Let's talk about building decks in Pokemon TCG Pocket (which I'm going to abbreviate as "Pocket" from now one, because holy heck what a title). If you didn't know, Pocket is not a 1:1 digitization of the card game that's existed in physical paper for years. It's more like a digital-only reboot of the card game. The rules have been tweaked and the card pool started from scratch, so what I'm talking about here will NOT be applicable to the paper game.
I'm going to assume you've already learned the actual gameplay mechanics: energy, attacking, retreating, etc. If you don't know how the game works, go back and do the tutorials (which also gets you some useful rewards and a free deck). This post is about learning enough about gameplay to inform your deckbuilding. We'll cover a mix of theory and practical application.
Pacing and Pendulums
The absolute biggest thing to understand is that Pocket battles are won and lost by pacing. Gameplay has certain rhythms to it. The biggest ones are the production of 1 Energy per turn, and allowance of 1 attack per turn. These rhythms produce a sort of "pendulum swing" that can be observed, predicted, and acted upon. This forms the foundation of Pocket battle gameplay. For illustration, consider a hypothetical battle between a fighting deck and a fire deck. We open with the following two cards in the Active Spots:
You may notice that these are basically the same card. Pocket keeps the math of HP, damage, and energy costs on a pretty tight leash, which creates a firm "core" for the pacing we're going to illustrate. Hitmonchan will be given 1 Energy and reduce Heatmor to 50 HP, and then Heatmor will do the same to Hitmonchan. This process repeats for a few rounds, until whoever went first (Hitmonchan) will KO their opponent. Then that KO'd Pokemon is replaced, and the replacement continues the rhythm by getting to KO the already-weakened Hitmonchan. But then Hitmonchan is replaced and we start all over again, repeating until we reach 3 points for the win. This back-and-forth is the "Core Pendulum" of Pocket battles, and every decision you make—both in play and in deckbuilding—is about predicting, disrupting, or enforcing this rhythm, such that the final swing of the pendulum is in your favor.
Surplus Turns
The second thing to understand is that the Core Pendulum creates a secondary phenomenon that I call "Surplus Turns." When you started fighting with your Heatmor, you had to devote your first turn to setting it up (playing it and devoting one turn's worth of Energy to it). However, it doesn't get KO'd until the third turn—and it doesn't need any of the resources (cards or Energy) that are generated by those extra two turns. In other words, every turn a Pokemon is active without requiring resources, is a "Surplus Turn" generated by that Pokemon. You can then spend those Surplus Turns on other things, like powering up a Pokemon on your bench. More powerful attacks require more Energy, and possibly some evolutions—both of which are resources that you get once per turn.
Every strategy interfaces with this concept.
If you're the Heatmor player in the above example, you can see from the beginning that you'll lose the game if the Core Pendulum is left unmodified. So how do you modify it? By overpowering it with a bigger, stronger Pokemon. Instead of continuing the initial rhythm with a second Heatmor, you can spend your two Surplus Turns energizing and evolving, say, an Arcanine. Since Arcanine has more HP and deals more damage than Hitmonchan, you've created an imbalance in the Core Pendulum: you only need one turn per KO, while your opponent needs several, and that means you win.
Of course, your opponent also had two Surplus Turns to develop something, so maybe you're still at equilibrium. That's when you start getting into the interesting deckbuilding choices. You can try to break the equilibrium of the above Heatmor-into-Arcanine example in basically two ways: go bigger, or go faster.
Big or Fast
If you opt for the "go big" route, then you're looking to overpower your opponent with large amounts of HP and damage on a single Pokemon. As such, this usually means you're looking for a big, beefy EX Pokemon, like Charizard EX or Gyarados EX. This comes with the drawback that your opponent gets two points instead of one for a KO, but you're usually so all-in on that Pokemon that you were never going to come back from losing it anyway, so it doesn't matter. What matters is that your game-ender needs a lot of setup. You can accomplish this by trying to inflate the number of Surplus Turns you get, usually by putting out a "wall" (ie, Druddigon) that requires no investment but holds off your opponent for a while. Alternatively, you can try to reduce how many Surplus Turns you need in the first place, usually by generating extra Energy via cards like Moltres EX, Misty, or Manaphy.
If you instead opt for the "go fast" route, then your goal is to reduce how many Surplus Turns your opponent gets to benefit from—though this inherently limits your own access to Surplus Turns as well. This means you're looking for Pokemon that can deal a lot of damage with minimal investment. Sometimes this is an EX Pokemon like Pikachu EX or Starmie EX, but sometimes it's a regular Pokemon like Ninetales, Skarmory, or certain versions of Primeape.
Deck Composition
Pocket battles are usually not just a slugfest between whichever Pokemon just happen to be out in front, and your deck likewise should not just be a pile of Pokemon. In fact, in most cases only around half your deck should be Pokemon cards: 2-4 for your early game, and 4-6 for your late game. More Pokemon beyond that will tend to feel like "clutter" that just gets in the way, leaving you wishing you'd drawn something else instead. You want to draw Charmander, Charmeleon, and Charizard every game; not spend half your games with Charmeleon, Magmortar, and Infernape sitting uselessly in your hand.
The rest of your deck should be Trainer cards, which you can think of as tactical maneuvers. They'll let you make moves to better your position, without using up your precious turn-based resources (like Energy or attacks). For example:
- Potion (or Erika) can buy you another Surplus Turn if it changes how many attacks it takes to KO your Active Pokemon. Alternatively, you can extend the life of your game-ender if it suffered from early pressure by a faster deck.
- Giovanni, when used at the right moment, can let you KO a Pokemon a turn sooner, denying your opponent an entire Surplus Turn with one card.
- Sabrina can send your opponent's Surplus-Turn-generator to the bench and expose a would-be game-ender to an early KO. Alternatively, it can bench an early threat and replace it with something that's not ready to attack or retreat, thus buying you another Surplus Turn.
- X-Speed and Leaf are incredibly important. If what should be on the bench is instead in the Active Spot (whether because of an unlucky opening hand, or your opponent's Sabrina), these cards let you correct the situation without using up your precious Energy, thus preserving your Surplus Turns. But you can also use them to switch from your opener to your ender without waiting for the KO (especially relevant in matches between decks of similar speed), or to replace an injured Pokemon for one that's still fresh, allowing you to "skip" a game point on the Core Pendulum's swing.
- Professor's Research and Poke Ball just help you get the cards you need, as consistently as possible. There's a reason they're easily-accessible promo cards instead of requiring packs. Put them in every deck. Do it. Eat your vegetables.
- Pokemon Communication helps smooth our your draws. If you're ever sitting on a handful of evolutions without their Basics (or vice versa), PokeComm will help you straighten that out.
There's More... But Not Now
I think that covers the core principles of Pocket deckbuilding. Every deck can be extrapolated from these core concepts—even the wacky ones. You're ready to start building! Keep these principles in mind (in both building and playing), iterate enough that you can adjust your list thoughtfully, and eventually you'll have decks that are effective while still feeling like they're "yours." Happy battling!