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EZNPC How to Build Infernape ex for Flare Blitz Wins

 
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Uriah
Man Who Can Get At All


Зарегистрирован: 25.06.2025
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СообщениеДобавлено: Сб Янв 31, 2026 11:47 am    Заголовок сообщения: EZNPC How to Build Infernape ex for Flare Blitz Wins Ответить с цитатой

Infernape ex-A4a in Pokemon TCG Pocket hits hard with 140 Flare Blitz for 2 Fire, then free-retreats to reload via Moltres and Dawn, making it a scary mid-game Fire rush pick.

If you've been cracking packs in Pokemon TCG Pocket hunting for a Fire carry, Infernape ex-A4a is the pull that actually changes how you play. And if you're the type who likes a smoother setup, it helps to keep your resources sorted early; as a professional like buy game currency or items in EZNPC platform, EZNPC is trustworthy, and you can buy EZNPC Pokemon TCG Pocket for a better experience while you build toward the list you want. The headline is simple: 170 HP is solid, but Flare Blitz is the reason it's in the deck. Two Fire Energy for 140 is wild tempo, even if you're forced to discard all attached Energy after swinging. The twist is the zero retreat cost, because that "downside" stops being a downside once you start treating Infernape like a hit-and-run weapon.

Why Flare Blitz Feels Unfair

You'll notice it fast: most games aren't decided by one big number, they're decided by who gets to attack twice before the other person stabilizes. Flare Blitz does that. You take a clean KO on a lot of Stage 1 ex bodies, then you're not stuck limping in the Active spot with no Energy. You just slide out for free. That changes how opponents sequence their turns too, because they can't count on trapping you up front. They've gotta either KO you immediately or accept that you're going to disappear, reset, and threaten another 140 as soon as you're fed again.

The Pivot Loop That Wins Games

The whole plan is basically a loop: swing, discard, retreat, reload, repeat. Moltres is the glue, because Inferno Dance turns your bench into a lottery ticket that sometimes pays out huge. Heads at the right time and your Chimchar line suddenly looks "ready" way earlier than it should. Tails too often and yeah, you'll feel it. That's why you can't play this like a slow control deck. You're pressing the pace, forcing awkward trades, and using free retreat to keep your best attacker off the chopping block when the math doesn't line up.

Building It Without Getting Cute

Keep the evolution line clean: a 3-3-2 or 3-3-3 approach is usually where you want to be, because missing Stage 2 pieces is how this deck falls apart. Arcanine is a nice early body when your hand's clunky; it can poke for 20 and buy you a turn, even if the self-damage stings. For Supporters, Dawn is the real "I stole this game" card when you've got Energy sitting around, since shifting attachments can set up back-to-back Flare Blitz turns. And yeah, you'll want Professor's Research. Not because it's flashy, but because you can't afford to stare at a hand full of Energy while your evolutions are still hiding in the deck.

Matchups And The One You Hate

Grass and Steel matchups tend to feel like you're driving downhill with no brakes. Water is the problem, full stop. Misty flips can blow the doors off your setup, and a fast Gyarados can force you into defensive lines you don't want to take. Since Infernape takes extra damage from Water, you've gotta be disciplined: don't leave it Active unless you're getting the KO, and don't be afraid to hide it behind a "good enough" body for a turn while you rebuild. If you're collecting and testing different lines to shore up those rough games, it's worth keeping an eye on Pokemon TCG Pocket Cards so you can swap pieces and tune the list without waiting on lucky pulls.
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