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Pojo's Pokemon Card of the Day


Cherrim Lv. 33


Date Reviewed: 01.19.10

Ratings & Reviews Summary

Modified: 1.75
Limited: 2.75

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

Baby Mario
Top 4 UK Nats



Remember Cherrim from Stormfront? It saw a fair bit of play in Scizor SF decks until Dialga G LV X came along to spoil all their fun.


Well, this new Cherrim is kind of the exact opposite of its Stormfront cousin. While the SF Cherrim had a PokeBody that increased the damage that Fire and Grass Pokémon could do, this one reduces the damage they take by 10. Like its previous incarnation, the body stacks so, with 4 Cherrim out you could, in theory, be reducing 40 damage per turn.


Of course, that isn’t likely to happen. Especially not in a Fire deck, which tend to focus on being super-aggressive and hitting big, rather than preventing damage. Dialga G LV X makes this Cherrim very sad too. It could potentially find a place in a grass deck that relies on healing and surviving. Torterra being the obvious choice. However, bench space in these kinds of decks is already tight: they tend to rely on Sceptile GE for Energy acceleration and Shaymin LV X for increased HP for a start.


With only 80 HP and a Weakness to the still-popular Fire Type, Cherrim isn’t the sturdiest of Pokémon itself, and its under-powered attack (30 for [G][C] plus a Confusion flip) is not going to endear it to competitive players either.


In the end, Shaymin LV X probably provides the better support for tanking Grass-types, so it’s difficult to see just where this Cherrim will find a niche. Aggressive decks like Scizor will want the old Cherrim rather than this one, and defensive decks simply can’t afford the room. It’s an interesting Pokémon (with great card art), but I’m afraid it isn’t anything like as useful as it first appears.




Modified: 2 (it may have a niche . . . but where?)

Limited: 3 (if you pull some Grass Types, this works well in a lower-damage format)


Hello, Pojo readers! Today we are reviewing Cherrim from the Arceus set.

Cherrim is a Stage 1 Grass Pokemon, which can be a bit awkward in the current format. They don't usually have the speed of SPs or Basics, and rarely have the power of Stage 2s. Being a Grass type isn't entirely great either, due to a weakness to the very common Fire techs like Blaziken FB or the occasional Infernape 4. 80 HP is decent for a Stage 1, but could afford to be higher, because having Weakness to Fire (like Blaziken FB and Infernape 4) is bad. However, having a Resistance to Water is good,. A Retreat Cost of 2 is lackluster: You can pay to retreat if you absolutely have to, but Switch or Warp Point is recommended.

This particular Cherrim has a Poke-Body and an attack. Cherrim's Poke-Body, Cloudy Sky, reduces the damage done to your Grass and Fire Pokemon by 10 by any attack. While damage reduction can be really useful, you need multiples of this Cherrim to really have any sort of noticeable effect. Getting multiples of this card on your Bench can take a lot of time, as well as potentially taking up valuable space from things like Uxie, Claydol, or one of your main attackers. If you must run a Cherrim, I would recommend Cherrim SF, because it at least increases your damage potential, and has a few cool combos to go with it (Scizor SF comes to mind).

Cherrim's attack, Worry Seed, does 30 damage and has a chance of confusion for [GC]. Nothing really too spectacular, especially from a fully evolved Pokemon.

Modified: 1.5/5 The damage reduction really isn't all that useful here, as so many things hit for tons of damage anyway to go for the one-hit KO. A reduction of 10 or 20 isn't going to be much of a help when your opponent is hitting you for 100. In addition, Weakness to Fire and a weak attack really make it hard to use in the format.

Limited: 2.5/5 The damage reduction is more useful here, and the attack isn't quite as lacking. Just watch out for opposing Heatran, Rapidash, Charizard, or Fire Arceus.


Yours truly is celebrating his twenty-seventh birthday, so happy birthday myself.  Otherwise, our focus today is on Glalie.


Glalie LV.46 from Platinum--Arceus is a quiet Stage 1 Water Pokémon whose unnoticeable attacks can freeze the competition.


Its Wreck attack, dealing 20 damage for 2 Energy, can deal 50 more damage if a Stadium card is in play; the Stadium card is discarded afterward.  Many decks are Stadium heavy with Broken Time-Space, Ultimate Zone, Moonlight Stadium, etc.  This attack can burn your opponent's Stadiums while dealing the extra damage.


Its second attack, Avalanche, deals 50 damage for {W}{W}{C} with 50% probability of dealing 10 damage to each of your opponent's Benched Pokémon.  This is a good attack with chance of causing spread damage, essential to easily knocking out your opponent's Pokémon later in the battle.


Its Metal-type weakness, +20, will likely be against Metagross and Dialga [G], and should be easily ignored.


Its one Energy retreat cost is very good to return to the bench, then come back later with enough Energy still in play to cause damage.



Modified:  4/5

I do not expect Glalie to be the primary attacking Pokémon, but should definitely be considered as the secondary attacker to burn Stadium cards and clean up or spread damage.


Limited:  2/5

Its Wreck attack would be ineffective with Ultimate Zone as the only Stadium in Platinum--Arceus, and its Avalanche attack will take three turns to be fully powered.

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