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U4GM Where Infernape ex A4a Wins in TCG Pocket

Posted: Sat Jan 31, 2026 4:38 am
by Andrew
Infernape ex-A4a rules Pokemon TCG Pocket with 140-damage Flare Blitz for just 2 Fire, then reload fast with Dawn and bench accelerators to keep swinging and pressure every turn.

If you've been queueing ladder in Pokemon TCG Pocket, you've probably felt it: the fast decks don't just win, they get to decide the whole pace. Infernape ex fits that vibe perfectly. The 170 HP is fine, sure, but the real deal is the zero retreat cost. Free pivots change everything, especially when you're trying to squeeze every turn for value. And if you're the kind of player who likes having options ready to go, places like U4GM can be handy for picking up game items or currency so you can test builds without waiting forever.

Why Infernape ex Feels So Unfair

Flare Blitz is the whole reason people are talking. Two Fire Energy for 140 is just wild tempo. That number lines up with so many key KOs that you'll start memorising matchups without meaning to. The catch, of course, is you discard all attached Fire Energy after you swing. Sounds like a dealbreaker until you play a few games and realise you're not meant to sit there and "tank." You're meant to hit, bounce out for free, then set it up again. The retreat cost is what makes the downside manageable, because you're never stuck Active with an empty attacker.

Making The Discard Work For You

Energy acceleration isn't optional here, it's the engine. Pairing with Flareon ex makes a ton of sense since its ability can flip to attach Fire Energy from the discard to your Bench. Infernape ex basically feeds it on purpose. Most lists want the clean 2-2-2 Infernape line, plus Moltres to help you get moving early. Rare Candy is the card that turns "pretty good" into "oh no." Skipping Monferno and slamming Chimchar straight into Infernape ex on turn two is how you steal games from people who kept a slow hand.

Piloting Tips That Actually Matter

Dawn is the glue. After you Flare Blitz and toss your Energy, Dawn pulls it back so you're not top-decking and praying. Without it, you'll feel the deck sputter out right when you're about to take control. Sabrina's another nasty tool, because forcing a switch can turn a safe Bench sitter into an easy prize. If you can, go second. Turn one is bench setup, maybe Moltres flips, and you're digging for Candy. Just don't get greedy with too many evolution lines or you'll brick and watch the game slip away.

Matchups And What To Watch Out For

You'll farm Grass and Steel more often than not, because the pressure starts early and doesn't let up. Water is the one that can swing on you fast, especially if Misty hits heads and suddenly their board is online. When that happens, you can't play "fair." Push prizes, force awkward switches, and make them respond every turn. If you're tweaking counts or swapping tech cards, it helps to check what's popular and what you're missing; browsing Pokemon TCG Pocket Cards mid-build can keep your list grounded in what you'll actually face on ladder.

Get started:Pokémon TCG Pocket: A Complete Guide to Fantastical Parade