2013-07-05 PLF Dragonite 083

Discussion in 'Card of the Day' started by waynegg, Jul 5, 2013.

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  1. waynegg

    waynegg CotD Editor<br>Forum Moderator

    "Before posting, please review the FAQ and follow the Guidelines provided for Card of they Day. Whereas we enjoy opinions of the cards, it is necessary to include a Brief Description for all players to understand your point of view and an optional Rating (ex. x/10). In the future, posts not using the FAQ information may be deleted and reported. Thanks, Mgmt"



    [gal=54745]2013-07-05 PLF Dragonite 083[/gal]​
     
  2. wally

    wally <a href="http://pokegym.net/forums/showpost.php?p=

    ..No really a good card since.. 3 RC.. ..although the first attack is quite decent.. for 3 energy..it's kinda not helping if you lack on energy during the early games.. [G][L][C][C] for 90 + 30 heal.. will made this card a decent front tanker.. but all back to the heavy RC.. 5/10
     
  3. Normal guy

    Normal guy New Member

    well it can be heavy balled and deafen is pretty good 7/10
     
  4. Otaku

    Otaku Active Member

    I was really excited for this card, but unless we get some surprise finishes at Nationals, looks like I was being overly optimistic.

    What does the card have going for it? Its first attack:

    • Colorless Energy requirements allow almost any form of Energy acceleration
    • Blocks Items
    Then there are the "could be worse, so technically good" things:


    • 150 HP has a good chance of surviving an attack, and should at least be a pricy OHKO
    • Dragon-Type Weakness: Might change in the future, but right now most Dragon-Type attackers hit so hard that they'd OHKO Dragonite regardless
    • 60 points of damage high compared to similar attacks
    • Retreat Cost; not cheap but you're probably wanting something to help it anyway so at least it qualifies for Heavy Ball.
    So what is "the bad"?

    • Lower Stages are no where near good enough to compensate for their usage
    • Slow, even when using Rare Candy
    • Second attack is a total waste.
    I think using this requires either tanking it or upping its damage... and both require Energy acceleration as well because the best "tanking" trick we have is Max Potion. In theory I favored using Team Plasma Badge to enable Dragonite access to Deoxys EX (Power Connect), Umbreon [Plasma] (Dark Shade), and Colress Machine. I was never able to test it, unfortunately.


    Overall, I give it a 7/10 for Modified; the potential is there it is just even living up to it doesn't mean much with the kind of competition it faces.
     
  5. pokedan24

    pokedan24 New Member

    6/10 (at least)

    Anything that prevents your opponent from playing items (even if it's just for a turn) is amazing in this format. Unfortunately...

    a) it's a stage 2
    b) attack cost is pretty expensive
    c) it's previous stages are horrendous
    d) damage output is still pretty week

    That's a lot working against this, especially since the second attack is rubbish. But would I count this out yet? No. The colorless attack cost lets you splash in any backup attacker you want. Dragon weakness isn't the worst and even the 3 retreat lets you take advantage of heavy ball (if you want to try Garbador/Dragonite). Someone could end up making this work (and I hope they do because it's a cool card).
     
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