam Up. Not only that, but you’ll be able to heal that Pokemon, and get some Prizes off of the board for your opponent.

4 Ultra Ball

Four Ultra Ball is even more important now in Standard, since without VS Seeker, each Ultra Ball can become a Tapu Lele-GX if you want, which is a Supporter card out, and very nice to have.

4 Max Elixir

This deck can take a huge lead in the early game, and in the late game, you’ll want to find other outs to getting more Fire Energy into play. Some games you’ll only need one or two Turtonator-GX powered up to win the game, so having ways to play additional Energy down is a big plus.

3 Float Stone

An Escape Rope or Switch instead of one of these is a potential option, but Float Stone is generally better in most cases. You’ll want to switch your Active Pokemon into an attacker, which will usually be Turtonator-GX. With three, you’ll have better chances of hitting one in the early game, and getting what you want into the Active position sooner than later.

3 Fighting Fury Belt

Choice Band is an option for these three slots, but Fighting Fury Belt is pretty nice to have against Gardevoir-GX. A Turtonator-GX will be pretty hard for your opponent to knock out when you’re equipped with a Fighting Fury Belt, so the extra 40 HP can make it so that your opponent will have to dig for a Field Blower to take a big Knockout. The extra 10 damage is usually obsolete, as is the extra 30 from Choice Band. The only situations where the Choice Band damage can matter are when you’re unable to use Steam Up, and would rather just drop a Tool card to make up for it.

2 Field Blower

Garbodor and Garbotoxin still remain in the Standard format, so you’re going to need to play Field Blower in order to have a fighting chance at winning tournaments. Field Blower can also remove Fighting Fury Belt from your opponent’s Pokemon, and that way, you’ll be able to take easier Knockouts, which can be huge.

10 Fire Energy

A higher count of these could be useful for more consistent Steam Up drops, as well as hitting Max Elixir, but I’ve had success with just ten of them for now.

4 Burning Energy

These are an unusual inclusion in this deck, but I really like them. Turtonator-GX is an amazing attacker, and with little to no downside of using Bright Flame, Burning Energy are insane. Maxing the count out maxs you more likely to draw them early, and use a handful of Bright Flame attacks with no regrets.

Other Considerations


A Ho-Oh-GX or two could be a solid backup attacker in this deck. It would provide you with a non-Fire Weakness in matchups like Greninja BREAK, as well as against Volcanion-EX decks. This is probably one of the weakest options for this deck, so I haven't been considering it very heavily.

Choice Band

Choice Band instead of Fighting Fury Belt is something I've been thinking about a lot. I'm honestly not sure which is better right now. Matchups might play a big role in deciding, as each of them have their own set of merits depending on what deck your opponent is using.

Fire Energy

Yes, more of them! Steam Up is awesome, and so is Scortched Earth. Having access to more Fire Energy could be wonderful, to keep things going along smoothly. Did I mention it would improve your Max Elixir odds, too?



  • 3 Very Favorable
  • 1 Favorable
  • 3 Slightly Favorable
  • 5 Even
  • 3 Slightly Unfavorable
  • 1 Unfavorable
  • 0 Very Unfavorable

Alolan Ninetales-GX | Even

Alolan Ninetales-GX looks to be quite strong in the upcoming Standard format. Along with the non-EX/GX Alolan Ninetales, the deck can do surprisingly well against traditional Pokemon-EX/GX decks, since Alolan Ninetales has its Aluminous Barrier Ability. Anyways, Turtonator-GX can have a bit of a rough time with it. With only a single copy of Volcanion (although you can definitely up the count), all a Ninetales player has to do is knock out that lone Volcanion, and then that player should cruise to victory, since Alolan Ninetales will be immune to all of your attackers.

Some players at a lower level might play many Pokemon down other than Alolan Ninetales, and if they do, then you’ll have another out to winning the game. Don’t expect that to happen much, though, since most competitions will be stiff. The Water typing of Alolan Ninetales-GX in general can be challenging in of itself. With Aqua Patch, your opponent can set up his or her field of attackers very quickly, so you’ll have to do the same to match up evenly.

To match up with an Alolan Ninetales-GX deck effectively, you’ll need to build up at least two Turtonator-GX to attack with. In addition, you’ll need two Volcanion-EX down for their Steam Up Ability. Bright Flame with two Steam Up uses can take a one-hit Knockout on an Alolan Ninetales-GX, so be sure to have the setup you need to win. When dealing with the regular Alolan Ninetales, it’s best to use Volcanion’s Steam Artillery with a Fighting Fury Belt, or just a single Steam Up drop to take a one-hit Knockout.

Darkrai-EX / Darkrai-GX | Slightly Favorable

Darkrai-EX decks are a lot faster now with the inclusion of Darkrai-GX, but that doesn’t stop Turtonator-GX from using Bright Flame for one-hit Knockouts with ease. You’re going to be taking the first one-hit Knockouts of the game, so as long as you can keep up the tempo required to stay ahead on Prizes, you should be able to win. If you can use a Kiawe on your first turn onto a Turtonator-GX, you’ll essentially already have “four Prizes” available to you.

With four Energy on a Turtonator-GX, you’ll have the capability to take two one-hit Knockouts on two of your opponent’s Pokemon-EX/GX, and that will also slow his or her setup down drastically. Darkrai-EX decks rely on keeping multiple Darkness Energy in play, and you’ll set the pace of the game early, so you’re opponent will be on the ropes to keep up with the pressure you’re putting on.

Make sure to get multiple Turtonator-GX into play, so that you can use Max Elixir to build up another one on the Bench. With Fighting Fury Belt, it’s very unlikely that your opponent will ever take a one-hit Knockout on any of your Pokemon in the early game, so there shouldn’t be too much stress there. Having two Volcanion-EX down is important, so that you can use Steam Up twice to take a one-hit Knockout on a Darkrai-EX with a Fighting Fury Belt of its own. This is a matchup where Choice Band would be nice, so keep that in mind.

Garbodor / Drampa-GX | Slightly Favorable

Even though your opponent will have Garbodor with Garbotoxin, you should be in good shape to win. With a couple Field Blower, all you need to do is time your drops of them in combination with a turn where you can take a one-hit Knockout on one of your opponent’s Pokemon-EX/GX. The key to this matchup is building up attackers early with Kiawe, and limiting your Item usage.

Drampa-GX is going to be your opponent’s main attacking starting off, so you’ll need to deal with it first. Berserk can’t take a one-hit Knockout on a Turtonator-GX without the use of Professor Kukui, and most deck lists don’t even include that card! That said, your opponent will have an incredibly hard time taking down one of your Turtonator-GX, and you should be able to take at least four Prizes with each one you attack with.

This matchup, too, is one where Choice Band could be useful. With it, you can take down a Drampa-GX without using Steam Up at all, which has some obvious merit to it. Try switching to Choice Band if you have any difficulty with this matchup!

Garbodor / Espeon-GX | Slightly Favorable

This one is similar to the Drampa-GX version, but it should be a little more tough. Again, try to limit your Item card usage by relying on Kiawe early, and getting a quick lead. With a Fighting Fury Belt and a Steam Up, you can take a one-hit Knockout on an Espeon-GX, so as long as you can do that, you should be in good shape.

Garbotoxin is the biggest threat in all of the Garbodor variant matchups that you’ll need to eliminate, or at least mitigate. Field Blower is your key to doing this, so holding onto them for later in the game to take Knockouts is advantageous.

If all goes well, and you time your Field Blower uses appropriately, you should be able to win this game by capitalizing on an early lead, and finishing strong since you can simply build up another Turtonator-GX on your Bench while setting up.

Garbodor / Golisopod-GX | Favorable

This matchup is a breeze, since your opponent is playing Golisopod-GX as his or her main attacker. While Garbodor still gets an inclusion, your opponent’s deck is most certainly based around Golisopod-GX. By using your Fire type attackers, you’ll make it so that your opponent can’t effectively use Golisopod-GX, and you should be able to take many cheap Prizes. Again, you need to limit your Items, because if you don’t, then you could still manage to lose this matchup, although it’s incredibly unlikely.

Garbotoxin isn’t as big of a deal in this matchup, since you’re already taking one-hit Knockouts on all of your opponent’s Pokemon, simply because of Weakness calculations.

All things considered, you should win this matchup every time, unless something goes horribly wrong. Golisopod-GX and its glaring Weakness to Fire are going to be your opponent’s downfall, so make sure to just take it easy, and let the cards play themselves as they come.

Gardevoir-GX | Even

This matchup used to be miserable, since your opponent could play Silent Lab or Hex Maniac, but now, without either of those cards existing in the Standard format, you can roam free with your Abilities in this matchup. With a Fighting Fury Belt attached, all you need are two Steam Up uses to make Gardevoir-GX eat a one-hit Knockout from Bright Flame. You can do this immediately if you can Kiawe onto a Turtonator-GX, and from there, if you have Burning Energy down you’ll be able to keep attacking with no downside.

Your opponent’s only hope is to simply trade Prizes, but you should almost always win that trade since you’ll be getting ahead quicker. Most Fire decks of old played lower counts of Max Elixir, but since this deck plays a full set, you can build up multiple backup attackers and continue your lead into the late game.

On top of all of that, Gardevoir-GX needs eight Energy in some combination, or seven and a Choice Band, in order to take a one-hit Knockout on a Turtonator-GX wearing a Fighting Fury Belt. This can be pretty hard, especially when you’re putting on the pressure right away with powerful Bright Flame attacks.

Golisopod-GX / Tapu Koko | Very Favorable

Golisopod-GX with Garbodor was a favorable matchup, so what can be make a matchup with Golisopod-GX even more favorable? No Garbodor, or any other formidable attackers, that’s what! ‘pod and its Fire Weakness are just going to get smoked in a game with a Fire deck, and you should have no problem winning whatsoever.

Without Vaporeon in the format anymore, since it rotated out with the rest of the cards in Ancient Origins, there aren’t any existing splashable techs that your opponent will be able to play that can deal with Fire Pokemon. Tapu Koko can help Golisopod-GX and its attacks take Knockouts, since Flying Flip can soften things up, but that’s not all too effective, since the Prize trade will still be in your favor since you’ll be taking more consistent Knockouts.

There’s little you can do to mess this game up, unless you simply forgot to attack, or something foolish. Get excited if you find yourself facing up against this deck at a tournament with any Fire deck, in general!

Greninja BREAK | Slightly Unfavorable

I didn’t assign this matchup a worse rating, simply because Greninja BREAK decks are even more inconsistent now, with the loss of Dive Ball from the Standard format. Inconsistencies taken into account, that means you’ll be able to sometimes get a lead on Prizes, and be able to run away with the win from there. Not only that, but Turtonator-GX swings for 170 damage with a Fighting Fury Belt, which is the magic number to take a one-hit Knockout on a Greninja BREAK, it just so happens.

Most Fire decks are going to rely on Volcanion-EX to attack with, but since Turtonator-GX is the star of the show here, you should be able to fend off Greninja BREAK decks a little more easily. You’re going to take an early lead on Prizes, almost guaranteed, and that said, as long as your opponent misses a one-hit Knockout of his or her own in the game, you might even be able to win!

Water Weakness hurts a lot, but like I said, speed is everything. If your opponent doesn’t get an optimal setup, you should be able to run away with the win. Fighting Fury Belt can make it harder for your opponent to take one-hit Knockouts, so Giant Water Shuriken drops will matter more, and your opponent won’t have the opportunity to set up multiple Greninja BREAK if you’re taking Prizes quickly. This matchup is closer than you’d expect, although you generally don’t win, even still.

Ho-Oh-GX / Salazzle-GX | Slightly Unfavorable

Your opponent’s deck aims to get an early lead with Ho-Oh-GX and its powerful attacks, and then finish the game with Salazzle-GX after he or she has taken a handful of Prizes. This matchup is relatively even, but your opponent’s almost guaranteed approach with Salazzle-GX can seal things up. As long as he or she can score four Prizes with one or two Ho-Oh-GX attacking, then Salazzle-GX will come in late and swing another Pokemon-EX/GX aside for the win.

You can combat this by trying to power up three Turtonator-GX, but that can be frustratingly hard. Salazzle-GX is a much more cost-efficient attacker than Turtonator-GX, so its use in the late game is unparalleled.

You’ll want to sacrifice something up to start the game, preferably your Volcanion, to award your opponent with only a single Prize if he or she knocks it out. This matchup can become whoever goes first, and is able to Kiawe, because in doing so, you almost lock up a Knockout on the following turn. Generally speaking, Ho-Oh-GX is a little more of a clunky attacker than Turtonator-GX, but it's stronger. Salazzle-GX makes this matchup slightly for your opponent, but you can most certainly still win.

Lapras-GX / Toolbox | Unfavorable

This deck is super strong in the upcoming Standard format. It can go head to head with most of competition, and has nice options for a variety of decks. The matchup with Fire decks, including this one, however, is not too pretty. Water beats Fire in most cares, and this matchup is no different. Lapras-GX can be powered up quickly with Aqua Patch and Max Elixir, and in doing so, it can stop your field.

Some games you can trade back and forth, since you can take one-hit Knockouts on any of your opponent’s Pokemon, but those games aren’t common. You’ll need to hit all of your Max Elixir, Kiawe at some point, and also take the first two Prizes.

If your opponent hits a lagging spot in drawing and accelerating Energy, you can most certainly take advantage of that. When you get ahead on Prizes and have another Turtonator-GX ready to attack, those are the games that you’ll likely win.

Metagross-GX | Very Favorable

Metagross-GX has a Weakness to Fire Pokemon! This matchup is easier than any other matchup, even if your opponent plays Necrozma-GX. You’re so much faster than your opponent in general, meaning you can take Knockouts on Metagross-GX before they’re ever able to put their Abilities to work.

Your opponent is going to have plenty of easy two Prize Pokemon in play, and you should be taking those Prizes as early as your second turn, with assistance from Kiawe.

To make things even worse for your opponent, he or she won’t even be able to take a one-hit Knockout on a Turtonator-GX with Metagross-GX, unless a Professor Kukui comes into play, and in addition, a Necrozma-GX will need three Psychic Energy on it with Prismatic Burst, and a Field Blower to discard your Fighting Fury Belt. There are so many things that are in your favor to win this matchup, so it’s hard to lose it.

Rainbow Road (Xerneas) | Even

I’m not sure how competitive this deck will be this season, but I’ve heard a few people talking about it, so I think it deserves a matchup section in this article. Anyways, Xerneas can no long use Sky Field in the Standard format, and that said, it’s going to be heavily reliant on dual-type Pokemon.

While your opponent will be able to do big damage, this matchup will be more focused around trading attackers. This means as long as you have Pokemon in play that can attack with the necessary total of Energy needed to do so, you’ll be fine.

Xerneas is an attacker that is pretty hard to stream, since it does require two different Energy (a Fairy and a Double Colorless). As long as you can keep up with the pressure that’s bound to come in the early game, you should be able to beat your opponent in the attacking department and fire things home with a late game N. You can lose, however, if your opponent starts more strongly than you and you’re unable to get going with your own attackers.

Sylveon-GX | Very Favorable

After a bit of a reemergence in the Expanded format, Sylveon-GX might become a play for some players in the Standard format, too. The disruption concept is certainly powerful, and it gets a bit of a buff in Standard, too, since VS Seeker is no longer playable. That said, it can be easier to run some decks out of cards, but not this one! Turtonator-GX can use its Nitro Tank GX attack to replenish Energy to your Pokemon, as can Volcanion’s Power Heater. Guzma can get you out of Pokemon traps where you can’t attack, and Kiawe can put your opponent on a clock immediately.

You can simply Kiawe multiple times onto an attacker, and wait until you have the necessary pieces for a Knockout. Since Sylveon-GX has no way to lock your Abilities, they’ll be no way for your opponent to stop you from taking one-hit Knockouts.

Vaporeon isn’t even an option for your opponent anymore, either, so he or she doesn’t really have any ways to counter you, outside of trapping a big Retreat Pokemon in your Active spot (which Guzma counteracts). You’ll need to be very careless to mess this matchup up.

Turtonator-GX / Burning Energy | Even

The mirror match is very dependant on who gets to use Kiawe first. The first Bright Flame attack for a Knockout will be huge, but at the same time, Volcanion-EX plays can be crucial, too. The Water typing of Volcanion-EX can be super troublesome for your opponent, and get you a few cheap Knockouts in the process. A turn one Kiawe to Volcanion-EX is a formidable play, because it will allow you to instantly have something that can hunt down any of your opponent’s Pokemon he or she may be powering up for a Knockout, provided you have a Guzma.

Burning Energy drops on Turtonator-GX are big, as well, since they will allow you to use Bright Flame multiple times. Most Fire deck mirror matches are relative crapshoots, based on who gets more lucky with Kiawe, Max Elixir, and such.

Your best bet is to try to rush the game, hit Kiawe early, and take as many Knockouts as you can before your opponent gets set up. There’s not much time in a Fire mirror match for you to sit behind a regular Volcanion and set up more attackers, so I definitely would recommend being as aggressive as possible.

Vikavolt / Tapu Bulu-GX | Even

This is a deck that’s flying under the radar right now, but I’m a big fan of it. However, I’m not the biggest fan of this matchup. Vikavolt can draw inconsistently, and in those games, you’re going to win. Otherwise, it’s a lot more tough. Tapu Bulu-GX and it’s Nature’s Judgement can take one-hit Knockouts on any of your Pokemon-EX/GX attacks, as long as your opponent has a Field Blower to remove a Fighting Fury Belt you may have attached, and if he or she can do that, your opponent is more likely to trade Prizes more easily than you.

Vikavolt has its built in consistency with Strong Charge, which is super attractive in this matchup. You have to rely on Max Elixir and an early Kiawe to build up Energy for attacks, so in this matchup, Burning Energy will be more important than ever. If you can get multiples down and your opponent can’t take a Knockout on your Turtonator-GX, then you’ll have a few free attacks for Prizes, and get the lead you need to win.

Knocking out your opponent’s Vikavolt is a viable option too, with a Guzma play, because if you do, it can be super hard for them to get another online, and in the process, you can start taking more Prizes and get ahead. Tapu Bulu-GX isn’t an efficient attacker at all without Strong Charge, so it will be integral to your opponent’s strategy to have the Vikavolt down to have a shot at winning. This is a fairly even matchup, overall!

Volcanion | Slightly Unfavorable

Volcanion-EX being the main attacker of your opponent’s deck is really going to hurt you. It’s obviously Water type, as well as Fire, as I’ve mentioned multiple times already, so your main attacker, Turtonator-GX will be particularly susceptible to it. While you’ll still be able to trade Prizes with Volcanion-EX, your opponent will have an easier time streaming them since he or she doesn’t need to accompany attacks with Steam Up drops, and you will. This is another opening for Choice Band to be better than Fighting Fury Belt, so that’s something I’m seriously considering changing.

With just having Fighting Fury Belt, you need one Steam Up for if your opponent doesn’t have a Fighting Fury Belt of his or her own on a Volcanion-EX, and another Steam Up if he or she does. This can be troublesome, and is just more work that you have to do to take Knockouts, as opposed to the relative ease that your opponent has doing so.

If your opponent plays a lower Kiawe count, and can’t use one quickly, then you can find openings to still win this matchup, since you can get an attacker going more quickly, and find yourself ahead on Prizes in no time. Overall, this matchup is doable, but generally unfavorable for Turtonator-GX.

Other Fire Decks

Turtonator-GX isn't the only good Fire deck out there right now! My time is up for today, so I'll leave you with two solid deck lists for each of the decks: Ho-Oh-GX / Salazzle-GX and Volcanion!


I’ve been testing this deck a lot, and the only things I’ve really wanted are Choice Band at times, and more Fire Energy. Aside from that, the deck is an extremely solid concept; Burning Energy is awesome! I’m excited to potentially try this deck out at upcoming League Cups, and it’s one of my considerations right now for the next big event I’m attending, a Regional Championship in Hartford, Connecticut. Thanks all for today now, readers, thanks for stopping by. Be sure to check out and like my Facebook page. Until next time!


[+13] okko

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