Gorebyss has no resistance and weakness
to lighting. This is very common. Gorebyss has low HP
for a stage 1 Pokémon, but, as usual, this is paired
with a zero retreat cost, so Gorebyss is average as far
as these stats are concerned.
Gorebyss has a Poké-Body that aids its
attack, an attack which follows the typical “add more
water energy cards for more damage” formula for water
Pokémon attacks. Gorebyss allows you to get two energy
for one, with its Poké-Body (ie. one React Energy
provides 2 water energy when attached to Gorebyss). With
three energy cards, you could do up to 70 damage, (one
water energy, and two more energy, one of which would be
React Energy) which is pretty fair.
Combinations: -You could do 60 or 70
damage on the second turn by attaching a React Energy
to Clamperl turn one, then attaching a DRE or
another React on the second turn (after you evolve
Clamperl). Of course, there are more efficient ways to
do 70 damage turn 2, even in Modfied.
-Gorebyss [HL] has an attack that does
20 damage plus 10 more for each Psychic energy in play.
Since Gorebyss’s [LM] Poké-Body can change React
Energy to any type, that means React Energy
can be Psychic. You could also use Huntail [LM] to
get React Energy cards out of your deck faster for
Blastoise [BS] is better than “Reactive
Booster”. If basic water energy gets discarded, it can
be easily replaced, but if someone ER/SER against your
React Energy, that will hurt you a lot.
Gorebyss has only one attack, making is susceptible to
“disable” attacks, so it loses some points for that. I
think it’s best to use this card with LM Clamperl.
Clamperl [HL] has an attack that does more damage, but
you shouldn’t expect to actually attack with Clamperl,
except maybe the first or second turn.
you can get React Energy, draft this card. 70
damage third turn is good (but not likely).