METAGAME TIER LIST LAST UPDATED 2025.08.25 (well, currently updating, excuse the mess).
Please take a look at my “Active Decks” to get an idea of where Prop 15/3 testing has taken me (where deck lists that may influence the metagame but need further testing reside)! With an assumed several hundred games of testing but no major events of note since October 2024, the following is very anecdotal. Scroll to the bottom to see deck lists with commentary. Thanks for visiting!
The nature of many retro Pokemon formats (lower numbers of interested players, low stakes to win, many competing retro formats from which to play) leads to little data being available on deck performance and the contents of lists. I will endeavor to update this page as new events occur but much of the contents are pure conjecture based on testing sessions. I am just a moderately skilled Trainer, have not delved into the probability behind deck construction/playing the Pokemon Trading Card Game and am fairly slow to come across new ways to build decks. Please accept these biases and share any insight you may have on how Prop 15/3 (Base-Gym) may be played competitively!
Decks must both be able to disrupt lock decks (Psychic Slowpoke / Brock’s Mankey / Muk Lock or Dark Vileplume / Alakazam Lock) and withstand aggressive decks with the best attackers (Lightning-Fighting Dodrio / Wigglytuff or Psychic-Fighting Clefable / Dark Golbat / Sabrina’s Kadabra) in the game to be competitive. The tricky part is many lock/stall decks play high-damage-dealing Pokemon and aggressive decks may play Pokemon or Trainers to stall out the game while they setup to win. Counterplay to commonly played strong cards will go a long way toward winning games, and access to a single card in a matchup may be the difference between winning and losing (see my introduction to deck-building in 15/3 for more information on commonly played cards and their potential counters)!
Past Metagame Summaries can be viewed here:
And to keep up-to-date, the Limitless results for Pokemon 1999 Prop 15/3 leagues (usually just a small amount of players) can be found here!
The Metagame Summarized – August 2025
After more than a year since the Brew City Showdown, it feels things are changing up a bit: more games being played with different decks has started to introduce challengers (and possible dominators) to straight-forward Dodrio decks with Big Basics (and lower amounts of consistency cards).
The former “deck to beat”, Dodrio decks with Big Basics (and usually additional Evolution lines) succeed due to their ability to play multiple Gust of Wind and Super Energy Removal (as well as other disruptive Trainers and hefty dose of Item Finders, though, some versions may play Pokemon Traders). The Big Basic strategy is its own form of consistency: each Pokemon drawn operates effectively with just an energy or two.
The primary Big Basic strategy – Lightning – deck’s Rocket’s Zapdos and Electabuzz are a tyrannical pairing, but many Types of Big Basics are powerful. These decks look to win games through high efficient gameplay with hard-hitting attacks supplemented by smaller bits of disruption. It appears these decks gain an advantage by playing at least two Types of Pokemon, one often Fighting, to attack more often for weakness; Fighting-Psychic, Fire-Fighting and Lightning-Fighting all appear to be competitive pairings.
The Dodrio Big Basic decks may be rivaled by opponents with hard-hitting Evolutions (and the Pokemon Powers they wield) along with type resistance and toolbox approaches. Base Set Electrode, Charizard, Alakazam, Blastoise, Brock’s Ninetales and Venusaur are some Pokemon that could (or can!) support an effective game plan against Big Basics and disruptive Trainers. Kangaskhan, Koga’s Pidgey, Dark Dragonair and Dark Dragonite open up playing specific Pokemon with niche application without playing too many consistency Trainers. Primarily, these decks look to survive the early game and then overpower their opponents usually while leveraging one or more Pokemon Powers, well-lined-up attacks and sometimes game-warping Trainers.
The Evolution-based and/or toolbox decks (and Dodrio decks that introduce Evolutions or types of Energy) have to contend with the Lock and Stall strategies: high amounts of Energy Removal, Slowpoke, Brock’s Mankey (67), Muk, Aerodactyl and Dark Vileplume. Muk may also be included in decks that take more of a Big Basic or Evolution approach (at the cost of making those decks slightly worse against other Big Basic decks) in an attempt to hard-counter decks focused Pokemon Powers. Alternatively, a Stall or Lock deck may look to play Dodrio and perfectly lineup attackers against popular strategies and win on prizes. Lock and Stall decks require careful management of resources to beat (and having some cards dedicated to the match-up will help immensely).
The nature of the Base-Gym card population and the Prop 15/3 deck-building rules leads to a few cards defining the more popular Energy Types that see play. Two Jungle Colorless Stage 1 Evolutions, Wigglytuff and Clefable, set the most ubiquitous, efficient ways to do damage. Their Weakness and Resistance set the Energy-type based metagame: Fighting is a premium attacking Type and Psychic is a risky attacking Type. But many of the best Fighting attackers, Base Set Hitmonchan and Gym Heroes Brock’s Mankey (#68), as well as premium Lock pieces Fossil Muk and Base Set Alakazam, have Psychic Weakness (making it a somewhat desirable attacking Type). One of the other most important Colorless Mon, Dodrio, resists Fighting but has a Weakness to Lightning. Lightning’s Big Basics (Base Set Electabuzz and Gym Challenge Rocket’s Zapdos) offer a fluxing duo of Weakness and Resistance to Fighting, while Clefable can one-hit-knock-out Rocket’s Zapdos with a single Energy attack. These relationships make Fighting, Lightning and Psychic among the most popular Types (and also showcase the risk of playing Blastoise or Grass Pokemon with Psychic Weakness); the Type of Pokemon to include in a deck feeds into the metagame strategies above.
With all of the above said, it’s important to consider that decks operate on a spectrum of strategies, varying their approach as they draw cards and anticipate or respond to their opponents’ actions. Including a single copy or two of niche application cards can give a deck many different routes to victory (where a deck with 3 copies of most cards will fail due to lacking responses or correct attackers, especially against Lock/Stall decks). Be flexible and be successful: the Prop 15/3 (Base-Gym) metagame is still evolving and there is a lot of room for exploration. I hope to share my journey testing decks and ideas in further posts and updates to this blog. Enjoy brewing and battling!
Criteria Used
Decks are put into Tiers by the following criteria:
- Power Level
- Strong – These decks can both attack for large amounts of damage and have access to disruptive effects that lead to game-winning positions. These are the decks that are frustrating to play against without an understanding of how to beat them.
- Moderate – These decks either attack for large amounts of damage and have access to disruptive effects that lead to game-winning positions. Decks will need to hit or have promise to hit this threshold to make it on the Tier List.
- Weak – These decks don’t attack for large amounts of damage or have access to disruptive effects that lead to game-winning positions. These decks might be candidates for a competitive deck with additional modification but otherwise will not make the below Tier List.
- Resiliency
- Resilient – These decks do not overly rely on any one card or set of cards to play (and win) the game. Do not mistake decks that are frequently able to win the game after giving up 3-5 prizes as fragile.
- Fragile – These decks rely on a particular one card or set of cards to compete and eventually win. Decks that have a substantial or multiple “single points of failure”.
- Consistency (Deck Construction)
- Very Consistent – These decks are categorized by large amounts of consistency (glue) Trainers (or Pokemon that emulate glue) or many redundant cards (from a strategic standpoint). Often, these decks are Big Basic decks.
- Somewhat Consistent – Decks that cut glue Trainers and Pokemon for more disruptive cards will fall into this category. These decks will often feel like they desperately need the play Professor Oak (but still can win some games never playing the Trainer). They may also run out of cards before winning from a commanding position in a smaller amount of their games.
- Inconsistent – These decks may have trouble assembling their winning strategies against minimal disruption or may not easily win the game before running out of cards (and losing).
- Consistency (Card Effects a.k.a. Coin Flips)
- Very Consistent – These decks do not rely on winning coin flips to win a game (and won’t lose many games on the outcome of a single flip). (Though, a couple “heads” flips never hurt any Pokemon Trainer…)
- Somewhat Consistent – These decks usually do not rely on winning coin flips to win a game (though they may need to hit the average outcome of their flips). However, they may lose a game to a bad flip.
- Inconsistent – These decks are categorized through their need to win several flips or a very important flip to win games. Often, these decks will not make the Tier List or be Tier 3.
- “Single Points of Failure” – These are specific Weaknesses (either Type Weakness/Resistance or weakness to a specific card) that are hard for a deck to overcome.
So with the above in mind, with the understanding that a few cards changed can move decks across tiers, my view of the Summer 2025 metagame is as follows:
- Tier 0 – Best Deck(s) In Format
- No decks!
- Tier 1 – The Top
- Tier 2 – Challengers
- Tier 3 – Competitors
- Fire-Fighting Charizard Dodrio
- Psychic-Fighting Clefable Slowbro Dodrio
- Fire Dark Dragon Wigglytuff Blaine’s Charmander Stall
- Lightning-Fighting Dark Dragon Wigglytuff Muk
- Grass-Psychic Koga’s Beedrill Dark Golbat Sabrina’s Kadabra
- Psychic-Water Misty’s Golduck Dodrio Slowpoke (Computer Error)
- Water Blastoise Dodrio Chansey
- Lightning-Fighting Aerodactyl Lock (Chaos Gym)
- Grass-Psychic Dark Dragon Venusaur Dodrio
- Lightning Dodrio Big Basics [2000 Prop 15/3 Mega Battle]
- Fighting-Psychic Sabrina’s Kadabra Brock’s Golbat Dodrio
- Tier 4.1 – Unproven (Untested or Undertested)
- Fire-Fighting Blaine’s Rapidash Muk Clefable
- Fire Blaine’s Rapidash Wigglytuff Muk (Chaos Gym) [Jason’s Blog]
- Grass-Psychic Venusaur Dodrio Slowbro (Computer Error)
- Lightning-Fighting Dark Dragon Electrode (Chaos Gym)
- Fire Blaine’s Charmander Muk Stall [Jason’s Blog]
- Psychic-Fighting Wigglytuff Clefable Dodrio [Jason’s Blog]
- Water Misty’s Poliwhirl Clefable Muk Stall [2000 Prop 15/3 Mega Battle]
- Tier 4.2 – Unproven (Underperformed)
- Ideas to be Built and Tested
- Lightning Dark Dragon Dark Raichu (Electrode and/or Slowbro)
- Grass Dark Dragon Dark Vileplume Electrode
- Grass Dark Dragon Venusaur Electrode (Chaos Gym)
- Water-Psychic Dark Dragon Misty’s Golduck Blastoise Slowbro
- Grass-Psychic Dark Dragon Venusaur Charizard
- Psychic-Water Alakazam Sabrina’s Golduck [Jason’s Blog]
- Psychic-Water-Fighting Sabrina’s Golduck Slowbro Dodrio
- ? Dark Dragon Dragonite Dodrio (TR Drowzee)
- Water-Psychic Misty Gym Poliwhirl Misty’s Golduck (Cerulean Gym)
- Lightning-Fighting-Psychic Electrode Dodrio (Sabrina’s Mime)
- Grass-? Erika’s Toolbox (Erika’s Maids)
- Psychic-? Lt. Surge’s Raticate Dodrio Mr. Mime
- … and many more!