- Primary keyword: Andrew Hedrick dragapult decklist centers on Dragapult ex and disruption.
- Core engine: Dreepy, Drakloak, and Poké Pad maintain steady access to evolution pieces.
- Energy plan: Psychic, Fire, and Darkness Energy support flexible attacks and Munkidori.
- Disruption tools: Crushing Hammer, Judge, Unfair Stamp, and Risky Ruins create pressure.
- Key lesson: Preserve resources until the opponent commits important Energy or attackers.
Andrew Hedrick dragapult decklist Overview
Andrew Hedrick’s Dragapult ex list is a disruption-focused Pokémon Trading Card Game build designed to establish Dragapult ex while converting damage counters into positional pressure. The 60-card list uses a compact evolution line, several draw options, and three Energy types to support both attacking and Munkidori’s damage-moving Ability.
The strategy is not limited to attacking for damage. It aims to make the opponent’s board awkward by denying Energy, reducing hand size, forcing difficult retreats, and placing damage where it changes future knockout calculations. This gives the deck multiple routes to close a game instead of relying on a single attack sequence.
Video Highlights:
- Crushing Hammer is saved for high-value Energy targets rather than played automatically.
- Munkidori converts placed damage counters into pressure against damaged Pokémon.
- Judge and Unfair Stamp can restrict an opponent after their board is developed.
- Risky Ruins helps create damage, but requires careful bench and damage management.
The published Dragapult by Andrew Hedrick decklist on Limitless contains 18 Pokémon, 32 Trainer cards, and 10 Energy cards. Its most distinctive feature is the combination of Dragapult ex’s spread damage with Munkidori, Risky Ruins, and Crushing Hammer.
| Deck Component | Count | Primary Function |
|---|---|---|
| Pokémon | 18 | Evolution, draw, damage movement, utility |
| Trainer cards | 32 | Search, disruption, switching, Energy denial |
| Energy | 10 | Psychic, Fire, and Darkness attack support |
| Total | 60 | Tournament-legal deck size |
Treat this list as a resource-management deck. The strongest turn is often the one that preserves future options rather than using every available card immediately.
Dragapult ex
- Main attacker
- Spreads damage with Phantom Dive
- Creates future Munkidori targets
Munkidori
- Moves damage counters
- Supports Mind Bend
- Pressures damaged benched Pokémon
Disruption Suite
- Crushing Hammer
- Judge and Unfair Stamp
- Risky Ruins pressure
Card Breakdown and Deck Roles
The Pokémon line is intentionally streamlined. Four Dreepy and four Drakloak maximize the chance of evolving consistently, while three Dragapult ex provide the main attacking presence without overloading the deck with Stage 2 cards.
Dudunsparce and Dunsparce provide additional draw and mobility value. Meowth ex and Fezandipiti ex add situational utility, while Budew can interfere with Item-based turns. These support Pokémon also influence bench management, which is important because Risky Ruins and Dragapult ex both reward deliberate placement of damage.
| Pokémon | Count | Role |
|---|---|---|
| Dreepy | 4 | Basic evolution starter |
| Drakloak | 4 | Evolution bridge and setup consistency |
| Dragapult ex | 3 | Main attacker and spread-damage source |
| Munkidori | 2 | Damage movement and secondary attack |
| Dunsparce | 1 | Utility Basic Pokémon |
| Dudunsparce | 1 | Draw support and board cycling |
| Meowth ex | 1 | Basic Pokémon utility and Risky Ruins interaction |
| Fezandipiti ex | 1 | Situational draw support |
| Budew | 1 | Item pressure and early disruption |
The Trainer package supports three broad jobs: finding cards, disrupting the opponent, and maintaining tempo. Lillie’s Determination is the primary hand-refresh option, while Poké Pad and Buddy-Buddy Poffin help assemble the early board. Ultra Ball finds key Pokémon and can clear unwanted cards from hand.
Crispin is particularly important because the list uses Psychic, Fire, and Darkness Energy. Its value depends on preserving enough Energy in the deck and discard pile to make future searches meaningful. Boss’s Orders provides targeting flexibility, especially when combined with spread damage.
| Trainer Group | Cards | Strategic Purpose |
|---|---|---|
| Draw and refresh | 4 Lillie’s Determination, 1 Judge | Rebuild hands and disrupt opposing resources |
| Pokémon search | 4 Poké Pad, 4 Buddy-Buddy Poffin, 4 Ultra Ball | Find basics, evolution pieces, and utility Pokémon |
| Energy denial | 4 Crushing Hammer | Remove critical attached Energy |
| Gust effects | 3 Boss’s Orders | Select vulnerable targets |
| Recovery | 2 Night Stretcher | Reuse Pokémon or Energy-related resources |
| Stadium pressure | 2 Risky Ruins | Generate damage counters and alter knockout math |
| Special disruption | 1 Unfair Stamp | Reduce the opponent’s hand after a knockout |
Do not treat all three Energy types as interchangeable. Overusing one type can weaken Crispin, retreat options, or Munkidori turns later in the game.
The Energy split is four Psychic, three Fire, and three Darkness. Psychic Energy supports Dragapult ex and Munkidori lines, Fire Energy helps meet Dragapult’s attack requirements, and Darkness Energy enables Munkidori’s attack and damage-moving plan.
| Energy Type | Count | Main Use |
|---|---|---|
| Psychic Energy | 4 | Dragapult ex and Munkidori requirements |
| Fire Energy | 3 | Dragapult ex attack access |
| Darkness Energy | 3 | Munkidori’s Ability and Mind Bend |
| Total | 10 | Three-type Energy base |
Step-by-Step Opening Setup
The first turns should establish multiple Dreepy, prepare a Drakloak line, and identify which Energy type matters most in the matchup. Avoid filling the bench without a purpose. Each open slot can later support Munkidori, Dudunsparce, Meowth ex, or Fezandipiti ex.
Open With Multiple Dreepy
Use Buddy-Buddy Poffin and Ultra Ball to place as many useful Basic Pokémon as the board can support. Prioritize Dreepy, but consider whether Budew or a draw Pokémon has immediate value.
Build Drakloak Before Chasing Damage
Evolve into Drakloak as early as practical. The evolution line improves access to resources and prepares Dragapult ex without requiring a rushed attack.
Choose the Correct Energy Line
Attach with the next two turns in mind. Psychic and Fire usually prepare Dragapult ex, while Darkness Energy creates a future Munkidori option.
Track the Opponent’s Attachments
Watch which Energy is difficult for the opponent to replace. Crushing Hammer is strongest when it removes the exact card needed for the next attack.
Attack With a Defined Follow-Up
Use Phantom Dive when spread damage improves future knockouts or when the active target is valuable. Otherwise, consider a lower-commitment attack that preserves the board.
The most important opening decision is whether to prioritize immediate Dragapult ex pressure or a wider Munkidori setup. A fast attack is attractive, but the better line may involve preparing two Munkidori and keeping enough Darkness Energy available to move damage later.
| Opening Priority | When to Choose It | Desired Result |
|---|---|---|
| Fast Dragapult ex | Opponent has a vulnerable setup or missed an Energy attachment | Take the initiative and spread early damage |
| Wide Munkidori board | Opponent has several damaged Pokémon | Convert spread damage into targeted knockouts |
| Disruption setup | Opponent depends on one Energy or a small hand | Combine Hammer, Judge, or Stamp with pressure |
| Utility bench | You need draw, Item pressure, or recovery | Preserve flexible options for the midgame |
A strong opening usually leaves you with an attacker, an evolution path, at least one draw option, and a clear target for your next disruption card.
Midgame Tactics and Damage Math
Dragapult ex is most effective when its spread damage is planned rather than scattered randomly. Phantom Dive can place damage on benched Dreepy, Drakloak, utility Pokémon, or Energy-bearing targets. The correct placement depends on whether Munkidori can later move those counters and whether Boss’s Orders can expose the damaged Pokémon.
Munkidori gives the deck a flexible way to convert damage into pressure. With Darkness Energy available, damage counters can be moved from your side of the board to the opponent’s field. This can finish a damaged target, push a Pokémon into Dragapult ex range, or force the opponent to spend resources removing damage.
| Damage Tool | Best Target | Purpose |
|---|---|---|
| Phantom Dive spread | Evolving Pokémon or utility bench targets | Establish future knockout math |
| Munkidori Ability | Damaged Pokémon on either side | Move counters for targeted pressure |
| Risky Ruins | Your own eligible Basic Pokémon | Generate counters that can be moved later |
| Boss’s Orders | Damaged bench Pokémon | Convert setup damage into prizes |
| Crushing Hammer | Energy required for the next attack | Delay the opponent’s board development |
Risky Ruins is powerful but conditional. It can place damage on your own board, which Munkidori may then move to the opponent. However, it also consumes Stadium access and can make your own Pokémon easier to target. Meowth ex is valuable in this interaction because it can help provide a Basic Pokémon that participates in the damage plan.
Crushing Hammer should be evaluated by impact, not by whether the flip succeeds. A successful heads result is especially valuable when it removes the opponent’s only attacking Energy, prevents a retreat, or breaks a Crispin-style setup. Even when Hammer fails, the opponent may be forced to attach additional Energy or change their intended sequence.
Before placing counters, identify the next two possible knockouts. Damage that cannot be converted into a target, a retreat tax, or a disruption sequence may be less valuable than preserving your board.
The list also uses hand disruption at carefully chosen moments. Judge can reset both players to four cards, while Unfair Stamp becomes more impactful after you take a knockout. Combining a reduced hand with Energy denial can leave the opponent unable to rebuild an attacker immediately.
A useful midgame sequence often follows this pattern:
- Spread damage with Dragapult ex.
- Remove or threaten a key Energy using Crushing Hammer.
- Move counters with Munkidori.
- Use Boss’s Orders to expose the correct target.
- Follow with Judge or Unfair Stamp when the opponent’s hand is most vulnerable.
Match Flow, Recovery, and Endgame
The late game is about converting small advantages into a final prize without exhausting the resources needed for one more turn. Keep track of Dragapult ex copies, Crushing Hammer counts, Night Stretcher targets, and the remaining Energy types. A prize check can change which Crispin line remains available.
The deck can recover from a disrupted hand through Drakloak, Dudunsparce, Lillie’s Determination, Poké Pad, and Night Stretcher. Recovery should be sequenced carefully. Reusing a Pokémon may be more important than immediately recovering Energy if your next turn depends on draw power.
| Endgame Resource | Why It Matters | Common Mistake |
|---|---|---|
| Crushing Hammer | Can remove the last attack requirement | Using it before the target becomes important |
| Night Stretcher | Restores a needed Pokémon or resource | Recovering without a defined next turn |
| Boss’s Orders | Converts spread damage into a prize | Gusting a target before damage math is ready |
| Unfair Stamp | Limits the opponent after a knockout | Playing it before creating maximum hand pressure |
| Crispin | Finds different Energy types | Emptying the deck of a needed Energy color |
In the featured Los Angeles Regional Championship game, Andrew Hedrick’s approach demonstrated how patience can matter after the prize trade changes unexpectedly. Crushing Hammer became decisive when it removed Darkness and Fire Energy at critical points. The deck continued to create winning chances through Crispin, Night Striker, Munkidori, and damage-counter management.
That kind of endgame requires flexible sequencing. If a direct knockout is unavailable, consider whether you can:
- Deny the opponent’s next attack.
- Force a retreat or confusing attack choice.
- Remove a draw Pokémon from the bench.
- Leave a damaged target ready for the following turn.
- Preserve a Munkidori line for a final Mind Bend knockout.
Tournament Preparation Checklist:
- Memorize the three Energy counts: four Psychic, three Fire, and three Darkness
- Practice placing Phantom Dive damage with a specific future target in mind
- Track which Crushing Hammer targets can actually delay an attack
- Review when Judge or Unfair Stamp creates the strongest hand reduction
- Count remaining Dragapult ex, Munkidori, Boss’s Orders, and Night Stretcher cards
When you are one prize away, avoid autopilot. Map every legal knockout, retreat, Energy-denial, and damage-moving line before committing your attack.
FAQ: Andrew Hedrick Dragapult Strategy
Q: What is the main idea behind the Andrew Hedrick dragapult decklist?
The list combines Dragapult ex spread damage with Munkidori damage movement, Energy denial, hand disruption, and targeted Boss’s Orders turns.
Q: Why does the deck play Psychic, Fire, and Darkness Energy?
The three-type Energy base supports Dragapult ex’s attack requirements, Munkidori’s Ability and Mind Bend, and Crispin’s ability to find different basic Energy types.
Q: When should I use Crushing Hammer?
Use Crushing Hammer when removing an Energy meaningfully delays the opponent’s attack, retreat, recovery, or planned multi-card sequence. Saving it for a high-impact target is often better than using it immediately.
Q: How should Risky Ruins be used?
Risky Ruins can place damage on eligible Pokémon on your side, allowing Munkidori to move counters to the opponent. Use it only when the damage improves your knockout math and does not create an easy target.
The full card reference remains available through the Limitless Andrew Hedrick Dragapult decklist, while the Los Angeles Regional Championship feature is useful for reviewing the deck’s sequencing and endgame decisions.
This Dragapult ex build rewards careful planning. Establish the evolution engine, preserve the correct Energy, and turn spread damage into targeted disruption rather than chasing damage for its own sake.