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EZNPC Tips Jolteon ex Mega Rising deck and pull guide

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Jolteon ex (Mega Rising) is a speedy Lightning Stage 1 EX with 140 HP, Electromagnetic Wall chip damage, and an efficient Beginning Bolt, making it a top pick for aggressive Pokémon TCG Pocket decks.
I didn't expect to care about Jolteon ex at first. I was busy cracking Mega Gyarados packs and chasing flashy pulls, and then I ran into this card on ladder and it just wouldn't let me play. If you're the type who likes quick upgrades and hates waiting around for a slow setup, you'll get why people rate it. Even gearing up your collection can feel faster when you're topping up resources through places like EZNPC, because in Pocket the "one more pack" temptation never really stops.
Why The Ability Feels UnfairOn paper, the numbers look normal: 140 HP on a Stage 1 ex, not tiny, not huge. But the real problem is the Ability, Electromagnetic Wall. As long as Jolteon ex sits in the Active Spot, the opponent's Active takes 20 damage between turns. No Energy, no coin flips, no "if you do" text. You'll notice it right away in real games: they're suddenly counting retreat costs, debating whether to swing into you, and trying to avoid ending a turn with a fragile attacker up front. That chip damage quietly turns safe-looking boards into KO range.
Timing Beginning BoltBeginning Bolt is where the tempo gets nasty. If you evolved Jolteon ex that turn, you hit 60; if you didn't, you're stuck at 40, and that feels like you missed the window. The clean way to do it is to plan your evolution turn like it matters, because it does. Pairing with the Boosted Evolution Eevee is the usual line, and when it works you're applying pressure immediately. A lot of Basics can't handle 60 plus that extra 20 between turns, and even if they survive, they're forced to respond instead of building their own game plan.
Deck Choices That Make It WorseMost lists feel better with 2 copies of Jolteon ex, simply because you want to see it early and you don't want your whole plan to hinge on a single card. After that, disruption is what turns "strong" into "annoying." Sabrina is brutal when you drag up something that can't retreat easily, and Cyrus can punish clunky benches. If you've got Rocky Helmet available, it's the kind of card that makes opponents sigh—hit into Jolteon and they take damage, don't hit and they still take the between-turns ping. Either way, their maths starts to look awful.
Pulling It And Getting Ready To PlayCollectors will end up staring at the B1 options longer than they expected. The standard Double Rare (B1-081) is nice, but the Special Art Rare (SAR B1-276) is the one that really pops in the binder, especially if you land that 4-Diamond version at miserable odds. If your luck's cold, crafting the battle version for 500 Pack Points is still a real, practical route—slow, but reliable. And if you're jumping into the meta and want a smoother start, checking out Pokemon TCG Pocket Accounts can make the whole process feel less like a grind and more like you're actually getting to play the deck you planned for.
Contatc us:Pokémon TCG Pocket New B2 Set Teaser Explained – Mega Evolution Hints & Is the Deluxe Pack Worth It?

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