Good evening class.
  Today I am going to discuss with you a much
  overlooked aspect of the game: the Bench. For now I just want you to take
  notes in your head and when i'm done I will split you up into groups of two
  and then you can try these strategies out on your own.
   
  Now, those of you with some experience are
  certainly aware of the bench as a place where you can retreat to get rid of
  those pesky things like confusion and poison on the defense side of things or
  gone head to head with those kamikazi's of the bench attack, electric pokemon.
  I have a good friend who tried to make a deck that revolved around hitting the
  bench which he called rail gun. He soon found that he didn't exactly have the
  pokemon to back it up in an effective fasion. Team rocket has changed this and
  allowed for some new Archetypes (for those of you sick of seeing Hitmochan,
  Scyther, and electrobuzz in every deck you face) and opened the field up for
  more creative play.
   
  Here's my list, you may have more:
  1. Rail Gun
  2. Sneak Attack
  3. The wave
  4. Hit and Run
  5. Drag-out 
   
  Let's look at each of these and see how they've
  matured with the coming of team rocket.
   
  1. The Rail Gun: The basic strategy here is to not
  only spank your opponent, but to spank as much of his bench as possible while
  you're at it, keeping your opponent weak. This type of attack strategy has
  always been the province of Electric types. At least in their most controlled.
  Pikachu and Zapdos come to mind. In a less controlled vein there is always
  Articuno and the various Self-Destructors. Team Rocket hasn't revolutionized
  this attack method, but it has added a couple of pinch hitters. Primarily the
  new Diglett's Dig Under, Dark Golbat's Flitter, And Meowth (Either Coin
  Toss or Cat Punch.. cat punsh is much better though). all you to attack
  and do direct damage to the bench.
  Good Combo Idea: Dark Raichu and Rocket Diglett.
  They compliment eachother and cover eachother's weakness' to a degree.
   
  2. Sneak Attack: The strategy to a good sneak
  attack deck is pokemon powers. Anything that let's you do damage or status
  changes from the bench. In the past, you really only had one good toy for that
  kind of damage.. Gengar's curse. Put a couple of these guys out and you could
  go knocking the bench out cold and never once have to get off the bench.
  Rocket has added a number of fun little powers Once again, Dark Golbat's sneak
  attack does some quick damage from the bench when you put it out. Also seeing
  much use now is Rocket Drowzee and Dark Gloom.. both of whose pokemon power
  allows them to mess up the active pokemon. Perhaps those full heals might come
  in handy afterall.
  Good combo idea: Drowzee, Dark Gloom, and Snorlax.
  Why risk taking those status effects when you can just ignore them?
   
  3. The wave: Also known as the tried and true
  wiggly deck. Figure out a quick way to fill up your bench and then do the wave
  for quick and painful damage. It's been done and everyone knows the usages of
  things like 'call for familiy' to fill your bench up right quick... so I won't
  bore you with it. There are two team rocket cards that are going to double the
  popularity of this deck. Dark Hypno and Challenge. Dark Hypno is the
  anti-Wiggly Tuff and challenge fills up both benches.
  Great combo Idea: Look for more wiggly decks
  filled with Challenge, Wigglytuff AND Dark Hypno for the ultimate wave.
   
  4. Hit and Run: This is my own personal baby. I
  tried making one of these a while back and just did not have the pokemon to
  pull it off effectively. The idea is to get in there, do some damage and get
  out before they can hit back. Back in the day, switches, low retreat costs and
  dodrio/Dragonite to lower the retreat cost. The main attacker in this category
  has always been Scyther.. why do you think he's so popular? Team Rocket gives
  us the new god of this genre: Dark Alakazam. Alakazam moves up to deliver that
  one hit (sadly psychic resistance knocks it down to nothing) and then
  teleports out, leaving someone else to take the next attack.
  Great combo idea: Look for a great many decks to
  be played using Dark Alakazam and Fossil Haunter.. I know I'll be playing one.
   
  5. Drag out: Last, but certainly not least, is the
  drag out deck. In the old days, this type of deck relied upon the trainer
  'Gust of Wind'. The idea is to yank those annoying guys off the back deck to
  where you could get your hands on them. In the past, this has been something
  of an inexact science. Pretty much any attack that knocked someone back to the
  bench allowed your opponent to choose which pokemon from their bench they
  wanted to send forward and Rhydon's even did damage to yourself. Now TR
  has the more or less underrated Dark Machoke. Drag out and Knock back are two
  complimentary powers that allow you to pretty much hit anyone when you want
  where you want. That Alakazam in the back switching all sorts of damage
  around? Gust him forward and then knock him back..  Sure he'll move some
  damage around.. but if you do it right, your opponent might be dumb enough to
  have put some of the active's damage on Alakazam in the first place.
  Good combo: Dark Machoke, Rhydon, Gust of wind,
  Pidgot.. all let you get them up or back.. depending..
   
   
  Ok Class. Now take out your cards and get together
  with a partner. I'll be around in just a moment to see if you've learned
  anything. If any of you have any questions, thoughts, or aditional combos.
  Please get in touch with me at DarkTouch@unbounded.com
 
   
  Good work... Next time we'll be discussing the
  utility of Dark Dragoinair and the newer Archetype: Liquid Draino.
  That's all for now.
  -Bill