


Suicune ex and Greninja Deck Guide in Pokémon TCG Pocket
A Water control build that snipes the bench with Greninja while Suicune ex scales into a one-hit knockout.
This is an all-Water deck that pairs passive ability damage with a late scaling attacker. Regular Greninja chips the opponent's board for free every turn while you load ![]()
Вода onto Greninja ex and Suicune ex. The win condition is to grind two-point threats down with Water Shuriken until either Greninja ex swings for big numbers or Suicune ex's Crystal Waltz scales high enough to take a clean knockout.
The decklist
How it works
Regular Greninja is the engine that makes this deck function. Its Water
Shuriken ability lets you do 20 damage to one of your opponent's Pokémon once
during your turn, with no energy attached and no need to be in the Active
Spot. Sitting on the Bench, it softens up evolving Basics before they can get
going and helps you set up knockout ranges from the back row. Its Mist Slash
attack costs ![]()
Вода, Бесцветный for 60 damage if you ever
need it to attack, but its real value is the recurring free chip every single
turn.
Greninja ex is the primary attacker with 170 HP. Its Aqua Edge attack costs
![]()
Вода for 100 damage, which trades evenly with most
two-point attackers in the format. Just as important is its Shifting Stream
ability, which once during your turn lets you switch your Active Water Pokémon
with one of your Benched Pokémon for free. That free pivot dodges retreat
costs, repositions a fresh attacker into the Active Spot, and lets you pull a
damaged Pokémon to safety without spending energy.
Suicune ex is the scaling closer with 140 HP. Its Crystal Waltz attack costs
![]()
Вода and does 20 damage for each Benched Pokémon,
counting both your Bench and your opponent's. With three of your own benched
and three of theirs, that is 20 times six for 120 damage, enough to knock out
most non-ex attackers in one swing. While it is Active, its Legendary Pulse
ability draws you an extra card at the end of your turn, so it doubles as a
draw engine while it sits up front gathering value.
Froakie is the Basic that the whole line is built on, and you run two copies.
It has 60 HP and a Water Drip attack that costs
Вода for
20 damage, but you almost never attack with it. Its job is to survive one turn
so you can drop Rare Candy and evolve straight into a Greninja, skipping
Frogadier entirely. Because both Greninja and Greninja ex evolve from
Frogadier, a single Froakie can become either one depending on what the
matchup needs.
Matchups
| Matchup | Favorability | How to play it |
|---|---|---|
| Single-point aggro | Favored | Water Shuriken trims their attackers down to knockout range before they can apply pressure. Use Greninja ex to trade into their threats and keep your Froakie line protected on the Bench. |
| Lightning weakness decks | Even | You out-range many boards, but anything Lightning hits your entire Water lineup for weakness. Lead with regular Greninja chip and only commit Suicune ex when you can take a knockout the same turn. |
| Mirror and other Water decks | Even | The game comes down to who lands the first Aqua Edge for 100 and who chips more efficiently with Water Shuriken. Use Shifting Stream to keep a healthy attacker Active and bait their big swing into a Pokémon you can heal with Potion. |
| Tank and heal decks | Unfavored | High-HP walls outlast your damage output and force you to over-invest. Lean entirely on Crystal Waltz scaling with a full Bench and use Water Shuriken every turn to win the long race. |
| Fast ex aggro | Unfavored | They knock out your fragile Froakie and 120 HP Greninja before you stabilize. Prioritize the Rare Candy line that survives, use Shifting Stream to pivot threats out of danger, and accept some early trades. |
| Heavy bench-snipe control | Heavily unfavored | They remove your Bench engine faster than you can rebuild it, collapsing your setup. Keep extra Froakie in hand, dig with Professor's Research, and try to race with Greninja ex before the board falls apart. |
Tech options and swaps
The flex slots are the single Tool copies and the lone Item techs. Inflatable Boat reduces a retreat cost so a stranded attacker can pivot without leaning on Shifting Stream, while Giant Cape adds bulk to Greninja ex or Suicune ex to push them out of two-shot range. Potion and the Poke Ball are the easiest cards to reconsider if you want more consistency; another draw Supporter would find Froakie faster. Irida, on the other hand, earns both of its slots: it heals 40 damage from each of your Pokémon that has
Вода attached, and in an all-Water deck that can undo multiple attacks at once and keep Greninja ex or Suicune ex out of knockout range. If your local meta is slower, trimming the Potion for an extra consistency card is reasonable, but keep both Rare Candy and both Pokémon Communication, since they are what let you assemble the Stage 2 lines on time.
How to pilot it
- Opening: your starting hand always includes a Basic, which here means Froakie or Suicune ex. Get a Froakie benched as early as possible, and try to find the second one so a knockout does not end your setup.
- Turn one: get Froakie down and start digging with Poke Ball and Pokémon Communication. Hold Professor's Research until you genuinely need the refill, since you only run two.
- Energy sequencing: attach
Вода to whichever Froakie will become your first attacker. You want 
Вода ready for Aqua Edge or Crystal Waltz by the turn you evolve. - Evolving: use Rare Candy on Froakie to jump straight to a Greninja. Bench a regular Greninja first if you can, so Water Shuriken starts chipping immediately, then bring up Greninja ex as your attacker.
- Mid game: fire Water Shuriken every turn for 20 free damage at the most useful target, usually setting up a knockout for Aqua Edge's 100. Use Shifting Stream to rotate a damaged attacker to the Bench and a fresh one up front.
- Closing: when both Benches are full, swing Crystal Waltz for the scaled number, and let Suicune ex's Legendary Pulse draw you extra cards while it holds the Active Spot.
- Common misplays: do not attack with Froakie or evolve to the wrong Greninja, do not forget the free Water Shuriken each turn, and do not overextend your Bench into a snipe deck.
Deck strengths
- Free recurring damage from Water Shuriken every turn with no energy cost.
- Flexible Stage 2 line where one Froakie can become either Greninja or Greninja ex.
- Shifting Stream gives free pivots that dodge retreat and reposition attackers.
- Crystal Waltz scales up to 120 on a full board for heavy single-attack damage.
- Legendary Pulse turns Suicune ex into a draw engine while it is Active.
Deck weaknesses
- Every Pokémon shares a Lightning weakness, so one type counters the whole deck.
- Relies on Stage 2 evolutions, which makes it slow and vulnerable to early aggression.
- Only one evolution line, so an early knockout on Froakie can be crippling.
- Bench-snipe control dismantles the regular Greninja engine the deck depends on.
- Crystal Waltz is weak early when few Pokémon are benched.
Is it worth building?
This deck asks for a meaningful investment: two ex cards plus a Stage 2 line and the Rare Candy to support it. The payoff is a controlling Water shell with constant free chip and a flexible attacker package, but it is fragile to Lightning and to anything fast enough to punish its slow setup. It suits players who enjoy methodical, board-state-driven games and have the cards already, rather than anyone looking for a quick aggressive ladder climb. If you like outvaluing opponents with Water Shuriken and timing a big Crystal Waltz, it rewards careful piloting.















