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Pojo's Pokémon Card of the Day
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Alolan Golem
- S&M: Guardians Rising
- #GRI 42
Date Reviewed:
July 24, 2017
Ratings
& Reviews Summary
Standard: 1.63
Expanded: 1.75
Limited: 3.00
Ratings are based
on a 1 to 5 scale.
1 being horrible.
3 ... average. 5 is awesome.
Back to the main COTD
Page
|
aroramage |
Alolan Golem just wants to WRECK
YOUR FACE!!
And he's got two majorly expensive
attacks to do it with. What a weighty contender.
Electromagnetic Rock Wrecker (a mouthful in and of
itself) costs 3 Energy and makes you flip a coin for
every Electric Energy attached to him, dealing 80 damage
for every heads. So generally speaking, let's run some
probabilities (based on 3 Energy):
0/3 Heads - 1/8 = 12.5%
1/3 Head - 3/8 = 37.5%
2/3 Heads - 3/8 = 37.5%
3/3 Heads - 1/8 = 12.5%
So assuming you have about 3
Electric Energy on Alolan Golem, you're more likely
gonna be hitting somewhere between 1 and 2 Heads most of
the time, based on the outcomes and the general
probability of landing on these outcomes. Remember that
every additional coin after the first will double the
number of potential results, so having 4 Electric Energy
doubles the 8 possible outcomes to 16, giving you even
bigger numbers but giving you a higher chance of landing
2 Heads. And given the output of this move, 2 Heads =
160 damage, which is enough to OHKO most non-EX/GX
Pokemon, and even then it's not more than a Choice Band
that lets you OHKO the basic-EX/GX. That said, this move
is unreliable, since it does involve coin flips, so keep
that in mind.
His other move is much more
consistent, Heavy Slam. In fact, it's a powerful move in
its own right, hitting 4-for-200. However, there is a
slight catch - it loses 30 damage for every point in the
Retreat Cost of an opposing Pokemon. For instance, if
you were to run Alolan Golem into a copy of itself, the
output of Heavy Slam gets reduced to only 80 damage due
to the 4-Energy Retreat Cost he has. So while Heavy Slam
is reliable for actually putting out damage, it's not
always the best option in terms of dealing it. At the
very least, Choice Band can make up for the loss of one
Energy, but beyond that, it's a hope and a prayer to get
it to do more than maybe 2HKO.
Alolan Golem may not end up
anywhere near the competitive scene, but he is
definitely a powerhouse in and of himself. Be wary of
his presence in casual play!
Rating
Standard: 2/5 (he's a bit slow and
heavy, but he sure is powerful)
Expanded: 2/5 (it's just a shame
that his moves are dictated by chance and circumstance)
Limited: 3.5/5 (but I wouldn't
count him out just for that alone)
Arora Notealus: Alolan Golem is
probably one of the more unusual Alolan forms. I mean, I
know I'm talking about a generation that gave us Dugtrio
with hair, but Golem got a mustache and a massive magnet
on his back as compared to...being a boulder with limbs.
It's pretty crazy, no?
Next Time: Electrifying, isn't it?
Prepare for all these lightning-fast puns!
|
21times |
Alolan Golem
(Guardians Rising, 42/145) comes into the meta in
the Guardians Rising expansion set.
A 160 HP, Stage 2 Electric Pokemon, it has two
attacks.
Electromagnetic
Rock Wrecker – maybe the longest name ever for an
attack – for a Lightning and two Colorless energy does
variable damage based on the number of heads flipped.
You flip for each Lightning energy attached to
Golem, and for
each heads flipped, you do eighty damage.
Paired with
Victini (Guardians Rising, 10/145), you’ll
usually do at least 160 damage.
Heavy Slam,
for a Lightning and three Colorless energy, does two
hundred base damage less thirty for each energy the
opposing Pokemon has in its retreat cost.
Unfortunately, I did not have
any success at all with
Alolan Golem.
I had trouble getting it set up and getting
enough energy attached.
I used
Electrode (Evolutions, 40/108) to help
accelerate energy attachment.
I had never used
Electrode
before, I really disdained the idea of giving my
opponent a free prize card.
I know that if you imagine that
Golem were
really an EX Pokemon, using
Electrode is
basically the same thing, but then
Golem becomes
a 160 HP two prize Pokemon, and there are a LOT of
Pokemon running around in today’s game that can hit 160
with a single attack.
Plus, it seemed like I would get one
Golem set up,
get off a good attack, and then it would get KO’d and I
just couldn’t get another one powered up quickly enough.
And it has good attacks – I did
240 with
Electromagnetic Rock Wrecker and
Heavy Slam
will one shot a
Greninja Break (Breakpoint, 41/122) or a
Tapu Lele GX (Guardians
Rising, 60/145).
I just had trouble getting one out and powered
up, and then after that one got KO’d I had nothing to
follow.
Rating
Standard: 1.5 out of 5
Conclusion
I had thought
Golem might at least be semi-competitive, but I lost all eight
matches I played with it.
It’s just too hard to get it powered up and takes
too long to get multiple
Golems
evolved.
|
Otaku |
Alolan Golem
(SM: Guardians Rising 42/145) is our subject
today, but since it has to Evolve from Aolan Geodude
(SM: Guardians Rising 10/145) and Alolan
Graveler (SM: Guardians Rising 11/145) -
unless you use Rare Candy - I’ll start by
covering what is common to all of them: all are
Lightning-Type Pokémon with Fighting Weakness, Metal
Resistance, and a total lack of Abilities. Being a
Lightning-Type doesn’t strike me as a major benefit
right now, but it isn’t a problem, either;
solid-to-large amounts of Weakness of Weakness depending
upon the metagame, Resistance only on some BW-era
Fighting-Types, and only some so-so anti-Type based
effects. Type support sees a few good attackers,
Bench-sitters (including some Energy shenanigans) but
nothing standout that is just for them, especially
in Standard. Fighting Weakness should be
one of the worst, as they tend to specialize in hitting
hard, hitting fast, and stacking damage bonuses as the
icing on the cake, but they don’t seem to be showing up
in the top cuts. Metal Resistance is appreciated;
it won’t often come in handy, but at least it is better
than nothing. After that, these start to
diversify.
Alolan Geodude
is a 70 HP Basic Pokémon with a Retreat Cost of [CC], as
well as the attacks “Rock Polish” and “Rollout”.
The former costs [0] and wipes out the Retreat Cost of
“this Pokémon” during your next turn, while the latter
costs [LCC] and does 40 damage. Being a basic is
the best. 70 HP is fairly likely to be OHKO’d, but
we’ve seen worse still work. That Retreat Cost is
higher like we’d expect, but still plausible to pay once
or twice before it really starts hurting. Rock
Polish might help except you’re using an attack
so you’ve got to wait a turn to try and actually follow
through and your opponent has a turn to KO
Alolan Geodude or use Pokémon Ranger to
cancel out the effect. Rollout should do a little
over twice the damage it does for the asking price, and
attacking for damage is usually a waste for a
twice-Evolving-Basic, but it is (sadly) better than many
such Pokémon. Alolan Graveler is a Stage 1 that
jumps up to 110 HP with a Retreat Cost of [CCCC].
Its first attack is “Thunder Punch” for [LCC], doing 50
damage plus a coin flip: “heads” means a +20 damage
bonus when hitting the opponent’s Active, “tails” means
20 damage to itself. [LLLC] pays for “Electrobullet”,
which does 80 damage to the opponent’s Active plus 20
damage to the opposing Benched Pokémon of your choice.
The HP is a step in the right direction, as I keep
saying Evolving Stage 1 Pokémon need more HP, though
we’ll soon see why this isn’t that impressive (besides
still being a somewhat likely OHKO). The massive
Retreat Cost is not something you want to pay.
Unfortunately, the attacks are also not something
you want to waste time using, so only pack this in case
Item lock or bad draws prevent you from utilizing
Rare Candy.
Alolan Golem
is a Stage 2 Pokémon with 160 HP, also with a Retreat
Cost of [CCCC]. For [LCC] it can use the attack
“Electromagnetic Rock Wrecker” to flip a coin for each
[L] Energy attached to it, doing 80 damage per “heads”
(nothing for each “tails”). [LCCC] pays for “Heavy
Slam”, which does 200 damage less for each [C] in the
Retreat Cost of the opponent’s Active Pokémon.
Being a Stage 2 can be quite the drag; extra time and
resource requirements mean only a few Stages are less
effective right now. 160 HP is beefy, even for a Stage
2, but remember even larger amounts aren’t safe and more
Pokémon are capable of hitting that number (or more)
with a single attack. It also shows why the
sort-of-high HP on the Basic and Stage 1 aren’t that
impressive; the short version of my lecture is that they
need to start looking at the HP the final Stage has,
then subtract just 20 or 30 HP to get the next lower
Stage. The Retreat Cost is still bad, so let’s
move onto the attacks. The [C] Energy requirements
in the first attack are mostly a waste; you’ll want most
or all [L] Energy attached to use the attack, though if
you can stomach the coin flips the damage return seems
adequate. Heavy Slam takes advantage of the
popularity of low Retreat Cost and/or Float Stone
equipped Pokémon, as 200-for-four (and it’s even mostly
[C] requirements) is good. In fact, the damage
return (for the Energy) only gets bad against
Pokémon with Retreat Costs of [CCCC] or more. So
is this enough to build a deck around this card?
Only for fun in
Standard or Expanded, probably the latter where
something like Eelektrik (BW: Noble Victories
40/101) is available. I say “for fun” because
there are better options for Lightning-Type attackers in
either Format, even if they aren’t currently seeing a
lot of play. Provided you can pull the entire line
and enough Pokémon that can make use of Lightning
Energy and are fortunate enough to get Alolan
Golem out in a timely manner, this can be rather
fierce.
Ratings
Standard:
1.5/5
Expanded:
1.75/5
Limited:
3.5/5
Conclusion
Alolan Golem
is less of a wreck than I expected, but unless we get a
way to force a free Retreat on the opponent’s Active
and some better Energy acceleration to use with it,
I don’t think it will prove competitive. Correction,
a better Energy acceleration that also doesn’t work
better elsewhere. At a glance, though, I thought
it looked even worse than this, so I’m actually feeling
a tad optimistic.
|
Vince |
Today, we’re
looking at Alolan Golem from the Guardians Rising set.
The typing is interesting to me; I think Alolan Golem
(the evolutionary line) is the only Pokemon with the
Rock/Electric typing in the games. For the TCG,
however, Alolan Golem is a Lightning type. So
let’s see what Golem has to offer.
Wow, these attacks
are expensive and unreliable! Electromagnetic Rock
Wrecker (what a long name) requires you to flip a number
of coins based on how many Lightning energies attached
to this Pokemon and it does 80 damage for each heads.
At a minimum of three Lightning energy and successful
coin flips, you could do 240 damage, almost enough to
OHKO anything in the game! Victory Star Victini can help
you improve coin flips, but you could still fail.
Heavy Slam does 200 damage, which would be good, except
that it does 30 less damage for each colorless energy in
the opponent’s active retreat cost. Because the
retreat cost varies between zero to four, it could turn
from being great (200 damage) to being terrible (80
damage).
These attacks seem
tempting, but I don’t think I’ll be able to consistently
pull these attacks off in an actual tournament.
Ratings:
Standard: 1.5/5
(nope)
Expanded: 1.5/5
(nope)
Limited: 2/5
(probably safer to try these attacks there in a limited
format)
Coming Up:
Electric lizard is here!
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