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Pojo's Pokémon Card of the Day

 

Dhelmise
- S&M: Guardians Rising
- #GRI 59

Date Reviewed:
June 27, 2017

Ratings & Reviews Summary

Standard: 3.0
Expanded: 3.0
Limited: 3.5

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

Back to the main COTD Page


Otaku

Our second card this week is Dhelmise (SM: Guardians Rising 59/145).  Dhelmise is famous for his stretching limbs, sliding, and flames, debuting in Street Fighter II: The World Warriors and… oh, that’s Dhalsim?  Forced opening joke is forced. 

So Dhelmise is a Psychic-Type, which I suspect won’t be relevant too often because of its Ability (we’ll get to it).  Being a Basic is totally relevant, though, making it as easy to work into decks as one could hope.  Dhelmise sports 120 HP, 20 below the highest we’ve seen printed on a Basic Pokémon worth a single Prize.  This is a somewhat sturdy amount; decks going for a OHKO or reliable 2HKO are still likely to take it down in one hit, but everything else is likely to fall short.  Darkness Weakness is unfortunate, but many Darkness-Type attackers one expects to see are the same ones likely to have scored a OHKO before Weakness; there are some exceptions, especially if certain old favorites regain their popularity.  Fighting Resistance may not prove useful for a while, though you might run into the odd Passimian deck still running around, and it does push you outside of a full-power Team Play boosted by Fighting Fury Belt and Professor Kukui (at least, when used by Passimian itself).  The Retreat Cost of two is actually a bit awkward as it is a bit high to comfortably afford, but is still low enough that paying it is an option.  One of the few bits of Psychic-Type support, or rather Psychic Energy Type support, that might prove relevant is Altar of the Moone, and Dhelmise has a cost low enough for it to zero out entirely. 

Dhelmise has one Ability and one attack.  The former is “Steelworker”, which increases the damage done by your Metal-Type Pokémon to your opponent’s Active Pokémon.  Specifically, Steelworker adds 10 damage after Weakness and Resistance are applied, and the wording means it ought to stack with itself: one instance of Steelworker provides +10 damage, two mean +20 damage, three +30, and four +40.  Abilities like this have an odd history; some have proven quite effective, while others have not.  One of the ones that seemed like a given but ultimately feel flat is Regirock-EX; most Fighting focused decks had trouble making room for it, especially as it could be easy to strand in the Active spot, and its Grass Weakness wasn’t doing it any favors.  The attack found on Dhelmise is “Anchor Shot” for [PCC]; it does 70 damage and prevents the Defending Pokémon from manually retreating during his or her next turn.  Not brilliant, but the cost doesn’t look too bad as even something like Double Colorless Energy can shave off a turn of building.  While you might be tempted to use Dimension Valley to just reduce the cost to [PC], as the Ability suggests, we probably won’t be focused on attacking with this card, using it instead to back up Metal-Types in a Metal-Type deck. 

Which is where we’ve seen it used with some success.  The only list I’ve seen is the one mentioned yesterday, which Christopher Schemanske used to finish second at the Madison, WI Regional Championships in the Masters Division.  It only includes one, but that is enough for Metagross-GX to swing for 160 damage instead of 150.  Choice Band bumps it up to 190, Professor Kukui to 180, and together they can hit 210.  That does not OHKO everything, but it will take out most things.  I’m tempted to see what it can do in Expanded as well; as I’ve stated before, we have some very nice attackers still legal in Expanded, plus some good [M] Energy acceleration in the form of Bronzong (XY: Phantom Forces 61/119; XY: Black Star Promos XY21).  SM: Guardians Rising doesn’t have a lot of Metal-Type Pokémon and most of them are Evolutions occupying premium rarities, but just being a 120 HP Basic that can do 70-for-three is good enough in Limited. 

Ratings 

Standard: 3/5 

Expanded: 3/5 

Limited: 3.5/5 

Conclusion 

Dhelmise is probably at least a “loose” staple for future Metal decks; though at first glance I thought it might be a “must max out card!” I forgot my own warnings about making sure damage increases are relevant, shifting how many turns it takes to score a KO.  Also, there are many ways to mess with Abilities and Benches, so that’s another thing that prevents one from going “all out” with Dhelmise supporting another attacker.  Don’t forget about it, though, as that 10 damage should put a few attackers just over the top. 

Dhelmise only scores four voting points, hence being all the way down here, in 29th place.  It missed joining the three-way tie we already had for 26th through 28th place, and it missed tying with our 31st place card by just one voting point as well.  I awarded it 17th place on my own list; I’m not sure where I would place it now.  Why?  29 places down the list and I’ve lost track of where I would have moved what.  Even being just TecH in a single competitive list makes me think it might deserve to be a bit higher but unless Metagross-GX (or other Metal decks using Dhelmise) take over the format, 17th place might have been too generous.


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