If
you think this review is too long to read, just skip
straight to the scores and then read the summary for a
concise overview!
Name:
Rocket’s Snorlax ex
Set:
EX: Team Rocket Returns
Card#:
104/109
Rarity:
Pokémon ex (yeah, it’s also a rarity)
Type:
Darkness
Stage:
Basic
HP:
100
Weakness:
Fighting
Resistance:
None
Retreat:
CCC
Poké-Body:
Dark Healer
As long as
Rocket’s Snorlax ex has any (D) Energy attached to it,
remove 1 damage counter from Rocket’s Snorlax ex between
turns.
Attack#1:
(CC) Poison Claws [20]
Flip a
coin. If heads, the Defending Pokémon is now Poisoned.
Attack#2:
(CCCC) Collapse [60]
Rocket’s Snorlax ex is now Asleep.
Attributes:
First things first: this card has Rocket’s in its
name. This automatically allows it to combo with nearly all
Rocket’s supporting cards. It also means one or two
cards can’t be used by it. Second, this is a Pokémon ex.
That means it needs to be roughly twice as good as an
equivalent Pokémon. Not exactly, since being a single
Pokémon instead of two is inherently advantageous in that
it’s one less slot in your deck, you need less attached
cards (like Energy and Pokémon Tools). Of course, that’s
all more than offset by losing two prizes, so the card still
needs to be pretty potent.
Rocket’s Snorlax ex
is a Basic Pokémon that has no pre-Evolutions or Evolved
forms. Being a Basic is great: you can just drop it into
play so long as your bench isn’t full. Not having any
“supporting forms” means that this card needs to be a bit
buffer than those with such forms: Rocket’s Snorlax ex
is on its own in this respect. Rocket’s Snorlax ex
is a Darkness Pokémon. This means there is nothing
Resistant to it, but a few things that are Weak. It also
means it can use Darkness Energy for extra damage.
Darkness is more or less tied with Metal for being the best
type in the game, so this is a definite plus. The only
downside is the slight type advantage Rocket’s Snorlax
“should” have had against the still popular Rayquaza ex.
Rocket’s
Snorlax ex has 100. Now, this does not make it like
two 50 HP Pokémon. Why? Because the more HP you have, the
more opportunities you have to heal, be it the actual
damage, or extra time to handle Special Conditions, etc.
This can be bypassed, of course, by doing 100 damage in one
shot (with respect to this Pokémon). This isn’t the
greatest though: it’s just high enough to trigger Desert
Ruins’ effect. Given that Snorlax has great HP in the
video game, along with a good Defense, they could have
bumped it up to 110 or even 120. Oh well, 100 is still
pretty good. The Fighting Weakness that goes with it is a
major pain: Fighting decks do exist. The most popular ones
at the moment are Magma decks (on the decline), Hidden
Legends Machamp oriented anti-Pokémon ex decks, and
Dark Tyranitar decks. There are also several
minor Fighting decks that usually vary from location to
location. Sadly, Rocket’s Snorlax ex has no
Resistance. Naturally, the worst Resistance is no
Resistance. A retreat cost of (CCC) is high. Anything
above (CC) you have to more or less avoid paying in
all but the direst of circumstances. Note that for a
Snorlax, it’s actually on the lower side: most require (CCCC).
Abilities:
Rocket’s Snorlax ex has a Poké-Body and two attacks.
The Poké-Body is pretty nice: Dark Healer triggers if you
have any (D) Energy (so anything providing (D) Energy)
attached to Rocket’s Snorlax ex. It lets you remove
a damage counter from Rocket’s Snorlax ex between
turns: sort of like an “anti-Poison”. It also essentially
cancels out the effects of Desert Ruins. Given its
solid 100HP, this Poké-Body could heal quite a lot of
damage… or it might do nothing, given the OHKO-oriented
nature of most formats. Overall, it still proves useful.
The first attack is very. (CC) for 20 is a fair trade, and
you also get a nice “I can’t Evolve” bonus: a flip to
Poison. It’s good since it gives you something to use while
powering up Rocket’s Snorlax ex’s second attack. The
second attack is pretty solid on its own: Collapse hits for
60 damage. For four of any color Energy, that’s pretty
good. Yes, it puts you to Sleep, but that’s a 50% chance of
meaning nothing to you. In very rare circumstances, namely
if you are Confused, it is actually helpful: if you
successfully attack, you get rid of Confusion, and have a
75% of being neither Asleep nor Confused by your next turn…
barring your opponent hitting you with either again. Long
story short, you more or less get an extra 15 damage, very
nice for a Basic Pokémon.
However,
this is a Pokémon ex. None of the abilities, on their own,
are good enough to warrant being a Pokémon ex. The
attributes don’t warrant it either. Fortunately, the sum of
the Abilities does (barely) warrant this card being a
Pokémon ex. We basically have three above average
Abilities.
Uses/Combinations:
This is where Rocket’s Snorlax ex really shines: it
can take advantage of nearly all the supporting Rocket’s
cards. It can’t make use of Rocket’s Poké Ball, but
it can get a precious extra 20 HP from Rocket’s Hideout.
So does every other Dark and Rocket’s Pokémon,
but Rocket’s Snorlax ex gets an extra boost since it
can heal it self. A 120 HP Basic that removes a damage
counter between turns actually has some staying power.
Being a Darkness type Pokémon is similarly more beneficial
since you can optionally use all Darkness Energy to
power your attacks. 40 damage with a shot at Poison, thanks
to two Darkness Energy cards, is actually pretty nice. 100
damage a turn, through Collapse and four attached Darkness
Energy cards, is also pretty potent. Also important is that
you can make great use of R Energy: you can go from
having no Energy to hitting for 30 damage and, yes, a 50%
chance of Poison. If you have two Energy, you can jump up
to a solid 80 damage (more if there are any real Darkness
Energy cards attached). It also makes a nice “throw away”
card for Rocket’s Mission.
Are there
any decks where it fits in? If you can make room, it can be
nice for Dark Dragonite/Dark Electrode in
Modified: 70 to 100 damage a turn means you might be
able to compete with the OHKO kings, especially if you keep
them from building up any significant threats (20 of their
damage will get erased, after all). It might work in a
Rocket’s Sneasel ex deck, as they run a lot of
Darkness Energy-providing cards and want Darkness-type
Pokémon in play. Before the errata, I was considering a
deck using the Mantine with Ripple, as healing up to
50 damage a turn and being Basic-oriented might help. Plus,
with Dark Electrode or Fire Red/Leaf Green Pidgeot to
get the Darkness Energy out it could be even faster…
but now I’d have to run Sandstorm Xatu instead, and
that would really slow the deck down.
For
Unlimited, I have been debating altering Turbo Snorlax, a
deck utilizing Dark Gloom, Dark Vileplume, and
Jungle Snorlax to deny your opponent Trainers while
constantly Confusing or Paralyzing them. Forgoing
Confusion, or just hoping to punch through it, the deck
would be able to run more Rocket cards to better
effect while still locking out opposing Trainers. When
Rocket’s Hideout can’t be gotten rid of, nor can
you Energy be nailed by Removals, you get staying
power.
Ratings
Unlimited:
3.5/5-Turbo Snorlax is actually an interesting deck in
Unlimited; not strong enough to be a top “archetype”, but
not weak enough to be just another “gag deck”. With a
little tweaking, we now have a bolder Rocket flavored
variant. ;) Oh, and on its own, it wouldn’t be too
Energy Removal weak as it can attack with either a
Double Colorless Energy or R Energy…
Modified:
3.25/5-Here, I doubt it will ever make any decks, but
it might be some help. Rocket’s Mission is seeing
some general play, since it acts as a slightly sub-par TV
Reporter. Having a Rocket’s Pokémon to chuck for
a little extra draw power. Most of the score comes from
potentially helping out some new decks. However, there are
often other alternatives that can be just as good or better.
Limited:
3.75/5-This is a base line for it: on its own, it will just
be a solid big Basic Pokémon ex that can try to Poison while
building up for a solid hit and fits in pretty much any
deck. If you pull some Rocket’s supporting cards, it
gets a little better. Probably +0.1 for each of those cards
you pull. This means if you get lucky and pull more three
or more related cards (Dark Metal Energy, R Energy,
Rocket’s Hideout, etc.), you’ll have a sick, sick
monster.
Summary
Rocket’s Snorlax ex
is a solid Basic Pokémon ex that relies on its bonuses from
being a Darkness Type Pokémon and being a Rocket’s
Pokémon to put it over the top. Unfortunately, it’s not
enough to give it a great score, but it is not completely
useless. If you have enough Darkness Energy cards
attached, you’ll have a potential OHKO machine that can heal
itself, but is very susceptible to being OHKO’d and highly
dependant upon Darkness Energy to reach that level
(meaning it’s mostly a one-shot deal). At the very least it
can fit into some second tier decks in either format.