Where's my Flarkin Grapnel Launcher?

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Castlefrank47 · 9797

If there is any hero in the game who would have his own Grapnel Launcher its Rocket (it's built out of spare parts of course).

There are tons of decks showcasing how awesome Grapnel Launcher is but this aims to take advantage of an kit card for Rocket to make it even more fun.

The Trash Panda with a Plan:

The Combo involves I've Got a Plan and Grapnel Launcher. Typically GL is used when you are already exhausted or as a secondary thwart during your turn. This extends that, I've got a plan allows Rocket to ready after making a basic thwart and GL let's you basic thwart even while exhausted!

Sure there are other heroes with a higher base thwart but Rocket has ample damage from his upgrades and likes to thwart so this is a match made in heaven. With Innate Perception, Thruster Boots and Heroic Conditioning we can get Rocket up to base 5 thwart but we've got another underused card that can amp our thwart up for a phase as well in Civic Duty.

Civic Duty works extremely well with GL as you can get multiple thwarts taking full advantage of the temporary boost. Rocket takes it even further with I've got a plan.

At max we can have a base thwart of 5 plus 2 from both Civic Dutys allowing us to thwart for 7 then dump GL to thwart for 8, use I've got a plan to ready and thwart for 9.

Throw in some Overwatch and you can clear multiple schemes as well as the main in one turn.

The big thing here is GL is restricted so we need a Side Holster to keep our weapon upgrades on board as well.

With the amount of threat you clear, there won't be any issue flipping down to tinker/heal as needed.

Moon Girl provides great card draw when played in AE.

Groot can defend for you and allows us to play Flora and Fauna to get some more counters on a weapon upgrade.

Manifold find PSS so we have more to thwart and take advantage of Skilled Investigator.

That's really all there is to it, straight thwartward deck that is extremely fun to play and handles threat well solo or MP.

Other Considerations:

Observe is nice to give more survivability to Rocket but I found myself opting for flips instead.

Invisibility Gear is another one for survivability and is a tech card to tinker but once I swapped it for Overwatch I kept it out.

Yaw and Roll just adds some extra thwart power but I found myself playing other events.

Infiltration is fantastic for Rocket so he can Overkill minions and I would probably keep it in for solo but in MP I found myself not needing it as well as the minion play sometimes being more trouble than it was worth.

Id love to hear any feedback or experiences with it!

3 comments

Sep 12, 2026 phtephen · 101

Rocket being a team player? I guess only because he gets to fire the grapnel launcher.

I wonder since he's going into Alter-Ego quite a bit, would Entrapment be worthwhile?

Sep 12, 2026 Castlefrank47 · 9797

@phtephenonly when its his team. Entrapment can work but I am typically in AE to recover and then the following turn tinker to have an 8 card hand/ 9 with the mansion out

Sep 12, 2026 phtephen · 101

I thought about that, if you wanted to save the next turn for the card draw. That makes sense. It's nice having the option in case you don't draw into a good tech card.