|  Otaku
 | 
						
						Today we’ll look at Pyroar BREAK (XY: Steam 
						Siege 24/114) on the last official day of the 
						2015-2016 Standard Format.  In some of the more 
						recent reviews it has slipped my mind to specify whether 
						I was talking about the current XY-On Standard Format or 
						the new PRC-On version that goes into effect tomorrow 
						(September 1st).  Some of that is because in those 
						reviews, it just didn’t matter: I am looking at 
						
						
						you,
						Greedy Dice.  The rest is just 
						absentmindedness on my part.  Today it will 
						matter so I’ll specify; when I discuss Standard in 
						today’s article it will mean PRC-On unless I indicate 
						otherwise.  
						
						Pyroar BREAK 
						is the BREAK Evolution of a Stage 1, which means it 
						functions as a Stage 2 without access to Stage 2 support 
						like Rare Candy, Miltank (XY: Flashfire 
						83/106), etc.  Still committing at least three 
						cards to getting Pyroar BREAK to the field, with 
						a three turn wait until it hits the field.  You can 
						speed things up a bit by investing an extra card in a 
						Wally.  Being a Fire Type Pyroar BREAK 
						hits nearly all Grass and Metal Type Pokémon for double 
						damage thanks to their almost universal Fire Weakness.  
						Nothing is naturally Fire Resistant, though a few cards 
						effects can fake it; these are also the only anti-Fire 
						effects of which I am aware in the current cardpool, but 
						as such effects aren’t particularly good (countering one 
						Type out of 11), I may have easily missed some.  
						The only one I would expect to see in competitive play 
						is Parallel City, and that just provides that 
						Resistance like -20 damage (to Grass and Water Types as 
						well), but is most likely being run for the effect of 
						its other half (which shrinks maximum Bench size to 
						three).  What is a concern is that nearly all Fire 
						Types are Water Weak; so a deck that needs to counter 
						them may do so by incorporating a Water Type attacker 
						into the build.  Fire Type support, as is often the 
						case, breaks down into three (sometimes overlapping) 
						categories: those which apply directly to Fire Type 
						Pokémon, those which apply to Fire Type Energy, and then 
						all the stuff that just works better in a deck focus on 
						Fire (Pokémon and/or Energy).  
						
						So for the cards that specifically apply to the Fire 
						Type, one of their best tricks is lost in the shift to 
						PRC-On: Blacksmith.  Still an option in 
						Expanded, it is hard to turn down attaching two basic 
						Fire Energy from the discard pile, even at the cost 
						of your Supporter for the turn.  Burning Energy 
						hasn’t prove too hot, but that may be changing.  It 
						won’t benefit Pyroar BREAK directly as Burning 
						Energy only attaches itself to a Fire Type Pokémon 
						from your discard pile if that specific Fire Type 
						Pokémon discarded that specific Burning Energy 
						from itself as part of its attack, and Pyroar BREAK 
						doesn’t do that with its own attack.  Volcanion-EX 
						is the final bit of major Fire Pokémon support specific 
						to the Type (possibly the last bit as well) but it 
						cannot help Pyroar BREAK; the impressive 
						Ability “Steam Up” can improve the damage done by Fire 
						Types by simply discarding an [R] Energy from hand, 
						but only for Basic Pokémon.  There are many 
						cards that can work with basic Fire Energy, but only a 
						few are relevant; besides generic basic Energy support, 
						there are many specific to the Fire Type that either 
						aren’t particularly good, or which might be good but not 
						squeezed into the same deck as Pyroar BREAK.  Scorched 
						Earth has seen some success as added draw for 
						Fire Energy using decks (also works with Fighting 
						Energy), while Volcanion (not 
						Volcanion-EX) can use its first attack to 
						attack one basic Fire Energy card from the 
						discard pile to two of your Benched Pokémon… which 
						bleeds into the next category of strong Fire Types that 
						just work better in Fire focused decks.  Other 
						notables (which I won’t be detailing) include but aren’t 
						limited to Charizard-EX (XY: Flashfire 
						12/106; XY: Black Star Promos XY121) Entei 
						(XY: Ancient Origins 14/98), Entei (XY: 
						Ancient Origins 15/98), and Flareon-EX.  
						
						Pyroar BREAK 
						has 160 HP; not the maximum we’ve seen on a Pokémon 
						BREAK, but the most we’ve seen on one which BREAK 
						Evolves from a Stage 1 and the maximum seen on 
						actual Stage 2 Pokémon.  I think you’ll notice the 
						difference most with the decks that straddle between 
						hitting hard or relying upon effects; those that focus 
						on damage still will manage some or all of scoring 
						rapid, reliable, repeated OHKOs against this target 
						number, while those focused more on effects are just 
						happy it has less than the typical Basic Pokémon-EX and 
						much less than the typical Mega Evolution.  The 
						last thing Pyroar BREAK supplies for itself is 
						its attack; [RRC] buys 180 damage to the opponent’s 
						Active courtesy of “Kaiser Tackle” but also does 
						50 to Pyroar BREAK itself.  Even if it is at 
						full health, that sends it down to 110 HP, a probable 
						OHKO… but at the same time it is hitting hard enough to 
						OHKO almost all Basic Pokémon-EX and Evolutions (other 
						than Mega Evolutions) without any additional help.  
						At least it is doing damage and not placing damage 
						counters; unless your opponent uses a card effect to 
						change the a self-damaging attacker’s Weakness to its 
						own Type, doing damage is easier to block than damage 
						counters.  Neither Kaiser Tackle nor the rest sells 
						me on using Pyroar BREAK, but so far it looks 
						good enough that it might actually be worth the effort.  
						
						To get to Pyroar BREAK we have to go first 
						through Litleo and then through a Pyroar.  
						I am seeing four options for Litleo - XY: 
						Flashfire 18/106, XY: Flashfire 18/106, 
						XY: Phantom Forces 11/119, and XY: Steam Siege 
						22/114 - and four for Pyroar - XY: Flashfire 
						20/106, XY: Black Star Promos XY26, XY: 
						Phantom Forces 12/119, and XY: Steam Siege 
						23/114.  Maybe we ought to have reviewed this card 
						last week; until September 1st all of these are Standard 
						legal, but after that only Litleo (XY: 
						Steam Siege 22/114) and Pyroar (XY: Steam 
						Siege 22/114) fit that bill.  All of these 
						cards are Fire Types with Water Weakness and no 
						Resistance, which means Pyroar BREAK is going to 
						be Water Weak with no Resistance as well.  All 
						Litleo are Basic Pokémon without an Ability, while 
						all Pyroar are Stage 1 Pokémon with Retreat Cost 
						[CC]; that means Pyroar BREAK will have that 
						Retreat Cost as well.  Looking at the Litleo 
						a little closer, XY: Flashfire 18/106 has 70 HP, 
						Retreat Cost [CC], and the attack “Combustion” for [RRC] 
						doing 60 damage; XY: Flashfire 19/106 has 60 HP, 
						Retreat Cost [CC], and can use “Fire Mane” for [RC] to 
						attack for 30 damage; XY: Phantom Forces 11/119 
						also has 60 HP and Retreat Cost [CC], but can attack 
						with “Roar” for [C] to force your opponent to change out 
						his or her Active, or for [RC] use “Live Coal” to do 20 
						damage; our last Litleo - XY: Steam Siege 
						22/114 - is the third with 60 HP but the first with 
						Retreat Cost [C], and can use “Lunge” to attack for 
						[RC], doing 30 damage (“heads”) or no damage at all 
						(“tails”) depending upon the mandatory coin toss.  
						When you have a choice, go with XY: Flashfire 
						18/106 or possibly XY: Steam Siege 22/114 for the 
						Retreat Cost.  
						
						Pyroar 
						(XY: Flashfire 20/106) has 110 HP, the Ability 
						“Intimidating Mane”, and the attack “Scorching Fang”.  
						The Ability keeps the attacks of Basic Pokémon from 
						damaging Pyroar, though effects still get 
						through, while the attack does 60 for [RCC] with the 
						option of discarding [R] from itself to do another 30 
						damage (or 90 total).  Good Ability, mediocre 
						attack, though at least the discard is optional so you 
						may skip it when you don’t need it, and the 
						Energy cost keeps this version Double Colorless 
						Energy compliant.  This Pyroar was 
						reviewed 
						
						
						here 
						as the third best card of its set and again 
						
						
						here 
						as the eighth best card of 2014; it might have actually 
						deserved those ranks back then (I reviewed it for the 
						2014 list and had it as my personal eighth place as 
						well), but it seems to have just become less and less 
						important as time went by, promising to punish the heavy 
						Basic usage but failing because either we could negate 
						the Ability or because enough decks could naturally get 
						around it (as they had attacking Evolutions).  Pyroar 
						(XY: Black Star Promos XY26) has 100 HP (the 
						smallest of the Pyroar) and two attacks.  
						The first is “Crunch” for [RC], doing 30 damage and 
						giving you a coin flip to discard an Energy from the 
						opponent’s Active.  For [RRCC] you can use “Royal 
						Fire” to deliver 120 damage but must discard two Energy 
						from “this Pokémon” (Pyroar itself).  This 
						released at a time when Hypnotoxic Laser, 
						Silver Bangle, and Virbank City Gym were all 
						still Standard legal, which meant for a Double 
						Colorless Energy and Blacksmith you could go 
						for a fast 180-ish damage (give or take Weakness, 
						immunity to Special Conditions, etc.) and it saw no 
						successful play; neither attack is horrible but they are 
						at best mediocre, plus it hit not too long before 
						Seismitoad-EX.  
						
						Pyroar 
						(XY: Phantom Forces 12/119) is has 110 HP, 
						Ability, and attack like the original.  Its Ability 
						is “Flare Command” which requires you discard a [R] 
						Energy from itself to force your choice of the 
						opponent’s Benched Pokémon into the Active slot once per 
						turn, before you attack.  At a cost of [RRRC] its 
						“Inferno Rush” attack does 110 damage to the opponent’s 
						Active but does 30 damage to Pyroar itself.  
						That means yet another good Ability paired with a bad 
						attack, and while there was some initial hype this 
						Pyroar didn’t have as much of an initial impact.  
						Finding room for a Stage 1 line and being able to spare 
						a [R] Energy for the Ability ended up being too tricky, 
						even if you tried using it to backup XY: Flashfire 
						20/106 (so that Litleo would already be in the 
						deck).  It did get a review 
						
						
						here 
						at least, where it probably was a bit overrated.  
						The newest Pyroar is XY: Steam Siege 
						23/114, which has the highest HP at 120, and has two 
						attacks.  The first is “Flame Charge” for [RC], 
						which does 60 damage plus searches your deck for an [R] 
						Energy to attach to Pyroar itself.  For 
						[RRC] it can instead attack with “Incinerate” to do 90 
						damage, but before that you get to discard all Pokémon 
						Tools attached to your opponent’s Active.  These 
						attacks may be adequate; the damage and effects aren’t 
						bad for the Energy going into them, but neither are they 
						bargains.  Pyroar has to survive the turn in the 
						Active slot if it uses Flame Charge plausible but not 
						easy with 120 HP - and with so few options for discard 
						Pokémon Tools the secondary effect might just make the 
						attack worth it.  However it may not; some are 
						mostly important on Actives (Fighting Fury Belt) 
						while others are for the Bench (Exp. Share).  
						
						So… which do you use with Pyroar BREAK?  
						Well you’ll have no choice in the new Standard, as only
						Litleo (XY: Steam Siege 22/114) and 
						Pyroar (XY: Steam Siege 23/114) will be 
						legal.  As I’ve basically said though, the attacks 
						on that Pyroar coupled with the attacks on 
						Pyroar BREAK might just be enough to prove worth it, 
						at least in a deck built around Fire Types.  No 
						sense rushing, so I’m thinking Volcanion can do 
						its usual opening act with its first attack while also 
						serving as a decent backup main attacker with its 
						second.  Max Elixir can still work on Litleo, 
						so it might be worth the hassle, while Exp. Share 
						might be nice Tool choice since we are entering a format 
						where it is hard to discard.  XY-On Standard would 
						have allowed you to use Pyroar BREAK to enhance
						Pyroar (XY: Flashfire 20/106), and you 
						could use Protection Cube to deal with the self 
						damage.  Probably just would have kept it in hand 
						until right before you’ll actually attack with Kaiser 
						Tackle, as plenty of decks will would have had 
						Xerosic or Startling Megaphone, plus you 
						might want the option of an alternate Pokémon Tool as 
						well.  Such a deck could also include Pyroar 
						(XY: Phantom Forces 12/119) as a single, maybe a 
						double; just use it for its Ability and only BREAK 
						Evolve from it if necessary… though it can also use 
						Protection Cube.  Don’t forget Blacksmith 
						to fuel Energy attachments as well.  This is 
						basically what you can do for Expanded play as well, 
						just remember there are added concerns like Tool 
						Scrapper and other older cards to potentially combo 
						with or be countered by.  For Limited, run it if 
						you get the line, but don’t hold your breath on pulling 
						it when it can do some good.  Also you’ll need your 
						Energy to be about half basic Fire Energy if you 
						do, and thus much of your deck Fire or capable of using 
						the Energy.  
						
						Ratings  
						
						Standard: 
						3.25/5  
						
						Expanded: 
						3.25/5  
						
						Limited: 
						4/5  
						
						Summary:
						Pyroar BREAK has some chops, but it might not be 
						enough.  It loses a lot of good options from which 
						to BREAK Evolve as the format rotates, and said options 
						face stiffer competition in Expanded.  Still it may 
						do enough to be a functional deck in this new era, 
						especially if Type-matching goes its way.  
						Likewise, if say Water Types surge forth, it’s probably 
						going to be lucky to see casual play.  Not a 
						guaranteed winner, not a hopeless loser, I think it’s 
						just a little above average, which is a higher opinion 
						of Pyroar BREAK than when I started with the 
						card.  Mostly because Pyroar (XY: Steam 
						Siege 23/114) may not be as bad as I thought. |