Arceus ex Crobat Darkrai ex Giratina ex Deck Guide

Learn how the play the best Arceus ex Crobat Darkrai ex Giratina ex deck in this full guide.

Four Pokémon. One deck. Zero mercy.
This isn't just another archetype—it's a chaotic alliance of some of the strongest forces in the format. A2a-071, A2a-050, A2-110, A2b-035. Each one brings a different kind of power to the table, and together, they form a deck that’s as unpredictable as it is explosive.

Built for players who love high-stakes plays and aren’t afraid to juggle multiple threats at once, this list isn’t here to play safe—it’s here to dominate in style.

Let’s take a closer look at what makes this chaotic alliance actually work.

Strengths & Weaknesses

ProsCons
+Can reach up to 180 damage in a single turn—or 210 with a second A2a-050.- Takes time to get going—most attackers need multiple Energy, and only A2a-050 swings for just one.
+ Multiple win conditions make it highly flexible, with surprise max damage output.- With great power comes bad consistency. Yes, the deck can lead to bad hands.
+ Multiple high-HP let you soak up a lot of damage.
+ Incremental damage helps you clean up low HP first.
+ Offers one of the strongest damage ceilings in the game when fully set up—even beating A1-036.
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You’re running four major threats in this deck—A2a-071, A2-110, A2a-050, and A2b-035—which gives you multiple win conditions. But despite that flexibility, the strategy follows one clear path:

We will only be running Dark energy. You’ll typically be attaching Energy to A2a-071 or A2-110, your main damage dealers. Meanwhile, you’re aiming to evolve A2a-048 into A2a-050 with A3-144, enabling free damage every turn. That passive chip is often what pushes damage into knockout range. A2b-035 charges itself through its Ability and becomes your backup attacker as the game progresses.


If you start with A2-110

  • Your best starter going second. It applies early pressure and can start swinging by Turn 3. Against high-HP threats like A2b-035, it may be better to retreat and save the ping for a key combo finish with A2a-071 or A2b-035.

If you start with A2a-071

  • Solid but not ideal. You’ll often want to retreat it early to enable A2a-050. If your hand is weak, it can still attack or retreat as needed—don’t hesitate to adapt based on what you’re holding.

If you start with A2b-035

  • A great opener when going first. It charges Energy on its own and can soak up hits before pivoting out. If left unchecked, it becomes a 130-damage threat the next turn.

If you start with A2a-048

  • Viable only if you have A3-144. A2a-050 enables your damage engine and has free retreat, but without Rare Candy, A2a-048 is a liability. Retreat it quickly if you can't evolve—losing it early for 1 point hurts.

Early Priorities

  • One of your top priorities is finding A2b-035. The ideal setup is using PROMO-007 before PROMO-005—this increases your odds of drawing into it. If you have extra Basics, A2-146 can search it out directly.
  • However, A2-146 can be awkward—you may have to give up a key Pokémon to get what you need. If your opening hand lacks both A2a-071 and A2-110, prioritize those first. They offer stronger board presence: A2a-071 enables A2a-050, while A2-110 applies immediate pressure with its 80 damage + ping.
  • When going first, PROMO-006 is a strong disruption tool. In most matchups, you want to play it Turn 1 to limit their setup—unless you’re facing A2b-005, in which case it’s better to wait until after their first attack.
  • If your opponent benches a second Basic on Turn 1, that’s usually a sign they’re holding important combo pieces like A3-144 or PROMO-007, making PROMO-006 even more effective.
  • Your hand can get clunky, so it’s sometimes smart to bait a PROMO-006 or A2-155 from your opponent. Leaving yourself at 4 cards while benching key Pokémon like A2b-035 or A2a-048 can encourage disruption plays—and clear your hand in the process.
  • To protect yourself from your opponent’s PROMO-006, you can reduce your hand to 3 cards by playing out Pokémon, attaching A2-147, or dumping spare Trainers.
  • A2-155 is more effective later in the game—especially after one of your EXs is knocked out. If your opponent is sitting on 5 or more cards, it’s a great time to use it for a potential tempo swing.
  • If you're playing A2b-069, don’t hesitate to reset your hand early if you haven’t found A2b-035 yet. It’s worth the trade to dig deeper into your setup.

Midgame

  • This is where the deck starts to shine—assuming you haven’t been outrushed. By this stage, you should have at least one attacker—A2a-071 or A2-110—ready to swing. Ideally, A2b-035 is also sitting on 3 Psychic Energy as your backup threat.
  • Use A2-147 or A2b-070 sparingly—only when it prevents a knockout or helps reduce your hand size. These cards are crucial for extending the life of your EXs, especially since you’ll often be rotating between threats to manage pressure.
  • Your damage starts to snowball here. If A2a-048 has evolved into A2a-050, or if A2-110 is active, those pings start stacking. Sometimes it’s better to hold off on attacking—letting A2b-035 continue charging while you chip away at setup targets.
  • If you're running A2-154, there’s a rare but powerful line where you can attack as early as Turn 2 by transferring Energy from a fully charged A2b-035 to A2a-071 or A2-110. It won’t come up often—but when it does, it creates a huge tempo swing.
  • Use A1a-068 with care—you only have one, and it’s best saved for crucial retreats, especially to preserve a charged A2b-035. Don’t burn it early—it’s your safety net.
  • Also, don’t attach Energy to A2-110 just for the 20 ping unless it directly contributes to a knockout. In many cases, it's better to build up A2b-035, while saving A2-110’s ping for later board control.
  • And don’t underestimate A2a-050—with just 1 Energy, it can deal 50 from its attack + 30 from its Ability = 80 damage total, enough to cleanly one-shot A3-066. With 110 HP and free retreat, it’s also a durable pivot that can soak hits or finish off weakened targets.

Endgame

  • The endgame is where this deck fully comes together—and where most opponents begin to fall apart. Once you’ve assembled your four threats—or even just three—you’re in full control.
  • At this point, you’re ideally swinging with a fully charged A2a-071 or A2b-035, while A2-110 adds 20 from its ping and A2a-050 adds 30 from its Ability. That gives you a potential 180 damage in a single turn. With a second A2a-050, you can reach 210, though that setup is rare.
  • One of the most powerful plays here is setting up staggered knockouts. For instance, you can KO an opponent’s low-HP Active (say, 50 HP) using A2-110's ping plus A2a-050's passive 30, while still swinging into another target with your main threat. This multi-angle pressure often forces your opponent into inefficient trades or desperate plays—especially if they’re already behind on Energy or evolutions.
  • The biggest danger in this phase is A1-225 or A2-150, especially from Greninja decks. A forced switch via Cyrus can ruin your setup, so it’s often smart to proactively equip A2-147 to A2b-035 or A2a-071 to help them survive those shifts.
  • This is also where A2-155 becomes devastating. If one of your EX Pokémon gets knocked out and you respond with Mars, you can leave your opponent with just 1 card in hand—creating a brutal tempo swing that shuts down their recovery window.
  • Lastly, don’t be afraid to rotate threats. With their naturally high HP, your attackers can tank a hit or two while you reposition or charge up a backup. Just make sure you’re not rotating blindly—Cyrus can punish poor switching, so always move with purpose, not panic.

Core

Must-have cards the deck relies on to function.

  • A2a-071 – Acts as A2a-050’s enabler and your go-to damage dealer for hitting 130, especially when A2-110’s 100 damage isn’t enough.
  • A2a-048 – High priority to evolve. Never give it up for a point unless absolutely necessary. Retreat it immediately if A3-144 isn’t ready.
  • A2a-050 – Provides 30 free damage per turn and expands your overall damage reach. Also functions as your clean answer to A3-066.
  • A2-110 – Supplies 20 damage per turn and is usually your primary Energy recipient in the early and midgame.
  • A2b-035 – Charges itself over time and acts as a powerful backup attacker, letting you stay active while prepping other threats.
  • A1a-068 – Makes retreating easier in a deck full of high-retreat-cost attackers. Best saved for preserving charged threats like A2b-035.
  • A3-144 – Evolves A2a-048 into A2a-050, enabling you to deal consistent passive damage every turn.
  • A2-146 – Crucial for finding missing pieces—especially since A2-110 and A2b-035 are both 1-ofs.
  • PROMO-007 & PROMO-005 – Your core draw engine. Use PROMO-007 first to maximize your odds of hitting key Pokémon before flipping with PROMO-005.

Optional

Cards that can be cut without hurting core consistency.

  • A2b-070 – Important for reducing early damage while you stall and set up your board. Can also be used to shrink your hand to play around disruption.
  • A2-147 – Pushes your EXs out of the 150 damage range. Running two gives stronger survivability, but increases your vulnerability to A2-150. Still worth it in most matchups.
  • A2-155 – Running multiple 2-point attackers makes this hit much harder, often leaving your opponent with just 1 card in hand after a knockout. Devastating when timed right.
  • PROMO-006 – Especially strong against rush Stage 2 decks like A2b-010, A2b-007, or Darkrai-Giratina builds. Great for delaying key evolution setups or combo pieces while buying time for your own board.

Situational

Techs that only matter in specific matchups.

  • A3-151 – Mostly included to get rid of Rocky Helmet. If left unchecked, it leaves your EXs too vulnerable to knockouts.
  • A2-150 – Lets you bring back retreated targets, but it’s less impactful in this deck since you're often one-shotting everything anyway.
  • A2b-069 – Resets your hand to improve consistency. Not essential in a deck without heavy combo lines, but useful when digging for key cards like A2b-035.
  • A2-154 – Lets you move Energy from A2b-035 to A2a-071 or A2-110, enabling a rare Turn 2 attack. Niche, but impactful when it happens.


Final Thoughts

This deck isn’t just strong—it’s layered. With four distinct threats—A2a-071, A2-110, A2a-050, and A2b-035—you’re never locked into one gameplan. Whether you’re chipping away with A2a-050 and A2-110, or swinging big with A2a-071 and A2b-035, the deck adapts to the pace of the match.

It’s not the smoothest deck to open with, but once you stabilize, you gain full control. Every Energy attachment, ping, and retreat matters—and when timed right, you can break through even the toughest setups.

If you enjoy decks that reward patience, smart lines, and creative play patterns, this is one of the most satisfying builds you can bring to the ladder right now.

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!

clydestrife
clydestrife
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