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Pojo's Pokemon Card of the Day

 

Exploud - ex Emerald

 

Date Reviewed: 05.04.05

Ratings & Reviews Summary
Unlimited: 2
Modified: 3.5
Limited: 4.5

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


Otaku

If you think this review is too long to read, just skip straight to the scores and summary for a concise overview.

 

Name: Exploud

Set: EX Emerald

Card#: 2/106

Type: Colorless

Stage: 2 (Evolves from Loudred)

HP: 120

Weakness: Fighting

Resistance: None

Retreat: CC

Attack#1: (C) Collect

Draw 3 cards.

Attack#2: (CC) Body Slam [30]

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

Attack#3: (CCC) Hyper Voice [50]

Attack#4: (CCCCC) Mega Throw [60+]

If the Defending Pokémon is a Pokémon-ex, this attack does 60 damage plus 40 more damage.

Name: Loudred

Set: EX Emerald

Card#: 35/106

Type: Colorless

Stage: 2 (Evolves from Whismur)

HP: 80

Weakness: Fighting

Resistance: None

Retreat: CC

Attack#1: (C) Body Slam [10]

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

Attack#2: (CCC) Double-edge [50]

Loudred does 10 damage to itself.

Name: Whismur

Set: EX Emerald

Card#: 23/106

Type: Colorless

Stage: Basic

HP: 50

Weakness: Fighting

Resistance: None

Retreat: C

Attack#1: (C) Tackle [10]

Attack#2: (CC) Rollout [20]

 

Attributes: EX Emerald Exploud is a Stage 2 Colorless Pokémon.  It is one of two Exploud currently in existence, and both are legal for Modified.  Looking at them, I feel they could both easily be squeezed into the same deck, so they compliment each other more than compete; a definite bonus.  As a Stage 2 Pokémon, Exploud will need some cost breaks and good stats to offset the difficulty of getting it into play.  Being Colorless is more or les a neutral trait, but not in the way it used to be: now that Colorless Weakness and Resistance exist, you have to pay attention, but the pros and cons seem to balance out.

 

Exploud has 120 HP, which is as good as it gets for something that isn’t a Pokémon-ex.  Fighting Weakness is not a happy thing since “Rockdown” uses Dark Tyranitar, plus we have Monarchy (Nidoking/queen), Machamp, Magma, and now Medicham ex as potential headaches.  Sadly, there is no Resistance to offset it, but apparently that just isn’t how it works.  Last bottom stat is Retreat, which is only (CC).  For such a large Pokémon, this is pretty good, although on its own it would merely be “average”; neither enough to seriously hamper retreating, but at the same time high enough to keep you from retreating frequently.

 

Of course, I can’t fail to mention its lower Stages.  The ones in this set aren’t spectacular, but neither are they horrid.  The Loudred has all the same stats except for 40 less HP (that is 80).  For a Stage 1 that Evolves further, this is more or less “average”; it is neither an advantage nor a disadvantage.  Both attacks are solid, and have a slight cost break: Body Slam should cost a non-Colorless Energy and Double Edge should be priced (CCCC) for the damage it does.  Whismur is the definition of “vanilla”: a 50 HP basic, Colorless Pokémon with Fighting Weakness, no Resistance, a Retreat Cost of one, and two attacks that are just (C) for 10 and (CC) for 20.  The basic template for a Basic Pokémon, I believe.  I would be tempted to use the old EX Hidden Legends Loudred due to the only difference between the two, the attacks: the old one can do 20 with a chance to Confuse (both Defending Pokémon if it is 2-on-2), and Light Punch which does a straight 40 for (CCC), but that boils down more to personal preference.  EX Emerald Whismur is my choice for Whismurs: the EX Hidden Legends version can merely do 10 and force your opponent to switch out their Active, which usually does little.  One might as well have the option of higher damage.

 

Abilities: Again, Exploud gets four, count them, four attacks!  Remember back in the day when two was the max?  What makes it really matter is that the attacks are done in a matter that they feel different enough to warrant being separate attacks, as opposed to a “composite, variable attack, like Watergun: that attack, which usually does X damage for a set amount of Energy, then extra damage for each Water Energy attached but not used to pay for the attack acts like three similar attacks that just have an extra Water Energy in the cost but do X more damage.

 

The first attack is Collect, and I like it.  Early game, you either want attacks that help you set up, or that will grossly inconvenience your opponent.  Collect belongs to the former category: if you get Exploud out early enough, say via Rare Candy, it will help you set up quickly unless your luck or deck build is so horrid.  Three cards is quite a bit.

 

Body Slam is probably the least of the attacks: while still a good deal (10 more damage and a shot at Paralysis than paid for), it really is only there so you can attack for two Energy, or for a desperation measure (pray to Paralyze the thing that will otherwise KO you next turn).

 

Hyper Voice is a great deal: a solid 50 damage when you’ve only paid for 30.  Simple and sweet.

 

Finally, Mega Throw, the big daddy of the attacks.  It requires (CCCCC), which means the normal “10 points of damage for (C), 30 for (GG)” rules are bent.  I’d say (CCCCC) should probably be worth 60 points of damage; a bonus of 10 points to offset such a huge cost.  This attack gives this.  Then it adds a nice bonus: against a Pokémon-ex, you’ll hit for another 40 points of damage, totaling 100 points of damage!

 

Separately, these are nothing special, but all four together are indeed worth the hassle of running a Stage 2 line as your decks focus.

 

Uses and

Combinations: This is a big Colorless Pokémon; so naturally, Boost Energy is a great combo.  The first three attacks can be at your disposal, at least for a turn, if you drop a Boost on it.  DRE might not be that bad an idea, since you aren’t hitting the bench, and after that, a Boost would give you access to any attack.  Likewise, you can add any useful Pokémon of any Type to it, since you won’t have to worry about two Energy types at that point.

 

The only real “specific” combo I can think of is running it with the old EX Hidden Legends Exploud, where it is a welcome addition: both are solid openers, but this one seems to be the best finisher if it comes down to a real drag out battle.  Surprise! Time Machine should help too.

 

Ratings

 

Unlimited: 2/5-You could use it, but it would require building a deck around it, and said deck doesn’t appear to be very strong.

 

Modified: 3.5/5-It works well with the old Exploud, but again, the deck doesn’t seem like it will be strong enough to stand up to the other heavies in the format.  Much better than in Unlimited, though.

 

Limited: 4.5/5-Assuming you draft a decent line to go with it, it is fantastic.  Draw power, stall power, solid power, and raw power versus Pokémon-ex.  As you can see, that pretty much covers what you’d want for Limited.  Rare Candy is even in this set!

 

Summary

The new Exploud is a solid addition to the Exploud line specifically and Pokémon in general.  Its variety of attacks makes it to be well rounded, but it doesn’t hit hard enough, fast enough to be a break out star.
 


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