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Старый 31.01.2026, 11:41
Morgan442 Morgan442 вне форума
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Регистрация: 06.04.2025
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По умолчанию U4GM Why Infernape ex A4a Hits So Hard in TCG Pocket

Infernape ex-A4a rules Pokemon TCG Pocket with 140-damage Flare Blitz for just 2 Fire, then reload fast with Dawn and bench accelerators to keep swinging and pressure every turn.

Climbing the Pokémon TCG Pocket ladder lately, you'll run into Infernape ex-A4a over and over, and it's not just hype. For two Fire Energy, Flare Blitz hits 140, which is a silly rate for how quickly you can threaten it. Sure, you discard all Energy afterward, but the deck's built to treat that as a feature, not a drawback. If you're the kind of player who likes tuning lists and grabbing missing pieces fast, places like U4GM can be handy for sourcing game items so you can test variants without waiting around.

Why the Ape Works

The biggest thing people underrate is the free retreat. Zero cost means you can lead with something that sets up, then pivot into Infernape the moment it's ready, no awkward Energy tax. And once you've swung, you can slide it out again if it's about to get clipped. In real games that matters more than it sounds. You're not "all-in" on one attacker every turn. You're rotating, buying time, forcing your opponent to guess where the next Flare Blitz is coming from.

Building the Energy Loop

The cleanest partner has been Flareon ex. Combust turns your discard pile into a resource, not a graveyard, and it lines up perfectly with Blitz discarding everything. The coin flips can feel swingy, yeah, but over a match you usually get enough hits to keep pressure up. Most lists want a 2-2-2 Infernape line so you actually see your pieces, plus a couple Moltres to jump-start the early turns. Inferno Dance buys you tempo while you're still assembling Stage 2s, and it keeps you from passing with a sad Chimchar active.

Trainer Choices People Get Wrong

Energy management is the whole game plan, so Dawn isn't optional. The best turns are simple: Blitz, discard, Dawn, and you're suddenly threatening another big swing right away. Rare Candy is the other "don't leave home without it" card. Skipping Monferno is how you steal games, because a turn-two Infernape forces bad blocks and early concessions. After that, you can flex a bit: a healing card or a bulk tool can swing races, especially when you're trying to survive one extra hit to keep the loop going.

Matchups and How to Play Them

Grass and Steel matchups often feel like you're driving downhill. You pressure their setup, you trade up, and they don't get to breathe. Water is the check you have to respect, especially when Misty pops off or a big Water threat comes online fast. When that happens, don't cling to one hero attacker; spread your setup, keep multiple threats, and use free retreat like a shield. If your Energy cycle stutters, slow down, reset your board, and look up lines that keep you live—especially if you've been tracking what's left in deck. It also helps to know your options when you're hunting specific pieces, so browsing Pokemon TCG Pocket Cards can make planning those swaps and techs a lot easier mid-build.

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