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Pojo's Pokémon Card of the Day
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Toxapex-GX
- S&M: Guardians Rising
Date Reviewed:
June 13, 2017
Ratings
& Reviews Summary
Standard: 2.13
Expanded: 2.80
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
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aroramage |
Toxapex is one of those strange
Pokemon you can probably go through the game without
ever really running into, but then when you do find it,
it showcases its interesting potential. Similarly, I
think that Toxapex-GX is a strange card that you
probably won't run into very often, but it has some
potential with its attacks that aren't quite there yet.
His first attack, Spike Cannon, is
incredibly flippy. For 1 Energy, he flips 4 coins and
does 30 damage for every heads. On average, you are
hitting for about 60 damage, which is pretty good for 1
Energy. Granted, at times you'll hit for 120 and others
you won't hit at all, but on average, the attack's not
too bad. Its consistency is probably its biggest
downfall, but then you've got cards like the new
Fliptini to offset things into a potentially more
favorable outcome for yourself.
Then you get to Super Intense
Poison. It costs 3 Energy - all Psychic Energy too - and
doesn't do any damage, but instead Poisons the opposing
Pokemon. Now if it weren't for the extra text, this
attacks would be absolute nonsense, but since Toxapex-GX
is, well, a GX, and his attack costs 3 Energy with no
damage, that extra text is absolutely crucial. Basically
any Pokemon hit with this attack gets Poisoned and takes
10 DAMAGE COUNTERS - 100 DAMAGE - between each player's
turn. By the time it gets to your turn again, your
opponent's Pokemon is either KO'd or well within range
to get KO'd by Spike Cannon - if not by the Poison on
the next pass. So without something to counter the
Poison, this move can cause a lot of problems.
Then there's Total Shelter GX,
which deals 3-for-150 and prevents your opponent's
attacks from hurting Toxapex-GX - even damage-wise - on
their next turn. It's a pretty powerful move for sure,
so it's understandable that they limited its usage...but
it also feels like a waste as a GX move. At 150, you
might as well just use Spike Cannon, which is
questionable anyway, rather than Super Intense Poison to
finish off opponents. Then there's comparing it to other
GX moves, and it doesn't seem that impressive to use
once.
And then we get to the Switches.
Yes, the bane of all Status Conditions. And also,
probably Toxapex-GX's GX move. If your opponent Switches
their Pokemon hit by Super Intense Poison around,
they'll only take the 100 damage from the first pass -
still a hefty amount, but obviously not super-ideal, and
it takes away the Poisoning as well. Then there's the
idea of Total Shelter GX - if they use something like
Lysandre to switch your Pokemon around, then Toxapex-GX's
once-per-game move becomes useless...outside of the 150
damage you've dealt.
Keeping in mind though that while
Toxapex-GX has powerful moves, they can be played
around, and those moments can be the difference between
victory and defeat with this guy. Still, if Poison
becomes a particularly dangerous Status condition - like
it did in the days of HTL and Virbank - then Toxapex-GX
could have a chance to shine. After all, I'm pretty sure
his Poisoning is the most powerful Poisoning out all of
them.
Rating
Standard: 2.5/5 (I think there's
some potential for Toxapex-GX)
Expanded: 3/5 (just...not quite
right now)
Limited: 4.5/5 (not to mention I
don't think his GX attack is that super amazing either)
Arora Notealus: Toxapex-GX is an
interesting addition to the GX line-up, but I think
there could've been more done with him. I do think Super
Intense Poison is pretty...well, intense, but it
could've been really built on in the same way his non-GX
version from Sun and Moon was able to center itself
around Poison. Granted, it's hard to situate yourself
around a particular Status Condition without opening
yourself up to the weakness of Switching around with
things like Solgaleo-GX or Zoroark around, but it'd be
something.
Next Time: Time to get charged with
another GX!!
|
Otaku |
Toxapex-GX
(SM: Guardians Rising 57/145, 136/145, 154/145)
is our next runner-up to our Top 15 countdown from the
latest expansion, ranking 21st. As a Pokémon-GX,
it enjoys improved HP over its “regular” counterpart and
guarantees three effects (one of which must be a
GX-attack), but also means vulnerability to certain new
counters (like Choice Band) and giving up an
extra Prize when KO’d. Being a Psychic-Type may
not mean much. Toxapex-GX can exploit the
Psychic Weakness found on many Fighting and fellow
Psychic-Types, but it will also have to deal with
Resistance being found on most Darkness-Types and
Metal-Types; x2 damage is a better deal than -20 is a
hurdle, but all of it must be filtered through the
current metagame and… I’m still learning what that is,
given how rapidly it has been changing. There are
some nifty Psychic-Types in their stable, and some
potent Type-specific tricks, but none leap out as
being especially relevant to Toxapex-GX; the way
it is built doesn’t lend itself to the mainstays.
Being a Stage 1 is neither positive nor negative; being
a Basic is the best but the additional burdens of
running a Stage 1 are mild and often fail to keep them
from proving competitive. All Stages have managed
at least one competitive example (usually a few), but
all of the others either have added costs or fewer
benefits than a Stage 1 (except Basics, of course).
Toxapex-GX
has 210 HP, which seems to be as good as it gets for
Stage 1 Pokémon, Pokémon-GX or otherwise; this is lower
than the Stage 2 Pokémon-GX cards, several competitive
Mega Evolutions, and even Wailord-EX but it is
difficult to OHKO without taking advantage of the card’s
Weakness. Said Weakness is to other Psychic-Types,
so it is a race when you face many of them, with those
few that are not Weak or are disposable attackers having
the advantage (barring card specific effects).
Lack of Resistance is typical and -20 damage against
attackers of just one particular Type isn’t a major
boon, but with 210 HP it would have a bit more weight.
The Retreat Cost of [CCC] is enough you’ll need some
assistance. It is also why I wasn’t sure if
Altar of the Moone and/or Mystery Energy
would really matter. Both shave [CC] off of
Retreat costs, the former if the Pokémon has a source of
Psychic Energy attached, the latter if the Pokémon has
Mystery Energy attached. So if Toxapex-GX
needs help with retreating, why aren’t these
obvious inclusions? Neither zeroes out the Retreat
Cost on its own; you’ll have to discard an Energy,
though in the case of Mystery Energy, you could
discard Mystery Energy itself to pay for the
reduced Retreat Cost, and it will work (as opposed to
needing an additional Energy). Altar of the Moone
locks you into a particular Stadium at a time when they
are at probably their easiest to discard, and we’ve got
a good chunk of anti-Energy effects as well. It
might be worth dealing with anti-Item/Tool effects to
utilize the various Trainers that provide a more useful
means of swapping out your Active.
Toxapex-GX
has three attacks, which brings us to two more pieces of
Psychic-Type support that won’t benefit the card.
None have [C] Energy costs, which is why
Dimension Valley doesn’t help it; nor does it have
an Ability, so Wobbuffet (XY: Phantom Forces
36/119; Generations RC11/RC32) and its “Bide
Barricade” are not better or worse for it than any other
attacker which lacks an Ability (though any included
Psychic-Type support would benefit Wobbuffet).
Getting to the actual attacks, first up is “Spike
Cannon”. This attack costs [P] and has you flip
four coins; each “heads” is worth 30 damage while each
“tails” yields zero damage. Breaking things down,
that means there are 16 possible outcomes in terms of
coin flips, but only five in terms of damage: 0 damage
(1 of 16), 30 damage (4 of 16), 60 damage (6 of 16), 90
damage (4 of 16), 120 damage (1 of 16). So minimum
damage is zero, mean damage is 60, median damage is 60,
mode damage is 60, and maximum damage is 120.
Taking all of that together, it means you’re probably
looking at 60 damage for one Energy, but with a decent
chance of doing either 30 or 90 and the odd chance of
whiffing totally or delivering a magnificent 120 damage
hit. If you can cope with being unreliable, or
exploit just the risk of hitting an opponent hard, Spike
Cannon is a good attack. At worst, I’d still call
it decent. It helps that, while they do take up
space, including something like Victini (SM:
Guardians Rising 10/145) is plausible even if it
isn’t being used by every attacker in your deck.
[PPP] pays for
“Super Intense Poison” does no damage, but it Poisons
the opponent’s Active, specifically with a form
of severe Poison that places 10 damage counters on the
Poisoned Pokémon instead of just one. The good
news? No worrying about Resistance or other
effects that prevent or reduce damage done, there are
effects that bolster Poison, and for each turn
your opponent fails to remove this Poison condition it
will place another 10 damage counters on the
afflicted Pokémon between turns. The bad news?
You cannot exploit Weakness or other effects to boost
damage done, if a target is protected (against attack
effects, Special Conditions, or even just Poison) then
Super Intense Poison does nothing, it is unlikely
your opponent will fail to remove the Poison if the
Active survives the initial damage counter placement,
and 10 damage counters for [PPP] is a low return.
Somewhat neutral is that the latest instance of Poison
will replace any past instances of Poison. I think
the bad comes at least close to outweighing the good,
though the attack isn’t worthless. To really
maximize the benefits of this attack you’ll need to seek
out the various combo pieces for Poison but remember
what I said about Poison replacing Poison; when you are
running Poison support, having more than one means of
inflicting Poison is often worthwhile but then
you have to be careful not to help your opponent out by
using a weaker form of Poison after a stronger form is
already present. Probably not a huge issue, given
that attacking ends your turn.
That brings us to
the GX-attack, which needs to be at least somewhat
special since you are only allowed to use a single
GX-attack during a game. For [PPP] Toxapex-GX
can use “Total Shelter” to do 150 damage while
protecting itself from all damage and effects done to it
by attacks from your opponent’s Pokémon during your next
turn. Which means that, despite the name, it is
not total protection: the effects of an opponent’s
Abilities, Trainers, and Energy cards all still get
through. You’ll block most of what you have to
worry about, but even without targeting your Bench or
forcing up a new Active, definitely not total
protection. For the Energy invested before
factoring in it is a GX-attack, 150 is great; after
recognizing you only get to do this once it
becomes good. Though I have stressed the name is
misleading, what Total Shelter guards against is
still enough to be useful, and so the total package
is worth being a GX attack. The total attack
package, however, feels a bit wanting. Spike
Cannon has a nice, lower cost but seems to flippy to be
your focus, while Total Shelter is a one-and-done deal,
so it too cannot be your deck’s focus. That leaves
Super Intense Poison, which apart from Energy costs,
wants totally different support than the other two.
Toxapex-GX
Evolves from Mareanie, and we’ve got two from
which to pick: Sun & Moon 62/149 and SM:
Guardians Rising 39/145. Both are Basic
Pokémon with 60 HP, no Resistance, Retreat Cost [C], and
no Abilities. Sun & Moon 62/14 is a Psychic Type
with Psychic Weakness and the attack “Poison Sting” for
[P]; said attack leaves the opponent’s Active Poisoned.
SM: Guardians Rising 39/145 is a Water-Type with
Grass Weakness and two attacks. The first is “Bail
Out” for [C], which allows you to add a Pokémon from
your discard pile to your hand. The second is
“Rain Splash” for [W], doing 10 damage. Both are
rather unimpressive, and while they have different
Weaknesses, with 60 HP it isn’t too likely they’d
survive regardless, nor are their attacks all that
impressive. I’d call it a toss-up and run the one
you want. There is also Toxapex (SM:
Guardians Rising 63/149), as it also Evolves from
Mareanie. We reviewed it before
here
and weren’t impressed. It is a Psychic-Type Stage
1 with 110 HP, Psychic Weakness, no Resistance, Retreat
Cost [CCC], an Ability and an attack. So it will
be as difficult to get out of the Active spot as its
Pokémon-GX counterpart but with HP low enough it
will probably be OHKO’d if left in the Active slot.
The Ability is “Toxic Spikes”, which Poisons the
opponent’s new Active whenever the previous one
retreats… but using a retreat alternative avoids this
(as would Evolving or various ways of actually removing
Poison). For [PCC] its “Venoshock” attack does 50
damage, plus another 50 if the opponent’s Active is
Poisoned. A single copy might be tempting, as it
means any change-out method that ends with retreating
also ends with the opponent’s Active being Poisoned, but
that doesn’t seem enticing enough for me.
I don’t have a deck
for Toxapex-GX. I’m not seeing it in the
Top 32 for any recent Regional Championships, so it
looks like I’m not alone. You could include cards
that increase an opponent’s Retreat Cost, or block
Items, or anything that could mess up an opponent’s
tricks for dealing with Poison, but you can’t stop
all of them. I just don’t see a real use for
this in Standard. Expanded is arguably a tiny bit
better; more competition but you can use
Virbank City Gym to up the damage counter placement
from Poison by two. For Limited play, this is a
pretty good pull if you can run on mostly
Psychic Energy cards; it doesn’t lend itself to
being splashed in with another Type. Mareanie
and its Bail Out also could prove useful here.
Ratings
Standard:
1.5/5
Expanded:
1.6/5
Limited:
3.5/5
Conclusion
Multi-counter
Poison has often been tempting, but it only is worth it
if it shifts the KO turn count, and that means it needs
to be very easy and fast to inflict via attack,
or else provided by another method. Toxapex-GX
has three attacks that aren’t bad but don’t mesh.
In terms of voting
points, Toxapex-GX was one below
last Friday’s Brooklet Hill, tied with
yesterday’s
20th place finisher, Aether Paradise Conservation
Area, and beat tomorrow’s 22nd place finisher by a
single point. If you’re curious about the specific
details, I rolled a “4” for Aether Paradise
Conservation Area but only a “1” for Toxapex-GX.
As for my own extended countdown list, Toxapex-GX
is another so far down that its specific position was
decided by however my filter breaks ties; it was 48th
place, and I actually estimated it would clock in at
more like 2.25/5. Oops.
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Toxapex GX
(Guardians Rising, 57/145) comes into the meta
from the Guardians Rising expansion set released
way back at the beginning of May.
It has three attacks.
Spike
Cannon, for a single Psychic energy, does thirty
damage times the number of heads … and you get to flip
four times.
Super Intense
Poison poisons the opponent’s active Pokemon but
puts TEN damage counters on it instead of one.
Toxapex’s
GX attack
Total Shelter – GX does 150 damage
and prevents
all effects and damage from your opponent’s attacks
during the next turn.
Super Intense Poison
certainly caught my eye when I first saw this card.
This means that unless the active Pokemon moves
out of the active or has some alternative method of
healing of conditions (like
Pokemon Center
Lady (Flashfire, 105/106) or
Big Malasada (Sun
& Moon, 114/149)), the active Pokemon will
absolutely without question be KO’d next turn.
Super Intense Poison does 100 damage between turns.
If the active isn’t KO’d coming out of your
opponent’s turn, it certainly will be going into his
next one.
I have seen
Toxapex GX paired with Victini
(Guardians Rising, 10/145) to take advantage
of Spike Cannon’s single energy attack.
In case you’re wondering about the probability of
damage for that:
·
Zero damage:
2 percent (6.25% times 31.5%)
·
Thirty damage: 8 percent (25% times 31.5%)
·
Sixty damage:
50 percent (38.5% of 69% times 90%)
·
Ninety damage: 33 percent (25% of 69% times 90%)
·
One Hundred Twenty damage: 7 percent (6.25% of 69% times
90%)
If you’re not interested in the
probability behind this, just skip the next paragraph.
My basic assumption is that you
are NOT reflipping if you get two heads or more on your
initial round of flips.
There is a 31.5% chance that you will flip either
one OR zero heads.
This means that better than two thirds of the
time, you’re not going to use
Victory Star.
The chances of flipping two, three, or four heads
are 38%, 25% and 6% respectively.
These are then prorated out against 90% to
determine their likelihood of getting flipped combing
the probabilities of the two rounds.
Where does 90% come from?
The chance of you flipping one or zero heads on
two consecutive turns is about 10 percent (see
calculations above).
That means that the chance of you getting two,
three, or four heads on either turn is ninety percent.
The ninety percent is then prorated among the
chances of two, three, or four heads on either turn.
For two heads, 38.5% of 69% is 55%, which is then
multiplied against the 90%.
For three heads, 25% of 69% is 36%, which is then
multiplied again the 90%.
For four heads, 6.25% of 69% is 9%, which is then
multiplied by 90%.
Simply put, if you use
Victini in
combination with
Toxapex GX’s Spike Cannon, you’re almost always
going to be doing sixty or ninety damage, which isn’t
horrible for a single energy attachment.
Where it starts making some hay is when you tech
in Eevee (Ancient
Origins, 63/98) and its
Eevolutions
and all of a sudden you’re hitting for 120, 180, or (if
you’re VERY lucky) 240 for a single Psychic energy.
Of course, that’s only if you go up against a
Fire, Water (usually), Grass (usually), Metal, or
Lightning weak deck.
Total Shelter GX
reminds me very much of
Lapras GX’s (Sun
& Moon, 139/149)
Ice Beam GX
attack.
Unless your opponent can get to
Pokemon Ranger
(Steam Siege, 113/114) or
Lysandres (Ancient
Origins, 78/98)
Toxapex GX out
of the active, he can’t do anything to
Toxapex GX
this turn.
This GX attack can come in very useful.
I remember one particular match where I would
have been KO’d – my
Toxapex GX had a lot of damage on it, but
Total Shelter GX bought me an extra turn.
In that successive turn, I was able to draw into
a Max Potion (Guardians
Rising, 128/145) and use
Lunala GX’s (Sun
& Moon, 141/149)
Psychic Transfer
to completely heal myself while not losing any energy.
Total
Shelter GX is undoubtedly one of the more underrated
GX attacks.
So what do we pair
Toxapex GX with? That is
an excellent question.
Despite having three extremely quality attacks, I
have had very little success with
Toxapex GX.
Overall, I am six wins and twelve losses with
Toxapex GX.
I have tried to pair it with
Lunala GX, Victini,
and even Garbodor
(Guardians Rising, 51/145).
I think a big part of the problem is that
Toxapex GX is
mostly a three attachment attacker in a meta that’s
ruled by single attachment Pokemon, but I think the more
significant problem is simply that
Toxapex GX is
weak to Psychic, and that makes it pretty much an auto
loss to Garbodor
decks.
Unfortunately,
Toxapex GX simply lives in the wrong place at the
wrong time.
Maybe in expanded where Psychic decks have more tools at
their disposal it can find more success, and I would not
be even remotely surprised to see a card introduced into
the meta in the near future that will bring
Toxapex GX to the top levels of the competitive game.
Rating
Standard: 2.5 out of 5
Conclusion
Toxapex GX
is a good card.
It has good attacks, and I bet there’s a deck
list out there that would be perfect for it.
And like I said, just because it’s not having
success today doesn’t mean that it won’t have success in
a few months or a year or so.
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