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Pojo's Pokemon Card of the Day
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Samurott #32
Black & White
Date Reviewed:
May 25, 2011
Ratings
& Reviews Summary
Modified: 4.00
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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Combos With:
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Baby Mario
2010 UK
National
Seniors
Champion |
Samurott
#32/114 (Black and White)
. . . and this is the reason
why you would ever want to use either of the
Dewotts we have looked at
this week. Samurott is (in
my opinion) by far the best-looking of the Generation V
starters, even if it is a bit close to
Swampert for comfort.
Like the other two Gen V starters, you get two versions
of Samurott in the Black and
White set: one with an Ability
and one without. While the other
Samurott is possibly useful thanks to its cheap
sniping attack, this is the one that has got all the
attention so far.
Samurott
has a solid 140 HP,a
Lightning Weakness that makes it fear
Zekrom, and a Retreat cost
of two that makes you want to run Switch. Its Ability,
Shell Armor, should be
familiar to anyone who has ever seen
Donphan Prime: its effect is
to reduce the damage that Samurott
takes from any attacks by 20. Obviously, combined with
the high HP, this is a pretty great Ability to
have, making
Samurott a tough KO for
anything that can’t smack it for
Weakness.The single attack, Hydro Pump (a classic
from the video games!) has a deceptive cost of three
Energy of any Colour and a base damage of 70. I say
deceptive because you will only really want to use
Samurott with Water Energy,
as Hydro Pump does an extra
10 damage for each on that is attached.
The fact that the attack needs a lot of Water Energy to
be truly worthwhile (100 for three isn’t bad in
HGSS-on), would normally push a card like this towards
the binder, rather than the playing tables. However, a
solution is at hand in the form of
Feraligatr Prime, whose Rain Dance Power will let
you attach as much Water Energy as you like from your
hand to Samurott. This means
that Samurott’s damage
output is only limited by the amount of Energy you are
holding, and that it is capable of Knocking Out pretty
much anything. It’s not the fastest combo in the world
(and some may think it’s inferior to
Feraligatr/Blastoise),
but it can be very effective once it gets going, with
Samurott being a more than
decent sweeper.
Could it be competitive? Possibly.
Fire is predicted to be one of the top deck types in
HGSS-on, and Samurott
counters it pretty effectively and is difficult for even
Reshiram to one-shot. Only
the non-Ability Emboar #19
could possibly give it a tough time. On the other hand,
Zekrom decks may also be
popular, and that is a very bad match up indeed.
That said, Samurott is the
kind of Pokémon that Feraligatr
has always needed: a durable heavy hitter that makes
great use of Rain Dance. I don’t think
Samurott will be a top tier
deck in HGSS-on, but I do expect it to see some
tournament play, and it is certainly a deck worth trying
out, especially in a Fire dominated
metagame. Emboar/Reshiram
beware!
Rating
Modified (HGSS-on) 3.5 (possibly the most competitive
Water Pokémon we have for now)
Limited: 3.5 (one of the best Stage 2s for Limited play.
The Ability means it will last for ages against anything
but Zekrom)
|
Mad Mattezhion
Professor Bathurst League Australia |
Hey Bill, here is Wednesday's review. Good luck with
the move!
Samurott 32/114 (Black & White)
Godd morning everyone! Today we review the third major
Ability card in the set, Samurott!
Samurott is a Water type Stage 2 with 140 HP, Lightning
weakness, A retreat cost of 2, an Ability and one
attack.
By now you can probably quote verbatim what I'm going to
say next (HP good, weakness to Zekrom bad, retreat cost
okay) so I'm going to shake it up and say that being a
Stage 2 is awesome with the ability to abuse Rare Candy.
Even better, this is a Water Poke'mon that combos
brilliantly with Feraligatr Prime, so I expect to see it
around.
Shell Armour is the Ability and the effect is simple.
Shell Armour reduces all incoming damage by 20 (only
after applying weakness and resistance, dang it!) which,
to put it simply, is perfect for this Poke'mon. Not only
does Samurott look like it is wearing armour, but useful
tanking abilities are thin on the ground and I have
never seen a nonkattack effect like this on any Stage 2
(except for Metal types, but attaching the Special
energy is a pain).
Effectively this means that an undamaged Samurott has to
be hit with 160 damage in order for your opponent to get
an OHKO, which is damned near impossible. Barring
attacks that use coin flips or discard from the deck for
damage (which, because they are very inconsistent,
no-one in their right mind uses anyway) the most the top
attackers of HGSS-on can do is 150 damage (Machamp
Prime, BlitzBoar and Rayquaza & Deoxys Legend are all
good examples). Tyranitar Prime can manage 160 damage
with 4 Special Dark Energy and Samurott itself can reach
160 with 9 [w] energy, but everyone else is going to
need Pluspower and/or Black Belt.
To put it all in simple terms, Healthy Samurott with
Shell Armour = invincible against all but Lightning. For
those lucky battery-eaters like Zekrom, Magnezone Prime
and Entei & Raikou Legend you only need to reach 80
damage for an OHKO, something all of them can manage for
only 2 energy (Zekrom will need some damage counters as
well). I can see Entei & Raikou Legend becoming a
popular tech next to Reshiram so it can use Detonation
Spin to get rid of big Water based problems, and a
Reshiram/Zekrom build using some Fire support and
Rainbow Energy could also make an appearance. In the
event you have to get rid of a Lightning type
troublemaker, switch to Feraligatr Prime or possibly use
Rainbow Energy with a 1-1 line of Donphan Prime.
Shell armour is ignored by Special Conditions,
attacks/Poke-powers/Abilities that place damage counters
and attacks that say they ignore effects on the
Defending Poke'mon. So far there are no attacks or
effects that stop Shell Armour from working, but I
expect that to change with future releases. Still,
reducing incoming damage is always a useful trait and
being able to tank any number of small, cheap hits is
awesome.
shell Armour is all good, so what does Hydro Pump do?
For the cost of [c][c][c] you deal 70 damage, which is
unimoressive, but for each [w] energy attached to
Samurott you deal an extra 10 damage. With Feraligatr
Prime letting you attach energy as soon as you draw
them, you can deal as much damage as you need to from
turn 2 onward (Rare candy is best kind fo candy!). For
the 3 [w] you need to power the attack you deal 100
damage, which is quite acceptable, and each energy after
that just makes you more powerful. The [c] cost of the
attack also means you can speed things up with Double
Colourless Energy if the fates are being unkind (but
personally I'm going to use all [w] energy when I test
this out).
The only problem with Hydro Pump is attaching enough
energy to get OHKOs on the big Poke'mon you face. While
techs, evolving Poke'mon, Donphan Prime and all of the
Fire Poke'mon will easily fall, you will need a lot of
[w] energy to take out the rest of the big hitters in
the format with Hyrdo Pump. Forutnately the HP and Shell
Armour mean you can risk that kind of investment but you
will definitely need a some energy retrieval options for
when Samurott gets beaten up and you have to build a
replacement.
To finish my review, I have to say that this Samurott,
alongside Balstoise UL and Lanturn Prime, will be a
partner for Feraligatr Prime that might finally earn it
the respect it deserves.
Modified 4.5 (Shell Armour is awesome on such a high HP
Poke'mon and you can easily destroy both Reshiram and
Donphan, even without [w] energy attached. Add that to
the fact you can raise the damage to take out any
Poke'mon in the game and you have a contender!)
Limited: 3.5 (being a Stage 2 hurts and the lower stages
aren't worth much, and worse yet Zekrom rules here.
Still, Shell Armour becomes an absolute beast with the
lower average damage making a tank very viable and you
don't even need [w] energy to use Hydro Pump. Also, you
wipe out Reshiram if you get the first hit in so
Samurott should be included in your Limited deck)
Combos with: Feraligatr Prime, Kingdra Prime (for extra
damage) and a big bucket of beatdown! If Exploud SV was
going to survive the rotation it would also fit here to
remove that nasty Lightning weakness.
|
virusyosh |
Happy midweek, Pojo viewers! Today we are continuing
our Black and White reviews with the final evolution of
the two cards we've reviewed earlier in the week, and
chances are this might see some play. Today's Card of
the Day is Samurott (#32) from Black and White.
Samurott is a Stage 2 Water Pokemon. Stage 2s aren't
great in the current MD-on Modified metagame right now,
given the omnipresence of much faster builds such as SP,
Gyarados, and various donk decks (like Sabledonk). 140
HP is great for a Stage 2, allowing it to take a few
hits that aren't for Weakness. Lightning Weakness is
terrible, making Samurott very vulnerable to Luxray GL
Lv. X, Magnezone Prime, and Zekrom, which is easily one
of the biggest shortcomings of the card. No Resistance
and a Retreat Cost of 2 are pretty much as expected.
Samurott has an Ability and a single attack. Shell
Armor, the Ability, acts very similarly to Donphan
Prime's Exoskeleton: Any damage done to Samurott by
attacks is reduced by 20 after Weakness and Resistance.
Overall this is a nice defensive Ability, and can
certainly annoy your opponent if they don't have any
very powerful attacks to deal with Samurott, and will
sometimes turn 2HKOs into 3HKOs. Unfortunately, many big
hitters, especially those that are Lightning-type (like
Magnezone and Zekrom) will still probably get through
for a OHKO, so be sure to have something in your deck to
be able to deal with those.
Samurott's single attack, Hydro Pump, is quite nice. For
three Colorless Energy, starts at 70 damage, but
increases by 10 for each Water Energy attached to
Samurott. This means that if all three Energy are Water,
this attack starts at 100 damage! 100 damage for 3
Energy is quite nice, and should be able to seriously
dent most commonly played attackers, if not OHKOing them
outright. As an example, due to their Water Weakness,
Reshiram, Emboar, Typhlosion, and Donphan Prime are all
taken out with no further investment, and even non-Weak
attackers can be taken out with a bit more investment
(many common things with 120-130 HP, like Zekrom). Given
that this attack deals more damage based on the amount
of Water Energy attached to Samurott, a natural partner
for this card is Feraligatr Prime, which can Rain Dance
lots of Energy onto Samurott while not sharing
Samurott's terrible Lightning Weakness.
Modified: 3.5/5 Samurott probably won't see a lot of
play yet in a format with SP and many donks running
about, but once we switch over to HGSS-on, Samurott is
definitely a viable option for the Rain Dance build.
While it is true that running two Stage 2s can be very
slow, the amount of Reshiram/Emboar and Donphan Prime
expected, Samurott can truly excel. Then again, Zekrom
is also a problem, so watch out for that, too.
Limited: 4.5/5 Samurott is wonderful in Limited. High
HP, defensive Ability, and Colorless attack with
possibility for scaling damage gives you a real winner
in this format. While Zekrom is still a huge problem
even in Limited, Samurott will be able to stand up to
most of the format admirably and get you quite a few
KOs.
Combos With: Feraligatr Prime
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