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Pojo's Pokemon Card of the Day
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Salamence Lv. 66
Stormfront
Date Reviewed:
11.18.08
Ratings
& Reviews Summary
Modified: 3.50
Limited: 3.50
Ratings are based
on a 1 to 5 scale.
1 being the worst.
3 ... average.
5 is the highest rating.
Back to the main COTD
Page
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Jigglypuff13 |
11/18 Salamence Lv.66
(SF)
Hello, and welcome to Tuesday, and our COTD today in the
form of Salamence. To start off with, the basics of the
card, and first of all, it has a rather nice, rather
tank-like 140 HP, which means if it doesn't survive a
hit or two, something has gone seriously wrong. However,
while it may remind you of a great tank, Torterra (DP),
it won't be the same since Salamence has no real tanking
attacks. Not as though that's a bad thing or anything, I
just felt like I should point it out. +30 Colorless
Weakness isn't too bad really, with there only being a
few good Colorless Pokémon at the moment (mainly Blissey
(MT) and Garchomp (MT) really), so it shouldn't be so
bad at the moment. -20 Fighting Resistance is nice, but
again, there aren't many good Fighting Pokémon being
played at the moment, though Machamp (SF) will be played
a lot, so the Resistance will be helpful. Gallade (SW)
is still around, somewhere, so the Resistance will be
helpful there as well, but Machamp is the main one. The
Retreat Cost is pretty hefty. 3 Retreat Cost means you
will want to pack a fair few Switches/Warp Points into
your deck to make sure you can get Salamence to the
(relative) safety of the bench when you want.
Abilities, and the big one here is it's Poké-Body,
Battle Rush. For those who haven't read the card, what
it does is remove all Colorless energy requirements from
this Salamences attacks if your opponent has a Pokémon
in play with a maximum HP of at least 120. With the
average HP for a Stage 2 always looking as though it's
increasing, and Blissey (MT) and a couple of other
tanking Stage 1's with large HP around, Battle Rush is
very useful. However, there are a couple of big decks
that will not active Battle Rush. The biggest two of the
lot are Raichu (SF) and Gengar (SF). Gengar is the worst
for this due to it's Resistance to Colorless, but a
simple Plus Power or even Weavile (SW) will quickly turn
an otherwise 2HKO into a OHKO with Steam Twister (to be
talked about later). Combustion is you standard sort of
beatdown attack, which is good for the energy cost. 50
for RC or 50 for R with Battle Rush activated. Clearly,
it won't ever be the main attack, but if you can KO
something with this attack, it will be a good idea so
you don't waste any energies. Steam Twister, though, it
obviously the main attack. 120 for WRCC or WR with
Battle Rush activated, is very nice, but you do have to
discard a R and a W energy in order to use the attack.
This wouldn't be so bad if there was an easy way of
getting Water Energies back, but there isn't. For Fire,
with have Typhlosion (MT) which can then be Energy Link-ed
from the bench to Salamence straight away, but Water is
the problem. There's always Energy Pick-up, but that's
flippy, and is limited to only 4 uses. Rotom (MD) might
be a good idea. It may use an attack, so will probably
have to be sacrificed in order to use Dual Trans, but is
a way of getting Water energies back. Another idea might
be to use Night Maintenance (which you should be anyway)
to get energies back into the deck, then use Togekiss
(GE) to Serene Grace the energies back to Salamence.
Actually, out of all of the ideas of getting energies
onto Salamence, Togekiss is probably one of the best,
but only if you get lucky. If you are able to get at
least a couple of Water and Fire energies onto Salamence,
then that's set Steam Twister up for a couple of turns
at least. However, there is still the problem of getting
the energies back, and Salamence will burn (pun not
intended) through them quickly. Rotom is probably the
best here again, though it will be a sacrifice if you
are going down that route. If ony we still had Magneton
(PK), since that would've been quite nice with Leafeon
Lv.X (MD) to accelerate Salamence.
Survivability, well, with 140 HP, it should survive at
least one hit, though probably 2. The Resistance makes
it a bit harder for Machamp, which is going to be
helpful, the Colorless weakness makes it a little easier
for the come back of Blissey, and for Garchomp. also
actually makes it a little easier for anyone who may be
playing Togekiss as an energy accelerator in their deck.
Ratings:
Modified: I truely like this card. However, I'd like it
more if there was an easy way of getting the Water
energies back for Steam Twister. Without it, it will
only be a decent rouge, which isn't exactly a bad thing.
With it, I'm certain it would be an archetype. Largely
played or not, I'm not sure, but it would be a threat in
the metagame. Togekiss and Rotom do help it a little,
but not enough. 3/5
Limited: Battle Rush will almost always never be in
effect. However, it doesn't matter too much since
Combustion will take care of most of the Pokémon you
find here in 2 attacks. If you ever do find Salamence up
against your opponents big hitter, Steam Twister
followed by Combustion with 2HKO everything bar Dusknoir
Lv.X. 140 HP will see Salamence survive for a while,
though you will need to be careful against an Colorless
types you find yourself up against. However, Salamence
will be a little hard to get out, but with Great Ball,
Luxury Ball and Poké Drawer +, it's easier than a Stage
2 in any other pre-release. 3.5/5 |
Narctiss |
The dragon pokemon
Salamence!
As usual, straight in. I'll let everyone else do the
essays! ^_^
Colourless - Okay, but there's nothing really weak
against it right now...
HP 140 - Good for current Stage 2's.
Weakness: +30 Colourless. Unless up against a Garchomp
or another Salamence, I don't see this being much of a
problem.
Resistance: -20 Fighting. Good to counter against any
Machamp's that might spring up! Anything else alike too
(Gliscor, Kabutops?).
Poke-Body: Battle Rush.
There are a number of high HP Pokemon being played. This
works against the current Kingdra, Machamp and Dusknoir
decks, along with many many others!
It has a nice effect of making it's first attack 50dmg
for just one fire energy! Bonus :D.
Attacks:
Combustion: 1F1C - 50dmg. Not bad straight forward
damage for 2 I suppose, but brilliant when it's
Poke-Body is in play. Amazing in fact.
Steam Twister: 1F1W2C - 120dmg with 1 Fire and 1 Water
discarded. Technically, again with the Body, that's only
1C, which isn't bad at all and makes for a very quick
and snappy high damage attack. There's not all that much
that can be done about the discard though to get it
attacking like that twice in a row aside from an energy
pikcup maybe. But doing a finishing 50 afterwards isn't
bad if you have to build it up again :D.
Finale:
I don't think there's much to be worried about by way of
it's weakness or any counter decks (until GC), but on
that note, I also don't see many direct combinations
with this either. I'm other players can, but I don't see
something that has a synergy that screams out to be
teched into a deck that runs Salamence. I suppose it
could be teched into a deck very much the same way that
a Dragonite can be (although that has a lot more
versatility in other decks). The main idea that comes to
mind would be a Garchomp.
And so I don't imagine this deck will be played too
much. It's a nice direct damager, but with not too many
things to support it (unlike Raichu-Electivire with the
discarding there), it won't do greatly for very long.
Unless relying on doing T2 or something with a Rare
Candy, once the opponent is set up, Salamence will be
fighting an uphill battle. It may well win, but most of
the time I don't think it will. I could be wrong! There
may yet be a rogue Salamence deck out there to sweep all
others!
Modified: 3.5/5 - Good card, but not as powerful as
other meta's.
Limited: 3/5 - Again, good, takes a while to set up, but
I doubt you'll be fighting too many other colourless
here, and doing the 50 damage attack will most likely
sweep the floor with your opponent. Although it's not
the greatest amount of damage, and the second attack is
risky in limited! |
Otaku |
Sorry folks, another abridged CotD. Salamence
Lv.66 is a Stage 2, so it probably needs to be
the deck’s focus. It is Colorless, and I honestly
have no idea how good or bad that is in the current
format. It has 140 HP, which is a great amount,
even for a Stage 2. +30 Colorless Weakness is
something I never liked, as for much of the game’s
history, that was the easiest type to splash into
other decks, and at that level even tiny hits from
such supporting Pokémon can be trouble. -20
Fighting Resistance is nice, but doesn’t feel like
much compensation. The Retreat Cost is a full three
energy, high enough you’d better pack something else
to force this card out of the Active slot in case it
is forced up prematurely or is somehow incapacitated
but not actually KO’d. All in all, I find the stats
wanting, but only a little.
The Poké-Body, Battle Rush, seems pretty good to me:
if your opponent has anything big, that is something
possessing 120 HP or more as the Defending Pokémon,
you get to ignore the Colorless cost requirements of
Salamence’s attacks. What are the attacks?
A simple but effective 50 for (RC) and 120 for (RWCC)
plus discarding both one Water and one Fire Energy
attached to Salamence. If something is too
small to trip the Poké-Body, your opponent is small
enough to OHKO with the second attack, and two-hit
KO with the first attack and a Plus Power.
If you can OHKO them, you can probably afford a turn
of down time either before or after the attack to
stockpile some Energy. If it is large enough to
trip the Poké-Body, then you can two-hit KO them
using both attacks, and conveniently that will be
fast enough using your two, basic Energy attachments
to do so: play a Rare Candy to go straight to
Salamence (they probably did the same thing
if they are that big already), drop a Fire Energy
and whack them for 50. Next turn, drop a Water
Energy and discard both for the KO. Wash, rinse,
and repeat.
Potential combos to look for are ways to attach the
Energy faster at which point you need to look at the
Salamence from Secret Wonders, which would
probably put such a trick to better use. If you can
only attach extra Fire Energy, it wouldn’t be much
use. If it was for Water Energy, then adding in a
Bench Sniper is very nice.
I hate leaving out the lower Stages: the new
Bagon and Shelgon are both solid cards,
with more reliable attacks than the other currently
legal version of each card. Choose what fits your
playing style unless we have available one of the
tricks to use a lower Stage’s attack on the final
Evolutionary Stage, in which case the Bagon
with Rage would clearly be superior.
Ratings
Unlimited:
1/5 – I honestly can’t see this doing very well in a
format where a good many Pokémon are as powerful or
more powerful than it, use just as little Energy,
but are smaller Basic or Stage 1 Pokémon. Fear the
Clefable and the Ditto my friends.
Modified:
4/5 – If this score seems high, it is probably
because I like the relatively straightforward nature
of the card. So I think it might be a good card for
those getting into the game for the first time, or
returning like me, and that may have resulted in a
slightly inflated score.
Limited:
4/5 – Here, HP scores are lower, and the Poké-Body
is only useful against players who pulled extremely
well… but that also means the “normal” opponents
fall prey to your solid attacks. Watch the
Weakness, though.
Summary
As a relatively straightforward Pokémon good for
those who want a relatively straightforward deck,
Salamence hits hard without a lot of work and
can take a beating itself. A warning, though:
recall I am ignorant of the current metagame.
-Otaku
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