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Pojo's Pokémon Card of the Day
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Pangoro
- XY50 Promo
Date Reviewed:
May 28, 2015
Ratings
& Reviews Summary
Standard: 2.55
Expanded: 2.55
Limited: N/A
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
Baby Mario
2010 UK
National
Seniors
Champion |
Pangoro
(Promo)
There’s a lot to like about this
Pangoro: not least the fact that he is a Fighting
Type. This gives him access to all that lovely support,
especially Korrina for
search and Strong Energy and Fighting Stadium for damage
boosting.
I think the way that the Benevolent Boss Ability
increases his relatively low HP too. With a conventional
full Bench, he boasts more than Basic EXs with his 200
HP. Throw a Sky Field into the mix and he can have 260!
Even Colourless Mega Rayquaza
can’t OHKO that! As for that underwhelming 80 damage
attack, that can be increased to a respectable level
with the aforementioned damage boosting cards (and/or by
getting him Poisoned or
Burned).
In theory, Pangoro could be
a reasonably hard-hitting non-EX tank, and that would be
a very nice thing to have. In practice, the three Energy
cost of Crazy Knuckle makes him very difficult to use,
as Fighting’s options for Energy acceleration are pretty
poor. Then there is the problem
Pangoro has with Ability lock cards: turn off
Benevolent Boss with an Active
Wobbuffet or Benched
Garbodor LTR, and he will be KO’d if he has 10 or
more damage counters on him.
I don’t think Pangoro is an
especially competitive card, but at least they tried to
make him fun and interesting, and you can’t often say
that about Promos.
Rating
Modified: 2.5
Expanded: 2.5
Limited: N/A
|
aroramage |
Ahhh yeah, my favorite brawling
panda bear - Pangoro! And this one's a Fighting-type!
Does this mean we get to have a great and powerful ally
in everyone's favorite powerhouse panda?
...what? It's a promo? Oh...
Well, let's not get our hopes too
high then. Even so, Pangoro's got some interesting kicks
about him. His attack does cost 3, but Crazy Knuckle
deals a solid 80 damage - just like Regirock's Stone
Edge from yesterday, only cheaper! Coincidentally, it
ALSO has the option to add 40 damage, only instead of a
coin toss, it's whether or not Pangoro is affected by a
Special Condition - aka Paralyzed, Poisoned, Burned,
Confused, or Asleep. Two of those you can't even attack
in, so that just leaves Poisoned/Burned/Confused. For a
while, Poison has been a big part of the game, but given
what the rotation's gonna take out, HTL may not be in
the game outside of Expanded - which means this attack
is going to become less reliable.
That's okay though, since Pangoro's
not that tough anyway. He's only got 100 HP...or does
he? Curiously enough, Pangoro has an Ability that boosts
his HP based on the total number of Benched Pokemon!
With that in mind, Pangoro can have up to 200 HP in
health - or rather 260 HP including Sky Field benefits!
That's even more than Wailord-EX!! Combine that with
some support from the Bench, and you've got a powerful
Pokemon to lay the smack down!
Only...there's a Pokemon out there,
I don't know if you guys have heard about him, but he's
called Garbodor, and he shuts down Abilities. Which
would make Pangoro a mere 100 HP again with an okay
attack...yikes. Maybe rotation will actually help
Pangoro be better, but as of this time, he's just a
little...well, less than what we'd hope for.
Rating
Standard: 2.5/5 (his Ability
combined with Sky Field makes him extremely bulky, but
Garbodor just shuts it down easy)
Expanded: 2.5/5 (on the bright
side, at least he's got a lot of Fighting support, so
maybe he won't do too bad)
Limited: N/A (again, promo, so not
actually part of a set...hmm)
Arora Notealus: Promo cards aren't
used in Limited, and with rare exceptions they're not
really used in Standard/Expanded. What about a format
that strictly uses promos and any cards that could get
you to use those promos, like running Pancham to evolve
into Pangoro?...then again, the selection would be
EXTREMELY limited, so you'd have to include some cards
from outside the promos to make it work...that or you
just need better promos.
Next Time: Maybe this guy can tell
me if the set after this is going to bring disaster. *kracka-thoom*
|
Emma Starr |
Today’s card is Pangoro, is the
evolution of the once teddy-like Pancham. As such, being
a Stage 1 is never ideal, especially when you carry a
frail 100 HP. Psychic weakness isn’t too bad, though
with Gallade EX popping up now, he could have some more
threats to worry about. Not that he’d survive too long
otherwise, anyway. Unless, however, you make use of his
ability.
So his Ability to be Bossy gives him 20 HP for each of
your benched Pokémon, which COULD give him a max of 100
more HP, capping him at an actually very nice 200 HP!
But wait! Sky Field exists! If you happen to have 8
Pokémon on your bench, you can boost this guy to a
ridiculous 260 HP!! This can even surpass Wailord EX!
And he can’t have a worse attack then Wailord EX, can
he? You’re correct! But it’s still pretty average.
Crazy Knuckle does 80 for two Fighting Energy, and one
colorless. If it’s affected by a special condition
though, it gets boosted to 120. Not too crazy, but with
the possible amount of HP you can give him, he can
probably use it quite a few times. Although this affect
might make your opponent think twice before afflicting
it with a Status, you can still definitely do a reliable
80, which you can bump up to 100 if you attach a Strong
Energy to it, along with bumping him up 120 if you
attach two, and so on. With Sky Stadium, I think you
could possibly make this guy work, but be prepared to do
some serious setting up first.
Standard: 2.65/5 (With Sky Field, they couldn’t have
picked a better time to release this card. But to make
him work to his fullest potential, you’ll have to get
Sky Stadium in play, evolve Pancham, get a whole bunch
of basics in your bench, etc.)
Expanded: 2.65/5
Limited: nope.jpg
|
Otaku |
Today we’ll be
looking at another promo available by purchasing the the
three-booster-pack blister for XY: Roaring Skies:
Pangoro (XY Black Star Promos XY50). It
is a Fighting-Type, allowing it to tap the most
excellent Fighting-Type support and a Stage 1, making it
harder to use than a Basic but still manageable. Pangoro
has 100 HP, which is low and within OHKO range for a lot
of decks, but we’ll see why that is a bit deceiving
later on. Psychic Weakness is dangerous; you’ve got
Mewtwo-EX, Night March decks, and a few others that
will simply wreck Pangoro thanks to that
Weakness. No Resistance is the worst but it is also the
norm, so I don’t consider it a detriment to the card.
The Retreat Cost of [CCC] is a drawback, but not too
major; this format already provides incentive to include
the means to change out your Active with ease, either by
lowering Retreat Costs, bypassing manually retreating or
some combination of the two. It does make the card a
legal Heavy Ball target in Expanded. Pangoro
has an Ability and an attack. The Ability is Benevolent
Boss, which grants it +20 HP per Pokémon on your Bench,
but only while Pangoro is Active. Its attack is
Crazy Knuckle, which requires [FFC] and hits for 80,
plus another 40 if Pangoro is affected by a
Special Condition.
Benevolent Boss
creates an almost paradoxical situation; a “glass tank”.
That doesn’t make sense of course; a “glass cannon”
(when used in the context of this game) is something
that hits really hard but is easy to KO. Pangoro
doesn’t hit overly hard, but instead while conditions
are right can reach staggeringly high amounts of HP,
but if Abilities go down or it is forced to the
Bench, its HP drops to normal… which can result in it
suddenly being KOed if it had more damage counters on it
than its printed maximum HP. Normally Pangoro
would top out at 200 HP (100 over what is printed), but
with Sky Field in play you can have an 8 Pokémon
Bench instead of the usual five, propelling it upwards
of 260 HP, more than even Wailord-EX has… at
least printed. Crazy Knuckle has a tempting clause to
Activate in that hitting for 120 for three is actually
good, the possible foundation for a OHKO and a good
2HKO. Unfortunately out of the five Special Conditions,
two (Paralysis and Sleep) will keep Pangoro from
attacking at all, one (Confusion) forces you to flip a
coin to see if your attack works as normal or if instead
it places three damage counters on the attacker while
the last two (Burn and Poison) are going to slowly
damage Pangoro (unless he gets very lucky with
the flips for Burn).
Unless you want
to put it into play via Maxie’s Hidden Ball Trick,
then you’ll need a Pancham. Your options are
XY: Furious Fists 59/111 and XY: Furious Fists
60/111. Both are Basic Fighting-Types with Psychic
Weakness, no Resistance, no Abilities and no Ancient
Traits. XY: Furious Fists 59/111 has 60 HP, a
Retreat Cost of [C] and two attacks: for [C]
Bad-Influence Evolution allows you to search for a card
that Evolves from Pancham and Evolve into it,
but only if you have a Darkness-Type Pokémon in play
as well. For [FCC] it has Confront for 30 damage. XY:
Furious Fists 60/111 has 70 HP with a Retreat Cost
of [CC] and just one attack. For [CC] it can use Comet
Punch for four coin flips, each good for 10 points of
damage per “heads”. Neither of these is thrilling,
though XY: Furious Fists 59/111 is trying since
it can speed up Evolution. Unfortunately for it, we are
Evolving into a Fighting-Type so unless someone comes up
with a deck that runs other Darkness-Types alongside
this Pangoro, we’ll go with XY: Furious Fists
60/111 for the 10 more HP. There is just one other
Pangoro: XY: Furious Fists 68/111; it is a
Darkness-Type Stage 1 with 120 HP, Fighting Weakness,
Psychic Resistance, Retreat Cost [CCC], no Abilities, no
Ancient Traits and two attacks. For [DC] Clobber lets
you hit for 30, plus another 40 if you discard an Item
from your hand. [DCC] allows Hammer Arm for 80 damage
plus discarding the top card of your opponent’s deck.
We’ve looked at this card
before, where it seemed wanting though not
totally without hope… but it doesn’t look like it really
would fit in here.
The reason
being is that you need a Bench that helps Pangoro
stay bulked up, and its counterpart doesn’t do that. So
what does? Pokémon with Ω Omega Barrier. Thanks to
yesterday’s card, we now have two different
Fighting-Types with the trait: Regirock (XY
Black Star Promo XY49) and Primal Groudon-EX.
Electrike (XY: Primal Clash 60/160) could
provide another if you wanted to make sure you had a
fall back for some being Prized. These Pokémon can only
be forced up via Escape Rope (that force the
Active to the Bench instead of forcing something on the
Bench into the Active spot), attacks and Abilities.
Sounds like a lot of potential counters, but none are
universally played (though if a Pangoro deck
ended up performing well enough, Escape Rope
could be). Unfortunately it is a lot to work
into a deck (even just sticking to the Fighting-Types.
Alternatively, and this is getting “out there”, you
could use Umbreon (BW: Plasma Freeze
64/116) and Team Plasma Badge. Yeah, this
strategy so far has to my knowledge always proven to be
a dud and with Item lock so potent I wouldn’t want to
rely on it, but Umbreon [Plasma] would not only
allow your maximum HP to reach a staggering 340 but it
means upwards of +80 that won’t go away when Benched.
It also means you could tap additional Team Plasma
support as well… but anything that shuts off Abilities
still cancels out all the extra HP, with Item lock
preventing the combo and Item discarding effects also
shutting it down.
So while there
are things you can do with this in Standard and
Expanded, it is unlikely to reach the level of
“competitive” deck. Fun deck, yes, but not competitive.
This would be a good card for Limited play… except as a
promo it isn’t in a set. In Limited play most of the
things that make it hard to keep the Ability working
aren’t reliably available. Neither are the cards that
would make it “too” good either.
Ratings
Standard: 2/5
Expanded: 2.05/5
Limited: N/A
Summary: For Standard and Expanded play,
Pangoro is just a little too vulnerable. It gets a
very slight boost from Heavy Ball in Expanded,
hence the slight boost to the score. It does serve as a
useful, textbook example of why having incredibly
powerful cards supposedly keep each other in check
doesn’t work: collateral damage. Pretty much everything
I listed above has defenders explaining that they are
“necessary” to balance out other top cards… but those
still see ample play while things like this go from
potential stars to “fun deck” status. Still even with
all of this, it could be a functional fun deck, the one
that will stomp you if you don’t remember how to handle
it (or just get a bad opening hand) during the first few
rounds of a tournament.
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