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Pojo's Pokemon Card of the Day


Rampardos GL Lv. 63

Rising Rivals

Date Reviewed: 06.10.09

Ratings & Reviews Summary

Modified: 1.33
Limited: 2.00

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

Back to the main COTD Page

Jigglypuff13 6/10 Rampardos GL Lv.63 (RR)

Another new day, another new card in the shape of Rampardos GL! The basics of this card aren't particularly exciting. 90 HP on an SP Pokémon is just above average, so should survive a hit, but don't always count on it, like with most SP Pokémon, really. x2 Grass Weakness isn't the worst, though Beedrill (GE) and the odd Tutwig GL (RR) decks might get a little annoying, and no Resistance is no Resistance really, average. 1 Retreat Cost is also average, so there isn't a lot to say there. Really, the best basic thing about this card is the fact that it's an SP, so can use all of that brilliant SP support.

However, to use that support effectively, you need a good reason to play it, and I'm not certain Rampardos GL has any reason to be played. First off, Trample, for FC or F and an Energy Gain, allows you to flip a coin for each benched Pokémon, and does 30 to that Pokémon if you flip heads. This can be nice, but since it also effects your benched Pokémon, it can turn nasty. Of course, one way round this is to play with no bench, but then you put yourself in a dangerous position, where if Rampardos GL gets KOed, it's game over. There is another way round it, as I'll talk about in the combos section.
For FCC or FC and an Energy Gain, Rend is a pretty expensive attack, with a mere 40 base damage. If the Defending Pokémon has any damage counters on it, then it shoots up to a mighty, er, 60 damage. OK, it's easy enough to place that damage counter on any Pokémon, thanks to Crobat G (PL) and Gallade 4 Lv.X (RR), but 60 damage for that cost just isn't enough. If it'll finish something off, it'll do, but really, it's otherwise just an alright back up attack.

Combos next, and really, apart with the standard SP support, there is only one possible combo, and it's to be used, as I mentioned earlier, with Trample, and that is Manectric (PL). It'll stop the damage done to your benched Pokémon, so you can use it freely without the fear of your own benched Pokémon getting damaged or, worse, KOed. Unfortunately, it's stopped by Dialga G Lv.X (PL), so what could be a good combo is stopped by a popular tech, which will probably make it useless and Manectric is still vulnerable, so it may still back fire.

Counters? Well, if they can disable Trample, then they will have very little to worry because Rend is hardly the most threatening attack ever. Unless if OHKO the Pokémon that used Disable/Amnesia, then they will have a lot to worry about. To be honest, if you can stop Trample in anyway, then the main threat of the card is neutralised.


Modified: It only really has one good attack in the form of Trample. Rend is way too expensive for the damage - why use Rend when there are so many other attacks that can do 40 or even 60 for less? Trample seems nice, but the fact that your own Pokémon may get damaged by does severely reduce it's playability. There are better, more reliable spreaders around, including over SP's, so I'd just ignore this one. 1.5/5

Limited: Maybe it's slightly better here. Trample is a little more dangerous here, since your Pokémon are likely to have less maximum HP than normal, but the possible bench damage might still be nice. Rend is slightly more useful I suppose, but it's more expensive due to the lack of Energy Gain and no having Crobat G, so Rend will do 40 damage first time you use it. It might work here, but there are still other better spreaders here. 2.25/5
Baby Mario
Top 4 UK Nats

Rampardos GL


Wow, what a risky card!


Rampardos GL’s first attack, Trample [F][C], lets you flip a coin for each benched Pokémon (yours and the opponent’s) and do 30 damage for each heads. That could get you set up for a few KOs, or finish off some damaged Pokémon, but it could also really backfire. There are ways to stop it from damaging your Bench too much (Manectric PL or . . . umm . . . a bench full of Quagsire SP), but there is nothing you can do about the risk that the attack could be wasted and not hit your opponent at all. For one more Energy, Gyarados G PL will do the same attack without damaging your own Pokémon, and seems like a much better choice.


Rampardos GL’s second attack has some synergy with the first one, doing an extra 20 damage if the defending Pokémon already has damage counters on it, but it’s not enough to make this card playable.




Modified: 1.5 (damaging your own bench is a terrible idea. Use Gyarados G instead)

Limited: 3 (a bit better here, the second attack can be used as a finisher)

of the Lake

aim PoJoMOTL
Hello friends and not-friends (?!). I hope you're all having an AMAZING WEDNESDAY! Well, except for the not-friends.

Ehh, you know what, you not-friends can also have an AMAZING WEDNESDAY! You owe me one though =P

Today's card is one that everyone dreads to pull from a booster: Rampardos GL. The GL stands for the "Game Losses" you will rack up by playing this card.

Rampardos GL RI

Rampardos GL is bad. Really bad.


Being an SP Pokémon, you'd assume that you could pair this card with Energy Gain and Pokéturn. You'd be wrong, as you should be saving those cards for good SP Pokémon like Dialga G or Luxray GL, not for Neo Dunsparce wannabes.

This card really does not have any combos. Sure, you could slap an Energy Gain on it, play it with Gallade Lv.X, go for a spread strategy, and run a few Crobat Gs to make Rend do a smidgeon more damage, but it's not really a combo if it's terrible. Similarly, the combo between Snorlax and Wigglytuff also doesn't exist, as the combo itself doesn't amount to anything, thus ruining the purpose of a combo.


Trample is at best mediocre, and that's when you pair it with a rigged die. Rend is simply terrible. I thought SP Pokémon were supposed to have a high damage output? If I wanted a Fighting basic to do 40 damage for 3 Energy, I'd go back in time and play Haymaker. Sure, they reprinted Hitmonchan, but it was actually good for a Basic to do 40 damage for 3 Energy back then. We also walked to tournaments through all the snow. Uphill and downhill both ways. Durn kids.

Bottom stats

Being 2x weak to Grass isn't that bad, but Beedrill does have a field day with this card. But then again, so does EVERYTHING else, as it's so bad. No Resistance makes this card even worse. A Retreat Cost of 1 is reasonable, but nothing amazing.

Ratings (1 - Sux, 3 - Meh, 5 - Rox)

Modified: 1/5. I'm giving this card a 1. Do I think that this is the worst card in DP-On? Not really. There are worse cards out there. However, being an SP card, I must rate it against it peers, and it simply comes short in every comparison against good SP cards.
Limited: 1/5. Even worse here, as there's no Energy Gain, nor Crobat G, to make this card a smidgeon better. Try to trade it right away, before other people realize how bad it is.
Unlimited: 1/5. If it doesn't even work in Limited, what makes you think it would do _anything_ in Unlimited?

What a horrible card!

(4:14:42 AM) IAMJOBOSKI: thats not even the right rampardos

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