


Solgaleo ex and Vaporeon ex Deck Guide in Pokémon TCG Pocket
Rush out a turn-two Solgaleo ex with Rare Candy, then pivot freely with Rising Road while Vaporeon ex drags hiding threats into the open.
This deck ramps a Cosmog into Solgaleo ex with Rare Candy as fast as possible, then leans on 120-damage Sol Breaker swings to take down the metal-weak threats that dominate the current meta. An Eevee package with Vaporeon ex and Sylveon ex adds a second attacking line, draw power, and a built-in gust effect. The win condition is simple: repeated Sol Breakers, hitting Mega Altaria ex and Baxcalibur for weakness, until you reach 3 points.
The decklist
How it works
Solgaleo ex is the centerpiece: 180 HP and Sol Breaker for
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Metal, dealing 120 damage while doing 10 damage to
itself. Since the deck skips Cosmoem entirely, Rare Candy is the only way to
get it into play, jumping straight from Cosmog. Its Rising Road ability lets
you switch it from the Bench into the Active Spot once per turn, which means a
fully powered Solgaleo ex can sit safely on the Bench and leap in exactly when
it wants to attack. With Big Air Balloon attached, it also retreats for free,
so two Solgaleo ex can rotate in and out to spread the self-damage and dodge
revenge knockouts.
Vaporeon ex is the secondary attacker and the deck's disruption engine. Its
Frozen Flow ability, usable while it sits in the Active Spot, forces your
opponent's Active Pokémon to the Bench each turn, breaking up their attack
rhythm and stranding half-powered threats. Wave Splash deals 80 damage for
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Water, and 160 HP makes it a sturdy wall while
Solgaleo ex sets up behind it. Watch its Retreat Cost of 3, though: once it is
active, it usually stays in until knocked out.
Sylveon ex is mostly here for its Happy Ribbon ability: when you evolve an
Eevee into it, you draw 2 cards, which keeps the engine moving toward Rare
Candy and Solgaleo ex. Eevee's own Boosted Evolution ability lets it evolve
during your first turn or the turn you play it while it is in the Active Spot,
so an opening Eevee can become a 140 HP Sylveon ex immediately. Fairy Wind
deals 70 damage for ![]()
Psychic, Colorless, though in most
games Sylveon ex serves as a draw trigger and early wall rather than your main
attacker.
Juliana puts a random Stage 2 Pokémon from your deck into your hand, and since Solgaleo ex is the only Stage 2 in the list, it is effectively a guaranteed search. Poké Ball finds Cosmog, Juliana finds Solgaleo ex, and Rare Candy glues them together on turn two. Save it for the turn you actually need the evolution, because it competes with Professor's Research and Copycat for your one Supporter per turn.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| Mega Altaria ex Espeon | Favored | Mega Altaria ex is weak to metal, so Sol Breaker hits it for 140 and two swings clear its 190 HP for all 3 points at once. Mega Harmony caps at 130 even with a full Bench, leaving your 180 HP Solgaleo ex standing, so race straight at the Mega and use Rising Road to swap in a fresh attacker if Hypnoblast puts your active to sleep. |
| Suicune ex Baxcalibur | Favored | Baxcalibur is weak to metal and has 140 HP, so Sol Breaker knocks it out in one hit and cuts off the Ice Maker energy acceleration. Keep your own Bench small, since Crystal Waltz counts Benched Pokémon on both sides. Suicune ex needs two Sol Breakers, so soften it with Vaporeon ex's 80 if your second Solgaleo ex is late. |
| Magnezone Miraidon ex | Even | Both of their attackers fall to two Sol Breakers, but Mirror Shot threatens 90 a turn and its coin-flip attack lock punishes you for staying in. Rotate Solgaleo ex out with Rising Road after Mirror Shot connects so the lock never matters. Keep Vaporeon ex back, because it is weak to lightning and becomes their easiest 2 points. |
| Mega Altaria ex Gourgeist | Even | The Mega Altaria ex math still favors you, with two 140-damage Sol Breakers winning outright, but Gourgeist's Soul Shot deals 70 for a single energy and outpaces a slow setup. Knock out each Gourgeist on sight, since 120 clears its 110 HP. Use Frozen Flow and Cyrus to drag damaged Pokémon into range and stay ahead on points. |
| Mega Blaziken ex Greninja | Heavily unfavored | Solgaleo ex is weak to fire, so Mega Burning hits it for 140 and the burn plus Sol Breaker's own self-damage finishes 180 HP almost immediately. Water Shuriken picks off Cosmog and Eevee before they evolve, so develop two threats at once. Lean on Vaporeon ex, which takes no weakness damage, and accept trades that protect your Bench. |
Tech options and swaps
The one-of Supporters are the flexible part of the list. Cyrus drags a damaged Benched Pokémon into the Active Spot, pairing beautifully with Sol Breaker leftovers, while Mars forces the opponent to shuffle their hand and draw only as many cards as the points they still need, brutal when they are one point from winning and get cut to a single card. Big Air Balloon turns Solgaleo ex into a free-retreating pivot. In faster metas, swapping Mars for a second Cyrus converts chip damage into knockouts more often; against slower, grindier fields, a second Juliana in place of Cyrus makes the Solgaleo ex line even more reliable.
How to pilot it
In the opening hand you want Cosmog or Eevee, ideally both. Going second is comfortable: lead Eevee, attach your first energy, and let Boosted Evolution turn it into Sylveon ex or Vaporeon ex on the spot while Cosmog develops on the Bench. Going first you get no energy attachment on turn one, and while an Active Eevee can still evolve through Boosted Evolution, everything else must wait, so place your Basics and lead with the sturdiest wall.
The core sequence is rigid: Cosmog in play on turn one, then Rare Candy on your next turn to jump straight to Solgaleo ex, since Rare Candy cannot be used on your first turn or on a Basic played that same turn. Attach
Metal to Cosmog from the start; with two attachments the evolved Solgaleo ex swings for 120 immediately. If Solgaleo ex is not in hand, Juliana finds it. Cosmog's Teleport, for
Colorless, lets it duck to the Bench when it is about to be knocked out.
The Energy Zone alternates between
Metal and
Water unpredictably, so decide early which attacker the matchup demands and funnel the right type to it: metal onto the Cosmog line, water onto Eevee when Vaporeon ex is the plan. Common misplays to avoid: playing Rare Candy on a Cosmog benched that same turn, attacking into a revenge knockout once Sol Breaker's self-damage has worn Solgaleo ex down, paying Vaporeon ex's Retreat Cost of 3 instead of promoting something else after a knockout, and benching extra Pokémon against Crystal Waltz when a lean board caps its damage. Rising Road only works from the Bench, so keep the second Solgaleo ex back there until it is loaded.
Deck strengths
- Sol Breaker punishes metal weakness on Mega Altaria ex, Baxcalibur, Chien-Pao ex, and Iron Valiant
- Rare Candy plus Juliana makes the turn-two Stage 2 consistent
- Rising Road and Big Air Balloon give free switching that most decks cannot answer
- Frozen Flow and Cyrus combine into constant gust pressure on damaged Pokémon
Deck weaknesses
- Fire decks hit Solgaleo ex's weakness and end games fast
- Sol Breaker's self-damage stacks up across a long game
- Cosmog's 60 HP and Eevee's 50 HP invite early knockouts before they evolve
- Split energy types in the Zone can leave the wrong attacker stranded
Is it worth building?
The build cost is moderate: two Solgaleo ex plus single copies of Vaporeon ex and Sylveon ex, with the rest being common Trainers most collections already own. That makes it cheaper to assemble than the Mega ex decks it competes against while still trading evenly with several of them. It suits players who like a clear, repeatable game plan with sharp decision points around Rising Road timing and energy allocation, and anyone facing lots of Mega Altaria ex or water decks will feel the metal typing pay off immediately. If your ladder is full of Mega Blaziken ex, hold off, because that matchup is genuinely rough.













