Table of Contents
A4-100 A2-089 is here to wreck boards before your opponent even gets a chance to set up. With explosive damage, beefy HP, and one of the strongest early games in the format, this deck doesn’t just trade blows—it erases threats. Whether you’re one-shotting Baby Pokémon with A4-099 or just 50 damage from the get go with A4-100, this build brings pressure fast and keeps it up.
Let's one shot!
Strengths & Weaknesses
| Pros | Cons |
| + A4-100’s 50 damage early game is solid and can scale up to 110 with just 3 Energy. | - A4-100’s high Retreat Cost can lock you in some games. |
| + A2-089 hits 130 for just 1 Energy—always strong. | - EX A4-100 and non-EX A2-089 can lead to awkward point trades. |
| + A4-100 and A2-089 are tanky with 160/150 HP. | |
| + Counters A4-134 fields and some Lightning types with one-shots and A4-158. | |
| +A4-099 one-shots Baby Pokémon. | |
| + Consistent A4-099 starts can snowball fast. |
How to Play Donphan ex Rampardos
Since A4-099 is your only Basic, you’ll always start with it and then evolve into A4-100, your primary damage dealer, while you evolve A2-144 into A2-089 as a backup damage option if needed.
Turn 1 Breakdown
If starting with Phanpy:
You’ll always start with A4-099 since it’s your only Basic. The priority is to find A4-100 as early as possible to start dealing damage while also being able to take hits thanks to its high HP.
Early Game
- Getting A4-100 online is a high priority—its 50 damage is strong early, letting you one-shot most non-evolution Basics when paired with A1-223.
- Evolve A2-144 into A2-089 so you have a backup attacker if A4-100 gets knocked out.
- Bench A4-099 or play A2-144 early and evolve quickly, especially when holding a large hand, since you don’t want to be disrupted by PROMO-006, A2b-069, or A2-155.
- If you’re searching for A4-100, try holding a Pokémon like A2-088 or A2-089 so you can use A2-146 to trade into A4-100.
- You can also use A2-146 to return A4-099, then reuse PROMO-005 to search for it again—making better use of your limited copies.
- Always play PROMO-005 before using PROMO-007—you only run 2 Basics, so you don’t want to draw into A4-099 and waste the ball.
- Energy should almost always go on A4-100 to unlock Gigantic Press’s 110 damage, while still giving you the option to retreat when needed due to its high Retreat Cost.
- A4-158 is great for disrupting early plays—checking your opponent’s hand and removing a Supporter slows them down and reduces their odds of hitting PROMO-007 by cycling a card back into the deck.
- If you have a large hand and are debating between using PROMO-007 or A4-158, it may be better to play A4-158, especially if you already have something like A4-100 or the full A2-089 + A3-144 combo.
Point Management
The most important aspect of the deck is whether what points will you be trading.
- If you can access A2-089 early, it might make sense not to evolve A4-099 in the Active Spot—if it gets knocked out, you can bring up A2-089 and save A4-100 for later.
- You’ll most likely be evolving A4-099 into A4-100 in most games, so your second attacker will either be A2-089 or another A4-100.
- A4-157 allows you to switch A4-100 with other attackers, but this can leave you vulnerable to A2-150, so keep that in mind.
- Retreating A4-100 into A2-089 is a solid option when facing higher HP targets to avoid recoil. Vice versa, if you’re fighting low-HP Pokémon, it’s better to attack with A4-100.
Midgame Strategy
- If you think your Active A4-100 will get knocked out soon, consider placing Energy on your other A4-100 or A4-099 so it’s ready to use Gigantic Press when needed.
- Against A3-066, it might be better to delay evolving into A4-100 and instead use A4-099 to secure a knockout, since your only other option is A2-089.
- A2-150 can also act as a finisher, especially after opponents retreat away from A4-100.
- This deck thrives on early aggression, so your midgame should focus on setting up lethal trades—if you lose tempo after A4-100 goes down, you’ll fall behind quickly.
How to Play Red Card & Mars
If You’re Going First
- Against non–Stage 2 decks:
Using PROMO-006 right away is ok if you want to reduce your hand. Other than that, you might want to wait it out until your opponent’s hand gets larger or get hold of A4-158 to combo with. With A4-158, use PROMO-006 first to reduce their hand to 3 then use A4-158 to remove a Supporter, limiting your opponent’s hand to 2. - Against Stage 2 decks:
It might be better to delay a turn. Since they can’t evolve yet, holding PROMO-006 can be more effective next turn—especially after they play PROMO-007.
If You’re Going Second
- Against non–Stage 2 decks:
Using PROMO-006 right away is ok if you want to reduce your hand. Other than that, you might want to wait it out until your opponent’s hand gets larger or get hold of A4-158 to combo with. With A4-158, use PROMO-006 first to reduce their hand to 3 then use A4-158 to remove a Supporter, limiting your opponent’s hand to 2. - Try to play it right away since this is your only chance of reducing their chances of finding A3-144 and their Stage 2 Evolution.
Mars Tips
A2-155 becomes stronger later in the game. You can be more conservative early on and play it once you know a Pokémon will get KO’d to increase its impact.
Card Choices
Core
Must-have cards the deck relies on to function.
- A4-099 – New Phanpy deals 30, setting up Baby KOs or finishing A4-134 with A1-223.
- A4-100 – Main attacker and primary Energy focus.
- A2-088 – Makes A2-089 more active without fully relying on A3-144.
- A2-089 – Alternative big hitter.
- A2-146 – Important for getting A4-100 early for its HP. Can also shuffle A4-099 for PROMO-005 plays.
- A3-144 – Lets you evolve A2-144 straight into A2-089.
Optional
Cards that can be cut without hurting core consistency.
- A1-223 – Lets A4-099 one-shot A4-134 and A4-100 deal 60 to KO most Basics. A2-089 reaches 140, enough for most targets.
- A4-158 – Strengthens your early game by slowing opponents through Supporter removal; can also remove A2-150 late game.
- PROMO-006 – Combos with A4-158 to boost early game; also a solid hand dump.
Low Priority
Cards with the lowest priority and to be cut for Situational cards
- A4-157 – Lets you retreat A4-100 or A2-089 for better point trades.
Situational
Techs that only matter in specific matchups.
- A2-147 – Gives A4-100 and A2-089 extra HP to avoid 150 damage KOs. Also pushes A4-099 out of 60 + A1-223 range.
- A1-223 (2nd Copy) – An extra copy to go all-in on early-game one-shots with A4-100.
- A1-225 – Fits the aggressive gameplan—lets you take out Bench Basics when needed.
Final Thoughts
This deck thrives on fast starts, strong point trades, and early pressure from A4-100. With backup threats like A2-089 and disruption from A4-158, it punishes slow setups and snowballs quickly. If you enjoy tempo-focused decks with clean one-shots, this is a solid pick for Ranked.
You can also check out our other guides for more insights! With the ranked format here, now is the perfect time to master these strategies, climb the leaderboard, and dominate matchups!






