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Yu Yu Hakusho
Harry Potter
Vs. System

Pojo's Pokémon Card of the Day



- XY BREAKpoint

Date Reviewed:
April 6, 2016

Ratings & Reviews Summary

Standard: 2.75
Expanded: 2.40
Limited: 3.50

Ratings are based on a 1 to 5 scale.
1 being horrible.  3 ... average.  5 is awesome.

Back to the main COTD Page


Already, I'm giving this Suicune 5/5 for the artwork. I'd get this card for just that alone, it's so nice! 


That being said though, Suicune is more than just a beautiful card to look at. He's actually got some interesting stuff on him too! His attack isn't terribly fascinating, but Aurora Beam is an unusual 3-for-110 vanilla strike. I say that's unusual since most vanilla attacks I've seen tend not to hit so hard. Course, that is with 3 pure Water Energies, so he's not going into every deck, but then would you be able to run him in Water decks? 

Well there's gotta be more to sell than just a vanilla attack, even if the damage output is larger than normal, and that's where Suicune's Ability comes in. Wind Charm is...interesting, to say the least. As long as Suicune remains Active, your opponent's attacks have no effect on any of your Pokemon aside from damage. Now I'm not entirely sure what that prevents entirely outside of that, but running down the list, that should include any attack that inflicts Status Conditions, forces a Switch, or tries to discard Energy off of Pokemon. And those are all pretty nice things to prevent, in all honesty. 

Unfortunately, there are a few ways around this. For one thing, Wind Charm doesn't block damage, and with only 120 HP, Suicune isn't going to last as long as you'd like him to. Not to mention any effects that would inflict damage to Benched Pokemon, I believe, will still go off, so you're not going to be protecting stuff unless you've got a teched-in Mr. Mime. The other thing is that Wind Charm doesn't do anything against Abilities, Items, Supporters, or Stadiums, and while there are only a few Stadiums that I know of that can make things rough for Bench-sitters, there's still plenty of the other three to go around. Lysandre can work around the switch and shut Suicune down, the Hammers will take care of Energy no matter where it is, and Abilities like Hypno and Ariados can still put Status Conditions on Suicune since it's not an attack. 

Once again, never mind that Garbodor or Silent Lab can shut Suicune's Ability down for good or that in Expanded Hypnotoxic Laser is probably still a preferred method of tacking on extra damage. 

In short, just as Suicune's Ability has a plethora of uses, it's also got a plethora of ways around those uses. And at the end of the day, even an impressive 3-for-110 Aurora Beam and a good amount of protection won't quite let Suicune see the highest levels of competitive play...well, unless we get something in the meta with major Status inflictions to Benched Pokemon. 


Standard: 2.5/5 (he's got potential though, I'll give him that much) 

Expanded: 2/5 (but between niche appeal and the wide array of necessities, he's going to have a hard time fitting in) 

Limited: 3/5 (maybe one day, Suicune, you'll get your time in the spotlight) 

Arora Notealus: Once again, 5/5 on the artwork though. Mitsuhiro Arita, you do good work!! 

Next Time: And now for the starter evolution everyone wants to talk about...sometimes...


Suicune (XY: BREAKpoint 30/122) is our Wednesday Card of the Day.  The Water Type hasn’t really changed since last week.  It is great for attacking almost all Fire Types and some Fighting Types because of their Water Weakness.  It only bumps into Resistance when facing the majority of BW-era Grass Types and there are some anti-Water effects out there, but those usually don’t matter.  The Water Type support matters to varying degrees depending in part upon the rest of the card, but there is support available, both from cards that specifically name Water Types as a beneficiary and just from the basic synergy that comes from some of the already established great Water Type cards.  Speaking of being already established, Basic Pokémon are simply the best: they enjoy so many natural benefits by virtue of being a single card and even though there are anti-Basic card effects out there, there are also Basic-benefitting cards and the net result is very much on the side of the Basic Pokémon.  Suicune has 120 HP; this is a solid amount and without having another mechanic at work (like being a Pokémon-EX) this is just 10 shy of the current maximum we’ve seen printed (though Japan just got a Snorlax with 140 HP).  It will take a good solid attack to OHKO Suicune, though that is what most decks are striving for in the first place.  Grass Weakness is iffy; something like Vespiquen (XY: Ancient Origins 10/98) won’t need it for long while Virizion-EX will still need a Muscle Band to pull off the OHKO, but especially when Vespiquen is popular what should be mere edge cases will actually happen with alarming frequency.  No Resistance is the worst but also the norm so moving on we see a Retreat Cost of [C], which is low enough to be easily paid.  Most of the time, anyway. 

Suicune sports an Ability and a single attack.  The Ability is “Wind Charm” and as long as Suicune is Active it prevents all effects of opponents attacks done to your Pokémon except damage.  If there is already an effect residing on a Pokémon when Wind Charm activates, it is not removed.  At a glance this didn’t seem too great; there are a decent amount of things that Suicune will protect itself from while it is Active, but what about your Bench?  Then I remembered that damage counters placed as an attack effect are (of course) an attack effect: while Suicune is Active and Wind Charm working, an attack like “Silent Fear” (found on Trevenant BREAK) would do nothing.  That is actually good (not great, but good).  For [WWW] Suicune can use “Aurora Beam” for 110 damage.  That is a good amount of damage as even before offensive buffs it will 2HKO most things in the format (disregarding protective effects).  Of course three specific Energy means without appropriate Energy acceleration it is probably too slow to use.  Still to give you an idea a Keldeo-EX with [WWW] attached also does 110 damage with its “Secret Sword” attack. 

So what about other Suicune?  Well there is BW: Plasma Blast 20/101 and it is a great card.  It has a lot in common with today’s version as it is still a Basic Water Type Pokémon with Grass Weakness, no Resistance, a protective Ability and even the same attack, but it has a lot to make it distinct as well with only 100 HP, a Retreat Cost of two and of course the card effects.  Its Ability is “Safeguard”, preventing all damage and effects of attacks by Pokémon-EX (even your own) while it also has Aurora Beam its version only costs [WCC] but hits for just 70 damage.  Thanks to Silver Bangle and later Muscle Band that 70 damage was enough because Safeguard is pretty amazing in a heavily Pokémon-EX environment.  If you can only run a single Suicune this version is it, but fortunately most decks won’t need four of each, so you can just mix and match if you have a use for today’s subject. 

I wouldn’t toss Suicune (XY: BREAKpoint 30/122) into just any deck, but if you’ve got room and either have a good deal of Water support and/or just need something to stall for time against Trevenant BREAK, this is actually a solid option.  Yes Trevenant BREAK can access the attacks on whichever Trevenant is BREAK Evolved from but with 120 HP Suicune can still take at least one hit.  In Standard you don’t even have the option of the old version and I do like that 110-for-three attack.  In Limited it is a great pull; even if you aren’t running Water Type Energy you may just need it to stall for time and if you are running Water Type Energy it becomes an amazing attacker.  Not good enough to run completely solely, but good enough to include in most decks. 


Standard: 3/5 

Expanded: 2.8/5 

Limited: 4/5 

Summary: Suicune is a niche Pokémon but when in that niche it works well.  That is why I am telling you to run it but why it is only scoring a three out of five.  If you are running a Water type deck make room for at least a single because the score should be a point higher (maybe more).  In a deck totally unsuited to it the score should be about a point lower as it can still be tossed up front as a wall on occasion.

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