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Pojo's Pokemon Card of the Day


Manectric - - Team Aqua & Magma

Date Reviewed: 3.24.04

Ratings & Reviews below

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.

Heidi Craig

2000 WCSTS


Team Aqua Manectric
Modified 3.5/5

The Pokemon Power makes this card awesome. In a Blaziken deck your energy can easily go from bench to active.

Thunder Spark if combined with the Self Charge Electrike can deal 50 damage second turn not to bad. Over all the attack could be better for three energy because the hit point are low on this Pokemon. Since, this Pokemon has Dark and Electric as it's types Darkness energy could add some extra damage improving this attack.

Unlimited 1/5
There are better Pokemon to choose from for this format.

Draft 3.5/5

Manectric is good in the draft format but the weakness can cause it some problems. The Pokemon Power and the attack work well in draft. The ability to move energy in Draft is good because when it close to being knocked out you can get the energy to something useful which can make your deck faster to get your opponents Pokemon knocked out quickly.
Hedge Gotta make this one SUPER qucik, I just had to give this one piece of advice, to anyone debating whether to use this in BAR decks, DON’T! It’s not good here, I don’t know why, it just isn’t. Don’t bother.
Jermy101 An interesting card with a few combos.  It has a power like EXP Ampharos, so it could work instead of Ampharos in the BAR deck I made.  You should always attach all your energy to Manectric so you can move the energy at a later time.  His attack is pretty good, but you aren't supposed to attack with this Pokemon.

Unlimited - Worthless. 1/5

Modified - Use this in my BAR(Blaziken/Aqua's Manectric/Rayquaza) deck.  Use Blaziken's Firestarter to attach energy to Manectric.  Leave Rayquaza active and connect the energy to him as need to OHKO the defending pokemon. 4/5

Draft - Pretty good.  The attack is alright..and there are a few Electrikes. 3/5

pERfeCt0nE Aquas Manectric

Unlimited- With a DCE or the "self charge" Elektrike, he has a chance of not being murdered by ER and SER, but his damage isnt enough to prove deckworthy. Tyrogue and sneasel will toy with it anyway if you use it.
rating--- 2

Modified- Overestimated with Blaziken ex. Underestimated on its own. With Blaze ex, he can ONLY send up energy once per turn and ONLY from an Aqua pokemon to another pokemon (any pokemon). This will make the leftover energy from a retreated Blaziken useless and untouchable unless you somehow wanted to use Energy Switch cards too. By itself, Manectric can usually prove to be able to hit once at least and then be able to run back to the bench and send away his energy. You basically get to do a solid 50 (or more with possible Darkness energy or strength charm) and only lose one energy in the process once you retreat.
rating--- 4

Draft- A solid 50 is never anything to sneeze at. With 3 elektrikes and another manectrc in MA, he would be easy to draft. Besides the solid attacking, his power can really prove incredible. Being able to retreat and save a few energy from the newly benched pokemon can really do wonders in draft. Eventually one player gets the upper-hand because the other player has exhausted their energy or maybe is out of good pokemon. He may take care of your energy problem.
rating--- 4.25


Name: Team Aqua’s Manectric

Set/Card#: Team Magma vs. Team Aqua, #4/97

Type: Dark/Electric

Stage: 1 (Evolves from Team Aqua’s Electrike)

HP: 70

Weakness: Fighting

Resistance: Metal

Retreat: C

Poké-Power: Power Shift

Attack: (LCC) Thunderspark [50]

Does 10 damage to each Benched Pokémon (both yours and your opponent’s) that has Energy cards attached to it.  (Don’t apply Weakness and Resistance for Benched Pokémon.)

Name: Team Aqua’s Manectric

Set/Card#: Team Magma vs. Team Aqua, #29/97

Type: Electric

Stage: 1 (Evolves from Team Aqua’s Electrike)

HP: 80

Weakness: Fighting

Resistance: Metal

Retreat: C

Attack#1: (LC) Aqua Beam [20]

If the Defending Pokémon has Team Magma in its name, the Defending Pokémon is now Confused.

Attack#2: (LCC) Chaos Crush [50]

If the Defending Pokémon is Confused, discard an Energy card attached to the Defending Pokémon.

Name: Team Aqua’s Electrike

Set/Card#: Team Magma vs. Team Aqua, #27/97

Type: Electric

Stage: Basic

HP: 50

Weakness: Fighting

Resistance: Metal

Retreat: C

Attack#1: (L) Random Spark

Choose 1 of your opponent’s Pokémon.  This attack does 10 damage to that Pokémon.  (Don’t apply Weakness and Resistance for Benched Pokémon.)

Attack#2: (CC) Plasma [10]

Flip a coin.  If heads, search your discard pile for a (L) Energy card and attach it to Team Aqua’s Electrike.

Name: Team Aqua’s Electrike

Set/Card#: Team Magma vs. Team Aqua, #52/97

Type: Electric

Stage: Basic

HP: 50

Weakness: Fighting

Resistance: Metal

Retreat: C

Attack#1: (C) Scratch [10]

Attack#2: (LC) Thundershock [10]

Flip a coin.  If heads, the Defending Pokémon is now Paralyzed.

Name: Team Aqua’s Electrike

Set/Card#: Team Magma vs. Team Aqua, #53/97

Type: Electric

Stage: Basic

HP: 50

Weakness: Fighting

Resistance: Metal

Retreat: C

Attack#1: (C) Self Charge

Attach an Energy card from your hand to Team Aqua’s Electrike.

Attack#2: (CC) Tackle [20]


Attributes: There are two versions of Team Aqua’s Manectric (often referred to as TAM).  Both are Stage 1 Pokémon, but while one version is a plain Electric-type, the other version is both Dark and Electric at the same time-this is a new game “mechanic” introduced in Team Aqua Vs. Team Magma (TMvTA for short).  Obviously, the Dark/Electric hybrid is better than being a straight Electric, since it lets you make use of Dark Weakness, and only Unown D reduces the damage done by Dark Pokémon.  Note that you apply both types when you attack, so you can’t switch off to whatever type might be more advantageous.  Since neither is a basic, it will take more effort to get them into play.  You have two legal ways to get either TAM into play: through evolving a Team Aqua’s Electrike or using Archie to play it as a Basic.  I recommend using a combination of both, since in Unlimited you have to deal with Neo Genesis Slowking and in Modified you might need your Supporter use for other things.  Of the Electrikes, I would recommend #53/97, since it can attach an extra energy from hand, guaranteed, and it’s all Colorless attack costs.


Jumping back to the Manectric, #4 has 70 HP, while #29 has 80HP.  Obviously, the 80 is better, but the 70 is adequate for a Stage 1.  The bottom stats are the same for both cards: Weakness to Fighting, which makes them all but unplayable in Unlimited (not they would be great there without the Weakness) where Neo Discovery Tyrogue can OHKO them with Plus Powers and a “heads”.  In Modified, Fighting decks are seen less, but assuming something is done to tone down the Firestarter variants, then people should try playing them more, since a lot of them kick butt.  Still, Fighting Weakness might be the best for now.  Metal Resistance is nice-again, if The Firestarter decks are somehow brought under control, there are some strong Metal decks: Aggron ex/SS Xatu, SS Steelix/SS Xatu, and AQ Scizor/SS Xatu.  So Metal Resistance is nice.  Finally for attributes, the retreat is a nice, low cost of one.  This makes retreating fairly simple.


Abilities: I’ll start with #29, as it is less impressive.  Aqua Beam is fairly priced, since you pay for 25 but get 20 with Confusion if you hit the right opponent.  Chaos Crush is discounted: you pay for 35, but get 50, and if the opponent is Confused, you get to discard an Energy card attached to the Defending Pokémon.  Together these attacks are more or less fair for a Stage 1 Pokémon.  It is #4 that most people will care about: the attack is nice.  For (LCC), you again get 50 when that only pay for 35.  You also get the mixed blessing of nailing all benched Pokémon with at least one Energy card attached for 10 damage.  Assuming anything ever takes the Firestarter variants down a notch, bench damage is really potent in this format.  Sadly, it hits your bench along with your opponents.  Of course, the real reason to play this is to make the Firestarter decks even more broken.  Power Shift let’s you move Energy that is attached to a Team Aqua’s Pokémon to your active Pokémon.  I’ll explain why it is so good in the next section.


Uses/Combinations: Well, you could use it to set up a “hit and run” style deck using Team Aqua Pokémon (attack with something, Switch it to the bench, moves its Energy up to your new guy, and heal with Pokémon Nurse), but there is a better use: Firestarter decks.  Now instead of Blaziken/Ampharos/Rayquaza, which needed two Stage 2 Pokémon, we can just use a Stage 1.  TAM is more limited in ability (Expedition Ampharos could move Energy from any Benched Pokémon to the Active Pokémon), but with TAM, not only do you get a Pokémon that is one Stage lower, but that can be searched out and played as a Basic via a Supporter.  This gives even more speed to the Firestarter Variants.  It also quashes my hope that we just have to wait for the next set rotation to be freed from the broken Firestarter variants: the best versions needed Pokémon that are from WotC’s e-card sets, so when those rotated out, we would have been freed.  Oh well.




Unlimited: 1.5/5-I guess there are a few bizarre decks that could use this, but I don’t think they’d really hold up to the competition here.


Modified: 3.5/5-This is now the choice for Firestarter Variants using Rayquaza ex.  Timed right, you have an even faster set-up, since you can burn your Supporter for the first turn on getting it out, then use PETM for Blaziken next turn.


Limited: 3.5/5-Here it is great for setting up a “hit and run” strategy”, as well as nasty bench damage.


2-on-2: 3.75/5-With two actives, you can make it next to impossible for an opponent to be reprisal free on the next turn for taking out your attacker in Firestarter variants-the Energy would already be in the discard, and you probably already have a second big hitter up.


TMP: 3.75/5-Now you can split the deck requirements up.  Based on the wording, I would assume that Blaziken’s Firestarter retargets each use, so that it can be used once on your turn for either player.  TAM is “global”, so it’s only good for one player, but two TAM is all one player needs for him/her and his/her teammate.



ON its own, this card is alright, maybe even just average.  Combining it with Rayquaza ex and Firestarter Blaziken are what yield a broken deck.  Personally, instead of banning anything, I favor rotating out the WotC sets ASAP and issuing an errata for this card, to make it only affect its teammates for both parts of the effect.  That weakens Firestarter without destroying it. is here to provide guidance to all Pokemon trainers out there.  Whether it's the Gameboy Game, N64 or the Trading Card Game, provides all the wisdom you desire. 

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