eznpc What Necrozma and Probopass Do for a Genesect Win

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eznpc What Necrozma and Probopass Do for a Genesect Win

If you've been queueing ladder games in Pokemon TCG Pocket and wondering why everything feels like a damage race, you're not imagining it. That's why I keep coming back to this Genesect, Necrozma, and Probopass build, and I'll even tweak my list depending on what I've been seeing in the Pokenon Tcg Pocket Items market, because small changes in what people are running can swing matchups. The plan isn't flashy on turn two. It's a slow, slightly mean setup that ends with one hit so big your opponent stops doing math and just hits concede.

Making Genesect the Win Button

Genesect is the point of the whole deck, but you've gotta treat it like a project, not a starter. You're stacking Energy and you're doing it patiently. Don't panic if the early turns feel quiet. That's normal. Your goal is to build a Genesect that can walk in and erase whatever is active, usually in the 250 to 290 range once things are online. When it gets there, most boards just don't have a clean answer. The biggest skill check is knowing when to stop being "safe" and actually swing, because waiting one extra turn can let your opponent find disruption or a clutch heal.

Necrozma as the Calm, Cheap Pivot

Necrozma is what keeps you from folding while you're charging up. One Metal Energy and you've got a real attack, which matters a lot when someone tries to drag your bench around with Sabrina-style effects or mess with your attachments. Necrozma buys you time without feeling like a sacrifice. It also punishes players who assume you're all-in on Genesect; sometimes Necrozma just takes two clean KOs and suddenly you're ahead on prizes and tempo. And if you run into lists that lean on Metal weakness, you'll see it fast: Necrozma can turn from "placeholder" into the main plan in a heartbeat.

Probopass, the Energy Bank That Wins Ugly Games

Probopass looks like it shouldn't matter, which is exactly why it does. It's your safe place to park Steel Energy and your sponge when the matchup gets messy. You rotate it in, soak hits, and keep your Genesect out of danger until it's ready. The stalling is real too. Against Lightning, I often want Nosepass early if I can get it, because weakness pressure forces awkward lines and people start making rushed plays. Just don't fall into the trap of dumping every attachment onto the first thing that survives a turn. Keep your options open, then snap the game shut when the window shows up.

Trainer Choices and the "Concede Factor"

Your Trainer suite can't be cute. I've also cut clunky includes that sit in hand and do nothing, and I'm with you on prioritizing clean mobility: two copies of Leaf feels non-negotiable because retreating at the right time is basically how this deck breathes. Luca Mine can be nasty, but only if you respect the condition and don't let it rot in your opener. The real fun, though, is the pressure. Once your opponent sees a Genesect on the bench with a silly stack of Energy, they start playing like they're already behind. If you want to smooth that grind even more, it helps to have your pieces ready to go; that's why players who pick up cards or currency through eznpc can spend more time practicing lines and less time getting stuck short on the exact stuff they need for a tight list.

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