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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day



- Flashfire

Date Reviewed:
July 10, 2014

Ratings & Reviews Summary

Standard: 1.37
Limited: 1.75

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
2010 UK National

Dusclops (Flashfire) 

Reviewing the Stage 1 part of a Stage 2 line is never much fun. There are very rare exceptions (like Vibrava RR), but in the main it doesn’t matter if they are good, bad, or indifferent . . . they are all just a way of getting to the Stage 2 if you don’t have access to Rare Candy. 

This Dusclops probably falls into the ‘indifferent’ category. The HP isn’t great, but the attacks are just a tiny bit better than with most cards of this type: a cheap Confuse Ray for sub-par stalling; and an expensive Cursed Drop for a bit of damage spreading.  

That last one seems to have some synergy with Dusknoir’s BCR’s Sinister Hand Ability, which can manipulate damage counters on your opponent’s side of the Field. Of course, in reality the synergy is non-existent: both legal Dusknoir are non-attacking Bench-sitters, so chucking three Energy on to Dusclops wouldn’t make any sense at all (unless it was somehow a brilliant game-winning ploy, but don’t ever count on that happening). 


Modified: 1.75 (average evolving Stage 1)

Limited: 2 (marginally more useful here)


Welcome back guys! Today we're looking at yet another Stage 1 Pokemon from the new Flashfire set! But fair warning: it's got a Stage 2 that's vastly superior to it and which completely nullifies the need for running it outside of Rare Candy-less decks. That's right, we're taking a look at Dusknoir's pre-evo, Dusclops. 


Now back in Gen V battling, Dusclops was actually superior to Dusknoir for being bulkier than it while holding an Eviolite, making it a better wall than its final form. Does the TCG capitalize on this and make this Dusclops better than Dusknoir? Of course not! Instead, Dusclops gets the "mid-Stage" treatment that most Stage 1s with an evolution get. That is to say, he gets a couple of mediocre at best attacks, and while they are thematic with the evolution line, they don't exactly instill a tournament-viable strategy.


The very first thing to note about Dusclops' attacks is that neither of them does damage. Now that can be a good thing, or it could be a bad thing, and both of those depend on how good the attacks are individually, i.e. what they can do. Dusclops' first attack is Confuse Ray, which pretty much does what it's always done since Gen I: Confuse the other Pokemon. Of course if you've been reading along, then you'll know that Status Conditions have the problem of getting nullified the moment the Active Pokemon switches out in the TCG. It's the sort of thing that made Walrein (FLF) from earlier in the week a not-so-great card, but at least he could dish out damage unlike Dusclops here.


His second attack, Cursed Drop, is just an upgrade of Duskull's (FLF) Sneaky Placement but not quite the level of Dusknoir's Pain Pellets. Basically all the move does is place 4 damage counters on your opponent's Pokemon in any way you like. Could be used for spreading damage around or going for a small-fry KO, but there's just no way you're gonna get 3 Energy on Dusclops to get to that point without getting KO'd yourself! He only has 80 HP after all.


So basically Dusclops is the underpowered Dusknoir that gets replaced with Rare Candy just as many "mid-Stage" Pokemon get shelved and slotted into sleeves in sliders-I mean, binders.




Modified: 1/5 (don't bother trying it, it's not going to work)


Limited: 1.5/5 (if you're running him, it's honestly to try and bring out Dusknoir)


Arora Notealus: A shame that Dusclops has to waddle around on his knees all the time...that's what those stubs are, right?


Next Time: He's big, he's bad, and he's gonna BROCK THE HOUSE!!

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