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					Pojo's Pokémon Card of the Day 
					
                        
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							Top 15 Ancient Origin Cards 
							#14 - Machamp EX   - Ancient Origins 
							Date Reviewed: 
							August 25, 2015
 
							
							Ratings
                            & Reviews Summary
 Standard: 3.65
 Expanded: 3.38
 Limited: 4.00
 
							Ratings are based
                            on a 1 to 5 scale. 1 being horrible. 
							3 ... average.  5 is awesome.
 
							
							Back to the main COTD 
							Page 
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              |  aroramage
 | When I first caught sight of 
						Machamp-EX, I couldn't help but smile a little. To think 
						that he's been getting so much attention lately - what 
						with being in Pokken Tournament and now with receiving 
						his own EX card! And not only is it a neat card - it's 
						an amazing card!  ...well, in its own way.  Like most Pokemon-EX, Machamp-EX 
						has two attacks to work with, which would in theory deal 
						180 damage or so. But the way they do it is unique and - 
						at the same time - fairly risky depending on how you 
						handle it. First off, there's Steaming Mad, an Outrage-esque 
						attack that deals twice the amount of damage done to 
						Machamp onto  the opposing Pokemon - and then he gets 
						Confused. Already though there's a lot to profit off of 
						Machamp's power here, as if your opponent doesn't KO 
						him, they're gonna have to deal with a furious 
						counterpunch!  And then there's Crazy Hammer, 
						which deals 80 damage at first followed up by another 80 
						damage if Machamp-EX is affected by a Special Condition, 
						and then the attack removes the Special Condition. 
						Here's the thing about that Special Condition though: 
						there aren't that many that guarantee you can still 
						attack. Sleep and Paralyzed keep you from attacking at 
						all, so they're no good, and Confusion (which can be 
						self-inflicted via Steaming Mad) ends up with a 50/50 
						shot of hitting in the first place. The only reliable 
						ones that you can use are Burn (which does that even 
						exist anymore in this game?) and Poison, and there 
						aren't many cards that deal yourself Poison.  ...well, at least, not before. In 
						Expanded, Machamp-EX can make foes hesitate to play 
						their HTL, and combining his powers with stuff like 
						Strong Energy and Fighting Stadium will wildly benefit 
						his plays. His major strength in being a Fighting type 
						is also a bit of a major flaw, since the main 
						Fighting-type acceleration is currently Landorus (FUF). 
						So it's gonna be a little tough - but Machamp-EX? He's 
						tough too.  He'll prolly get his own deck for a 
						bit, and he'll definitely be a good card to have around, 
						so watch out - or else Machamp-EX will be Steaming Mad 
						and Crazy Hammer your face off!!  Rating  Standard: 3.5/5 (powerful attacks 
						that work well together, though Confusion's not the best 
						Status to have, and Fighting acceleration's a little 
						slow)  Expanded: 3.5/5 (prolly about the 
						same here, there wasn't much Fighting 
						support/acceleration pre-XY)  Limited: 4.5/5 (Steaming Mad can 
						potential OHKO anything, and if it won't, Crazy Hammer 
						will)  Arora Notealus: OH YEAHHHHHHHHHHH, 
						I'M BRINGING A WORLD OF PAIN TO YA, YOU KNOW WHAT I'M 
						SAYING?! HOO HAH HOOOOOOOOOOOOOOOO!!  ...*er-hem* Macho Madness, oh yeah 
						it's Macho Madness.  Nexxt Time: A goliath among Pokemon 
						descends!! |  
              |  Otaku
 | 
						
						Before we get to our fourth runner up a.k.a. 14th place 
						card, a quick note.  First, my review for 
						
						
						
						yesterday’s CotD 
						has now been posted.  Sorry folks; I grew complacent 
						thinking I was on schedule which means of course I fell 
						behind.  Second, there were several CotD reviews of mine 
						that never went up since the previous set because I 
						hadn’t finished them in time.  They should either be 
						posted as of this review or about to go up later today: 
						feel free to go back and read 
						
						
						
						any
						
						
						
						
						or
						
						
						
						
						all
						
						
						
						
						of
						
						
						
						
						said
						
						
						
						
						reviews. 
						 Of course the main reason for finishing them now is a 
						matter of posterity… and because I’m obsessive.  Pojo is 
						willing to post them so I went ahead and finish them.  
						
						Now though it is time to pump *clap* you up with 
						today’s CotD: Machamp-EX (XY: Ancient Origins 
						37/98; 90/98).  As you can tell at a glance, it is a 
						Fighting-Type Pokémon-EX.  Being a Fighting-Type is 
						pretty great; many Colorless-Types and most Darkness- 
						and Lightning-Types are Fighting Weak, often giving you 
						a huge edge over them.  The Type enjoys perhaps the 
						overall best support in the game right now with their 
						own personal Stadium (Fighting Stadium), Energy (Strong 
						Energy), Pokémon Tool (Focus Sash) and not 
						one but two Supporters (Korrina and Maxie’s 
						Hidden Ball Trick).  Not all of those are “must 
						runs” but even the lesser ones are nice to have… and 
						there is more as there are cards like Scorched Earth 
						that work with either basic Fighting Energy or 
						Fire Energy to draw two cards as indirect support. 
						 The Fighting-Type is one of the more commonly Resisted 
						(though “no Resistance” is even more common) and there 
						are a few “anti-Fighting” cards floating around but… 
						they are pretty easy to forget and not all that 
						effective.  Being a Pokémon-EX is normally just 
						guaranteed drawbacks (gives up an extra Prize, 
						“anti-Pokémon-EX” cards plus those that just won’t work 
						for Pokémon-EX) with the potential to have significantly 
						better attributes and/or effects but as Machamp 
						are normally Stage 2 Pokémon, Machamp-EX 
						instantly benefits by being a Basic Pokémon.  
						
						It also didn’t get shafted in the HP department as it 
						has the 180 HP that is the higher of the two more common 
						values (the lower is 170).  Nothing is safe from a OHKO 
						but 180 is about as good as it get without Mega Evolving 
						(there are a few exceptions like Wailord-EX which 
						have more).  Machamp-EX will probably survive a 
						hit, though besides the harder hitting decks its 
						Weakness is a serious concern: Psychic.  Mewtwo-EX 
						should be rotating: I haven’t yet heard whether or not 
						the reported re-release was a full fledged reprint or 
						just older product being released again.  In Expanded it 
						will be a serious concern given how likely it is to 
						score a OHKO for a minimal investment.  Unless you’re 
						dealing with the Psychic-Types that have intentionally 
						low damage attacks (usually because they’ve got an 
						awesome Ability or because they don’t see much play), it 
						will likely be brutal.  The lack of Resistance is so 
						common that while I am kind of disappointed, it doesn’t 
						really detract from the card: Resistance isn’t exactly a 
						strong mechanic anyway as it is probably still more or 
						less “balanced” unlike Weakness.  The Retreat Cost of 
						three is chunky.  In Expanded it would make Heavy 
						Ball an option, but the main thing is you’ll need to 
						build your deck with alternatives to retreating at full 
						cost; either reducing it, bypassing it entirely or being 
						able to tank.  
						
						Machamp-EX 
						has two attacks.  The first (Steaming Mad) requires [FC] 
						to hit for 20 damage per damage counter on Machamp-EX 
						itself… after which point Machamp-EX is Confused. 
						 The second (Crazy Hammer) requires [FFC] to hit for 80 
						plus another 80 if Machamp-EX is affected 
						by a Special Condition, and after which all Special 
						Conditions on Machamp-EX are removed.  It can 
						take some time to set-up for either attack, but the end 
						result can be quite potent; as low as nothing or 
						as high as 340 damage before other effects with Steaming 
						Mad and while 80 for three isn’t too hot 160 for three 
						is.  Steaming Mad Confusing Machamp-EX is likely 
						intended to set up for Crazy Hammer, but as you’re not 
						getting much unless you use Steaming Mad after 
						Machamp-EX has at least three damage counters on it 
						(and preferably when he has more like nine), Machamp-EX 
						is unlikely to survive a turn to have to even worry 
						about Confusion.  Which is good because while Crazy 
						Hammer can hit crazy hard, of the five Special 
						Conditions, two prevent attacking at all (Paralysis and 
						Sleep) and one leaves you with a 50% chance of failure 
						(Confusion).  Only Burn and Poison won’t affect the 
						capacity of Machamp-EX to attack.  
						
						Conveniently this leads to the exact combo for 
						Machamp-EX: Ariados (XY: Ancient Origins 
						6/98).  It is a Stage 1 with an Ability (Poisonous Nest) 
						allowing it to Poison both non-Grass-Type Active 
						Pokémon.  So unless the opposing Active is a Grass-Type, 
						you have an easy combo to deliver 140/160/320 
						(Resistant/Neutral/Weak to Fighting) damage plus a 
						damage counter of Poison.  Muscle Band can be 
						tacked onto that, or you could use Focus Sash so 
						that your opponent is forced to hold back a bit when 
						attacking if they can’t neutralize its effect. 
						 Otherwise what would have been a OHKO sets up for a 
						full power Steaming Mad.  Against Grass-Types, that may 
						have to be the plan unless you pack an alternate 
						attacker.  I expect this to see some play (maybe even 
						some success) in Standard, maybe in Expanded as well; 
						Mew-EX and Mewtwo-EX are a an additional 
						threat in Expanded.  In Limited play, I’m not sure if I 
						would take the risk and run it as my only Basic Pokémon 
						(a +39 deck - Limited decks are only 40 cards). 
						 Steaming Mad Confuses you but that is the only way 
						apart from your opponent inflicted a Special Condition 
						on Machamp-EX to get the full damage from Crazy 
						Hammer, and while Steaming Mad can Confuse you to get 
						the bonus from Crazy Hammer, you’ve got a 50% chance of 
						your attack just placing three damage counters on 
						Machamp-EX itself.  In a “normal” Limited deck with 
						mostly basic Fighting Energy though it could be a 
						tremendous asset. 
						
						Ratings  
						
						Standard: 
						3.5/5  
						
						Expanded: 
						3.25/5  
						
						Limited: 
						4/5  
						
						Summary:
						Machamp-EX has a strong but not perfect combo to 
						build a deck around.  With Fighting-Type support helping 
						it out, I think it will enjoy some success, but I’m not 
						confident enough to assume it will become one of the top 
						decks.  Should be a nice option though.  On my own list,
						Machamp-EX also made the Top 15 as the 13th place 
						finisher, so 14th place seems accurate. |  
              |  Emma Starr
 | 
						
						Today we introduce Machamp EX, a contender who is 
						literally mad enough to try and hold his own against all 
						of the crazy EXs and Megas. Can he do it? Let’s watch 
						the action unfold!            
						
						With 180 HP, he’s on the slightly bulkier side of EXness, 
						by having 10 more than some EXs. Psychic Pokemon can 
						take him down quickly, though thankfully for him, Mewtwo 
						EX will be forced out of the ring soon. With a Retreat 
						Cost of here though, he’s most likely going to have to 
						stay in the match until the bitter en(FuF 46d, unless he 
						has some other source to help him escape.            
						
						His first attack is a brutal and risky one! Steaming Mad 
						costs one Fighting and one Colorless Energy, and does 2 
						times the amount of damage counters he has received. 
						While sounding alright so far, there is one big risk in 
						this attack – Machamp EX becomes confused. So, you 
						attacks will now be crippled into having only a 50% 
						success rate; if the coin lands on tails, and you will 
						also do 3 damage to yourself, to add insult to injury. 
						What’s further counter-productive about this attack is 
						that it costs two Energy, so you’ll most likely be using 
						this before the other attack, which means Machamp EX may 
						not have enough damage yet to fully take advantage of 
						this attack. On the plus side however, using this attack 
						before the next does carry some very nice rewards, if 
						you’re gutsy enough to try it…   
						
						
						 
						    
						His second attack, Crazy Hammer, does 80 damage for two 
						Fighting and a Colorless, but if Machamp EX is affected 
						by a Status Condition, such as say...Confusion, it does 
						a crazy 160 damage, which is enough to OHKO any EX if 
						Machamp EX is equipped with a Muscle Band (barring 
						Wailord) in one single hit! Sure, there is the 50% 
						chance of failure and 30 damage of recoil with the 
						strategy of using Steaming Mad, then Crazy Hammer, but 
						with such potential power, it’s a good thing it is 
						nerfed to this extent. It’s also worth remembering that 
						said Confusion will be cured once this attack is 
						successfully used.    
						
						 
						    
						A couple of other things I thought were worth noting 
						were that you could just try to get Machamp EX hit with 
						a Hypnotoxic Laser instead, while not bothering with 
						using Steaming Mad at all, but most of the time, your 
						opponent will probably not want to risk doing this in 
						the first place. Also, you could substitute Muscle Band 
						for Strong Energy if you wanted, though Strong Energy 
						will take up one of your four Special Energy spots, but 
						since you’re most likely running Fighting types in a 
						deck with Machamp EX in it, Strong Energy would most 
						likely be your best bet for Fighting decks anyway. 
						Ironically, a bench-sitting Machamp (FuF 46) could also 
						help fulfill this role. Finally, there is a devastating 
						combo to be had if you have Ariados (AO 6) on your bench 
						- use it to Poison Machamp and the opposing Pokemon. The 
						best part? You can use this repeatedly, once per turn! I 
						can see lots of evil, devastating destruction sprees 
						happening with this one already!  
						
						Modified: 3.9/5 (I almost want to score this higher, but 
						to use Machamp EX most effectively, you still need 
						Ariados to be on the bench, and Ariados is a Stage 1 
						Pokemon, so not the quickest setup, but well worth it if 
						you can make the pieces work!)Limited: 3.5/5 (No access to Strong Energy, the other 
						Machamp, or Muscle Band is a real bummer...but that 
						strength is still impressive, along with the Ariados 
						combo still being possible.)
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