Narctiss |
The new Machamp Lv.X -
Straight to it!
HP - 150. Very good and will be hard to get rid of!
+40 Psychic Weakness. If Dusknoir and Gengar are going
to be played as much as everyone thinks, which they will
be, then this is going to hurt Machamp a lot.
No resistance, meh.
3 Retreat Cost is a little high. But I'm supposing
Machamp will be a main attacker an not often pulled back
to the bench. As with all others with 2+ retreat, it's
imperative that you stock a couple of Warp Point and
Switch.
Poke-Body: No Guard.
This at first glance can go either way. You can have it
seem absolutely horrible, or you can see it as amazing
and get ready to pummel your opponent for lots of
damage. Is the glass half-full or half-empty?
The timing of Leveling up Machamp into this Lv.X is very
specific. You need an opportunity to do so when you've
already smashed your opponent about a little, and don't
see that much damage being dealt next turn. Either that
or your opponent is still setting up, OR if you get
lucky with the second attack. As I do see it being a
OHKO or maybe 2HKO depending on the circumstances for
Machamp once he's leveled up.
If you can time it right and have good circumstances to
either not get too badly damaged on the next turn or
lots of luck to stay un-KO'd, then this is great.
If you play it just to level it up without thinking, you
could be seeing 4 Pokemon cards and at least 3 energy go
into the discard very very quickly.
Strong-Willed. 1F2C. 20 DMG (Technically, with No Guard,
this is 80).
As long as the Poke-Body isn't de-activated, 80 damage
for 30 is great, and with the possibility of rolling a
die and staying alive with 10 HP to spare, you're in for
a lot of laughs (and tears for the opponent...).
It's better than Ho-Oh's Poke-Power because it can't be
turned off so easily, isn't damaged for using it, and if
you get a heads and stay in play, your opponent doesn't
get a prize for it, so you can just go straight back and
keep hitting for major damage.
Machamp Lv.X's Poke-body and second attack (if you are
hit for a KO next turn but manage to stay in play),
combined with the new Stormfront Machamp's third attack
are an obvious combo. The third attack on the S Machamp
states that you do 60 damage +10 for every damage
counter. With this No Guard Poke-Body in play, that's
120 base damage, and then for the DCounters, 260 damage
in total. Impressive! Nothing survives, not even Wailord
and an Unown E could stand upto it. It leaves you open
for an easy KO next turn, but at least you have bragging
rights about a total overkill :D.
In the current format, this deck might not see too much
play. With Dusknoir, Gengar, AMU and maybe even the odd
energyless rogue Mismagius (don't count on it though..)
being played, the decks will be hit hard and heavy in
competite play. AMU may worry about Machamp S's first
attack with simply KO's an unevolved Pokemon, but it can
use Unown G for that, and then even Uxie can do 90
damage for 2 energies. You may well see the odd Machamp,
but it won't be the largest deck of the game!
If played however, it will be a big contender against
two of the most popular decks to be seen in Cities:
Tyrannitar and Raichu. Both these decks are weak against
Fighting, more so Raichu, and will be beaten down
quickly by a Machamp. Speed is of the essence with these
two decks in a Machamp match-up, but you can guarantee
Machamp will play rare candy for a T2/T1 with a second
start KO on any deck.
A new Mario deck may be approaching!
See you all tomorrow.
Modified: 3/5 (Weakness, Flippy-ness and retreat let it
down, but thinking of it's use with Machamp S, it makes
it a very good attacker)
Limited: If you manage to pull all the pre-evos and some
Machamp in a pre-release, amazing! To use it, you need a
lot of energy, hope your opponent isn't using Psychic
and that No-Guard will be in your favour. You might not
do too well, or you might, so it gets
2.5!
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