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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Cincinno BW Card Review

By Brian Hsieh

Cincinno is a Colorless Stage 1 Pokemon with 90 HP, which is average for a Stage 1. I originally questioned this Pokemon’s potential as just a normal rare, but its potential lies in its second attack; Do The Wave. This attack allows you to do 20 damage for every Pokemon on your bench with a total output of 100 damage. It only requires a double colorless energy and since Cincinno’s a Stage 1, you could have it dealing damage on your second turn. This has a slight resemblance to Jumpluff HGSS, which does 10 for every Pokemon in play with a total output of 120 damage. These two can be played together, with Pichu HGSS setting up for your and your opponent’s Pokemon to swarm the field. Pokemon Collector works with this card as well, but not as well as Pichu does.

Cincinno’s effectiveness lies in its ability to do heavy damage early on. Later on in the game, it might be average next to already set up Reshirams and Zekroms that are running rampant nowadays. Cincinno’s weakness to Fighting types also hurts its effectiveness due to higher tiered decks which include Donphan Prime that can take out Cincinno with just one Fighting energy.

Another critical aspect for success with Cincinno is keeping the bench full. A bench consisting of two Pokemon while Cincinno’s trying to OHKO others just won’t cut it. With the release of Pokemon Catcher, the ability to stay active with a bench of five Pokemon is becoming more difficult without locking items up with Vileplume.

Overall, Cincinno as a main attacker won’t fair well against decks that just have more firepower and HP for Basic Pokemon like the two dragons listed above. It could be used as a tech to do damage and get a lead on prizes and have a Reshiram or Zekrom finish the job. Its HP is a problem as it can be knocked out by many attacks by higher tiered Pokemon. It is, however, a cheaper card to purchase and will give you something to use while you build a stronger deck.
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