0.4% of the meta · Updated July 25, 2026

Signature card
Rampardos
Rare
#1 — Ryuu
Lagoon Serenity Format (Chose Prize) · 8W-2L
#2 — Tylyn
Weekly#2-16|$100 forSeries|Noex/Monotype/Singleton · 3W-0L-1T
#9 — Zartan3000
Lagoon Serenity Format (5 USD) · 5W-1L
If your opponent's Pokémon is Knocked Out by damage from this attack, this Pokémon also does 50 damage to itself.
Rampardos fires Head Smash for 130 damage off a single Fighting energy, threatening one-shot KOs on many attackers. The catch is a 50-damage self-hit on KO — making HP management and the Silvally support package essential to keeping the attacker alive long enough to close out games at 3 points.
Use Skull Fossil as the bench-searchable placeholder for the Cranidos line, then use Rare Candy to skip to Rampardos as quickly as possible — avoiding the Cranidos mid-stage bottleneck. Poké Ball finds Type: Null, the basic in the Silvally line, which serves as a support attacker. Professor's Research and Copycat provide the hand replenishment needed to hit Rare Candy consistently. Once Rampardos is live, Head Smash one-shots most targets, but the 50 self-damage on each successful KO accumulates fast — plan attacker rotations around that self-damage so you're never leaving a weakened Rampardos active.
Any Pokemon at 130 HP or less
Head Smash 130 = one-shot KO
1 Fighting energy for 130 damage is exceptional single-energy efficiency
Rampardos self-damage per KO
50 self-damage only when a KO is scored; three KOs = 150 self-inflicted damage
Pokémon Center Lady or rotation to Silvally helps offset accumulation
Skull Fossil gets your Cranidos line started, and Rare Candy skips directly to Rampardos. With both in hand by turn 3-4, Rampardos can attack before opponents set up their full board. Cyrus disruption on the same turn Rampardos arrives denies opponents the energy they need to answer the 130-damage threat.
After Head Smash scores a KO, Rampardos takes 50 damage. If it has scored 2 KOs (100 self-damage), consider retreating to Silvally for a clean attack. Silvally scores 1 point on KO without self-damage, preserving Rampardos for a final decisive Head Smash when the opponent is two points away from winning.
Head Smash deals 50 self-damage only on KO. Keep a Pokemon at just above 0 HP — enough that it survives but forces Rampardos to attack again — to delay the KO. This is difficult to execute but when done correctly, Rampardos accumulates self-damage without scoring KOs, leaving it weakened without points to show for it.
Rampardos is a Stage 2 that requires Skull Fossil or Cranidos plus Rare Candy. This setup window is roughly 3-4 turns. Aggressive decks that score 2 points on early ex KOs can be close to winning before Rampardos ever fires. Disrupt the Fossil or Rare Candy draw to push the setup even later.
Rampardos at 150 HP is worth only 1 point when KOed. Use non-ex attackers that score 1 point on KO to trade into Rampardos — that trade is neutral at best and favorable if your attacker survives to attack again. Avoid putting your own ex Pokemon into range where one Head Smash ends them for 2 points.
Support attacker
Damage / HP buffer tool
Threats — Weak Against
Based on type weakness analysis of core cards. View full matchup matrix →