Rocket Tactics & Facts
By Cool Abra
In Europe Rocket is still not out, but i managed to get my hands on a 1st
edition boosterbox a while ago, now after playing them for a few months I think
it's time to get out with some tactics.
I know some of you don't like the cards to be rated, tuff luck i do, if it's
done properly. For those of you who don't like ratings, simply skip....;-) thats
why I put them appart. This merely reflects my opinion, nothing more, I have the
arrogance to think I'm an experienced player but that doesn't mean i can't be
wrong...
I'm the kinda guy who doesn't like Scyther because it's simply to good, but that
doesn't keep me from telling everybody who wants to know, Svyther is a very very
good card. I try to be neutral, but sometimes it's just not possible. Well
enough BS, let's get to the cards....
__________________________________________
Dark Alakazam
Being a 2nd stage doesn't help, especially because Dark Alakazam has a below
average HP of 60, this is however compensated by its 1st attack, Teleport Blast,
which does 30 damage and returns Dark Kazam to the safety of the bench where it
is less likely to get hit big time. Because of this attack it doesn't even
matter that Dark Kazam has "3" retreat cost. Just teleport it back.
Use Mind Shock if you want to get rid of the colourless ones with their
resistance. Dark Kazam is not a big fan of GOW and ER. The only trainer I
can think of that can help him is Rockets sneak attack to get rid of the above,
or perhaps Lass. With some help of his lighter (and better brother) and some
"free retreaters" like F. Haunter you can bring Haunter in hopefully
without damage because of it's power and in your turn swap him with Dark Kazam
and hit the opponent with Teleport blast, repeating the circle by bringing
Haunter in to block the attack.
Overall in the right deck this card can work pretty well, it's not my favourite
psy card but it'll do.
RATING: 7/10
COMPARED TO EARLIER VERSIONS: Not better or worse, totally different, can be
combined.
Dark Arbok
This 1st stage snake is much much better than it's cousin from Fossil, 2 retreat
is average, its attacks are cool but not very cost effective, Stare does 10
wherever you want and shuts down the defenders power aswell, all of that for
only 2G. For 3G you can use the Poison Vapor attack, which is cool against
Wigglytuff, the defender is poisoned and the entire bench gets 10 damage. Pretty
impressive* The 60 HP is not bad, actually it isn't good either. I tried this
card in a few decks it didn't work in any of them, main reason being that you
get better attacks with 2G or 3G. I'm not saying Arbok is bad, I just didn't
find him better than Dark Muk, but then again who is?
I could say you can combine him with GOW or Venusaur, but doesn't that count for
all grassy types? Dark Arbok is a descent card; I am going to test it further,
so I'll be able to get more out of him. It's worst enemy, all Psy because of its
weakness.
RATING: 6/10
COMPARED TO EARLIER VERSIONS: This version is a usable unlike Fossil version.
Dark Charizard
A lot has been written about our dark firedragon friend, I think I can be short,
Dark Charizard is a good card. If you like to gamble (the odds of an instant
kill are pretty good) and are willing to discard your energy this is your card.
Its fight resistance is good, "3" retreat isn't. As almost every Fire
Pokemon it doesn't like water so nothing special there. I play against a deck
with this dragon in it, it doesn't frighten me too much, sometimes it kills
easily, sometimes it gets killed easily. Not my favourite fire Pokemon in
rocket. Dark Charizard works best like Base Arcanine, late in the game as a
cleaner; Arcanine however wins this one though. One subtle touch is Dark
Charizards 1st attack Nail Flick that does 10 for 1C; this 10 damage gives you
the idea you're not entirely vulnerable as you recharge your dark firedragon.
RATING: 8/10
COMPARED TO EARLIER VERSIONS: This version is playable and fun, sell Base
Charizard quick.
Dark Dragonite
At first I thought this was one of the best cards in Rocket, it isn't. It grows
from one of the best cards in Rocket, Dark Dragonair. Like Charizard this dragon
has fighting resistance, but unlike his "fire bro" no weakness, cool.
2 retreat is nice, 70 HP is okay, it's power is*uh*once its good and it often
its not, just because its too late to want 2 basics on your bench, it can be
pretty nice if you're in need. The
Attack is a 50/50 attack for 70, nevertheless 4C is a lot, I know 2 DCE does the
job as well but I can use my DCE's better than for a 50/50 attack, the fear of
any 4 energy attack is off course ER and SER,
Dragonite has no special enemies, perhaps poison or confusion, but only Snorlax
likes those two.
Combo's nicely with Th Boss's way or with Dark Dragonair, Filling your bench
with two extra dratini's so u can put your second and third Dragonair on the
bench, combined with Wigglytuff you will rule a lot of games at high speed.
RATING: 6/10 comes from a good breed of Rocket Dragons.
COMPARED TO EARLIER VERSIONS: Not much improvement, its power makes it a winner.
Dark Dugtrio
50 HP, this sucks. 2 Retreat, for a 50 HP Mole!!! Grass weakness, not to good,
Lightning resistance, a power and a mediocre attack. All of this would make you
think twice to put one in your deck. But*
I did and to my surprise this card can work pretty well. From the bench it can
be a nuisance for your opponent because every time he want's to retreat he flips
to see if 20 damage is done to his retreater, this makes this dark mole a cool
extra, 20 plus a flip for20 extra damage is okay for 2F Energy. It's not a
Pokemon you want to depend on too much, but it's a nice little extra surprise.
GOW is not its biggest friend but if you put one Energy attached you can choose
to retreat or attack in your turn, this mole laughs at Buzz but shivers at the
sheer thought of Scyther and Ivy.
Perhaps a switch can help Dark Dugtrio to stay where he should be, on your
bench.
RATING: 7/10
COMPARED TO EARLIER VERSIONS: Its quicker and worth a try, unlike energymuncher
from Base.
Dark Golbat
I could start off like above, but this guy covers the 50 HP with zero retreat a
power that can kill, if used at the right time and an irritating attack that is
better than expected. Sneak Attack is a power that does 10 damage when the bat
is put in play, so only 10 damage once. This is not much but if you play Golbat
at the right time you will surprise and kill an unsuspecting victim with only 10
HP left.
You could even do 30 to this helpless Pokemon by making Dark Golbat your active
Pokemon, better would be to wait till your opponent has one Pokemon with 10 and
one with 20 HP left and kill 'm both, without them having to be active*pretty
nasty. If this Golbat would have a thicker skin it would be 1st class, now its
very useful, I would like to change that 50 HP into *70 J
A nice combo could be with Mr Fuji, but its not that great a combo, perhaps Mew
can help us out*but I guess that isn't worth trying.
RATING: 8/10
COMPARED TO EARLIER VERSIONS: I like them both, this one is quicker &
sneaky, it's better.
Dark Gyrados
My only comment should be; stick with the Base Gyrados.
30 HP less, a power that has a 50% chance of doing damage, 2 retreat and Grass
allergy. I'm not too excited, I know its not a bad card but everytime my
opponent puts it in play I can't help but think "thank god its not the good
Gyrados!" 30 damage for 3W with a flip for paralysing is not bad but
still I would rather not play him. Combo's well with Blastoise (surprise
surprise). Offcourse the PP rocks....not...you have to flip!!! Arghhhhh
RATING: 6/10
COMPARED TO EARLIER VERSIONS: Stick with Base Gyrados.
Dark Hypno
This is a quick psy card psypunch's 20 damage with 1P is good, if not very good.
60 HP is 10 short*The second attack puts me in doubt, internet didn't help me
out yet, it says you must flip a number of coins equal to the amount of Pokemon
on your opponents bench X 20. The attack costs are 2P1C.
IMHO you can go two ways; A you do the damage to the active Pokemon or B each
time you flip tails you deal 20 to that Pokemon on the bench. I think the card
is meant to work like in B, mainly because you don't apply weakness and
resistance. If so, this attack is pretty powerful but not a sure thing.
With 2 retreat and 60 HP weakness to Psy its not bad, the psypunch is cost
effective but not spectacular. If your opponent has a full bench (Challenge!)
the 2nd attack can be fun*combo's with Pokemon flute and challenge! come to
mind.
RATING: 6/10
COMPARED TO EARLIER VERSIONS: This one wins because of Psypunch, nice and clean.
Dark Machamp.
Now here's a winner, this is a quick 3rd stage put a Breeder between him and
Base Machop and you've got a high-speed killer. Mega Punch does 30 for 2F and if
you don't like the looks of the opponents Pokemon Fling him back in his hands
with all energies attached (do this with Energy packed Pokemon and you won't
stop grinning). Fling is Energy consuming with 3F1C but you can always
rely on your Mega Punch, with all those weaknesses around this guy can deliver.
For those of you who really like Dark Machoke its nice to know that if ER and
SER hit you, you can evolve to Dark Machamp and attack with only 2F. Too bad it
has 3 retreat. Combo it with Pokéflute and hit home*
RATING: 8/10
COMPARED TO EARLIER VERSIONS: Less massive, quicker, no power but still better,
MEGA PUNCH.
Dark Magneton.
60 HP, 2 retreat, weakness for Fight, a 2C attack that doesn't apply weakness, a
2nd attack that does 30 (and shifts one Energy of your opponent to another
Pokemon) for 2L Energy. This is Dark Magneton in a nutshell. If you think hard
one might come up with a tactic for Magic Lines, you do 30 damage, attach the
Energy to a harmless or near dead Pokemon. I'm not too enthusiastic about it,
sorry. It's not worth building an entire deck around. Okay it's not as
self-destructive as a lot of its Lightning friends but still*
RATING: 5/10
COMPARED TO EARLIER VERSIONS: Same HP! Quicker, more retreat, its better but not
much.
Dark Slowbro
This can be a pretty useful card, a quick attack, 40 damage (or nothing if
you're the lucky type, like me.) for only 2P Energy. Personally I like the Reel
In Power, it gives you an extra possibility to get back 3 important Pokemon or
evolutions from your discard pile. It's not a real killer but it surely can be
with 40 damage! I don't see any special use or tactic, just hope you're lucky.
It's not an exceptionally good Pokemon but it can work. The only tactic could
be, discard Pokémon to use trainers like Computer search and get them back by
playing Dark Slowbro, thus free searches*
RATING: 5/10
COMPARED TO EARLIER VERSIONS: Less Tactic, More raw power. No real preference.
Dark Vileplume
This Pokemon is said to be able to impact gameplay a lot. I doubt it, this is
also said about Muk; hey that's funny Muk is the answer to this plant. Why
people think it is so important? Because of its PP called Hay Fever (what a
perfect name!) Nobody can play trainers after Dark Villeplume hits the table.
Keep it benched, GOW doesn't help (no trainers remember). 2 retreat isn't that
good, it will cost you to get it back to its place, the bench. If you want to
attack you can with Petal Whirlwind, flip 3 coins X 30 damage, if you damage 60
or 90 you are confused. All of this for only 3G. No this is unlike Jungle
Villeplume; doing 120 was much more fun. Its weakness should be known by now is
interesting because the holo version has a Fight weakness and not Fire*!
If you want to use it (I will not, a game without trainers is less fun to play
IMHO) be sure to build your deck around it. A few suggestions are to be found on
the Internet, I disagree with their possibility of success, the concept sucks,
no trainers means less fun, which is why you play in the first place. If this
card does change the entire game, it won't be for the better. As I see it it has
minor influence on the overall game but can be important in certain battles,
that's good, therefor my rating;
RATING: 7/10
COMPARED TO EARLIER VERSIONS: I prefer Jungle because of its better gameplay.
Dark Weezing
Stun Gas costs 3G and does 20 damage with either poison or paralyse as a result,
way too expensive.
Mass Explosion costs 1G1C and does 20X the amount of Weezings/Koffings in play,
this can be nice but it suggests you put in 4 of them, too much for me Major.
One retreat is good 60 HP is nothing special.
I guess it's not a bad card, but I'm not gonna play it ever. Stick with Base
Koffing if you like the looks of this Pokemon. Next.
RATING: 3/10
COMPARED TO EARLIER VERSIONS: This is just as bad as its predecessor is.
Dark Charmeleon
Stage one turns into Dark Charizard*I think I just summed up its only use. Tail
Slap does 20 for 2C, Fireball has a 50/50 chance of doing 70, if it does you
must discard 1F Energy, and I'm not impressed. Oh wait, it has 50HP just
like*Base Charmander*wow. My advice dump it. If you want to evolve, use
Breeders; if you want a powerful attack use Base Charmander. Cool looking
useless card.
RATING: 3/10
COMPARED TO EARLIER VERSIONS: No comparison, this card doesn't stand a chance.
Dark Dragonair
This is (at least one of) the best Pokemon in the Rocket expansion, its
Colorless has a nice attack (bit expensive) 60 HP (bit too low) and 2 retreat
(bit too high). BUT* it has no weakness, a resistance of psy and has an awful
power called Evolutionary Light. This power allows you to search in your deck
for an evolution every turn! This will speed up your deck at big time
(Kangashkan needs an attack to get an extra card every turn, not our dark
dragon, get out all your evo's so you will get all the other cards you need more
easily. Do so every turn and you wont need any Bills to speed up your deck.
Combined with heavy hitters (Wiggly comes to mind) you must be able to finish 'm
of at the speed of (evolutionary) Light, This card fits in every deck that has
evolutions. Its worst nightmare offcourse being Aerod'actyl, just put some Goop
Gas Attacks in your deck and there goes the ancient woodpecker. Combined with
Challenge (and Wiggly) you fill your bench and kick booty* I have a deck with
Wiggly, the dragon line and Grimer/Muk/Dark Muk (to stop aerod'actyl in early
game) and this deck rocks, its almost unbeatable.
RATING: 9/10
COMPARED TO EARLIER VERSIONS: Dragonair is a good card, but this Dark one*. WOW.
Dark Electrode
1C does 10 damage and is called Rolling Tackle. Nice clean as an extra. Uh*yes
as an extra to what, the 2nd attack does 30 damage for 2L, but you will lose
those 2L because after the attack you must attach them to one of your other
Pokemon (or discard 'm). I read some articles on the net that said you can use
it to power up Zapdos*okay*and*smash a Rolling Tackle at your opponent? He's not
gonna be impressed, with only 60 HP and a weakness to Fight he will have your
red & white but kicked in a second. No this card does not encourage me to
look for a watertight tactic. Combo with Defender might lengthen its life, but
that counts for every Pokemon don't it?
RATING: 4/10
COMPARED TO EARLIER VERSIONS: It doesn't cost you a prize it has Rolling Tackle,
its better.
Dark Flareon
50 HP ruins it all. Two very good attacks, Rage (1C does10+ damage on Dark
Flareon) and Playing with Fire (2F does 30 or flip for50 damage and discard 1F).
One retreat is good. This still is a useful card even with 50HP. Because rage is
1C you can evolve Eevee after it has taken a beating and finish your opponent
of. I know it won't survive long but normally Jungle Eevee has already stalled
or dealt some damage so that shouldn't be a problem, if it is, simply evolve in
Jungle Vaporeon that has 80HP* and continue to Quick Attack. The nice thing
about Flareon/Eevee is its versatility, combined with a lot of different (total
of 6) evolutions it's hard for your opponent to know what to expect.
RATING: 6/10
COMPARED TO EARLIER VERSIONS: Use 'm all together.
Hope it was somewhat usefull
I've got more but I haven't had the time to put 'm in the PC. Perhaps later
Cool Abra
Any reaction at this mail can be send to madenfra@start.nl