1 ex (Evolves from Wailmer)
(C) Super Deep Dive
If you don't have any Benched
Pokemon, this attack does nothing.
(WWWC) Dwindling Wave [100-]
Does 100 damage minus 10 damage
for each damage counter on Wailord ex.
Well, this is certainly a
historical card. Let's take a peek and see why. Again, it is one
of the newer Pokemon introduced in Ruby/Sapphire. This means that
if we use it we have few cards we have to sacrifice (other than
normal deck space all cards eat up). There is only one other
Wailord (not an ex, but they evolve from the same card).
Its is a Stage 1 Water ex Pokemon. There are a good deal of Water
Stage 1 Pokemon, even if we use Nintendo only. As an ex
it will lose two prizes, which is one reason why it compensates
with a whopping 200HP, but we'll come back to the HP in a bit.
Its Basic stage is Wailmer, of which you have two choices. Both
are 80 HP, with Electric Weakness, no Resistance and retreats of
CCC. Neither are thrilling, though the Sandstorm version can
attack with 2 of any other color energy and needs just one Water
and two colorless to do 30 with auto-sleep. The Ruby/Sapphire
version has Rest and Watergun... and Rest is not like the GB (it
only heals 40 damage). 200HP is quite a bit: in fact, it appears
to be the new maximum. That 200HP sounds insurmountable, but if
you a solid attacker, it is doubtful to survive 4 hits. So, like
all the Pokemon ex, you have to have some sort of healing
on hand if you wish to avoid two prizes for you opponent. With
healing though, it can last much, much longer. They have sought
to balance out the HP with dual Weakness (present on the other
Pokemon ex with HP's exceeding 120). Wailord ex
gets hit hard: Lighting and Grass. Now add that most formats (and
potential formats) have some decent, hard-hitting basic of one or
both of those types, and popular decks also built around one of
them. Some Examples? Base Set Electabuzz averages 70 damage a
turn after Weakness, and Jungle Scyther 60. 3 hits from 'buzz and
4 from Scyther and it bites the dust. Barring energy removal,
that would be 4 energy, 2 Pokemon and prizes versus 4 energy, 2
Pokemon and prizes if you have two of either basic "suicide" a
Wailord ex. Without the Weaknesses, a strong attacker
can also take it down in 3-4 hits. The worse Resistance is no
Resistance. =/ Perhaps it was feared that it would render the
appropriate deck type unplayable... that and the fact that Water
almost never has a Resistance anyway. The retreat cost is also
record breaking: 5 energy. Do not pay for the retreat unless your
giving your opponent 2 prizes without doing so. Thankfully, this
is where the first attack can be handy. If you've got a bench,
you can bench Wailord ex and promote something in its
stead. You also remove 3 damage counters. This can be good if
you were in an awkward place an had to evolve from an injured,
active Wailmer. Then we get to the attack that has been exciting
many. Dwindling Wave does a base 100 damage. Sadly, it does 10
less for each damage counter on it. So once Wailmer is half dead,
your attack does nothing. Now, if you have a bench, you can use
submerge... to get to a 30 damage version of the attack. -_- (WWWC)
for 100 is great. It stays good until it drops to 50 (since (WWWC)
is approximately 55). After that its kind of sad.
I can't think of many combos for
Wailord ex: the most obvious, for Unlimited, to use it
with Blastoise in a Raindance deck. Problem is, one hit from most
attackers in Unlimited would drop your damage to a pitiful amount,
so you'd have to use Super Deep Dive and hope to avoid a GoW or
some healing cards, most of which would flush your energy down the
drain. Once or twice is no problem for a Raindance, but after a
the third time you start hurting for energies unless you are only
powering this card up. Mr.. Fuji (particularly if you have a
benched Cleffa) might be your best bet. Switch or Warp Energy to
the bench and Fuji it and all its energy back into the deck.
Another possible option is to combo it with Slowking and turn it
into a baby porter with Super Deep Dive. For most other formats,
if you have a helper (say the Manectric from yesterday, or Swellow
for a free-retreater) to power up two of these bad boys fast, by
the time both of them are two weak too attack well, you probably
have won the game. They might not need any help powering up
either, when not facing something they are weak to. It's best use
is probably as "TecH" with the plain Wailord, and opening act for
comparatively fast damage.
Maybe in the above decks, though the other Wailord my be better as
its slight;y higher attack gives a flat 70 damage and it is not
Weak to Grass. OH, and while only 120 HP, it isn't an ex.
Modified (Neon w/Nintendo):
2.5/5. Same rating, as the two decks that maximized it
are illegal here. On is own, it might have a shot, but not really
fast enough for Encargo or Jumpluff... let alone everyone would
add Rainbow Energies and Best of Play Electabuzz's if it did prove
3/5. Less competition makes this and its possible decks a tad
more likely to survive. The pace is slower too. The cards in LC
don''t really help or hurt it much, so I merged the categories.
Hiding on the bench is easier too.
3.5/5. Could be a contender here. Less competition yet really
pumps it up. Watch out for Scyther and 'Buzz ex.
2/5. Like Neon, but with twice the chance of getting hit by
2-on-2: 3/5. Like
Nintendo-only, but with two guys beating on you, even the extra
support can't hide the fact that Dwindling Wave will get really
weak really fast.
Draft: 3.5/5. The
Wailmer in this set appears to be a decent draft candidate. An
80HP basic that can do 20 for CC and 30 with Auto-sleep for WCC
can be nice on is own. So if you then get the Wailord ex,
it should be able to net you 3 prizes, maybe even the game before
Hmm, overall, it scored fairly
similar to Manectric. Hope I aren't already in a rut...
Is it just me, or are these Ex
Pokemon starting to look really good. This guy has 200 HP.
Regardless of the ridiculous amounts of HP, I think this card
has some potential.
Unlimited- I'm disappointed that the
new Ex Pokemon aren't basics. I was hopping that they'd be like
the Shinning Pokemon out of Neo 4 and they would all be basics.
Well this format is not where this card will shine. If I am
reading the spoiler correctly, Wailord Ex has two weakness,
Lightning and Grass. Boy is that twisted or what? This just
means that Syther and Electabuzz together can heavily damage it
to the point where it can't use it's big money attack and it can
sit in the active spot and call for mommy, or use it's first
attack to heal and switch. Pending you have a benched Pokemon of
course. In unlimited at least, this card seems to have the "wow
factor" that Base Charizard had when Base Set was first
released. I could see playing this in a deck with all the
Healing Power you can find, so you can keep using Dwindling Wave
over and over again for as close to 100 as possible. This card
looks great but is really not. But, I am not going to bash a
card before I play it, or even see the real card so I will give
it a 2.25/5 for now.
Modified- Now this card can see some
play. In Ex-on Modified, this could be used heavily to counted
Blaziken. Hit for 200 to KO one, then hit and run for 60, heal,
switch out for a new Wailord Ex and repeat. The Grass half of
the weakness will be bad in either Modified format. The grass
weakness is pretty bad as there are already good grass Pokes
coming from WoTC and Nintendo. The Lightning weakness could be
bad as Raichu Ex looks pretty good. All in all, I could see
playing this in either Modified. 3.25/5.
Limited- It will be hard to get out,
but if you do, the game could quite possibly be yours. Both of
the Wailmers from R/S and SS are decent in their own right. So
draft a few of those and toss a Wailord Ex into your deck and
hope you get it. A puny little 20 damage won't hurt Wailord of
your attacks damage. And when you get hurt bad, he has self