How's it going people? My name is Russell LaParre and I'm back to bring you another article for Some1sPC. Today I'm going to talk about one of my favorite decks in the current Standard Format, Tapu Koko/Gallade/Octillery. This deck is the next evolution of the old school Gallade/Octillery deck which popped up during the Cities' Circuit, piloted by Fred Hoban and Daniel Watt. They were nice enough to reach out to me for advice on the decklist and we ended up creating a monster of a deck that won me 2 City Championships, top 2, and a top 4. Let's get into it!

I.Gallade/Octillery/Tapu Koko

Gallade/Octillery/Tapu Koko

If you played sometime last year, you may have heard of the Gallade BKT/Octillery BKT deck. If you haven't, well I'm here to explain it to you. Gallade BKT is going to be the core attacker of the deck and we're going utilize it's ability, Premonition, to the fullest extent. Gallade's attack, Sensitive Blade, does 60 damage plus 70 more if you played a Supporter the turn you attack. This means with Choice Band you're going to be hitting for a solid 160 damage to Pokemon EX or Pokemon GX, which is just about 20 damage to 30 damage short of an OHKO one most Pokemon. We'll dive into how we make up the 20 to 30 damage differential a bit later. Gallade's ability, Premonition, allows us to look at the top 5 cards of our deck then rearrange them in any order and place them back on top. This helps us reorganize the deck to fish out Double Colorless Energy, Rare Candy, VS Seeker, and many of our tech supporters with ease. Overall, you should understand that Gallade is a 1 prize attacker that can hit for an absurd 160 (with Choice Band) or 180 (with Professor Kukui), all the while helping you reorganize your top cards to compliment the draw engine of the deck, Octillery.

Octillery is used for 1 purpose in this deck and that's Abyssal Hand. Our goal with the deck is to get out a turn 2 Gallade and Octillery so we can use Premonition to stack the top of our deck, then use Octillery's Abyssal Hand to draw the cards of our choice. This strategy is as strong and silly as it sounds. We can even enter scenarios where we have 2 Octillery on board alongside 2 Gallade, so we're essentially stacking the top 5 cards, drawing whichever ones we want with Abyssal Hand, playing our Supporter for the turn, then repeating the process. We get to stack our deck for next turn and have full knowledge of what we're drawing. We're basically removing any mid-game variance since we're constantly stacking our deck.

Lastly, we have our final attacker in Tapu Koko. Tapu Koko serves 2 purposes in this deck, 1 it has free retreat meaning if we open it, we can easily swap it to the bench without relying on Float Stone. If our active Gallade is KO'd and we have no other Float Stone available to us, Tapu Koko is a nice Pokemon to promote so we don't have to over-commit the Pokemon we'd like to put active going into our turn. Second, Tapu Koko's Flying Flip compliments Gallade BKT perfectly for the current meta. Flying Flip hits all the opposing Pokemon for 20 damage, allowing our typical 160 damage output from Sensitive Blade to take swift KO's on opposing Pokemon EX/GX. We usually want to start with Tapu Koko, dealing damage to their entire board, then building up 2 or 3 Gallade BKT to sweep the game.

Now that you have a general understanding of the 3 important Pokemon in the deck, let's get into the decklist. Mine is a few cards different from Nul's and both lists are incredibly different from last year's build which you can find here:


Gallade Octillery Tapu Koko

Pokemon (17)

  • 4 Ralts
  • 2 Kirlia
  • 4 Gallade BKT
  • 2 Remoraid (Ion Pool) BKT
  • 2 Octillery BKT
  • 2 Tapu Koko
  • 1 Tapu Lele GX

Trainers (39)

  • 3 Mallow
  • 3 N
  • 2 Lysandre
  • 2 Hex Maniac
  • 2 Brigette
  • 1 Professor Kukui
  • 1 Teammates
  • 1 Karen
  • 4 Level Ball
  • 4 VS Seeker
  • 4 Rare Candy
  • 3 Ultra Ball
  • 3 Choice Band
  • 2 Float Stone
  • 2 Special Charge
  • 1 Field Blower
  • 1 Rescue Stretcher

Energy (4)

  • 4 Double Colorless Energy



4-2-4 Gallade

We're going to be playing 4 copies of Gallade as it is our main attacker in the deck. To support the 4 copies of Ralts we're going to play 2 Kirlia as it helps setting up future Gallade while you Rare Candy and attack with another ASAP. If you plan on playing into a Meta full of Garbodor then throw in an extra copy of Kirlia so you can save yourself from needing to Rare Candy and use that Item to Level Ball for an Octillery piece instead.

2-2 Octillery

This is fairly obvious, we want to have an Octillery in play at all times, so we need to include a 2-2 line to guarantee we won't lose based on the fact that we prize 1 piece. We'll never attack with Octillery, but it's good to play the Remoraid with Ion Pool so we can discard Stadiums, which allows us to regulate any Rough Seas that try and stop us from hitting our perfect numbers.

2 Tapu Koko

I only wanted to include 2 copies of Tapu Koko in the list so I could fit more tech supporters. Ideally, you want to open Tapu Koko so you can utilize its free retreat and Flying Flip during the early stages of the game but he can also be used to KO a Pokemon on the bench that was hurt by Gallade BKT at any point during the Early to Mid stages. Don't forget that a Choice Banded Tapu Koko can hit the active for 50, or 100 if they're weak to Lightning.

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