Pokemon Home
Pokedex
Price Guide Set List
Message Board
Pokemon GO Tips
Pokemon News
Featured Articles
Trading Card Game
- Price Guide
- Price Guide
- Card of the Day
- Professional Grading
- Killer Deck Reports
- Deck Garage
- William Hung
- Jason Klaczynski
- Jeremy's Deck Garage
- Johnny Blaze's Banter
- TCG Strategies
- Rulings Help
- Apprentice & Patch
- Apprentice League
- Spoilers & Translations
- Official Rules
- Featured Event Reports
- Top of the World
- An X-Act Science
- Error Cards
- Printable Checklist
- Places to Play
Nintendo Tips
- Red/Blue
- Yellow
- Gold & Silver
- Crystal
- Ruby & Sapphire
- Fire Red & Leaf Green
- Emerald
- SNAP
- Pinball
- TCG cart
- Stadium
- PuPuzzle League
- Pinball: Ruby/Sapphire
- Pokemon Coliseum
- Pokemon Box
- Pokemon Channel
GameBoy Help
- ClownMasters Fixes
- Groudon's Den
- Pokemon of the Week
E-Card Reader FAQ's
- Expedition
- Aquapolis
- Skyridge
- Construction Action Function
- EON Ticket Manual
Deck Garage
- Pokemaster's Pit Stop
- Kyle's Garage
- Ghostly Gengar
Cartoon/Anime
- Episode Listing
- Character Bios
- Movies & Videos
- What's a Pokemon?
- Video List
- DVD List
Featured Articles
Pojo's Toy Box
Books & Videos
Downloads
Advertise With Us
- Sponsors
- Links
Chat
About Us
Contact Us
Magic
Yu-Gi-Oh!
DBZ
Pokemon
Yu Yu Hakusho
NeoPets
HeroClix
Harry Potter
Anime
Vs. System
Megaman
|
|
Pojo's Pokémon Card of the Day
|
|
Lampent #59
Noble Victories
Date Reviewed:
Feb. 1, 2012
Ratings
& Reviews Summary
Modified: 3.25
Limited: 3.33
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
|
Combos With: See Below
|
Baby Mario
2010 UK
National
Seniors
Champion |
Lampent
59/101 (Noble Victories)
I dunno, you go for what
seems like years
without getting a good evolving Stage 1 (not since
Virbrava RR, I think), and
then two appear in the same set. First we had the Energy
accelerating Eelektrik, and now we have this.
Lampent is nowhere near as
good as the Eel, of course, and it’s only going to be
used in Chandelure decks,
rather than as a support Pokémon in its own right. The
great thing about it though, is the way it works so well
with decks built around its evolution.
There’s nothing special about
Lampent at first glance. It’s just an 80 HP
Psychic Stage 1, though it is nice to see that it has
Darkness Weakness instead of being Weak to its own Type.
There isn’t much Dark around at the moment, so that’s a
good thing. The Retreat cost of one is acceptable enough
too.
I think we can safely ignore
Lampent’s second attack. Will-o-Wisp does a
vanilla 30 damage for [P][C],
and is neither good nor interesting. Much, much better
is the first attack: for a single Energy of any Colour,
Luring Light switches out your opponent’s Defending
Pokémon and replaces it for a Benched Pokémon of your
choice. Now I know that doesn’t sound particularly
amazing . . . I mean, don’t we have Pokémon Catcher to
do that job without having to waste an attack? Well,
normally we do . . . but remember that
Chandelure decks almost
always play Vileplume UD and
that means that Catcher is locked out of the game. More
importantly, so is Switch, leaving
Lampent free to drag up high Retreat cost Bench
sitters like Eelektrik or Reuniclus,
or even attacking Pokémon that don’t yet have enough
Energy. That way, Chandelure
is able to spread around damage with Cursed Shadow on
your next turn without being threatened.
So, while Lampent isn’t as
powerful as Eelektrik or as threatening as the old
Virbrava, it does a very
useful job in the deck it was made for. This is the kind
of Stage 1 that most Pokémon
wish they
had. I hope that more of them do in the future.
Rating
Modified: 3 (does good work in a top tier deck)
Limited: 3 (annoyingly disruptive here too)
|
virusyosh |
Happy midweek, Pojo readers! Today
we're reviewing yet another Psychic-type from Noble
Victories, although this one has seen some play as a
lower form in a somewhat popular Modified deck
archetype. Today's Card of the Day is Lampent.
Lampent is a Stage 1 Psychic
Pokemon. As I've said all this week, Mewtwo is really
the benchmark for playable Psychics right now, with Mew
Prime and Gothitelle also seeing some play. However,
Chandelure has recently seen some play as well along
with Vileplume and Tropical Beach as a fairly popular
deck, and this is where Lampent comes in. Lampent has 80
HP, which is average for an evolving Stage 1. Darkness
Weakness is nice in that there aren't very many playable
Darkness-types right now, and it can also hit many of
the Psychic Weak Psychic-types in the format without
getting hit with double damage itself. To round out the
bottom stats, Lampent has no Resistance and a very nice
Retreat Cost of 1.
Lampent has two attacks: Luring
Light and Will-O-Wisp. Luring Light acts like a Pokemon
Catcher for a single Colorless Energy, forcing your
opponent to switch out to a Benched Pokemon of your
choice. While Pokemon Catcher can be used to better
effect when there isn't a Trainer lock, Luring Light is
especially helpful when there is a Vileplume or
Gothitelle in play, as it can get under the Trainer lock
condition. Given this fact, Lampent has a nice niche in
Chandelure/Vileplume variants, as it can match the
disruption Pokemon Catcher provides while still locking
Trainers down.
Will-o-Wisp does a vanilla 30
damage for a Psychic and a Colorless. Totally
uninteresting, and not really useful either.
Modified: 3/5 This particular
Lampent is a very solid choice for a Chandelure build,
as Luring Light fulfills the niche of forcing a switch
while under a Trainer lock. Will-o-wisp is unimpressive,
but really, if you're attacking for damage with a
Lampent in Modified, something's probably gone horribly
wrong anyway.
Limited: 3/5 Lampent can be useful
in Limited depending on what you are building. Luring
Light is a fantastic attack here, as being able to drag
up opposing bench sitters and hit them or stall while
you build up your heavy hitters is really nice.
Will-o-wisp is a weak but solid attack as well. Overall,
if you are playing Psychic and need another line,
running a Lampent or two won't be a bad idea. If you
manage to pull a Chandelure, even better.
|
Mad Mattezhion
Professor Bathurst League Australia |
Lampent (Noble Victories)
This has been a good week for evolving Poke'mon, as
first Elgyem and now Lampent are solid additions to
their evolutionary tree. Unlike Elgyem however, Lampent
already has a powerful evolution so being a useful Stage
1 is a major plus rather than a missed opportunity.
Lampent is another Psychic type, which has some good
energy support and a few in-type options for techs but
currently isn't known for exploting Weakness in other
Poke'mon to make them unplayable. Mewtwo Ex is expected
to change that outlook dramatically, but until then
there are only a few Psychics around and none of them
are insanely popular.
The lamentable 80 HP won't last a single turn in
combat, but fortunately you get a much more acceptable
score when you evolve. The retreat cost is low to match,
and since any Chandelure deck worth its salt is already
running a way to lower the retreat cost of their
Poke'mon it will usually be a non-issue.
Now the reason that Lampent is a cut above most
evolving Stage 1 Poke'mon is that it has a usually
useful and occasionally devastating first attack. Luring
Light follows a long tradition of 'lure' type attacks,
switching one of your opponent's Benched Poke'mon with
their Active for the low cost of [c]. The popularity of
Gust of Wind effects through the history of the game (Poke'mon
Catcher now, Luxray Gl Lv X last season, the older
Torterra Lv X and Metagross LA, the much older Double
Gust, et cetera) gives plenty of examples on how this
attack can be abused, and the current trend of higher
retreat costs coupled with more expensive attacks
relying on energy acceleration means that you usually
have at least one fat, helpless target you can drag up
to buy yourself some time.
Now all of you regular readers already understand
that using an attack to do something is nowhere nears as
good as using a Trainer, Ability or Poke-power/Poke-body
to do the same thing so usually this attack wouldn't be
cause for excitement, especially with Poke'mon Catcher
in abundance and Junk Arm to make sure you are never
short of tricks to play switcheroo with your opponent's
Bench. However, if you are already locked in to use
evolving Poke'mon for your brutal Stage 2 you might as
well get some mileage out of them, especially since the
low damage attacks most of them have used throughout the
history of the game do diddly squat in this format
against common tactics like Outrage, Rocky Helmet and
Eviolite. Not to mention that the redundancy is helpful
for those odd occasions where you aren't lucky enough to
draw Poke'mon Catcher.
Lampent might as well not have a second attack, but
Will-o-Wisp is also printed on the card. Sadly, the cost
of [p][c] is prohibitive when you consider the minimal
HP and the vanilla 30 damage isn't much of an incentive
to choose it over Luring Light. Even in Limited you
won't want to use this attack.
Lampent can be loads of fun when your opponent has
some high-retreat targets in play (Terrakion is a
favourtie and the Tao Dragons are a close second) and
would make a good argument against using Rare Candy if
Memory Berry and Broken Time Space were still in
Modified. Without those nasty cheats however, it is
still a useful middle Stage that will make a lack or
Rare Candies in your opening hand an annoyance instead
of a crisis.
Modified: 3.75 (Luring Light has a lot of synergy
with what Chandelure does to an opponent and can help
with the low survivability as well, so thumbs up for a
supporting lower stage!)
Limited: 4 (if you already have other Psychis like
Elgyem/Beheeyem and Victini in your deck, you could run
this for Luring Light alone nad having Chandelure
somewhere in your Limited deck is even better)
Combos with: Chandelure NV (what else?)
|
|