First off, let me give this strategy:
Put 2 Electabuzz (expedition)
and 2 lightning energy in all of your 2 color-decks (you may even want
to use this in your mono-color decks, especially Evolution class ones).
Trust me, this is great. You see, these four cards can solve all of
your non-special energy-related problems. Electabuzz's Energy Catch
allows you to search your deck for a basic energy card, then attach it
to Electabuzz. Reflect Energy not only does 20 damage for 2 energy (1-1
energy ratio, average), but also has you take one energy attached to
Electabuzz and attach it to one of your benched pokemon. It requires a
lightning and a colorless, so here's how you play it (it works best if
you can get him in the beginning of the game. think Forest Guardian,
Computer Search, etc.):
Use Energy Catch with whatever energy you have to pull one of your 2
lightnings out of your deck. Next turn, use Reflect Energy, and move the
energy you just attached last turn to your benched pokemon, but keep the
lightning. From then on, you can either continue this sequence, or just
attach your one-per-turn to Electabuzz and Reflect Energy it away.
The advantages of using Energy Catch+Reflect Energy: You practically
get to attach two energy cards every other turn. Energy Catch, play an
energy on your Benchy, next turn, play an energy on your Benchy and
attach a card from Energy Reflect. Presto, 3 energies attached in 2
turns. This also allows you to pick out the exact energy you need, all
you 2-color-deck players.
The advantages of just playing your one-per-turn to use Energy
Reflect: You don't get 3-per-2-turns, and you don't get to select the
exact energy you're getting, but it is much safer. Electabuzz has only
60 HP, and since Energy Catch doesn't do any damage, there's a chance he
could easily get knocked out after using Energy Catch before he can use
Reflect Energy, and that energy you pulled from your deck is wasted.
However, if you play your one-per-turn as the colorless needed for
Energy Reflect, it powers up this attack, and then gives your Benchy the
energy, so if Elec is knocked out next turn, only that one lightning
energy is wasted.
Lastly, I would like to let you know that, while this is an awesome
strategy to play, there is a chance that both of your 2 Electabuzz's or
Lightning Energies will be trapped in your prize cards for most of the
game, where they can do you no good. So be careful.
And now, the big part.
I love posting strategies, but right now, I'm real usy and it doesn't
always fit into my schedule, so my stuff is few and far between. So, my
dear readers, I have invented a formula for you to find out a card's
goodness by yourself.
Of course, this formula won't tell you strategies, but it will help
in determining which version of a pre-evolution you should play, as it
gauges single-card battle efficiency.
First, you must understand Ed.
Ed is the Energy-to-damage ratio. You find the Ed of an attack by
putting the number of energies required to use an attack over the actual
attack damage: For example, Misty's Gyardos' Tidal Wave would have
4/70. Now we take the zero off the end of attack damage, giving us the
actual Ed:
M's Gyar's Tidal Wave's Ed = 4/7 (read four-to-seven)
For every energy you must discard, add one more to the Energy's
digit.
Base Set Charmander's Ember's Ed = 2/3 (but requires you to discard a
fire, so:
Base Set Charmander's Ember's Ed = 3/3 = 1/1
For every 10 damage that this attack does to yourself, take 1 from
the damage digit.
Aquapolis' Hoppip's Careless Tackle's Ed = 1/2 (but Hoppip does 10 to
itself, so:
Aquapolis' Hoppip's Careless Tackle's Ed = 1/1
This is the basic Ed, crucial to game mastery. The smaller the
energy's digit, and the higher the damage's digit, the better the
attack.
Moving on, we come to the REALLY complicated part...
I've devised a prodigous formula that tells a card's single-playing
Battle Efficiency. I have named this formula Maxwell's Theorem,
after my middle name (my first and last didn't have the right
ring).
(note: Maxwell's Theorem works ONLY for pokemon
cards, not trainers or energies.)
To find a card's battle efficiency, we divide it into 3 stats:
Attack | Defense | Speed
Attack
Number of offensive attacks: This is the number of
attacks that have base damage.
Number of disruptive attacks: This is the number of
attacks that do not have base damage, but hurt your opponent.
Ed: The Energy-to-damage ratio earlier discussed.
Edis: The Energy-to-disruption ratio soon to be
discussed.
Defense
Number of defensive attacks: This is the number of
attacks that prevent damage.
Number of constructive attacks: This is the number
of attacks that do not prevent damage, but help you.
Ep: The Energy-to-protection ratio soon to be
discussed.
Econ: The Energy-to-construction ratio soon to be
discussed.
Speed
Evolutionary stage: The Evolution stage of a
pokemon.
Retreat Cost: The retreat cost of a pokemon
Attack cost: Soon to be discussed.
Now, to discuss all the soon-to-be-discussed:
Edis works like Ed, except it's "damage" is card discarding, or
damage that you get to pick a pokemon to give to. For example, (Ex)
Hitmonlee's Stretch Kick would follow Edis, not Ed, but it would work
just like Ed, 1/1. Add one to the damage's digit for every card your
opponent has to discard because of this attack.
Ep works also like ed, except it's "damage" is protection. For this,
the damage's digit is made up by the amount of damage prevented
by this attack.
Econ is works like Edis, but it's "damage" is healing and
card-drawing. Add 1 to the damage digit for every damage counter removed
by this attack and every card drawn by this attack.
Coin Flips
Whenever an attack requires a coin flip, divide the whatever it's
flipping for by 2. For example: Quick Attack can do 30 on a heads coin
flip, but you should count the damage as 15 because of coin flip
division. (don't forget to move the decimal up on so that it's 1.5 for
the ratio)
Special Conditions
Special Conditions are worth 10 damage in addition to an attack's
damage, but if you have to flip for them, they are only worth 5 (per
special condition, e.g., if it's heads poisoned and tails paralyzed,
they would both be worth 5 and thus combine to make 10).
Lost yet? I hope not, because here comes the actual formula
Attack
Number of offensive attacks:
10 points for every one.
Number of disruptive attacks:
10 points for every one.
Ed: Flip the Energy and
damage, solve, then multiply by 10 points.
Edis: Same procedure as Ed.
=
TOTAL ATTACK POINTS
Defense
Number of defensive attacks: +10 points for each.
Number of constructive attacks: +10 points for each.
Ep: Same as Ed.
Econ: Same as Ed.
=
TOTAL DEFENSE POINTS
Speed
Evolutionary stage: +10 for a baby, -5 for every
stage after that.
Retreat Cost: +10 for 0, -5 for every energy after
that.
Attack cost: If a baby or basic doesn't have a
1-energy-requiring attack, -10. If a stage 1 doesn't have a
2-or-less-energy-requiring attack, -10. If a stage 2 doesn't have a
4-or-less-energy-requiring attack, -10.
=
TOTAL SPEED POINTS
Add all these totals together, put a percentage behind them, and
that's the percent of battle efficiencey. If I have time some other
time, I'll show you a few examples in case you're confused, which you
probably are. (note: Maxwell's Theorem does
not compensate for Poke-Powers or Bodies; if I have time, I will devise
a Complex Maxwell Theorem with respect to these)
For right now, though, bye-bye!
If you have any questions, e-mail them to me at:
niteowlthegreat@hotmail.com