EZNPC What Makes Infernape ex A4a Flare Blitz So Lethal

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EZNPC What Makes Infernape ex A4a Flare Blitz So Lethal

Postby Green » 2026 Jan 31 Sat 12:52 am

Infernape ex-A4a in Pokemon TCG Pocket hits hard with 140 Flare Blitz for 2 Fire, then free-retreats to reload via Moltres and Dawn, making it a scary mid-game Fire rush pick.

If you've been poking around Space-Time Smackdown in Pokemon TCG Pocket, you'll notice Fire finally gets to play fast and mean, and Infernape ex-A4a is the reason. It's the kind of card that makes you rethink how you spend your early turns, because 170 HP is "stick around" bulk and Flare Blitz is a real threat the moment it's online. Two Fire Energy for 140 is nuts in this format, and yeah, it dumps the Energy after you swing—but that drawback turns into a plan if you build for it. And if you're the type who likes keeping a deck list flexible with quick pickups, a lot of players also use sites like EZNPC to grab game items and currency so they can test different lines without waiting forever.

Why It Feels Different

The sneaky part isn't even the damage. It's the zero retreat cost. Most Stage 2 ex attackers feel like they're glued to the Active spot, and once you commit, you're stuck taking hits while you scramble. Infernape ex doesn't do that. You Flare Blitz, you ditch the Energy, and you just leave. No tax, no awkward "do I really want to pay two to retreat?" moment. That hit-and-run loop is brutal because your opponent can't just count turns and map out an easy trade. They're dealing with constant pressure, then a sudden switch into something fresh while you rebuild on the Bench.

Evolution Lines And Setup Reality

Let's not pretend Stage 2 lines are always smooth. You'll have games where the pieces don't show up and it feels clunky. That's why people lean into a 3-3-2 or 3-3-3 Chimchar–Monferno–Infernape ex setup, just to keep the odds on your side by turn two or three. The deck plays better when you accept that you're not "setting up forever." You're setting up while still doing something. An early attacker like Arcanine can chip and force shields or bad blocks, so Infernape's 140 later actually closes the door instead of leaving stuff barely alive.

Energy Tricks That Keep You Swinging

The Energy discard looks scary until you start treating it like a rhythm. Moltres is huge here because Inferno Dance can get you rolling fast, even if the flips make you sweat. When it hits, you're suddenly threatening Flare Blitz way earlier than most decks can handle. Dawn matters too, and people underrate her at first. Moving Energy off a benched Pokemon and onto your new Active after a free retreat means you're not "starting over" every time you attack. You're just shifting the load and keeping the pace up. One clean turn of retreat, promote, move Energy, attach, swing—your opponent feels like they never get breathing room.

Matchups You'll Love And Ones You Won't

You're going to feel like a bully into Grass and a lot of Steel plans, because the pressure arrives early and doesn't stop. Water is the bad dream. A lucky Misty turn or a quick Gyarados line can flip the whole game before you've even got your loop going, so you've got to watch their Energy and not throw resources away on a doomed push. Play a little colder than you want to, keep a backup attacker ready, and pick your Flare Blitz turns like they matter—because they do. If you're tuning lists and swapping pieces often, it can also help to have reliable access to Pokemon TCG Pocket Cards so you can actually try the techs you're thinking about instead of just talking about them.
Green
 
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