Pokemon HGSS Prime Card Reviews Part 2

By Jack Snell

HGSS on Pokemon Prime Reviews continued:

Donphan Prime: A veritable behemoth of a Pokemon. Donphan hits like an absolute truck and has sturdy defenses to match. 120 HP is impressive for a stage 1, even more so when you read its PokeBody Exoskeleton. It reduces all damage done to Donphan by 20. Thats like a permanently inbuilt Defender and gives you effectively 140 HP if they can one shot you and effectively more if they cant. On that subject the only things that are realistically one shotting a Donphan in our format are Samurott, Magnezone, Badboar, Rayquaza Deoxys Legend and Swanna, excluding damage modifiers: Pluspower, Black Belt etc.

Donphan has great typing of fighting, allowing it to strike Zekrom, Magnezone Prime, Cincinno, Zoroark and many other common competitive pokemon for weakness. Weakness to water only hurts against Samurott and Beartic of note, and the -20 resistance to lightning makes it the ultimate Zekrom and Magnezone counter.

The 4 retreat cost is admittedly massive, but you can run Switch to remedy this, and under trainer lock you can just fight to the death with Donphan

Donphans first attack Earthquake for a single Fighting energy, deals 60 damage and 10 to each of your own benched Pokemon. This is both efficient and powerful. The disadvantage is quite large too but as you might expect from competitive Pokemon TCG players, they have found ways to convert it into an advantage. Thes include damaging Reshirams and Zekroms to power up their Outrage attack, manipulating the damage around with Reuniclus and running a swarm of DOnphan so the self damage from Earthquake is negated by Exoskeleton.

Heavy Impact for FFF is significantly less broken dealing a straight 90 damage. At first sight this looks mediocre but with Donphans bulk its easier to charge than it first looks.

Combos with: Pokemon Catcher, Yanmega Prime Overall I give Donphan a 9/10 for competitive play

Ampharos Prime: This card actually saw some hype when the HGSS on format was announced and everyone and their brother thought Magneboar was the BDIF, including myself. Ampharos’ primary function is as hate for energy acceleration. Its Poke-Body Conductivity places 1 damage counter on your opponents Pokemon for each energy they attach to it. This counters Emboars Inferno Fandango, Rain Dance, and to a lesser extent Pachirisu. Crucially its stackable meaning if you have 3 Ampharos Prime in play they take 3 damage counters for every energy they attach. However there are two issues with this, Mareep is an easily donkable 40 HP basic, and you need to get the Ampharos’ out before they have a board established with energy otherwise the effect is worthless

Ampharos weighs in at a slightly above average 140 HP so its not a liability. The weakness to fighting definitely hurts with the popularity of Donphan Prime, and the resistance to steel is irrelevant now with Reshiram, Typhlosion and Emboar keeping steel types off the competitive scene. The retreat cost of two is expensive. Finally the attack for LCC deals 40 damage with 80 on the flip of heads and 40 with paralysis on the flip of tails.Its not terrible in that it hits Yanmega, Kingdra, Blastoise etc. for weakness but its sub par. After the release of the next set you can combine it with fliptini to manipulate the result to what you want.

Ive seen a few concept lists combining it with Pidgeot TM, but for now sadly it combos with the binder

Combos with: The binder Overall rating: 4/10
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Fourth Gen Battle Close Up: Blissey

By Jill/Redterror117

In my next few articles, I will be analyzing Pokemon and move set combinations from the fourth generation of Pokemon games in an attempt to find some great combinations for battling other players. My first choice will be my own team starter, Blissey.

Blissey is no doubt one of the greatest damage sponges in the game, having an incredibly high HP and a decent Special Defence stat. While its regular Defence is fairly low, it can easily make up for this with self-recovery moves. The main focus I have set up for EV stats (which are obtained through training) is to max out HP and Defence, and minimal coverage to Speed (252 HP / 252 Def / 4 Spe). Not only does this take care of its low Defence, but it gives an amazing boost to HP. You can also move the focus from HP onto Special Defence, since Blissey’s HP is high enough as it is.

Now it’s time to move on to the actual moves. Since Blissey is my opening Pokemon, it’s in charge of field setup. Stealth Rock is a must, especially for those dragged out games where half the time is spent on switching Pokemon. Softboiled is also a must, as not only is it the Blissey evolution‘s signature move, it also works for effective recovery. The last two moves can be just about anything, but to make use of Blissey’s higher HP stat, it would be a good idea to use Substitute, which will protect Blissey from the secondary effects of an enemy’s attack, while giving the opponent something to hack away at while you bear down on them. Serene Grace will be the preferred ability in this case, since we need at least one damaging attack. A move like Flamethrower or Ice Beam will do well, especially with Serence Grace to increase the chance of causing burning or freezing. So as of now our move set will look like this:
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