Welcome to Pojo for a very special COTD. This is our
very first COTD for a Voltorb!
Name: Voltorb Lv. 33 (Shining)
Rarity: Ultra Rare
HP: (60) - This is pretty standard for a Basic, plus it
is good that it will still evolve.
Weakness/Resistance: (Fighting+10/Metal-20) - Weakness
is OK, watch out for Machamp, blah blah blah. Resistance
is nice on everything.
Retreat Cost: (1) - Again, pretty standard for a basic.
Not a lot get high or no retreat.
Attack #1: (C - Fastball) - This attack would be good,
but it relies on a coin flip. And I don't like that.
Attack #2: (L - Charge Beam) - This is its best attack,
especially since you want an Electrode once it has 2
energy on it. This is a nice energy accelerator.
Attack #3: (LC - Thundershock) - This is OK, but not
great. You should have an Electrode by now.
Final Analysis: This Voltorb is cool and rare, but that
does not make it better than the other Voltorb. Any of
the others are toss-ups, but I'd say this one is lower
than both of the others offered in this set.
Modified: Obviously use it with Electrode, but I think
there are better options. (1.5/5)
Limited: If you get it here, use it, because you are
lucky! Show it off! (3/5)
Hello, and welcome to the end
of the week, and we have something very special for
That can't be right can it? Surely
meant to send Electrode in the e-mail rather than
didn't he? *Goes to check e-mail* Huh, so it is
today. Of course, we aren't reviewing a normal one
today, but the very special shiny one. I'm still trying
to figure out why we are reviewing this card, but, oh
well, and onto the basics. First of all it has 60 HP,
which for the basic of a Pokémon that's still to evolve
is pretty good really, but won't really help protect
(LA), the two main
+10 Fighting Weakness is annoying against
that will just Take Out
instead for a OHO, so who cares about that? -20 Metal
Resistance is pointless as well since
decks will just plonk 3 Metals onto the DP
for a OHKO even with Resistance. 1 Retreat Cost is to be
Attacks now, and first of all
Fastball, which is essentially a 10 snipe for C on
average. However, it can't be a 10 snipe since it's
always either a 20 snipe or no snipe. Felling lucky?
This might be your attack then. For the rest of use,
just stay away from it. Charge Beam is alright, 10 for L
and getting an L back from your discard. However, since
you only really want to be attacking with this card
early game before you get Electrode out, and the earlier
in the game it is, the less likely you are to have
Lightnings in your discard, it might be quite tough to
use the effect effectively. Finally, Thunder Shock,
standard really. LC for 20 and 50% chance of
is all pretty average.
Combos, and, well, just use it
if your are using Electrode, and even then, I think
there are better
to use, there are 2 or 3 others to choose from!
Modified: Using Electrode and
want something extra special in the in the deck? This is
then! Are you sane and using Electrode? Go with one of
then. Probably the SW one really. Are you not using
Electrode (like most people)? Don't use any
then. Man this is a pointless card for a player. 1/5
It's useless here are well (though a 20 snipe can be
nice). However, I'm going to give it more than a 1 since
it's nice to get any sort of a special card here, and
then provides good trade bait to a collector. 2/5