Archetype Overview
This is Dragapult built as a disruption deck. The core is the familiar 4-4-3 Dreepy / Drakloak / Dragapult ex line, which takes Prizes from the Active Spot and the Bench at the same time. Around that core the list adds Item lock, Energy denial, hand disruption and two Stadiums, so the opponent spends the game short on resources while your damage spreads across their board. It finished Top 4 out of 358 players at Tournament of Doom! Dinner on 2026-10-17, piloted by LxkkcsZ.
The Plan
You have two jobs. Get one or two Dragapult ex online by turn two or three. Then use every attack to set up the next two or three Knock Outs instead of only the current one.
Phantom Dive does 200 to the Active Pokémon and places 6 damage counters on the opponent's Bench however you like. That flexibility matters most. You can finish damaged Pokémon, put a support Pokémon into range for next turn, or soften an evolving Basic before it evolves.
Munkidori adds to every turn of this. With a Darkness Energy attached, Adrena-Brain moves up to 3 damage counters from one of your Pokémon to one of theirs. Two Munkidori can add up to 6 more counters each turn, on top of Phantom Dive, without an attack.
The deck can also create its own fuel for Adrena-Brain. Risky Ruins places 2 damage counters on any Basic non-Darkness Pokémon put onto the Bench during that player's turn, and that includes your own Basics. Your Munkidori, Dreepy, Budew and Dunsparce all pick up counters when you bench them, and Munkidori can then move those counters onto the opponent's board. Fezandipiti ex is the exception: as a Darkness Pokémon, it comes down clean.
Why the Plan Is Strong
- Damage on more than one Pokémon each turn. Phantom Dive plus Adrena-Brain spreads damage across the opponent's board every turn. Evolution decks and Bench-heavy setups lose Pokémon before they come online, and opponents who expected to trade one Knock Out per turn fall behind on Prizes quickly.
- A durable attacker. Dragapult ex has 320 HP and Retreat 1. Most of your Pokémon also retreat for 1 or 0, so you rarely get stuck in the Active Spot.
- Exact Energy for the attack. Phantom Dive costs Fire and Psychic. Crispin finds two Basic Energy of different types, attaching one and putting the other in hand, which matches that cost exactly. Rosa's Encouragement attaches up to 2 Basic Energy from your discard pile to a Stage 2 when you are behind on Prizes. Together they let you rebuild a Dragapult in one turn after it is Knocked Out.
- Consistency built into the evolution line. Drakloak's Recon Directive filters your deck every turn. Buddy-Buddy Poffin benches Dreepy, Budew or Dunsparce, since all have 70 HP or less. Poké Pad finds any piece without a Rule Box, including Munkidori and Dudunsparce. Ultra Ball covers the ex.
- Draw that rewards falling behind. Lillie's Determination draws 8 cards if you still have all 6 Prizes. After the opponent takes a Knock Out, Fezandipiti ex draws 3 and Unfair Stamp leaves them with a 2-card hand. Dudunsparce draws 3 and then shuffles itself away, which also removes it as a Boss's Orders target. Meowth ex searches out whichever Supporter you need.
The Disruption Layer
Most Dragapult players can match your damage output. This version also limits what the opponent can do each turn:
- Budew's Itchy Pollen costs no Energy and stops the opponent from playing Items on their next turn. It is a strong first-turn attack if your opponent needs Items to set up.
- Four Crushing Hammer are coin flips. Each heads discards an Energy, and that can delay an attacker by a full turn.
- Jamming Tower turns off every Pokémon Tool on both sides, so you never need to worry about Tools giving their Pokémon extra HP.
- Judge and Unfair Stamp shuffle the opponent's hand away just as they start to build a strong turn.
- Dudunsparce ex is a second attacker for awkward boards. Tenacious Tail scales with the number of the opponent's Pokémon ex in play. Destructive Drill's 150 ignores effects on the opponent's Active Pokémon.
Together these cards turn a fair damage race into one where you take Knock Outs while the opponent is missing Energy, Items or a full hand.
Who Should Pick It Up
Play this deck if you like counting damage. Each Phantom Dive asks you to plan two turns ahead: where the 6 counters go, which Pokémon Munkidori targets, and which Knock Outs that sets up next turn. Players who enjoy that math get the most out of the list. Players who prefer simple, repeatable turns will leave damage on the table.
The deck also suits players comfortable with uneven games. Hammer flips are luck-based, Risky Ruins damages your own Basics, and you will sometimes give up early Prizes to set up Unfair Stamp or the 8-card Lillie's Determination.
At roughly $45, it is also one of the most affordable ways to play a list that has proven it can place deep in a large field. If you want a competitive deck that rewards practice without a big buy-in, start here.
Core Strategy & Game Plan
This deck wins by turning every attack into more than one attack. Dragapult ex hits the Active for 200 with Phantom Dive and places 6 damage counters across the opponent's Bench however you like. Munkidori moves up to 3 more counters each turn, and Risky Ruins chips their Basics as they come down. The aim is not to trade one Prize per turn. It is to build a board where each Phantom Dive takes the Active and leaves the next one or two Prizes already set up for Boss's Orders or the next attack.
Posture: Proactive Spread, Backed by Disruption
You are the beatdown, but you also fight the opponent's setup. Budew attacks with Itchy Pollen for no Energy, and the opponent can't play Items during their next turn. Four Crushing Hammer can strip the Energy they need to answer your Dragapult ex. Jamming Tower turns off every Pokémon Tool in play. Judge and Unfair Stamp shrink their hand when they're ahead. None of these win alone. Together they buy the turns your Stage 2 line needs and make the opponent's return KO harder to find.
The Engine
- The Dragapult line. There is no shortcut to Stage 2 here, so every Dragapult ex goes through Drakloak. Buddy-Buddy Poffin puts two Dreepy on the Bench at once. Poké Pad finds Dreepy or Drakloak because neither has a Rule Box. Ultra Ball is your only searchable route to Dragapult ex itself.
- Drakloak's Recon Directive. Each Drakloak looks at the top 2 cards and keeps 1, once per turn. Two of them on the Bench give you steady card selection while you evolve the rest of the line.
- Energy through Crispin. Phantom Dive costs Fire plus Psychic. Crispin grabs two Basic Energy of different types, puts one in your hand, and attaches the other. The best use is Darkness attached to Munkidori to switch on Adrena-Brain, with Fire or Psychic going to your hand for your manual attachment.
- Munkidori's Adrena-Brain. Once per turn per Munkidori, with Darkness Energy attached, you move up to 3 damage counters from one of your Pokémon to one of the opponent's. That is extra reach and healing in a single ability. Risky Ruins puts 2 counters on your own Munkidori and Dreepy when you Bench them. Munkidori can then move those counters onto an opponent's Pokémon, so the Stadium's drawback becomes extra damage for you.
- Draw. Lillie's Determination draws 8 while you're still at 6 Prizes, which is a strong setup turn. Meowth ex searches out any Supporter when you play it to the Bench. Dudunsparce draws 3 and then shuffles itself away, so it doesn't stay on your Bench as a Boss target. Fezandipiti ex and Unfair Stamp both refill your hand after you lose a Pokémon.
The Ideal Game, Turn by Turn
- Your first turn. Play Buddy-Buddy Poffin for Dreepy plus Dreepy, or Dreepy plus Budew. Bench Munkidori if you have it and attach Energy to a Dreepy. When you can attack, lead with Budew and use Itchy Pollen. Denying Items on the opponent's next turn is your best tempo play.
- Your second turn. Evolve into Drakloak and use Recon Directive. Use Crispin to set up both the Phantom Dive attacker and a Darkness Energy on Munkidori. Play Crushing Hammer if the opponent's attacker is already loaded.
- Your third turn. Evolve into Dragapult ex and Phantom Dive. Place the 6 counters with a purpose. Finish a damaged Benched Pokémon, set up two future KOs, or soften the opponent's next attacker so it falls to one Adrena-Brain plus a modest hit.
- Midgame onward. Keep a second Dreepy line evolving behind your Active. When the opponent takes down a Dragapult ex, your recovery cards switch on. Fezandipiti ex draws 3. Unfair Stamp leaves you with 5 cards and the opponent with 2. If you're behind on Prizes, Rosa's Encouragement attaches up to 2 Basic Energy from your discard pile to a Stage 2. That puts Fire plus Psychic straight onto your next Dragapult ex and lets it attack immediately. Night Stretcher brings back Dreepy, Drakloak, or Energy so you don't run out of attackers.
- Closing. Count the opponent's Prizes against your bank of counters on their Bench. Boss's Orders drags up a damaged two-Prize target. Fezandipiti ex can also take the last Prizes with Cruel Arrow, which does 100 to any one of the opponent's Pokémon, if you can pay its three Energy.
The Secondary Attackers
Dudunsparce ex is your backup plan when the Dragapult line stalls. Tenacious Tail costs a single Colorless Energy and does 60 for each Pokémon ex the opponent has in play. That makes it a strong punish against opponents who fill their board with ex. Basic Box sample lists are almost entirely Basic Pokémon ex (source: Limitless TCG online platform Top 8 lists, Oct 5-19, 2026). Destructive Drill does 150 that isn't affected by effects on the opponent's Active Pokémon. It is your answer when something on their Active would otherwise blunt your damage.
What Actually Wins
Your Prize trade decides the game. Every Dragapult ex gives up two Prizes when it goes down, while Dreepy, Drakloak, Budew, Munkidori, and Dunsparce give up only one. Your plan works when each Phantom Dive takes more than it gives back over the game. Spread damage builds up toward multi-Prize turns, Adrena-Brain closes the gaps, and the disruption package keeps the opponent from hitting back on schedule.
Card Choices & Breakdown
The Dragapult Line: 4 Dreepy, 4 Drakloak, 3 Dragapult ex
Four Dreepy is non-negotiable. At 70 HP it fits Buddy-Buddy Poffin, so it is the Basic you bench most often on turn one, and you need enough copies that one getting Knocked Out early doesn't stall the line. Four Drakloak matches it because Recon Directive is the deck's real draw engine: every Drakloak you leave in play is a free look at two cards each turn, and stacking two or three of them turns a mediocre hand into a functional one. Only one Recon Directive is ever "wasted" by evolving it.
Three Dragapult ex instead of four works because you rarely need more than two in play, and you have recovery built in. Night Stretcher returns a discarded or Knocked Out copy, Ultra Ball finds it from the deck, and Recon Directive digs for it. Phantom Dive is the whole point: 200 to the Active plus 6 damage counters spread across the opponent's Bench is how you take multi-Prize turns and set up the next Boss's Orders KO.
Support Pokémon
- 2 Budew: Itchy Pollen costs nothing and shuts off Items for the opponent's next turn. Going second, a turn-one Budew from Buddy-Buddy Poffin can deny their whole setup turn. Zero Retreat means it never strands you Active. Two copies give you a real chance to start or find it early.
- 2 Munkidori: Adrena-Brain moves up to 3 damage counters from one of your Pokémon to one of theirs each turn, as long as it has Darkness Energy attached. That turns damage on your side into extra Phantom Dive reach. At 110 HP it misses Poffin, so Poké Pad is how you find it. The second copy is insurance against an early Knockout and allows two moves per turn when both are powered.
- 1 Dunsparce, 1 Dudunsparce, 1 Dudunsparce ex: One Basic serves two different Stage 1s, and you pick the Stage 1 based on the game in front of you. Dudunsparce draws 3 with Run Away Draw, then shuffles itself and its attached cards back into the deck, so you can rebuild it later with Poké Pad. Dudunsparce ex is the attacker for opponents built around Pokémon ex: Tenacious Tail does 60 for each of their Pokémon ex in play for a single Colorless Energy. That matters against Basic Box, whose 17 Top 8 lists each ran three or more Mega Kangaskhan ex and two Latias ex (source: Limitless TCG online platform, Oct 5–19, 2026). Destructive Drill's 150 ignores effects on their Active.
- 1 Fezandipiti ex: Flip the Script draws 3 after you lose a Pokémon. That keeps you supplied through the trade where they take a KO and you answer. Cruel Arrow's 100 to any Pokémon is a backup finisher. As a Darkness-type Basic, it also takes no damage counters from Risky Ruins.
- 1 Meowth ex: When you bench it from your hand, Last-Ditch Catch searches out whichever Supporter you need. Ultra Ball finding Meowth ex effectively turns into Boss's Orders on the turn you need a KO. Tuck Tail returns it to your hand so you can use the search again later.
Supporters
- 4 Lillie's Determination: Your primary draw. With exactly 6 Prize cards remaining it draws 8, which makes it the best possible turn-one or turn-two Supporter. Later it still works as a 6-card hand refresh.
- 3 Boss's Orders: Phantom Dive damages the Bench, and Boss's Orders brings those damaged Pokémon Active to finish. Three copies plus Meowth ex access is enough for your key Prize turns.
- 2 Crispin: It fetches two Basic Energy of different types, one to your hand and one attached. Attach Darkness to Munkidori and take Fire or Psychic to your hand, and you fix two needs with one card.
- 1 Judge: Hand disruption you can play at any time, which matters when the opponent has sculpted a strong hand.
- 1 Rosa's Encouragement: Only playable while you're behind on Prizes. It attaches two Basic Energy from your discard to a Stage 2, which means an instant Phantom Dive on a fresh Dragapult ex. The Energy you discard to Ultra Ball is what powers it.
Items
- 4 Buddy-Buddy Poffin, 4 Poké Pad: Poffin benches Dreepy, Budew, and Dunsparce directly. Poké Pad finds every non-Rule Box piece without a discard cost, including Drakloak and Munkidori.
- 3 Ultra Ball: It is held at three because Poké Pad covers most of the deck for free. Ultra Ball is for the four Pokémon ex, and its discard fuels Rosa's Encouragement and Night Stretcher.
- 3 Night Stretcher: It gets back a Pokémon or a Basic Energy, so it covers a KO'd Drakloak or Dragapult ex and also a lost Darkness Energy for Munkidori.
- 4 Crushing Hammer: Each one is a coin flip, so four copies is about volume. Each heads strips an Energy and can cost the opponent a full turn of attacking while you spread damage.
- 1 Unfair Stamp: It shares its trigger with Fezandipiti ex: after you lose a Pokémon, you draw 5 and they draw 2. This is your comeback card.
Stadiums
Risky Ruins puts 2 damage counters on any non-Darkness Basic that a player benches during their turn. It punishes Basic-heavy opponents, and Phantom Dive's counters stack on top of it. It hits your own Basics too, but those counters become fuel for Adrena-Brain to move onto their side. Bench your Basics before you drop it whenever you can.
Jamming Tower turns off every Pokémon Tool in play, yours included. This list runs no Tools, so the effect only costs the opponent. For example, Hero's Cape appeared in 9 of the 17 Basic Box Top 8 lists (source: Limitless TCG online platform, Oct 5–19, 2026).
Energy: 3 Fire, 3 Psychic, 2 Darkness
Phantom Dive needs one Fire Energy and one Psychic Energy. Three of each, backed by Crispin, Night Stretcher, and Rosa's Encouragement, keeps two Dragapult ex attacking across a game. The two Darkness Energy exist only to switch on Munkidori. Losing one is survivable, but don't discard both to Ultra Ball carelessly.
The Decklist
This is the 60 that took Top 4 at TOURNAMENT OF DOOM! DINNER? on 2026-10-17 (358 players, piloted by LxkkcsZ), at an estimated cost of about $45 on TCGplayer market prices. The Core slots run the deck. The Flex slots are where you tune for your room.
Pokémon (20)
| Qty | Card | Slot | Note |
|---|---|---|---|
| 4 | Dreepy | Core | Never cut. Its 70 HP makes it a target for Buddy-Buddy Poffin. |
| 4 | Drakloak | Core | Recon Directive is your card selection every turn, so play the full four. |
| 3 | Dragapult ex | Core | The attacker. Night Stretcher covers a lost copy. |
| 2 | Budew | Flex | Itchy Pollen costs nothing and stops Item plays on your opponent's next turn. Go to 1 if Item lock matters little in your field. |
| 2 | Munkidori | Flex | Needs Darkness Energy attached, then moves up to 3 damage counters to set up extra Knock Outs. |
| 1 | Dunsparce | Core to the sub-package | The shared Basic for both Dudunsparce. |
| 1 | Dudunsparce | Flex | Draws 3, then shuffles itself away, so it doesn't stay on your Bench as a target. |
| 1 | Dudunsparce ex | Flex | Tenacious Tail scales with each Pokémon ex your opponent has in play. Consider a second copy into fields full of Basic Pokémon ex. |
| 1 | Fezandipiti ex | Flex | Draws 3 after one of your Pokémon is Knocked Out. |
| 1 | Meowth ex | Flex | Fetches any Supporter when you Bench it from your hand. Remember it is worth 2 Prize cards. |
Trainer (32)
| Qty | Card | Slot | Note |
|---|---|---|---|
| 4 | Lillie's Determination | Core | Draws 8 when you have exactly 6 Prize cards remaining, which makes it the best turn-one Supporter in the list. |
| 3 | Boss's Orders | Core | Pulls a Benched target that Phantom Dive has already damaged. |
| 2 | Crispin | Core | Gets your Fire and Psychic Energy in one card. |
| 1 | Judge | Flex | Hand disruption for both players; cut it first if you want consistency. |
| 1 | Rosa's Encouragement | Flex | When you are behind on Prize cards, attaches 2 Basic Energy from your discard pile to one Stage 2, which can be enough to power Phantom Dive instantly. |
| 4 | Crushing Hammer | Flex | Each one is a coin flip. Trim it before you trim engine cards. |
| 4 | Poké Pad | Core | Finds anything without a Rule Box, which covers the entire evolution line. |
| 4 | Buddy-Buddy Poffin | Core | Benches Dreepy, Budew or Dunsparce on turn one. |
| 3 | Ultra Ball | Core | The only search in the list for Dragapult ex and the other Rule Box Pokémon. |
| 3 | Night Stretcher | Core | Recovers a Pokémon or a Basic Energy. |
| 1 | Unfair Stamp | Flex | Comeback disruption, usable only after one of your Pokémon was Knocked Out on your opponent's last turn. |
| 1 | Risky Ruins | Flex | Damages your own non-Darkness Basics too, so play it after you finish benching. |
| 1 | Jamming Tower | Flex | Shuts off every Pokémon Tool in play. Its value depends on how many Tools your field plays. |
Energy (8)
| Qty | Card | Slot | Note |
|---|---|---|---|
| 3 | Fire Energy | Core | Half of the cost of Phantom Dive. |
| 3 | Psychic Energy | Core | The other half of that cost. |
| 2 | Darkness Energy | Flex | Only turns on Munkidori. Its count moves with your Munkidori count. |
Energy is lean at eight. Crispin, Night Stretcher and Rosa's Encouragement are what make that count work. If you cut any of them, add a Basic Energy back.
Opening Hands & Setup
Pokémon gives you no voluntary mulligan, so you play the seven you draw. This list helps you there. Of its eleven Basics, three (Dreepy, Budew, Dunsparce) fit under Buddy-Buddy Poffin. Nearly every Basic and Stage 1 is reachable with Poké Pad, and Meowth ex turns any Basic-light hand into a Supporter search. Judge a hand by one question: can it get two Dreepy onto the Bench this turn?
Strong Openings
- The ideal hand: Dreepy plus Buddy-Buddy Poffin or Poké Pad, a Lillie's Determination, and either a Fire or a Psychic Energy. Everything else is a bonus.
- Also excellent: any Basic plus Ultra Ball and two cards you don't mind discarding. Fetch Meowth ex, play it from your hand onto the Bench, and use Last-Ditch Catch to grab whichever Supporter fixes the hand.
- Quietly strong: Budew Active with any Bench search behind it. You get a free pivot and an Item lock, and your Dreepies stay out of harm's way.
Weak Openings and the Outs
- Lone Munkidori or lone Fezandipiti ex, no search: this is the worst case. Your outs are a drawn Item or a Lillie's Determination. Dig with Lillie's Determination while you still have six Prize cards, because that is the only time it draws 8.
- Meowth ex as your only Basic: you're forced to start it, and its Ability is gone. Last-Ditch Catch only works when you play it from your hand onto your Bench during your turn. Setup doesn't count. If you have any other Basic, keep Meowth ex in your hand.
- Basics but no Energy: this is fine. Crispin supplies one Energy to the board and one to your hand on turn two, and Night Stretcher can recover Basic Energy later.
Choosing Your Active
- Budew: Retreat 0, and Itchy Pollen costs nothing. It's the best starter by a wide margin.
- Dunsparce: Retreat 0, so it pivots out freely. The catch is that you'd rather keep it safe on the Bench to evolve.
- Munkidori: 110 HP soaks an early hit. It wants a Darkness Energy eventually, so expect to retreat it later.
- Dreepy: start it only if it's your sole Basic. It's your win condition, and a 70 HP body in the Active Spot is the easiest early Knock Out your opponent can find.
- Fezandipiti ex / Meowth ex: last resort. Each one starting Active hands your opponent a two-Prize target.
Turn-One Priorities
- Bench Dreepies. Aim for two, three if the hand allows. With no Rare Candy in the list, every Dreepy you skip today costs you a full turn of evolution later.
- Bench Dunsparce if the Poffin's second slot is open. A turn-two Dudunsparce draws 3 and then shuffles itself away, which costs you no Bench space long-term.
- Attach Fire or Psychic to a Benched Dreepy. Phantom Dive needs one of each, so start building toward it now.
- Hold Risky Ruins until your own Bench is set. It puts 2 damage counters on your own non-Darkness Basics too. A Budew Benched under your own Ruins drops to 10 HP. Play the Stadium after your Poffins, never before.
- Save your Hammers. Crushing Hammer is a coin flip that does nothing for your board. On turn one, every Item goes to setup.
Turn-Two Priorities
- Evolve every Dreepy you can into Drakloak, and use Recon Directive on each one before you commit a Supporter. Each look can find the card that changes which Supporter you need.
- Play Crispin to finish your Phantom Dive Energy. Attach whichever of Fire or Psychic the future Dragapult ex is missing. Take the other type, or Darkness for Munkidori, into your hand for next turn.
- Use Dudunsparce's draw only after you've evolved and searched. Draw 3 at the end of your turn, once you know what's still missing.
- Keep a second attacker line alive. Turn three should present one Dragapult ex ready to Phantom Dive and another Drakloak behind it. If your opponent removes the first, you can answer without rebuilding from scratch.
Going First or Second
The player going first can't attack or play a Supporter on their first turn. Neither player can evolve on their first turn. Because this deck has no Rare Candy, your Dragapult ex arrives on your third turn either way. That makes going second cost you very little, and it gives you two real gains:
- A turn-one Lillie's Determination for 8 cards, the strongest single setup play in the list.
- A turn-one Itchy Pollen. Your opponent loses Items on their second turn, which is exactly when Stage 2 decks need Items to find evolutions and Basic-heavy decks need them to fill the Bench.
Default to going second. The exception is the mirror. Dragapult was the most-represented archetype in online Top 8s during the brief's window (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19). In the mirror, Phantom Dive's 6 Bench damage counters can pick off an unevolved Dreepy, especially one already carrying Risky Ruins counters. Getting the first Phantom Dive is worth more there than the extra cards, so go first.
Sequencing & Key Lines
Turn One: Bench First, Stadium Second
Your first turn has a fixed order. Fill the Bench with Buddy-Buddy Poffin (it finds Dreepy, Budew and Dunsparce), Poké Pad and Ultra Ball before you put down Risky Ruins. Ruins puts 2 damage counters on every non-Darkness Basic you bench afterward, including your own. Play your Basics first and they enter clean. Fezandipiti ex is the exception: it is Darkness type, so you can bench it under your own Ruins at no cost.
Lead with Dreepy if you plan to evolve and attack on curve. Lead with Budew when shutting off Items is worth more than tempo. Itchy Pollen costs nothing, and an opponent who can't play Items next turn can't Poffin or Ultra Ball their way out of a slow hand. Bench at least two Dreepy on turn one. A third is better if the opponent can't punish a wide Bench yet.
If your hand has no Supporter, use Ultra Ball for Meowth ex and play it from your hand. Last-Ditch Catch only triggers on that play, so never search it out in a way that skips the hand.
Turn Two: Order Your Draw Effects
- Supporter draw first. Lillie's Determination shuffles your hand away. Any card you took with Recon Directive or Run Away Draw beforehand goes back into the deck.
- Dudunsparce next. Run Away Draw shuffles itself into the deck, so use it before you look at the top of the deck.
- Recon Directive last. Each Drakloak digs two cards deep. Use them after every shuffle effect, so a card you put on the bottom stays there.
Two exceptions apply. If you have no Supporter, use Recon first to find one. If you're on Unfair Stamp after a Knock Out, play Stamp first, then Flip the Script. Using Fezandipiti before Stamp just shuffles your three fresh cards away.
Spend Lillie's Determination early. It draws 8 only while you have exactly 6 Prize cards left. Once you take your first Prize, it drops to 6. On turns before your first Knock Out, Lillie's is almost always the right Supporter.
The Phantom Dive Turn
Phantom Dive needs exactly Fire and Psychic. Crispin fetches both: one goes on the board, one goes to your hand for your manual attachment. That powers a Drakloak about to evolve in one turn. Use Crispin for Darkness instead only when Munkidori is the missing piece.
Use abilities before you attack, because attacking ends your turn. Use Adrena-Brain first and plan the full turn:
- 3 counters on the Active turns Phantom Dive's 200 damage into 230.
- 3 counters on a Benched target means Phantom Dive's 6 counters can finish a bigger target or split across more Prizes.
- Two Munkidori with Darkness Energy attached each use Adrena-Brain once, moving up to 6 counters in total.
- Counters that Risky Ruins placed on your own Basics are fuel. Munkidori can move them off any of your Pokémon, including itself.
Combine Boss's Orders with this math. Pull the Active you can Knock Out with 200 (plus Adrena-Brain), and spend the counters on a Bench target that is already damaged. A turn that takes two Knock Outs ends most games.
Branch Points
- Behind on Prizes with a fresh Dragapult ex: Rosa's Encouragement attaches 2 Basic Energy from your discard pile to it, which is a full Phantom Dive out of nowhere. Discard Fire and Psychic to Ultra Ball earlier so they're waiting in the discard pile. Night Stretcher brings back either the Energy or a Knocked Out Dragapult ex.
- Opponent's board full of Pokémon ex: Against Basic Box, which the brief describes as almost entirely Basic Pokémon ex (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19), Dudunsparce ex hits for 60 per opposing ex with one Energy. Count their ex before you commit Energy to a Dragapult.
- Effects on their Active: Destructive Drill's damage isn't affected by effects on the opponent's Active Pokémon. Use it when Phantom Dive's damage would be reduced or blocked.
- Tera Pokémon on their Bench: The Tera rule prevents damage from attacks. Phantom Dive and Adrena-Brain place damage counters, which is not damage, so benched Teal Mask and Wellspring Mask Ogerpon ex remain legal targets.
- Tool-heavy opponent: Hero's Cape showed up in 9 of 17 Basic Box Top 8 lists (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19). Jamming Tower turns off every Tool, theirs and yours. Pick it over Ruins when their Tools matter more than your counter math.
- Energy denial: Flip Crushing Hammer before deciding on Boss's Orders. A heads that strands their only powered attacker can make the Boss unnecessary that turn.
Playing Around the Mirror's Spread
Dragapult took 37 of 176 Top 8 slots across the brief's online events (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19). Expect to see Phantom Dive aimed at your Bench, and set up your board around it:
- A clean Dreepy survives 6 counters. A Dreepy carrying 2 Ruins counters does not. In the mirror, put Ruins down after your Bench is built, and before theirs is.
- Budew dies to 3 counters. Bench it only if Itchy Pollen will matter that game.
- Drakloak at 90 HP dies to Phantom Dive plus one Adrena-Brain. Don't evolve more Drakloak than you need if the opponent has Munkidori ready.
- Count Prize liability before benching Meowth ex or Fezandipiti ex. Each gives up 2 Prizes to a Boss. Bench Fezandipiti only when you can use Flip the Script.
What to Hold
Keep Judge until the opponent's hand is large and your Drakloak can rebuild yours. Hold a Boss's Orders past the early turns for the turn that takes two Knock Outs. Hold Unfair Stamp for the turn right after your first big Knock Out is taken, because that is when cutting their hand to 2 hurts most.
Matchup Matrix
Dragapult was the most-represented archetype in online Top 8s, with 37 of 176 Top 8 slots across 22 events (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19). Expect the mirror and its variants first, then a field built either on Basic Pokémon ex or on evolution lines that your spread punishes.
| Matchup | Verdict | What decides it |
|---|---|---|
| Dragapult (straight, Blaziken, Dusknoir, Dudunsparce builds) | Even | Which player loses fewer Dreepy and Drakloak to Bench damage |
| Basic Box | Even | Whether Tenacious Tail and spread can take a 3-Prize Mega Kangaskhan ex cleanly |
| Lucario Hariyama | Even | Keeping your Fighting-weak ex off the board, then finishing a 340 HP Mega |
| N's Zoroark | Favored | Removing the Benched N's Pokémon that Night Joker copies |
| Alakazam Dudunsparce | Favored | Hitting the evolution line on the Bench before it reaches Stage 2 |
| Ogerpon Meganium Hydrapple | Even | Spreading onto evolving Basics, plus Phantom Dive counters on a Benched Tera |
| Single-Prize Psychic decks weak to Darkness | Even | Not handing over 2-Prize targets while you trade into 1-Prize attackers |
| Other evolution-based setup decks | Favored | Item lock on the first turns, then Bench damage on the Basics they need to evolve |
Dragapult variants
Both decks place 6 damage counters per Phantom Dive. That makes a 70 HP Dreepy safe from a single dive, until Risky Ruins puts 2 counters on each new Benched Basic. With Ruins in play, every fresh Dreepy is in range of one dive.
- Ruins timing: play Risky Ruins after your Bench is built and before theirs is.
- Turn their counters against them: Munkidori moves the counters Ruins puts on your own Pokémon onto theirs.
- Energy denial: Crushing Hammer is at its best here. Phantom Dive needs both Fire and Psychic, so one heads can cost them the attack.
- Extra damage: Dudunsparce ex scales with their Dragapult ex and any support ex they Bench.
- Late game: after a Knock Out, Unfair Stamp leaves them on two cards right as they try to rebuild.
Basic Box
This deck is almost entirely Basic Pokémon ex, which is exactly what Tenacious Tail punishes. With four or five ex on their side, a single Colorless Energy on Dudunsparce ex hits Mega Kangaskhan ex range. Mega Kangaskhan ex has 300 HP and gives up 3 Prize cards. The Tera rule prevents damage to a Benched Ogerpon, but Phantom Dive and Adrena-Brain place damage counters, so keep loading their Bench.
- Their damage: Rapid-Fire Combo starts at 200. That does not KO a 320 HP Dragapult ex unless they flip heads, so plan around a high roll.
- Energy acceleration: every list in the brief plays 4 Energy Switch, so Budew (Itchy Pollen) does more to slow their Energy than Crushing Hammer.
- Tools: Jamming Tower turns off Hero's Cape, which appears in 9 of the 17 Top 8 lists (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19).
- Prize map: keep Meowth ex and Fezandipiti ex off the Bench unless you need them.
Lucario Hariyama
Mega Brave does 270, which leaves your Dragapult ex standing. It also can't be used on consecutive turns, so you get a turn between their big hits.
- Fighting Weakness: Dudunsparce ex, Fezandipiti ex, Meowth ex and Dudunsparce are all weak to Fighting. Bench them only when they win the turn.
- Taking the Mega: Mega Lucario ex has 340 HP. Set up the KO with a dive the turn before, or with Munkidori counters, then Phantom Dive for 3 Prize cards.
- Hammer value: Aura Jab returns Basic Fighting Energy from the discard pile, so Crushing Hammer only buys time. Spend Hammers on the turn before Mega Brave comes back online.
N's Zoroark
Night Joker only works if a Benched N's Pokémon has an attack worth copying. Phantom Dive counters go straight onto those Benched Pokémon, so each dive both develops your board and shrinks their options.
- Taking the 280 HP attacker: one dive plus 30 from Adrena-Brain, on top of any earlier spread, takes it.
- Extra damage: their Pecharunt ex and Fezandipiti ex add to Tenacious Tail.
- Guard Munkidori: it is weak to Darkness, so expect pressure on it.
Alakazam Dudunsparce
Stage 2 decks give you turns where their Basics and Stage 1s are exposed on the Bench, which is ideal for spread.
- Early turns: lead Budew when it can lock Items during their setup turns.
- From turn two: dive the evolution line rather than the Active.
- Extra damage: their Lillie's Clefairy ex adds a multiplier to Tenacious Tail.
Ogerpon Meganium Hydrapple
Treat this like the Alakazam matchup and spread onto the evolving Basics before they evolve. Teal Mask Ogerpon ex counts for Tenacious Tail. A Benched Ogerpon still takes Phantom Dive counters.
Single-Prize Psychic decks and other setup decks
Against Psychic decks weak to Darkness, Fezandipiti ex firing Cruel Arrow into the Active Spot applies Weakness. Cruel Arrow ignores Weakness only on Benched targets. Use that line sparingly, because every ex you play hands a 1-Prize deck a 2-Prize target.
Against unfamiliar evolution decks, default to Item lock early, spread on the Basics, and Boss's Orders once their Bench is damaged.
Tech Choices & Variations
Most of this 60 is locked. The Dreepy line, Munkidori, the Poffin/Pad/Ultra Ball search package and four Lillie's Determination are the deck, and cutting into them to fit techs makes it worse at its one job. The real decisions sit in about a dozen slots: the Hammers, Budew, the Stadium split, the Dunsparce package and the bottom of the Supporter count.
Flex Slot Summary
| Slot | What it does here | Reasonable swap | Trade-off |
|---|---|---|---|
| 4 Crushing Hammer | Coin-flip Energy denial | Cut to 2–3 for a 2nd Dunsparce or 4th Ultra Ball | You gain consistency and lose your best tempo swing against slow-charging attackers |
| 2 Budew | Turn-one Item lock | Cut to 1 for a 4th Night Stretcher or 3rd Crispin | You give up early disruption, and you hand opposing spread one fewer easy Prize card |
| 1 Risky Ruins / 1 Jamming Tower | Bench pressure / Tool denial | Go 2–0 in either direction | Both compete for the same Stadium spot, so pick the one your field punishes |
| Dunsparce / Dudunsparce / Dudunsparce ex | Draw engine plus an anti-ex attacker | Add a 2nd Dunsparce | One Basic feeding two Stage 1s is the list's tightest bottleneck |
| 1 Rosa's Encouragement / 1 Judge | Comeback Energy / hand disruption | 2nd Judge or 3rd Crispin | Rosa's Encouragement is dead whenever you're ahead on Prize cards |
Crushing Hammer
Four Hammers is an aggressive count for a setup deck. The upside is that every heads delays an opposing attacker while you build Dragapult ex. The cost is four slots that never find a Pokémon or draw a card. Against Lucario Hariyama, Mega Lucario ex's Aura Jab re-attaches Basic Fighting Energy from the discard pile, so Hammers lose value there. If your field leans that way, trimming to two is the cleanest cut in the list.
Budew
Itchy Pollen costs nothing, so going second you can lock Items before your opponent's first full turn. That hurts any deck built on Ultra Ball and Night Stretcher, and Basic Box plays both in every listed Top 8 list (source: Limitless TCG online platform, Oct 5–19, 2026). The danger is 30 HP. Your own Risky Ruins drops a freshly benched Budew to 10 HP, and in the mirror it is a one-Prize gift to Phantom Dive. In a Dragapult-heavy room, run one copy.
The Stadium Split
Risky Ruins places 2 damage counters on every Basic non-Darkness Pokémon benched during a player's turn, and that includes your own Dreepy and Munkidori. Fezandipiti ex is Darkness type, so it is unaffected. Your own self-damage is not wasted: Adrena-Brain moves those counters onto the opponent's Pokémon.
The Stadium is also not an attack, so the Tera rule on Teal Mask and Wellspring Mask Ogerpon ex, which only prevents damage from attacks, does not stop it. Munkidori's ability gets around that rule for the same reason.
Jamming Tower costs you nothing because this list runs zero Pokémon Tools. Hero's Cape appears in 9 of 17 Basic Box Top 8 lists (source: Limitless TCG online platform, Oct 5–19, 2026). Against Basic Box, either Stadium earns its slot. Against single-Prize Evolution decks, Risky Ruins pre-damages their Basics and is the better second copy.
The Dunsparce Package
With one Dunsparce, you can only ever have one Dudunsparce in play, and your choice is locked once it evolves. Dudunsparce draws three and then shuffles itself back, so Poké Pad can fetch it again later. Dudunsparce ex hits for 60 per opposing Pokémon ex in play, which against a board of Basic Pokémon ex can rival Phantom Dive.
A second Dunsparce is the most defensible addition in the list, and Hammer is the natural slot to take it from. Keep in mind that this whole line is weak to Fighting, as are Fezandipiti ex and Meowth ex. Against Lucario Hariyama, your Rule Box Pokémon are liabilities.
Tuning for Your Local Field
- Dragapult mirror expected: Dragapult took 37 of 176 online Top 8 slots (source: Limitless TCG online platform, Oct 5–19, 2026), so plan for it.
- Cut a Budew.
- Keep Risky Ruins, because it shrinks the counters needed to take their Dreepy off the Bench.
- Value Night Stretcher highly for rebuilding after Phantom Dive.
- Basic Box expected: It took 17 slots in the same data (source: Limitless TCG online platform, Oct 5–19, 2026).
- Keep both Budew.
- Prioritize the second Dunsparce so Dudunsparce ex is reliably available.
- Either Stadium works.
- Fighting decks expected:
- Trim Hammers.
- Bench as few Fighting-weak Rule Box Pokémon as possible.
- Note that a third-party source in the brief says a Knocked Out Mega Pokémon ex gives up 3 Prize cards, making it the priority Boss's Orders target.
- Psychic single-Prize decks expected (Dhelmise/Banette):
- These Pokémon are weak to Darkness, and Fezandipiti ex is your Darkness attacker.
- Cruel Arrow applies Weakness only to the Active, so pull the target up first.
- Protect your Darkness Energy count rather than trimming it.
Budget Options
The full list comes to about $45 at TCGplayer market prices (approximate). That is already a low entry point for a deck that finished Top 4 in a 358-player field, so "budget" here means trimming the last few dollars, not building a different deck. If you can afford the full 60, buy the full 60. The swaps below let you start playing now and add pieces later without relearning the deck.
Where the Money Likely Sits
Individual prices aren't listed here, but in most Pokémon lists the cost concentrates in Rule Box Pokémon. In this list that means:
- Dragapult ex: the attacker. Every swap below leaves it at 3 copies.
- Fezandipiti ex, Meowth ex, Dudunsparce ex: single-copy support Pokémon ex, so they are the natural targets for cuts.
The non-Rule-Box Pokémon and the Trainer suite are mostly staple Items and Supporters. Check current listings before assuming any single one is cheap. The structure tells you which cards are flexible: anything at one copy is a refinement, and anything at three or four is the engine.
What You Never Cut
- The Dragapult line: 4 Dreepy, 4 Drakloak, 3 Dragapult ex. Phantom Dive is the whole win condition. Dropping to 2 Dragapult ex makes one Prize-trade loss fatal.
- The search package: Buddy-Buddy Poffin, Poké Pad, Ultra Ball, Night Stretcher. These are what make a 4-4-3 Stage 2 line come together on time.
- 4 Lillie's Determination and 3 Boss's Orders. These are your draw and your gust. Phantom Dive's bench damage sets up Knock Outs, and Boss's Orders cashes them in.
Budget Swaps and What They Cost You
| Cut | Replace with | What you give up |
|---|---|---|
| Fezandipiti ex | 2nd Judge | Flip the Script's free draw 3 after you lose a Pokémon, plus Cruel Arrow's 100 damage to any target. Judge costs your Supporter for the turn, while Flip the Script doesn't. |
| Meowth ex | 4th Boss's Orders | The ability to tutor whichever Supporter the turn demands. Meowth ex can find Crispin, Lillie's Determination or Boss's Orders. The extra Boss only ever gusts. You do gain one less two-Prize Pokémon on your Bench. |
| Dudunsparce ex | 4th Ultra Ball or 4th Night Stretcher | Tenacious Tail, which hits for 60 per opposing Pokémon ex in play, and Destructive Drill's 150 that ignores effects on the opponent's Active. Dunsparce then feeds only Dudunsparce for draw. |
Make these swaps in reverse order of how much the card matters in your room. Fezandipiti ex is the easiest cut: Unfair Stamp already gives you a comeback card off the same trigger, a Knock Out during your opponent's last turn, so the deck keeps some catch-up power without it.
Meowth ex matters more. It turns any Poké Pad-dead hand into a live Supporter, but the replacement still does the most common job it performs.
Dudunsparce ex is the most field-dependent card of the three. More on that below.
Things That Look Cuttable but Aren't
- Munkidori and the 2 Darkness Energy. Adrena-Brain lets you move up to 3 damage counters from your Pokémon onto the opponent's. That redirects chip damage, including the 2 counters Risky Ruins puts on your own benched Basics, into Prize math. Cutting the pair weakens how Phantom Dive spread converts into Knock Outs. Keep both.
- Budew. Item lock from a Basic with no Attack cost is a tempo tool that no budget replacement in this list replicates.
- Rosa's Encouragement. It puts 2 Basic Energy from discard onto a Stage 2. That powers up a fresh Dragapult ex for Phantom Dive in one Supporter when you're behind on Prize cards.
Upgrade Path
- Start: the core Dragapult line, the search Items, the full Supporter count, and both Munkidori. Use the three swaps in the table.
- First add: Meowth ex. Supporter access is the consistency upgrade you'll feel in the most games.
- Second add: Dudunsparce ex. Prioritize it if your field is ex-heavy. Basic Box lists are built almost entirely from Basic Pokémon ex and posted 17 of 176 Top 8 slots across the 22 largest online Standard events (source: Limitless TCG online platform, Oct 5–19, 2026). Against those boards, Tenacious Tail can scale into a large hit for one Energy. If your room is mostly single-Prize decks, push this upgrade back.
- Last add: Fezandipiti ex. It's the finishing refinement: extra draw in long games and a flexible 100-damage snipe to close out a Prize.
At every stage you're playing the same deck with the same lines. The upgrades raise consistency and widen your matchup coverage. They don't change the plan, so practice time spent on the budget build carries straight over to the full list.
Common Mistakes
1. Digging before you shuffle
Lillie's Determination and Judge shuffle your hand into your deck. If you use Recon Directive first, the card you kept goes right back into the deck, and the card you sent to the bottom may be one you needed. The same goes for Run Away Draw: three cards drawn, then shuffled away. Lock in your Supporter first, then use Recon Directive on every Drakloak. The exception is a Recon that might find the Supporter itself. In that case, dig first and choose the Supporter once you see what you have.
Items work the opposite way. Play any Crushing Hammer, Buddy-Buddy Poffin or Poké Pad you'd use this turn before you shuffle. Hammers and search cards that get shuffled back are value you threw away.
2. Placing Phantom Dive counters with no plan for next turn
Six counters is 60 damage. If you scatter 10s and 20s across the opponent's Bench, you have done chip damage that converts into nothing. Before you place a counter, decide which Prizes you're taking this turn and next turn. Then put counters where next turn's 200 to the Active plus another 60 of spread finishes two targets.
Munkidori is the most common thing left out of that math. Adrena-Brain moves up to 3 counters from one of your Pokémon to one of the opponent's, but only if that Munkidori has Darkness Energy attached. With only two Darkness Energy in the list, attach them on purpose. A Crispin can fetch Darkness alongside a Fire or Psychic, since it needs two different types. Each active Munkidori is another 30 damage on your side of the math. It also takes 30 off a damaged Dragapult ex, so use it before you attack whenever that matters.
3. Playing Risky Ruins before your own Bench is built
Risky Ruins hits any player who benches a Basic non-Darkness Pokémon, and that includes you. Your Dreepy drops to 50 effective HP and Budew to 10. Dunsparce and Munkidori get dinged too. Only Fezandipiti ex is safe. If you play it on turn one before two Buddy-Buddy Poffin, you set up your own knockouts for the opponent's spread or chip attacks.
The fix is sequencing. Finish your Bench, then drop Ruins while the opponent still has Basics to play. After that, the counters already on your Pokémon are fuel for Adrena-Brain rather than a liability.
4. Wasting your only Dunsparce
You run one Dunsparce for two evolutions, so every Dunsparce decision commits you. Dudunsparce is a draw engine that shuffles away its whole stack, Dunsparce included. That means you can run the line again later with Poké Pad or Buddy-Buddy Poffin, but it costs you search cards and time. Dudunsparce ex is the payoff against boards full of Pokémon ex. Tenacious Tail does 60 per opposing ex in play for a single Colorless Energy.
Know which way you're going before you evolve. Poké Pad can't find Dudunsparce ex because of its Rule Box, so that line costs an Ultra Ball. If you need draw now, don't spend the Ultra Ball on the ex.
5. Handing over free two-Prize targets
Last-Ditch Catch only triggers when Meowth ex goes from your hand onto your Bench. It's a setup tool, not a permanent Bench resident. Once it has fetched your Supporter, it's a 170-HP ex waiting to be gusted. Use Tuck Tail to pick it back up when you can afford the attack, or plan around giving up those two Prizes.
Fezandipiti ex has the same problem. Flip the Script does nothing until one of your Pokémon is Knocked Out. Benching it early just gives the opponent a target. Hold it until the turn after you lose a Pokémon, then bench it and draw three right away. On that same turn, Unfair Stamp is live too, so check whether cutting the opponent to two cards is worth more than your current hand.
6. Starving Rosa's Encouragement
Rosa's Encouragement attaches up to two Basic Energy from your discard to a Stage 2. That's a fully powered Phantom Dive on a fresh Dragapult ex with no manual attachments. It only works if you're behind on Prizes and the right Energy is already in the discard.
When you pay for Ultra Ball, discard a Fire and a Psychic if you expect to fall behind on the Prize trade, not your spare Darkness. Don't Night Stretcher the Energy you were saving for Rosa's when a Pokémon recovery is available instead.
7. Firing disruption at the wrong moment
Crushing Hammer is a coin flip. Every flip you spend on a Benched Pokémon that isn't attacking next turn is wasted. Aim at whatever threatens your board on the opponent's next turn. Against decks that reattach from deck or discard easily, save Hammers for the turn they break a specific attack.
Budew's Itchy Pollen has the same timing problem. The Item lock is strongest while the opponent still needs Items to set up. Against a board that's already established, Budew is a 30-HP single-Prize Pokémon doing 10 damage, and Fire-type attackers hit it for double.
On your first turn, check your Prize count before you reach for Judge. Lillie's Determination draws eight at six Prizes remaining, and that's almost always the stronger opener.
Tournament Prep & Final Notes
What to Practice
- Phantom Dive allocation, fast. You get six damage counters across the opponent's Bench every attack, and with two Munkidori online you can move up to six more. Drill board states until you can read off "these Benched Pokémon die this turn, these die next turn" without counting on your fingers. Risky Ruins matters here. An opposing Dreepy benched under it sits at 50 HP, which a 70-HP Basic otherwise wouldn't. That puts it in single-Phantom Dive range with a counter to spare.
- The mirror. Dragapult took 37 of 176 online Top 8 slots, and some form of Dragapult made the Top 8 in 20 of 22 events (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19). Expect to play it repeatedly. Practice racing to kill Dreepy and Drakloak on the Bench before they evolve, and practice deciding which Crushing Hammer targets actually delay a Phantom Dive.
- Basic Box. It took 17 of those 176 online Top 8 slots (source: Limitless TCG online platform, 2026-10-05 to 2026-10-19), and its lists are almost entirely Basic Pokémon ex. Rehearse the Dudunsparce ex turn. Tenacious Tail does 60 for each of their Pokémon ex in play, so count their board before you choose the attacker.
- Supporter routing. You play one Judge, one Rosa's Encouragement and one Unfair Stamp. Practice recognizing the turn each one is live, so you don't burn Meowth ex's search on the wrong Supporter.
Rules Interactions to Know Cold
- Lillie's Determination draws 8 only at exactly 6 Prize cards remaining. Once you take your first Prize card, it draws 6. Your opponent taking Prizes doesn't change your count.
- Unfair Stamp needs a Knockout of one of your Pokémon during your opponent's last turn. Fezandipiti ex's ability has the same trigger. On a turn after you lose a Pokémon, both are live together: draw 3 first, then Stamp.
- Rosa's Encouragement has two conditions. You must have more Prize cards remaining than your opponent, and the Energy goes only to a Stage 2. Dragapult ex is your only Stage 2. The Energy must already be in the discard, so count the Fire and Psychic in your discard before you search for it.
- Munkidori needs a Darkness Energy attached. You have two Darkness Energy. Crispin fetches two different types and attaches one, so you can attach the Darkness to Munkidori and take Fire or Psychic to hand. Night Stretcher can recover a discarded Darkness. Each Munkidori uses its ability once per turn, separately.
- Adrena-Brain is an ability, not an attack. The Tera rule on Teal Mask and Wellspring Mask Ogerpon ex prevents damage done by attacks to them on the Bench. It says nothing about abilities moving damage counters. Also note the wording gap: Phantom Dive's Bench effect places damage counters rather than doing damage. Know both wordings so you can state your case clearly if a ruling is needed.
- Risky Ruins hits you too. It damages any Basic non-Darkness Pokémon put onto the Bench during that player's turn, including Pokémon placed by Buddy-Buddy Poffin.
- A Dreepy drops to 50 HP and Budew to 10.
- Munkidori is Psychic type, so it takes counters too.
- Fezandipiti ex is Darkness type, so it's exempt.
- Jamming Tower is effectively one-sided. It blanks Pokémon Tools on both sides, and this list runs none.
- Know the search restrictions.
- Poké Pad can't fetch Rule Box Pokémon: Dragapult ex, Dudunsparce ex, Fezandipiti ex, Meowth ex. Those need Ultra Ball.
- Buddy-Buddy Poffin finds only Dreepy, Budew and Dunsparce here. It can't find Munkidori, which has 110 HP.
- Meowth ex triggers only when played from your hand onto the Bench. Tuck Tail returns it to hand, and Night Stretcher can pull it from the discard, so it can search more than once in a game.
- Dudunsparce shuffles itself and attached cards into your deck when it draws. The Dunsparce goes with it. Don't plan on that Dunsparce becoming Dudunsparce ex later.
Clock Management
This deck is not inherently slow, but it is decision-dense.
- Every turn has extra steps. You may have up to four Drakloak using Recon Directive, several coin flips from Crushing Hammer, Munkidori moves, and a six-counter spread.
- Build a fixed routine.
- Resolve Drakloak looks first, because they change what's in your hand.
- Play Items.
- Play your Supporter.
- Use Munkidori.
- Do your Phantom Dive math once, then commit.
- Don't re-count damage counters mid-attack. Plan the allocation before you declare the attack.
- When you're ahead on time, take the line that reduces branching. A guaranteed two-Prize Knockout beats a speculative spread that needs two more turns to cash in.
Final Assessment
This list finished Top 4 at a 358-player event because it does two things at once. Dragapult ex spreads damage that turns the opponent's Bench into future Prize cards. Meanwhile Crushing Hammer, Budew, Judge and Unfair Stamp slow the opponent down while that damage adds up. Dudunsparce ex and Fezandipiti ex give you a second angle when Phantom Dive alone doesn't close the game.
The costs are real:
- Eight Basic Energy and three Dragapult ex leave little room to lose pieces early.
- Four Crushing Hammer means some games swing on coin flips.
- The single-copy Supporters reward knowing exactly when each is live.
If you've drilled the counter math and you know the Supporter conditions cold, this is a list you can trust into a field full of the mirror and Basic Box.
Metagame Context
Built from LxkkcsZ's Top 4 list at TOURNAMENT OF DOOM! DINNER? (358 players, 2026-10-17), via the Limitless platform. Metagame context comes from a research brief dated 2026-10-19 covering 2026-10-05 to 2026-10-19, drawn from Limitless TCG event results; TCGdex; Scrydex. Card text and prices: TCGdex.
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Source: tournament results. Decklist and placements as reported by the event organizer.