Another week, another Camerupt. Cyrus certainly does
seem to like Fire Pokémon, but then again, who doesn’t?
Camerupt G comes with a very nice 100 HP, the ability to
benefit from all the lovely SP support, and a
not-exactly-shocking X2 Water Weakness. It also has a
Retreat cost of three, so you can either leave it active
or use up a PokeTurn.
Searing Flame, Camerupt G’s first attack, is nice
enough, doing 20 damage + auto Burn for a reasonable
cost of [R][C]. That’s not so bad considering that you
can use Energy Gain. It’s second attack, Earth Power is
more expensive at [C][C][C][C], but it does 60 damage to
the active and up to 20 damage to all of your opponent’s
Benched Pokémon, depending on coin flips. Again you can
reduce the cost with Energy Gain and/or Upper Energy.
Camerupt G’s main problem is that, while it is not a
terrible Pokémon, it is completely outshone by its
fellow Fire SP Basics. It lacks the disruptive Power and
massive attack of Infernape 4 and it cannot match the
sheer speed and ability to abuse burn that Blaziken FB
possesses. It’s also much too slow to be worth a place
as a Fire tech in an SP deck.
Modified: 1.75 (an average Pokémon that is outclassed by
Limited: 2 (Status conditions work better here, but it’s
Welcome back to the Pokemon COTD!
Today's card is one of the Shiny Pokemon in the Supreme
Victors set: Yanma. Let's look at the basics: 70 HP on a
Basic Pokemon is great. A +20 Weakness to Lightning
hurts it against Ampharos, Luxray GL (LV. X) and
anything else you see attacking of the same type. A -20
Resistance to Fighting helps against Hippowdon and
Machamp (if you have an Unown [G] attached). A Retreat
Cost of one, is average.
No Powers or Bodies as expected, but there are two
attacks. The first attack, Sonicboom, does 10 damage for
an energy of choice, and the damage is unaffected by
Weakness or Resistance.
...Correct me if I'm wrong, but there's not a Pokemon in
this format that has Resistance to Grass for some odd
reason. And competitive Pokemon with Grass Weakness
(that would normally be active) are few and far between
at the moment.
Still, I can understand the set damage output because
Sonicboom always does a set 20 damage in the video
games. In that case, why doesn't this card's Sonicboom
do a set 20? It could use a bit more power.
The second attack, Baton Pass, does 30 for 3 energies,
one which must be Grass. I can hardly imagine someone
lasting that long to attach 3 energies to do so little
damage. But if you can, you're rewarded with the
opportunity to switch Yanma with another one of your
Pokemon and move as many energy cards from Yanma to
whatever is taking it's place. It's almost as if Yanma
is expecting to be KOed and doesn't want the energy
attached to it to go to waste in the discard pile. Combo
it with a Pokemon that can hinder the opponent from
attacking or hurting the opponent when they do so.
Examples are Sharpedo (RR), Garchomp (SV), and Mr. Mime
As for the card as a whole, it's not bad in leading to
Yanmega, but I would rather use the Yanma from Legends
Modified: 2/5 See previous statement.
Limited: 3/5 It's better than the regular Yanma from the
same set in my opinion.
This is Steel_Winger, until next time!
I believe that Camerupt G has some potential. I faced a
TON of SP snipe decks this past weekend at the league,
and each one had one heavy hitter in it. I don't know if
Camerupt G can be played well in a snipe deck, or SP
deck, but it has SOME potential. It is an 100hp basic,
with so-so attacks, but I just do not see it being
played to much. Obviously you can use Power Spray, Poke
Turn, or any of the other sp trainers and supporters,
but that is about all I see playable with Camerupt.
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