Before I ran a Gengar deck, I stuck with a Mothim SW deck for 1 year, and it was the one that I used at Cities. Back then, the craze was the Darkrai, Skittles, and Gardellade decks. When I entered the tournaments, I was surprised to see that I was the only one running a Mothim deck. The other players thought I was a bit weird; no one wanted to run Mothim then. I thought, “They’re overlooking it too much.”
During my first tournament, everyone was surprised to see me on ranked third out of 15 players. They were expecting other players with more popular decks to snatch the high spots. I only lost to a Torterra deck; my speed tactics never worked on that big turtle.
The reason why I typed this is because Mothim is often overlooked. Most players don’t see the potential of Mothim. Now, I’ll discuss Mothim (and Wormadam and Burmy too!) as he goes from SW to MD to AR.
This is the Mothim I love the most. “Silver Wind” increases the damage I do to the defending Pokemon by 40 damage. So, next turn, “Raging Scales” can either do 70 damage or 110 if Mothim has any Damage Counters on it. And for only GC, that’s so efficient.
And yes, at T2, you can deliver 110 damage already! How? First, on T1, use a Burmy AR so that you can evolve already. Second, Unown P; Unown P puts one damage counter on one of your Pokemon. Result? 110 attack on T2! With zero Retreat Cost, this card is so great!
This Mothim has a helpful Poke-Body, “Disturbance Scales”. Damage you do to your opponent won’t be affected by Resistance; not just Mothim’s attacks, but all the attacks of your Pokemon. Its first attack, “Get Help”, does 30 damage times the number of different types of Wormadam on your bench, for one energy.
So, the maximum damage this can do is 90 damage, all for 1 Energy! Its second attack, “Quick Touch”, does an acceptable 40 damage and gives you the option to switch Mothim and move Energy cards from Mothim to the new Active Pokemon. Speedy, huh?
This Mothim pairs with Mothim MD. Its first attack, “Cloak Party”, searches for 3 in any combination of Burmy and Wormadam. This would power up Mothim MD’s “Get Help” for up to 90 damage. Its second attack, “Energy Assist”, for one energy, does 30 damage and gives you an option to search your discard pile for an Energy card and attach it to one of your Benched Pokemon. Not bad!
Using these Mothims wisely, you can create a very speedy and efficient deck that does heavy damage for less Energy. Pair these with the Wormadams and Burmys, and you’ll get a great combo.
Recommendations
- Use either Burmy SW or AR; SW version has this power to attach a Grass Energy for Plant Cloak, Metal Energy for Trash Cloak, and Fighting Energy for Sandy Cloak, from the discard pile to your Burmy. Burmy AR is phenomenal as it can evolve during the turn you played it. Talk about speed!
- For Wormadam, if you’re fond of “synergy”, use the AR version. However, for one Wormadam to be at its optimum, another Wormadam must be in play too. In short, all Wormadam must be in play to get the best results. The Wormadams of SW work on their own, but have great effects in which no one else can can benefit but themselves.
–Aids to Mothim, Wormadam, and Burmy–
- Expert Belt: Mothim can use a boost. 70-90 HP is a bit fragile, considering the decks used nowadays.
- Shaymin Lv.X: HP boost too. (When paired with Wormadam Plant Cloak SW, you can get 160 HP for Wormadam.)
- Unown P: As said earlier, for T2 70-110 damage!
–Counters/Roadblocks–
-Dialga Lv.X: “Time Crystal” shuts off the Poke-Bodies which Mothims, Burmys, and Wormadams use.
- All Fire Pokemon: Especially the popular ones like Blaziken FB, Infernape 4, etc…



