Pokémon TCG Dragapult ex Deck List (2026): Best Build & How to Play
Dragapult ex does not have one sacred 60-card list, but the competitive core is pretty difficult to argue with.
Straight Dragapult builds in the current Pokémon TCG format consistently lean on the full Dreepy and Drakloak engine, Munkidori for extra damage-counter pressure, heavy Pokémon search, Crushing Hammer disruption, and a handful of flex slots that change from list to list.
That approach just won the 2026 Pokémon World Championship. Andrew Hedrick finished first with straight Dragapult, Brent Tonisson finished third, and Kian Amini finished 10th. Our list is not a copy of any one of those decks. It is the build I would start with based on the cards showing up most consistently across successful straight-Dragapult lists.
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Dragapult ex Deck List
Pokémon: 18
Qty. | Card | Set | No. |
4 | Twilight Masquerade | 128 | |
4 | Twilight Masquerade | 129 | |
3 | Twilight Masquerade | 130 | |
2 | Twilight Masquerade | 95 | |
2 | Ascended Heroes | 16 | |
1 | Perfect Order | 62 | |
1 | Ascended Heroes | 142 | |
1 | Phantasmal Flames | 14 |
Trainers: 33
Qty. | Card | Set | No. |
4 | Mega Evolution | 119 | |
3 | Mega Evolution | 114 | |
2 | Stellar Crown | 133 | |
1 | Perfect Order | 84 | |
4 | Perfect Order | 81 | |
4 | Temporal Forces | 144 | |
4 | Mega Evolution | 131 | |
4 | Perfect Order | 71 | |
3 | Ascended Heroes | 196 | |
1 | Twilight Masquerade | 165 | |
1 | Chaos Rising | 82 | |
2 | Mega Evolution | 127 |
Energy: 9
Qty. | Card | Set | No. |
4 | 2 | ||
3 | 5 | ||
2 | 7 |
Total: 60 cards
Nine Energy looks light at first glance, but that is normal for current straight Dragapult ex deck list builds. Phantom Dive only needs one Fire and one Psychic Energy, Crispin helps find and accelerate the right types, and the Darkness Energy is mainly here to turn on Munkidori.
How Does Dragapult ex Work?
Dragapult ex is easy to understand. Playing it well is another matter.
Phantom Dive costs one Fire and one Psychic Energy, deals 200 damage to the Active Pokémon, and then places six damage counters on the opponent's Benched Pokémon however you like.
That last part is the deck.
You are not only trying to knock out whatever is Active. You are building future knockouts across the entire board. Those counters can soften up another Pokémon ex, remove a low-HP support Pokémon, or put something into range for Munkidori or Boss's Orders on a later turn.
The basic plan is simple: develop multiple Drakloak, get Phantom Dive online, spread damage with a purpose, and use disruption to make it harder for the opponent to recover.
Why Dragapult Does Not Use Rare Candy
The most unusual part of this list is the full 4 Dreepy, 4 Drakloak, 3 Dragapult ex line with no Rare Candy.
For most Stage 2 decks, skipping Rare Candy would look strange. Dragapult actually wants Drakloak in play.
Recon Directive lets each Drakloak look at the top two cards of your deck once per turn, put one into your hand, and put the other on the bottom of the deck. Two or three Drakloak in play gives you repeatable card selection every turn while still building toward Dragapult ex.
Rare Candy would let us skip Drakloak. That is exactly what we do not want to do.
The Key Support Cards
Munkidori is the most important partner. With a Darkness Energy attached, Adrena-Brain can move up to three damage counters from one of your Pokémon onto one of your opponent's Pokémon. That gives Dragapult another way to finish damaged targets without using Phantom Dive itself.
Budew helps buy time. Itchy Pollen can shut off the opponent's Item cards for a turn, which is valuable when you are still trying to establish several Dreepy and Drakloak.
Crushing Hammer pushes the deck even further toward disruption. A heads result discards an Energy from an opposing Pokémon. Four copies may look aggressive for a coin-flip card, but every turn the opponent spends rebuilding Energy is another turn for Dragapult to establish its board and spread damage.
Risky Ruins fits the same plan. It can place damage counters on Basic non-Darkness Pokémon as they enter play, making future Phantom Dive math easier. If it damages one of your own eligible Pokémon, Munkidori may be able to move those counters later.
The remaining support cards mostly keep the engine moving. Crispin fixes Dragapult's Fire/Psychic Energy requirement, Meowth ex can find the Supporter you need, Fezandipiti ex helps reload after a knockout, and Lillie's Determination is the deck's main draw Supporter.
Dragapult Flex Slots
The core of the deck is established. The last few slots are not.
These are the first cards I would consider changing:
Second Budew: useful for early Item lock, but not mandatory in every matchup.
Moltres: gives the deck a one-Prize attacker that can pressure Pokémon ex.
Rosa's Encouragement: strong comeback card, but situational.
Special Red Card: useful disruption that can become another consistency or matchup card.
Second Risky Ruins: some lists can get away with one Stadium.
The other major option is the Dunsparce/Dudunsparce package. Andrew Hedrick used both in his World Championship-winning list, while other successful straight-Dragapult builds have preferred Moltres or additional consistency cards.
That is why I would not tell anyone there is one correct Dragapult ex list. The core is remarkably stable. The flex spots are where you tune the deck for your expected field.
Andrew Hedrick's World Championship Dragapult Build
Hedrick's 2026 World Championship list is the best proof that the straight version of Dragapult still belongs at the top of the format.
His build used the same 4-4-3 Dragapult line, two Munkidori, two Budew, Meowth ex, Fezandipiti ex, four Crushing Hammer, four Poké Pad, four Buddy-Buddy Poffin, and Unfair Stamp.
The differences were mostly in the flex slots. Hedrick used Dunsparce and Dudunsparce instead of Moltres, trimmed Ultra Ball to three, and ran a clean 3 Fire, 3 Psychic, 3 Darkness Energy split.
That is the right way to read the Worlds result. Hedrick proved his exact 60 cards could win the World Championship. He did not prove those are the only 60 cards Dragapult should ever play.
How to Play Dragapult ex
The early game is about building the engine, not forcing Dragapult ex into play as quickly as possible. Use Buddy-Buddy Poffin, Poké Pad, and Ultra Ball to establish Dreepy and your supporting Basics. Budew can buy a turn when the opponent is moving faster than you are.
In the midgame, multiple Drakloak start doing the heavy lifting. Recon Directive keeps finding pieces, Crispin helps solve the Energy requirement, and Phantom Dive begins spreading damage across the opponent's board.
The late game is where the planning pays off.
Do not place Phantom Dive counters somewhere simply because you can. Ask what those counters change. Can Munkidori finish that Pokémon next turn? Can Boss's Orders turn a damaged Benched Pokémon into the next Prize? Does 20 or 30 extra damage change how many attacks you need later?
That is the difference between playing Dragapult and playing it well.







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