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Pojo's Pokémon Card of the Day

 

Fresh Water Set

- Primal Clash

Date Reviewed:
April 27, 2015

Ratings & Reviews Summary

Standard: 2
Expanded: 2
Limited: 3.5

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


aroramage

Remember Potion from back in the day? Like Base Set era? When recovering 20 damage could've meant the difference between saving yourself and winning the game? Man, those were the days. 

I say that if only because Fresh Water Set reminds me of Base Set Potion in many ways - it's an Item that heals off 20 damage being the obvious one. What makes Fresh Water Set better than that, though, is that instead of 1 Pokemon getting the treatment, it's all of your Pokemon. That's pretty decent, considering that would be anywhere from 20-120 damage recovered. 

In a game like Pokemon, you expect to take damage. It's inevitable, it's primarily how you win the game! And cards like Fresh Water Set can help take the edge off...in mid-to-late game scenarios. Early on, Fresh Water Set is...meh. It's actually worse than the modern-day Potion that heals 30 - and NO ONE runs the modern-day Potion. As the game progresses though, Fresh Water Set gets better in terms of recovery for multiple Pokemon...provided they don't get KO'd. 

The other thing with Fresh Water Set is what it can be combined with. There are some Pokemon with Alpha Recovery who will get 40 damage removed, and if you're running this with Rough Seas, that's 50 damage off of your guys - pretty significant if you ask me! Cause on its own, Fresh Water Set isn't that great, but combined with some of the other cards in the set, it's got potential. 

Really, it depends on your deck's style. If you've got a bunch of little guys running into the Active slot and taking damage, Fresh Water Set might not be such a bad idea. Otherwise, pass. 

Rating 

Standard: 2/5 (it's decent recovery, but only if a lot of your guys are taking damage; think spread damage or stuff like Sharpedo-EX) 

Expanded: 2/5 (about the same here, though really you're gonna wanna run Max Potion anyway) 

Limited: 3.5/5 (decent recovery in a lower damage output AND you've got access to Alpha Recovery Pokemon and Rough Seas - could work out dangerously well!) 

Arora Notealus: Can Fire Pokemon have this stuff? I dunno, being Weak to Water you'd think they'd be like, "OH ARCEUS MAN WHAT DO YOU THINK YOU'RE DOING?!" And don't get me started on Rock/Ground-types. On the other hand, Grass-types are probably lapping this stuff up. 

Next Time: Deep within the forest...is something that definitely is the Celebi Shrine.


Otaku

Welcome to another week of XY: Primal Clash!  What could we have left?  How about Trainers and Energy!  We’ve looked at some of the Trainers before, but now we’ll check the ones that didn’t seem so hot the first time through.  We start the week off with a Trainer that I’ve been rather unflattering towards: Fresh Water Set (XY: Primal Clash 129/160).  This is a new Item card that heals 20 damage from each of your Pokémon, with the closest similar cards being Brock (Gym Heroes 15/132, 98/132) and Erika’s Kindness (Gym Heroes 103/132) from 15 years ago; the former only healed 10 damage per Pokémon while the latter still healed up to 20 but for all Pokémon in play (yours and your opponent’s).  The next closest is finally current: Champions Festival.  This one is a Stadium however, so not only does it work for both players but like Brock it only heals 10 and unlike any of the others it has an additional condition to meet before you can trigger the healing: you must have six Pokémon in play in order to use it.  So is Fresh Water Set worth using?  In a word… no. 

Of course I’m not going to leave it at just that.  I’ll explain the “why”; it isn’t worth it because in most decks you’re going to be better off running a Potion or Super Potion or Max Potion and that’s just the Potion line (less the Ace Spec Gold Potion).  With the right combo you could heal up to 240 damage with Fresh Water Set; you need six Pokémon with α Recovery in play, each with at least 40 damage on them to do it, but you hypothetically could.  If you have a Pokémon with an effect like Damage Swap - for example Reuniclus (Black & White 57/114; BW: Dragons Exalted 126/124) - so that you could spread out your damage in play and heal upwards of 120 (...unless some have α Recovery), the catch there is that you’d almost always be better off moving all the damage to a single Pokémon (with no Energy) and dropping a Max Potion… or (including when it has Energy) using a Super Scoop Up even though it fails half the time (and again, that’s just sticking to Item based options).  Using it to heal spread damage - especially self-inflicted - seems like it might have been the card’s main purpose… but the vast majority of the time you’re better of dedicating a Bench slot for Mr. Mime (BW: Plasma Freeze 47/116) or your Stadium slot to Mountain Ring or just include targets that you want to damage (like Outrage attackers). 

If you’ll indulge me for a moment, I have to wonder if it might have been better had the card allowed you to spread the healing out as you wished, whether this meant healing less or including a cost of some sort.  Yes yes, it is easy to guess at what may have been better, but this just isn’t a card to bother with for Standard or Expanded play, or if it is I’m unaware of what circumstances make it worthy that are either already common or which your own deck could inflict upon your side of the field while still generating significant advantage.  For Limited though its a good pick; odds are better you’ll have retreated something (perhaps several things) and so they’ll be on your Bench with damage.  Unless you pull a lot of great cards, even in a +39 deck you’ll have room and healing just the 20 from your sole Pokémon may prove important. 

Ratings 

Standard: 1.25/5 

Expanded:1.25/5 

Limited: 3.75/5 

Summary: One might think a card that was like Potion but in exchange for healing 10 less damage instead healed 20 damage from each of your Pokémon in play would have to be better, but unless we get some great combo next set (which admittedly contains a Stadium that increases how many Pokémon you can have on your Bench and thus your maximum healing capacity), too often you’ll be getting little to no advantage over having run Potion… which doesn’t see much in the way of competitive play.  In a slower metagame where retreating to avoid a KO was a viable strategy, or where damage counter/non-attack based spread was more prominent, or where it was easier to move damage counters around on your own side of the field or perhaps something else that simply is not right now, this could be a decent niche card, but for now its pretty much a waste.


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