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Pojo's Pokémon Card of the Day


Eelektross #47

Dark Explorers

Date Reviewed: July 10, 2012

Ratings & Reviews Summary

Modified: 3
Limited: 3

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: See Below

Baby Mario
2010 UK National

Eelektross (Dark Explorers)

Thanks to Eelektrik NVI being basically amazing as an Energy accelerator, its Stage 2, Eelektross, finds itself in a unique position in the TCG. Normally evolving Stage 1s are used only as a means to evolve: if they can do anything useful, that’s seen as a bonus. With Eelektross, it’s the other way around: you want the Stage 1 for the Dynamotor Ability and you would only play the Stage 2 as a kind of extra, seeing as you were already including the Eelektriks in your deck.

But is it worth giving up even just the one slot and evolving just the one Eel in order to have today’s card on the Field? Let’s take a look and find out.

Well, the basic stats that this Pokémon has to offer are nothing to shout about. Yes 140 HP is decent, but the Fighting Weakness means that it won’t save him if he faces a Landorus, or Terrakion. Groudon-EX could send him to the discard pile pretty fast too. Meanwhile, that Retreat cost of three is only good if you intend to search him out with Heavy Ball. Otherwise it can be a real pain if an opponent uses Pokémon Catcher to force him active and you don’t have a Switch.

Eelektross’s first attack, Suction Heal, is a pretty expensive way to kick things off, especially as it only does 40 damage. Yes, it does allow you to heal the same amount of damage that you did from Eelektross, but this will only rarely be useful. Healing strategies may be making a bit of a comeback in the TCG lately, but they are reserved for the massive 180 HP EX Pokémon that are extremely difficult to OHKO. Suction Heal won’t save Eelektross from a OHKO (obviously), but more importantly it won’t often protect him from a two hit KO either against commonly played attackers like Darkrai-EX and Mewtwo-EX. It’s a pretty mediocre effort, especially for [L][C][C], and isn’t any reason to be playing this card.

The second attack is a bit more tempting. Slurp Shakedown (I know, I know . . . what were they thinking?) costs a hefty two Lightning and two Colourless Energy. The damage output of 60 is still very weak, but the effect could be extremely useful: you get to drag up one of your opponent’s Benched Pokémon and do 60 damage. This is a nice bit of disruption that could benefit your deck in multiple ways, such as getting a cheap KO on a low HP Basic, or switching in a high Retreat Pokémon that has no Energy attached. It’s also an extremely effective strategy against Vileplume UD, which can be brought out and KO’d on your next turn, despite the fact that its Allergy Flower PokéBody prevents you from using Pokémon Catcher.

If you’re running a deck which uses Eelektrik and you find it struggles if the opponent sets up a Vileplume, then this card might well be the answer you are looking for. The Energy costs are a bit extortionate but, hey – you run Eelektrik. It’s not exactly a must-have tech for Lightning decks, but it does have a legitimate use that could make it worth the one slot in your deck.


Modified: 3 (potential tech use in Eelektrik decks)

Limited: 3 (not a huge fan of Stage 2s in Limited, but the disruption and healing would work well)

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