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Pojo's Pokémon Card of the Day
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Top 15 Ancient Origin Cards
#14 - Machamp EX
- Ancient Origins
Date Reviewed:
August 25, 2015
Ratings
& Reviews Summary
Standard: 3.65
Expanded: 3.38
Limited: 4.00
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
When I first caught sight of
Machamp-EX, I couldn't help but smile a little. To think
that he's been getting so much attention lately - what
with being in Pokken Tournament and now with receiving
his own EX card! And not only is it a neat card - it's
an amazing card!
...well, in its own way.
Like most Pokemon-EX, Machamp-EX
has two attacks to work with, which would in theory deal
180 damage or so. But the way they do it is unique and -
at the same time - fairly risky depending on how you
handle it. First off, there's Steaming Mad, an Outrage-esque
attack that deals twice the amount of damage done to
Machamp onto the opposing Pokemon - and then he gets
Confused. Already though there's a lot to profit off of
Machamp's power here, as if your opponent doesn't KO
him, they're gonna have to deal with a furious
counterpunch!
And then there's Crazy Hammer,
which deals 80 damage at first followed up by another 80
damage if Machamp-EX is affected by a Special Condition,
and then the attack removes the Special Condition.
Here's the thing about that Special Condition though:
there aren't that many that guarantee you can still
attack. Sleep and Paralyzed keep you from attacking at
all, so they're no good, and Confusion (which can be
self-inflicted via Steaming Mad) ends up with a 50/50
shot of hitting in the first place. The only reliable
ones that you can use are Burn (which does that even
exist anymore in this game?) and Poison, and there
aren't many cards that deal yourself Poison.
...well, at least, not before. In
Expanded, Machamp-EX can make foes hesitate to play
their HTL, and combining his powers with stuff like
Strong Energy and Fighting Stadium will wildly benefit
his plays. His major strength in being a Fighting type
is also a bit of a major flaw, since the main
Fighting-type acceleration is currently Landorus (FUF).
So it's gonna be a little tough - but Machamp-EX? He's
tough too.
He'll prolly get his own deck for a
bit, and he'll definitely be a good card to have around,
so watch out - or else Machamp-EX will be Steaming Mad
and Crazy Hammer your face off!!
Rating
Standard: 3.5/5 (powerful attacks
that work well together, though Confusion's not the best
Status to have, and Fighting acceleration's a little
slow)
Expanded: 3.5/5 (prolly about the
same here, there wasn't much Fighting
support/acceleration pre-XY)
Limited: 4.5/5 (Steaming Mad can
potential OHKO anything, and if it won't, Crazy Hammer
will)
Arora Notealus: OH YEAHHHHHHHHHHH,
I'M BRINGING A WORLD OF PAIN TO YA, YOU KNOW WHAT I'M
SAYING?! HOO HAH HOOOOOOOOOOOOOOOO!!
...*er-hem* Macho Madness, oh yeah
it's Macho Madness.
Nexxt Time: A goliath among Pokemon
descends!!
|
Otaku |
Before we get to our fourth runner up a.k.a. 14th place
card, a quick note. First, my review for
yesterday’s CotD
has now been posted. Sorry folks; I grew complacent
thinking I was on schedule which means of course I fell
behind. Second, there were several CotD reviews of mine
that never went up since the previous set because I
hadn’t finished them in time. They should either be
posted as of this review or about to go up later today:
feel free to go back and read
any
or
all
of
said
reviews.
Of course the main reason for finishing them now is a
matter of posterity… and because I’m obsessive. Pojo is
willing to post them so I went ahead and finish them.
Now though it is time to pump *clap* you up with
today’s CotD: Machamp-EX (XY: Ancient Origins
37/98; 90/98). As you can tell at a glance, it is a
Fighting-Type Pokémon-EX. Being a Fighting-Type is
pretty great; many Colorless-Types and most Darkness-
and Lightning-Types are Fighting Weak, often giving you
a huge edge over them. The Type enjoys perhaps the
overall best support in the game right now with their
own personal Stadium (Fighting Stadium), Energy (Strong
Energy), Pokémon Tool (Focus Sash) and not
one but two Supporters (Korrina and Maxie’s
Hidden Ball Trick). Not all of those are “must
runs” but even the lesser ones are nice to have… and
there is more as there are cards like Scorched Earth
that work with either basic Fighting Energy or
Fire Energy to draw two cards as indirect support.
The Fighting-Type is one of the more commonly Resisted
(though “no Resistance” is even more common) and there
are a few “anti-Fighting” cards floating around but…
they are pretty easy to forget and not all that
effective. Being a Pokémon-EX is normally just
guaranteed drawbacks (gives up an extra Prize,
“anti-Pokémon-EX” cards plus those that just won’t work
for Pokémon-EX) with the potential to have significantly
better attributes and/or effects but as Machamp
are normally Stage 2 Pokémon, Machamp-EX
instantly benefits by being a Basic Pokémon.
It also didn’t get shafted in the HP department as it
has the 180 HP that is the higher of the two more common
values (the lower is 170). Nothing is safe from a OHKO
but 180 is about as good as it get without Mega Evolving
(there are a few exceptions like Wailord-EX which
have more). Machamp-EX will probably survive a
hit, though besides the harder hitting decks its
Weakness is a serious concern: Psychic. Mewtwo-EX
should be rotating: I haven’t yet heard whether or not
the reported re-release was a full fledged reprint or
just older product being released again. In Expanded it
will be a serious concern given how likely it is to
score a OHKO for a minimal investment. Unless you’re
dealing with the Psychic-Types that have intentionally
low damage attacks (usually because they’ve got an
awesome Ability or because they don’t see much play), it
will likely be brutal. The lack of Resistance is so
common that while I am kind of disappointed, it doesn’t
really detract from the card: Resistance isn’t exactly a
strong mechanic anyway as it is probably still more or
less “balanced” unlike Weakness. The Retreat Cost of
three is chunky. In Expanded it would make Heavy
Ball an option, but the main thing is you’ll need to
build your deck with alternatives to retreating at full
cost; either reducing it, bypassing it entirely or being
able to tank.
Machamp-EX
has two attacks. The first (Steaming Mad) requires [FC]
to hit for 20 damage per damage counter on Machamp-EX
itself… after which point Machamp-EX is Confused.
The second (Crazy Hammer) requires [FFC] to hit for 80
plus another 80 if Machamp-EX is affected
by a Special Condition, and after which all Special
Conditions on Machamp-EX are removed. It can
take some time to set-up for either attack, but the end
result can be quite potent; as low as nothing or
as high as 340 damage before other effects with Steaming
Mad and while 80 for three isn’t too hot 160 for three
is. Steaming Mad Confusing Machamp-EX is likely
intended to set up for Crazy Hammer, but as you’re not
getting much unless you use Steaming Mad after
Machamp-EX has at least three damage counters on it
(and preferably when he has more like nine), Machamp-EX
is unlikely to survive a turn to have to even worry
about Confusion. Which is good because while Crazy
Hammer can hit crazy hard, of the five Special
Conditions, two prevent attacking at all (Paralysis and
Sleep) and one leaves you with a 50% chance of failure
(Confusion). Only Burn and Poison won’t affect the
capacity of Machamp-EX to attack.
Conveniently this leads to the exact combo for
Machamp-EX: Ariados (XY: Ancient Origins
6/98). It is a Stage 1 with an Ability (Poisonous Nest)
allowing it to Poison both non-Grass-Type Active
Pokémon. So unless the opposing Active is a Grass-Type,
you have an easy combo to deliver 140/160/320
(Resistant/Neutral/Weak to Fighting) damage plus a
damage counter of Poison. Muscle Band can be
tacked onto that, or you could use Focus Sash so
that your opponent is forced to hold back a bit when
attacking if they can’t neutralize its effect.
Otherwise what would have been a OHKO sets up for a
full power Steaming Mad. Against Grass-Types, that may
have to be the plan unless you pack an alternate
attacker. I expect this to see some play (maybe even
some success) in Standard, maybe in Expanded as well;
Mew-EX and Mewtwo-EX are a an additional
threat in Expanded. In Limited play, I’m not sure if I
would take the risk and run it as my only Basic Pokémon
(a +39 deck - Limited decks are only 40 cards).
Steaming Mad Confuses you but that is the only way
apart from your opponent inflicted a Special Condition
on Machamp-EX to get the full damage from Crazy
Hammer, and while Steaming Mad can Confuse you to get
the bonus from Crazy Hammer, you’ve got a 50% chance of
your attack just placing three damage counters on
Machamp-EX itself. In a “normal” Limited deck with
mostly basic Fighting Energy though it could be a
tremendous asset.
Ratings
Standard:
3.5/5
Expanded:
3.25/5
Limited:
4/5
Summary:
Machamp-EX has a strong but not perfect combo to
build a deck around. With Fighting-Type support helping
it out, I think it will enjoy some success, but I’m not
confident enough to assume it will become one of the top
decks. Should be a nice option though. On my own list,
Machamp-EX also made the Top 15 as the 13th place
finisher, so 14th place seems accurate.
|
Emma Starr |
Today we introduce Machamp EX, a contender who is
literally mad enough to try and hold his own against all
of the crazy EXs and Megas. Can he do it? Let’s watch
the action unfold!
With 180 HP, he’s on the slightly bulkier side of EXness,
by having 10 more than some EXs. Psychic Pokemon can
take him down quickly, though thankfully for him, Mewtwo
EX will be forced out of the ring soon. With a Retreat
Cost of here though, he’s most likely going to have to
stay in the match until the bitter en(FuF 46d, unless he
has some other source to help him escape.
His first attack is a brutal and risky one! Steaming Mad
costs one Fighting and one Colorless Energy, and does 2
times the amount of damage counters he has received.
While sounding alright so far, there is one big risk in
this attack – Machamp EX becomes confused. So, you
attacks will now be crippled into having only a 50%
success rate; if the coin lands on tails, and you will
also do 3 damage to yourself, to add insult to injury.
What’s further counter-productive about this attack is
that it costs two Energy, so you’ll most likely be using
this before the other attack, which means Machamp EX may
not have enough damage yet to fully take advantage of
this attack. On the plus side however, using this attack
before the next does carry some very nice rewards, if
you’re gutsy enough to try it…
His second attack, Crazy Hammer, does 80 damage for two
Fighting and a Colorless, but if Machamp EX is affected
by a Status Condition, such as say...Confusion, it does
a crazy 160 damage, which is enough to OHKO any EX if
Machamp EX is equipped with a Muscle Band (barring
Wailord) in one single hit! Sure, there is the 50%
chance of failure and 30 damage of recoil with the
strategy of using Steaming Mad, then Crazy Hammer, but
with such potential power, it’s a good thing it is
nerfed to this extent. It’s also worth remembering that
said Confusion will be cured once this attack is
successfully used.
A couple of other things I thought were worth noting
were that you could just try to get Machamp EX hit with
a Hypnotoxic Laser instead, while not bothering with
using Steaming Mad at all, but most of the time, your
opponent will probably not want to risk doing this in
the first place. Also, you could substitute Muscle Band
for Strong Energy if you wanted, though Strong Energy
will take up one of your four Special Energy spots, but
since you’re most likely running Fighting types in a
deck with Machamp EX in it, Strong Energy would most
likely be your best bet for Fighting decks anyway.
Ironically, a bench-sitting Machamp (FuF 46) could also
help fulfill this role. Finally, there is a devastating
combo to be had if you have Ariados (AO 6) on your bench
- use it to Poison Machamp and the opposing Pokemon. The
best part? You can use this repeatedly, once per turn! I
can see lots of evil, devastating destruction sprees
happening with this one already!
Modified: 3.9/5 (I almost want to score this higher, but
to use Machamp EX most effectively, you still need
Ariados to be on the bench, and Ariados is a Stage 1
Pokemon, so not the quickest setup, but well worth it if
you can make the pieces work!)
Limited: 3.5/5 (No access to Strong Energy, the other
Machamp, or Muscle Band is a real bummer...but that
strength is still impressive, along with the Ariados
combo still being possible.)
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