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Pojo's Pokemon Card of the Day


Pachirisu #18/95

Call of Legends

Date Reviewed: Feb. 17, 2011

Ratings & Reviews Summary

Modified: 2.33
Limited: 2.90

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

Combos With:

Baby Mario
2010 UK National

Pachirisu (Call of Legends)

Pachi (as I like to call him) is another one of the depressingly few new cards from Call of Legends to get any attention at all from players. Is that attention at all justified though?

Well, I won’t say it isn’t, but I will say that it is most probably premature.

Pachirisu is an unevolving Basic with an unimpressive 60 HP. Weakness to Fighting isn’t great and the Metal Resistance is . . . better than nothing, I suppose. Its one attack, Shocking Bolt, does a decent 50 damage,but for the fairly steep cost of [L][L]. What’s more, after using it, you have to send all Energy cards attached to Pachi to the Lost Zone.

Luckily, Pachi has a quick way of accelerating Energy. Self-Generation is a coming-into-play Power which lets you attach up to two Lightning Energy cards to it from your hand. OK, I can see how that could possibly get you a quick cheap Prize (maybe even a donk win), but it’s not really enough to justify any kind of hype for the card.

The reason why people are giving it a second look is because of the way it can combo with Shaymin UL (or even the Lucian’s Assignment Supporter) to move that Energy on to another Pokémon. As many Lightning Pokémon tend to be very Energy hungry (All Raichu, Electivire TM, Lanturn Prime, for example), this looks like a potentially useful play. Out of all the possible options, Raichu Prime seems to be the favourite as, if you can keep up the Energy drops, you can hit for 120 damage per turn.

There are two main problems with that strategy though: one is ensuring that you have enough energy in hand to use the Power, and the other is that most Lightning Pokémon tend to be glass cannons: big on attack, but low on durability. For this reason, I don’t see Pachi being enough to make those cards competitive in the current format.

BUT . . .

Right now it seems that Pachi DOES feature in a very successful Japanese deck, paired with that Shaymin and one of the new Black and White Pokémon. Zekrom may be a Basic, but it has a ridiculous 130 HP and can hit for 120 for [L][L][C] with no discard. It self-damages, but Seeker/SSU can save it, and it also has a ‘Rage’ style attack to hurt anything that can’t OHKO it.

So, if you manage to get hold of this card, I suggest hanging on to it. It won’t make your Raichu Primes any less useless than they are now, but when the next set hits in a couple of months time, you may be needing them.


Modified: 2 (that rating is for now. If Zekrom decks become popular, this card will be an important tech)

Limited: 2.5 (eh . . . good for a quick KO I suppose)

Combos with . . .

Shaymin UL

Raichu Prime (for now)

Zekrom (for later)


Alright, just barely enough time for a quick CotD before I leave for work. Today we look at Pachirisu from Call of Legends. Pachirisu is a Basic Pokémon, meaning it enjoys a format right now with some great help for Basic Pokémon (easy to search, easy to play) and faces mostly other Basic Pokémon as competition. As nasty as many of the Pokémon SP are, its better for Pachirisu to be in a format dominated by them than in a format dominated by huge Stage 2 Pokémon that are only about a turn slower but easily capable of OHKOing it and having killer Poké-Powers/Poké-Bodies on top of that.

Pachirisu is a Lightning-Type Pokémon. Haven’t heard of any new Lightning Type decks lately, but I doubt Luxray GL Lv.X has gone away, so there is an existing archetype or two it could fit into, plus at least one card of generic Lightning-Type support I can find (better than nothing). It will need some help since it only has 60 HP: this is pretty low for a Basic Pokémon that can’t further Evolve. It has Fighting Weakness at the damage doubling level, but that isn’t really of consequence: most Fighting Pokémon that see competitive play either hit hard enough to OHKO it anyway, or Evolve into something that does. It does enjoy Metal Resistance -20, which won’t come in handy all that often but is far better than nothing. The single Energy Retreat cost is functionally low and good, but seems quite high given how low the HP score is and that it can’t Evolve.

What Pachirisu does have going for it is a Poké-Power. When you play Pachirisu from your hand to your Bench, you get to attach up to two Lightning Energy cards from your hand to Pachirisu, which is just enough to use its first attack. Unfortunately, that first attack is Shocking Bolt. The 50 points of damage it does for (LL) is actually quite solid, but it becomes bad when you read the effect text: you have to send all Energy cards attached to Pachirisu to the Lost Zone! Not only are they currently impossible to get back, but there isn’t even a good combo to make use of them. It also means that without the Poké-Power (or the turn after using it) you need Energy acceleration or can only attack with it every other turn.

So for Modified, this card seems pretty poor. It ties with one other Pachirisu for having the lowest HP of Pachirisu (all other versions have 70) and when playing it, I guess you’re going for a quick opening 50 points of damage and then expecting to sacrifice it. If it attached Energy from the deck, that could actually have been useful, but since it drains your hand, if you go first you might not have the Energy to get a bonus Energy attachment out of the Poké-Power.

In Limited, it fairs a little better. It needs two copies of Lightning Energy in hand to really be of use, so it’s a little harder to splash but not impossible. If you do, you can get a quick 50 damage which is pretty good in Limited play, but it is still pretty bad that you have to remove all the Energy from it. It might manage to live two turns (when not facing Weakness), allowing you two shots. If you time it right you can take down one Pokémon pretty easily, unless it’s up against an uninjured Stage 2.


Modified: 1.5/5

Limited: 2/5

Just a reminder, I’ve still got auctions up on eBay. Click here to see if there is anything you’d like. ;) Just remember that Pojo.com is only letting me link here, and is in no way responsible for the auctions.


Happy Thursday, Pojo viewers! Today we continue our reviews of the new Call of Legends expansion with a card that may be a very valuable tech in a few decks, as well as something begging to be broken by a rogue deck. Today's Card of the Day is Pachirisu.

Pachirisu is a Basic Lightning Pokemon. Lightning Pokemon aren't commonly seen outside of Luxray GL Lv. X, but Magnezone is definitely playable, although maybe not tier one. 60 HP is a bit low for a non-evolving Basic, meaning that it can get sniped by Garchomp's Dragon Rush as well as Gengar SF's Shadow Room for a KO. Fighting Weakness is to be expected, meaning that Donphan and Machamp will murder you. Metal Resistance is great against Dialga G Lv. X, Steelix Prime, and Scizor Prime. Finally, a Retreat Cost of 1 is totally payable, and can also be made free through Unown Q.

Due to Pachirisu's low HP, it should have either a good attack or a very good Power/Body to act a support Pokemon. Fortunately, Pachirisu has a great Power, and decent attack. Self-Generation allows you to attach up to 2 Lightning Energy from your hand onto Pachirisu the turn you play it onto the Bench. Although this fully powers up Pachirisu's Shocking Bolt, this Power has many other uses as well. Pachirisu makes a perfect partner to Magnezone Lv. X, as the Energies attached to Pachirisu can then be moved onto Magnezone (or any of your other Pokemon) to power them up. It works especially well with Magnezone Prime, as you can Lost Burn for high amounts of damage regularly. Combine this with Seeker and Magnetic Draw, and you have a very fast, hard hitting deck (although with all of that Energy going into the Lost Zone, you better make it count).

Pachirisu's attack, Shocking Bolt, does 50 damage for [LL], with all of the Energy going to the Lost Zone afterward. This is a decently-costed attack, and actually works quite well early game with an Expert Belt and maybe a Crobat G Flash Bite or two. This also makes me think that some kind of "turbo Pachirisu" deck can be built as a donk deck with the right support.

Modified: 3.5/5 Sure, Pachirisu has low HP, but anything that is able to get around the once per turn Energy attachment is amazing in Modified. The fact that it combos so well with Magnezone can't be ignored, and it can even power itself up quickly. Just be careful, as its low HP makes it a giant target to be sniped or dragged up.

Limited: 4/5 Great here. Although the Energy goes to the Lost Zone and requires significant investment in Lightning, you should be able to surprise someone with it and get at least one KO. Too bad the HP isn't a bit higher.

Combos With: Magnezone Lv. X, Magnezone Prime, other slower Lightning types like Raichu

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