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Pojo's Pokémon Card of the Day


Gothitelle #47

Emerging Powers

Date Reviewed: August 25, 2011

Ratings & Reviews Summary

Modified: 3.37
Limited: 3.50

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
2010 UK National

Gothitelle #47/98 (Emerging Powers)

. . . And now it’s time for this week’s token playable card! Yes, it’s time to review the good Gothitelle. Y’know, the one that has been attracting the moderate amounts of hype recently. It’s time to see if any of that hype is justified . . .

Gothitelle is a Psychic Pokémon which is . . . ok at the moment. It won’t get hit for Weakness much as very few Psychic Pokémon are playable right now (just very rare Xatu techs and maybe a fun Scolipede deck). On the other hand, you won’t be hitting much for Weakness either: despite having its own share of hype, Machamp Prime has so far been a huge flop in HGSS-on, and players have long since moved on to partnering other things with Donphan. Gothitelle’s 130 HP is only average for a Stage 2 these days, but luckily it’s just enough to save it from getting OHKO’d by the likes of Reshiram and Zekrom. What’s that you say? They can always use a PlusPower? Well, actually they can’t . . .

. . . and that’s because of Magic Room, Gothitelle’s Ability. This only works when the Pokémon is active, but it does create a one-sided Trainer Lock. This means that you are free to play Catcher, Rare Candy, and Communication while your opponent can only sit there with up to a third of their deck suddenly useless. It’s a fantastic Ability that will create serious problems for almost any deck in the format and, unlike Vileplume UD, it’s not a double-edged sword that requires your deck to function without those cards.

The downside of Gothitelle is that it must be active to trigger the Ability. One way of doing this would be to partner it with something with a switching attack (like the Gengar with Curse from AR, if you remember that), so you could swap out to an active Gothitelle for your opponent’s turn, and then retreat it for a better attacker on yours. Alternatively you could have Gothitelle as your main attacker . . . in which case you are stuck with using her brilliantly-named Madkinesis attack if you want to maintain the lock. Madkinesis costs three Energy of any Colour and has an utterly pathetic base damage output of 30. BUT . . . if you choose to play the cost with Psychic Energy, you will do 20 more damage for each one attached, giving you a possible 90 for [P][P][P], which is still not brilliant value, but at least it will get you a Prize every 1-2 turns.

Worse than not being good value, it’s slow – and if you use Double Colourless to try and speed things up a little you will end up only doing 50 damage per turn. There are a couple of ways you could try and fix this: Electrode Prime (very risky) and the Jirachi/Mismagius UL combo (clunky) come to mind, but whether either is a practical solution is questionable.

Because her Ability is just so good Gothitelle will always be a card that has potential, and players are always going to strive to make it work. Will they be able to overcome the card’s drawbacks (serious lack of speed and damage output)? Only time will tell. For now, I’m sceptical.


Modified: 3.5 (one of the greatest Abilities/Powers/Bodies ever printed on a card. Has the attempt to balance it with a poor attack gone too far?)

Limited: 2.5 (Your opponent likely won’t have many Trainers to Lock, but it’s still a solid enough Stage 2)


Hello once again, Pojo readers! Today we're going to review one of the most hyped cards in the new Emerging Powers expansion, the evolution to our two previous COTDs. Today's Card of the Day is Gothitelle (#47) from Emerging Powers.

Gothitelle is a Stage 2 Psychic Pokemon. Psychic isn't that common of a type nowadays, but this may be the card that changes that. 130 HP is just about average for a Stage 2, although many new Stage 2s have 140-150 as the norm. Psychic Weakness should only trouble you in the mirror match, no Resistance is exactly that, and a Retreat Cost of 2 is decent, but you still probably wouldn't want to pay it unless absolutely necessary.

This is the Gothitelle with the very hyped Magic Room Ability, but it also has an attack called Madkinesis as well. Magic Room Item-locks your opponent while Gothitelle is Active, acting as a one-sided Vileplume that allows you to play all of your Items uninterrupted. Since Item cards are the motor that keeps many common decks running (Pokemon Catcher, Junk Arm, Switch, Super Scoop Up, Rare Candy, Dual Ball, many more), being able to lock your opponent while keeping a strong pace yourself. Unfortunately, Gothitelle has to be Active in order to make this happen, so you have to get a Gothitelle up as fast as you can before your opponent sets up, or it may not even matter, since your opponent will probably 2HKO it at worst if they are fully set up.

Madkinesis, Gothitelle's attack, starts out at a very expensive 30 damage for three Colorless Energy, dealing 20 more damage for each Psychic Energy attached. This makes 50 damage for a Psychic and a Double Colorless, and 90 if you manage to get three Psychics onto it. 30 damage for three Energy is terrible on a Stage 2 that must be Active, 50 is rather lackluster, and 70 (PPC), 90 (PPP), and 110 (PPPP) are acceptable, although this requires a lot of Psychic Energy, meaning Gothitelle must have a deck built around it. Energy acceleration is possible with the likes of Mismagius UL and Jirachi UL/CL, although to be fair, this requires a lot of set up and both Mismagius and Jirachi are likely Pokemon Catcher bait before you can get a Gothitelle out. However, if you can get Gothitelle to deal 90-110 damage per turn while having the lock set up, you should be in decent shape, as your opponent will be relying on Supporters and topdecks.

Modified: 3.25/5 I think that Gothitelle has a lot of promise in Modified, but at the same time I feel like it's missing something. Magic Room is an amazing, potentially format-defining Ability, but Madkinesis takes a lot of work in order to be effective. Compared to accelerators like Emboar, Feraligatr Prime, and Pachirisu, Gothitelle is far too slow, but perhaps something like Mismagius UL and Jirachi UL/CL will be good enough to propel it to a high-tier archetype, especially since Magic Room allows you to use your own Items as well.

Limited: 4.5/5 Magic Room is strictly a bonus in Limited, where Items aren't very common but the Ability to block them is nice, preventing your opponent from getting a cheap KO. Madkinesis also has very flexible Colorless Energy requirements, but at the same time you really need Psychic Energy to be effective. That being said, Gothitelle can be splashed into Psychic-light decks, or is probably worth building around altogether. 130 HP is great for Limited, and like most other Stage 2s, if you can get it out, you'll probably win.

Combos With: Mismagius UL, Jirachi UL/CL

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