Pokémon TCG: Sword and Shield—Brilliant Stars

CAC Contest: Psychic Pokemon

dkates

New Member
It's time for this Pokegym's first Create a Card contest. For this contest, choose a Psychic or Ghost Pokemon or evolution line that existed in Gold, Silver and Crystal (I'm not familiar enough with Ruby and Sapphire to judge them), and create one card for each Pokemon in the line. For example, you can make a Mewtwo card; or an Abra, Kadabra, and Alakazam. Cards must be (P) type. One entry per person, please. Grading rubric below. If you choose a line, I will average the scores for the individual cards to give your overall score. Note: For this contest, each different-lettered Unown counts as its own line.

Name: 5 points. You can lose points for capitalization or misspelling.
HP: 5 points. Points based on appropriateness.
Weakness/Resistance: 10 points. Choose an appropriate Weakness and Resistance. Each may be none, if you think this is appropriate.
Retreat Cost: 5 points. Points based on how appropriate the Retreat Cost is.
Pokemon Power/Attacks: 30 points. You may not have more than 2 attacks, nor may you have two attacks and a Power. A Power is not required, although it is certainly allowed. Points in this category based on balance, appropriateness of effects and costs, and creativity.
Rarity: 5 points. Choose a rarity for the card: Common, Uncommon, Rare, or Rare Holo. Points based on how appropriate I think your choice is.
Picture: 5 points. Describe the picture. Points based on creativity and vividness of description.
Explanations: 10 points. For Weakness, Resistance, Retreat Cost, and Rarity, why did you choose the ones you did?
Strategy: 10 points. What real cards would this card go best with, and how is this card best used to its full potential? Points based on both quality and quantity of strategies included.
Total possible score: 80 points.

Contest ends 8/19. Please note the change. Good luck, everyone!
 
Last edited:
Gastly
50 HP {P}
Basic Pokémon

{G} Poison Gas The Defending Pokémon is now Poisoned.
{P}{P} Nightmare Gas The Defending Pokémon is now Asleep. During your opponent's next turn, your opponent must flip 2 coins. If either is tails, the Defending Pokémon remains Asleep. 10

Weakness: {D} (usual Ghost Weakness)
Resistance: {F} (usual Ghost Resistance)
Retreat Cost: none (typical Gastly)
Rarity: Common (most Gastly have this rarity)
Picture: Gastly is forcing his way up a smokestack, with smoke coming out from the sides of the smokestack.
Strategy: Can be played well with just about anything, but usually less so against Darkness Pokémon. Typical all-around Special Condition inflicter.

Haunter
70 HP {P}
Stage 1 Pokémon (Evolves from Gastly)

{P}{P} Psyburn 30
{G}{G}{G} Toxic The Defending Pokémon is now Poisoned. Put 2 damage counters instead of 1 on the Defending Pokémon between turns (even if it was already Poisoned). 40

Weakness: {D} (typical Ghost Weakness)
Resistance: {F} (typical Ghost Resistance)
Retreat Cost: none (1 didn't just feel right)
Rarity: Uncommon (many evolvable Stage 1s nowadays are this rarity)
Picture: Haunter is in between two smokestacks, a hand over each smokestack, blocking the smoke.
Strategy: Usable in most decks that used Base Nidoking in the past, able to inflict the multi-strength Poison.

Gengar
100 HP {P}
Stage 2 Pokémon (Evolves from Haunter)

Poké-BODY Built-Up Poison
If either Defending Pokémon does damage to Gengar, that Pokémon is now Poisoned. Put a number of damage counters equal to the damage done to Gengar instead of 1 on the Defending Pokémon between turns (even if it was already Poisoned).
{P}{P}{G}{G} Poison Waves The Defending Pokémon is now Poisoned. Until the end of your next turn, Gengar's Poké-BODY is inactive. 50

Weakness: {D} (again, typical Ghost Weakness)
Resistance: {F} (again, typical Ghost Resistance)
Retreat Cost: {C} (0 was too little, 2 was too much, and 0 would make this extremely broken)
Rarity: Rare-Holo (the wording and power lend itself to it, not to mention the fact that most Gengars have this rarity)
Picture: A Gengar floating inside a life ring on a polluted lake. The water is completely black and unusable.
Strategy: A card that can start an archetype. Used mainly in defensive decks. Turning off the Poké-BODY can work for dodging effects aimed at those with active Poké-BODies.
 
Last edited:
Nice to see you again, Carrington. I said in the top post, you can't have a Power and two attacks. Poke-Bodies count -- I thought that was apparent. Please edit Gengar, then I will judge.
 
Last edited:
scizorulz87, it's nice to meet you. Unfortunately, I cannot judge this entry -- you have to choose a Psychic or Ghost line -- Cyndaquil is Fire. If you want to submit a valid entry, you may.
 
I really dislike Psychic-Types, so I did some thinking, since Exeggcute and Exeggutor are Grass/Psychic, can I post either the Grass or Psychic version? That isn't really stated in the rules. Oh, well. Tell me if my loophole is valid or not. Posting Psychic versions.

Scizorulz's Exeggcute 50 HP [P]

[Picture: An exeggcute bunch are being juggled by a Scizor with an "I Rule" T-shirt on. His trainer is an invisible Elvis Impersonator, who's clothes can be seen holding a PokeBall behind Scizor, about to recall him. (you can see the light coming out of the PokeBall.)]

[P][G] Make Omelet 100-
Flip 2 coins; if both of them are tails, this attack does no damage and Scizorulz's Exeggcute is Knocked Out. Then, remove all damage counters from the Defending Pokemon. If exactly 1 of them is heads, this attack does 100 damage -60 damage, and does 20 damage to each of your own Benched Pokemon. If both of them are heads this attack does 100 damage.

Weakness: {D}
Resistance:
Retreat Cost: {C}

Common

Scizorulz's Exeggutor 110 HP {P}

[Picture: Exeggutor is break dancing on a Scizor's claw. There is a sunny sky, and clouds shaped like different basic energies.]

[P][P][G] Once Again the Day is Saved Thanks to this Energy Cost 70
Flip a coin; if tails Scizorulz's Exeggutor can't attack during your next turn.

[C][C][C][C][C][C] Bust a Move 120
Return Scizorulz's Exeggutor to your hand. (Leave all cards attached to it on the field.)

Weakness: {D}
Resistance:
Retreat Cost: {C}{C}{C}

Rare

Strategy: It might work in a select few decks. But Scizorulz's Exeggutor is very energy intensive for a Stage 1 Evolution, and might be hard to power. Of course, you could use lots of Bounce and Boost energies.

Explanation: For the pictures, I was being stupid. But, as for the attacks... Exeggcute is a bunch of eggs, so I decided to play off of that with the "Make Omelet" attack. For Exeggutor's long-winded attack, look at the energy cost: P-P-G, Power Puff Girls. Bust a move comes from the card's illustration. As it says, an Exeggutor is break-dancing on a Scizor's claw.

Other: Weaknesses to dark are a characteristic of ghost pokemon, normally. But, I decided to break from the standard for these, after all, psychic is weak to dark too. As you know, jungle Exeggutor had a retreat of 3, and the Exeggcute had a retreat of 1. I decided to follow suite. The Exeggcute stinks, so I gave it a common rarity, and the Exeggutor is good, but not great. It's just plain rare.

Hope this fits the rulings. :lol:
 
Drowzee 50hp[P]
(picture:in grass,during full moon night)

{C}Headbutt 10

{PP}Full moon night
If both Pokémon are asleep this attack does 50 damages
1f exactly one Pokémon is asleep this attack does 20 damages
If there aren't any asleep Pokémon each Pokémon becomes asleep

weakness:{P}
resistance:
retreat cost:{1}
rarity(u)because basic bokémon evolving haven't so powerful attacks

hypno 90hp{P}
(picture:in an old dungeon,with bocals full of dreams)

{P}Sleep Inducer
Choose 1 of yor opponent's Benched Pokémon and switch the
Defending Pokémon with it. The new Defending Pokémon is now Asleep

{PP}Dream Eater
If the Defending Pokmon is Asleep this Attack does 50 damages and you
remove a number of damage counters equal to that damage.If Hypno has fewer damage counters than that,remove all of them.
If the Defending Pokémon isn't Asleep,the Defending pokémon is now Asleep.

weaknes:{P}
resistance:
Retreat Cost:{2}
rarity(R)rare,because quite good and evolving from an unco but no so powerful attacks
weaknes:majority of {P} pokemon have weakness to {P} and no resistance
HP and retreat:like base drowzee and fossil hypno

These cards are very good with Dark gengar
because the defending pokemon must be asleep to do damages
 
Last edited:
my slowpoke

Slowpoke
50 HP
[Psychic]
[Basic Pokemon]

Picture:
a group of slowpokes, drooling.
all of them are sleeping comfortably on snorlax's tummy.
the background is like a tropical beach with the sun almost ready to shine...

Attack/s:

(P) Dopey
--flip a coin, if heads add 10 more damage to slowpoke's attack during your next turn and confuse the defending pokemon. If tails reduce slowpokes attack during your next turn by 10(after applying weakness and resistance).

(P) Drool 10+
-- does 10 plus 10 more damage for each (P) or (W) energy card attached to slowpoke but not used to pay for this attack's energy cost. you can't add more than 20 damage this way.

Weakness: Lightning {since slowpoke is a psychic/water type, i decided to make him weak to lightning}
Resistance: none
Retreat: (C)
Rarity: Common
Strategy: this is good mostly for evolvong purposes but it still packs a punch with drool. good for water/pschic decks though. the dopey attack is good for desperate thingie



Slowbro
80 HP
[Psychic]
[Stage 1, Evolves from Slowpoke]

Picture:
A Slowbro desperately try to pull out the cloyster in its tail. observing his position, he is about to roll down the slope in the beach.

PokePower: Detached Shell
anytime during your turn, before you attack, you may flip 2 coins. If both are heads, you may search your deck for a Slowking card and put it on this Slowbro. If exactly 1 is heads put a Slowking card from your hand on this Slowbro, you don't if you have none. If both are tails, put this Slowbro in the discard pile. Either way this counts as evolving/deevolving Slowbro.

Attack/s:
(P)(P)(C) Shell Slam 40+
-- flip a coin, if heads this attack does 20 more damage. if tails this attack does 10 more damage and activates the Slowbro's PokePower.

Weakness: Psychic {Since he is psychic, why not give him this weakness}
Resistance: none
Retreat Cost: (C)(C) {if i made this one he will be too good}
Rarity: Rare {his attack is nice, hp respectable, power nice too}
Strategy: This card comboes good enough with the [gen]slowking and most specially with the slowking i created. if the flips go your way, you could have a slowking in you bench in no time. also the attack is good enough but really risky, again if flipped well it could do major damage.


{i also made a slowking, just to complete this thing. i know it is not really an evoline with him in it but what the heck!}

Slowking
80 HP
[Psychic]
[Stage 1, Evolves from Slowpoke]

Picture:
A Slowking overlooking a group of slowpokes and slowbros in the beach

PokePower: King's Advocates
Once during each turn, before you attack, flip a coin equal to the number of energy cards in your hand for each heads, search your deck for a slowpoke, slowbro and/or slowking and put them in your hand.

Attack/s:
(P)(P)(P) Hail The King! 20+
-- this attack does 20 plus 20 more for each slowpoke, slowbro, and/or slowking in your hand and is reduced by 10 for every slowpoke and/or slowbro in the bench.

Weakness: Psychic {i went with the trend}
Resistance: none
Retreat Cost: (C)(C)(C) {good enough i guess}
Rarity: Rare Holo {he's attack is nice, power combolicious, and hey this is the king!}
Strategy: A good card, but not good enough to be broken. It is good for a stand-alone slowpoke/slowbro/slowking deck. comboes well with the prev. slowbro and any card that gives you more hand / energy in hand.

here are my entry hope you liked it... :thumb:
 
Last edited:
here goes nothing...

Giovanni's Mewtwo - 100 HP
(picture: the left half of mewtwo is covered in metal, the right half of mewtwo isnt. both of mewtwo's eyes are glowing red.)

{P}{P} Psypunch- 30

{P}{P}{P}{C} The Power of the Evil Master- this attack does 30 damage plus 20 more for each card with Giovanni in its name that is in your discard pile. Return all cards with Giovanni in its name back into your deck. Shuffle your deck afterwards. 30+

Weakness: {P}
Resistance: none
Retreat cost: {C}{C}{C}

Rarity: Rare-Holo
Explanation: Obviously we can't talk much about a Psychic type's weakness and resistance cuz it's USUALLY the same. At first, I was thinking to make the rarity of the card the Japanese White Star (which meant Super-Rare), but if the card were to be brought to America, it would be changed to a Rare-Holo anyway.

WHAT CARDS WOULD GO WELL WITH THIS:
definately the Giovanni cards. If you have any KO'ed pokemon with Giovanni in their name, this would be a great way to put them in your deck, and, hopefully, bring them back in play. same thing with teh Giovanni tranier card.
 
Girafarig
60 HP
Basic Pokemon

(Picture Description)- A Girafarig standing on only it's back two legs, glaring straight froward, appearantly stamping US, who are low on the ground. It looks Very angry, and we can even see it's tail with an evil smile on it.

{C}{C} - Stamp- Flip a coin. If heads, this attack does 20 Damage, plus 10 more damage and you flip another coin. If heads, the defending Pokemon is now paralyzed. If tails, this attack does 20 damage. 20+

{P}{P}{C}{C}- Psywave- Flip a coin for each energy card attached to all of your own Pokemon. For each heads, this attack does 10 damage. If this attack does more than 80 damage, reduce that damage to 80 (After applying weakness and resistance). 10X

Weakness- Dark
Resistance- None
Retreat- {C}{C}
Rarity- Rare Holo

Explanations:

HP: 60 HP, while alot for a basic, is not very much when faced with tough evolutions. But since Girafarig has such a variety of powerful attacks, low HP seemed like a good counterbalance.

Weakness- Weakness to psychic is standard for psychic Pokemon, but Girafarig is an exception. It is actually a Psychic/Normal combo, and since (in the TCG) the weakness (of psychic Pokemon) to psychic is because they are weak to ghosts (also printed on psychic backs), which normal types are immune to (hence their resistance to Psychic, in the GB games they are immune), they cancel eachother out. But Girafarigs attacks warrented a weakness, and Darkness was the opportune choice.

Resistance- This Pokemon was strong in the attack category, so making it resistant to anything wasn't a good idea, it would have pushed it more towards broken. As is, it sorta evens out to make Girafarig balanced.

Retreat- In order to retreat Girafarig, the owner must pay the hefty price of two {C} energies. Most of the time, they'll just let him die, helping to balance his strong attacks.

Rarity- For a card that is this strong attack wise, with an uncommon weakness (not many play darkness, cept unlimited sneasel), Rare Holo seems only fitting. It MIGHT could have been only rare, but with the picture i see in my minds eye, the holofoil would look so cool...


STRATEGY TIME!!!!
THis card obviously goes well in a psychic deck, and is useful do to the fact that it is a basic. It COULD be used for stalling, but it's slightly overpriced second attack won't be used very often.

The first attack causes flinching in the game, and since that condition doesn't exist in the TCG, I made it Parlaysis instead, with the rest of Stomp being similar to every version printed before it.

The second attack is overprices slightly, but there ARE ways to make it very powerful. Mewtwo EX and his first attack (same as movie promo) are good ways to make the second attack REALLY strong. Note also, that it says energy and not energy CARDS, so in unlimited, Double Colorless can count as two energy at once. Harvest Bounty Venusaur, and anyting else that can attach extra energies are good combo's as well. Just look out for dark types!!

In Unlimited, he's just not up to snuff. Fable, Tuff, and sneasel all OWN this guy, as they are resistant. Super energy removal makes his second attack near useless too.

In Modified, he'd do alright. He'd take down most of the best psychic types, and with a lack of dark types in the environment, he'd do well. Plus, he'd do well in a Mewtwo ex deck as well. Good times.

In Draft, this guy would OWN. He's a good HP basic. No one plays Darkness, and his first attack is cheap and COMPLETELY SPLASHABLE. Plus, with a status condition on a good flip, he's a beast.
BEst of luck to all participants!!
 
Last edited:
Nice to see you again Dkates.

Smoochum (U)
30HP (P) Baby

(Baby Power)

(P) Energy-switch: Choose an energy card attached to the defending Pokemon. Your opponent moves that energy onto one of his benched Pokemon (This attack cannot be used if your opponent has no benched Pokemon).

W/R/RC (none)


Picture: An adorable smoochum rolling around in a field of flowers.


Jynx
70HP (P) Basic (R)

Pokemon Power: Attract: When this card is used to evolve your active Pokemon, place 2 love counters on the defending Pokemon. Pokemon with love counters can't attack. At the start of your turn, remove a love counter from all Pokemon that have love counters. This Power stops working if Jynx is affected by a Special Condition.

(P)(C) Psy-target: Choose one of your opponents Pokemon. This attack does 10 damage times the number of energy cards attached to that Pokemon. Don't Apply Weakness or Resistance.

Pic: A jynx blowing a lovely kiss to an electabuzz.

W-P
R-none
RC-CC

Strategy: First use Smoochum to move the energy to your opponents bench. Then evolve and stall while you attack the enegy loaded bench.


Explanation: Jynx deserves to be rare! That Pokemon Power alone is awesome. Smoochum is not overly Powerful and i HATE rare babies so its an (U).

The W/R/RC Is farily average for those to Pokemon and the HP is what past versions have had.

Hope you liked it!

-SQ007
 
Mew
60 HP
Weakness: Grass
Resistance: None
Retreat Cost: (C)(C)

Attacks:
(P)Time Warp- Flip a coin. If heads, remove all damage done from the last attack on Mew.

(P)(P)(P)Control- Pick one Special Condition(Asleep, Confused, Paralyzed, Burned, or Poisoned). The defending Pokemon is now affected by that Special Condition. 10

Rarity: Rare Holo

Picture: Mew is looking up at you with big deep blue eyes, floating in midair, with a background of an ancient temple, her little pink body and magenta hands and toes hanging limply underneath her.

Explanation: I chose Mew's weakness because in the games she is weak to bugs. Since bugs are mixed in with many others in the grass group, it made sense to do so. She has no resistance because she has good attacks to cover for her. Her retreat cost is two energies because she is so rare and most rares seem to have reasonable retreat costs at two energies, because over that is for cards like Charizard, and being of small proportions, two seemed reasonable. Finally, I chose Rare Holo for Mew's rarity because she is very hard to find at all.

Strategy: This card would be best in an all Psychic deck, as all of it's attacks require all Psychic energies.If you got another card on the bench that could attack quickly, then started giving Mew some energy, then you would be able to have her ready to go when the first guy was K.O'd. However, if you only can use her because you have no other basics in your hand, her Time Warp attack could easily make up for this, taking away all damage!
 
Julie's Pink Fluffy Abra
39.6 HP
Weakness: Psychic
Resistance: None
Retreat Cost: None
Pic: http://invisionfree.com:54/64/31/emo/pinkabra.jpg

Attacks:

(P) Pink and Fluffyness- Flip a coin, if heads, you may color the defending Pokemon any shade of pink you want with Crayola markers.

(P)(P) Revenge of Pink- If the defending Pokemon is colored Hot Pink you may slap your opponent in the face. If the defending Pokemon is colored Tickle-me Pink, this attack does twenty damage. If the devending Pokemon is colored any other shade of pink, this attack does ten damage. If the defending Pokemon is not colored pink, this attack does nothing.

Rarity: Common

Explanation: I like pink.

Strategy: Use it if you don't like your opponent or you really like the color pink.

~Shadow~
 
Last edited:
TR Shadow, I won't be able to judge your entry. The card is not playable, and you did not cover the whole Abra line. Sorry. If you want to make a different entry, you may.
 
No, it's ok. I made that card a while back and I had to put it up. I just wondered how it would do in a serious contest =P.
 
Celebi
50HP
(p) type

Pokebody Guardian of the forest If a (g) pokemon is damaged, flip a coin. If heads, Celebi does an equal amount of damage to the pokemon that damaged the (g) pokemon(apply weakness and resistance), switch one of your active pokemon with Celebi, and Celebi may be a (g) type instead of a (p) type until the end of your next turn.

(p)(p)(c) Psy destruction Choose a weakness from one of your active pokemon. This attack does 10 damage to each pokemon times the number of energies that are the same as the weakness(apply weakness and resistance to all pokemon attacked).

Weakness(r)
Resistance(w)
Retreat cost(c)(c)

Picture: Celebi flying through the forest carrying a battered Chickorita.
Rarity:Rare-Holo
Explanition:This pokemon is intended to go into leaf decks with pokemon that use (p) energies. The pokebody is worded to where a pokemon power(coughelekidcough) can set it off, and not just an attack. Psy destruction is meant to blast away fire/psychic pokemon, before they could harm the (g) pokemon. This card is not meant to be used in a leaf/fire deck. Celebi was given a fire weakness so it could choose that to blow away the main enemies of (g) decks. The water resistance is becoming a staple for (g) pokemon, and I have already given it a weakness like a (g) pokemon, and the retreat cost is so a free or easy retreat can't be set by the pokebody. Rare-holo is because it's Celebi, and it's sheer power in (g) decks. This is best played when Charizard, or it's modified counterparts is raring to go. It's power could make come out before it's ready, but that's to balance it.
 
I have not started judging yet, but I have been looking at the entries. I must say, I am impressed. I am seeing a lot of originality and careful thought. Keep it up! By the way, I may be moving the end date of the contest to an earlier date. Keep an eye on the top post if you're planning on entering.
 
Okay, I'm not sure if this is legal for the contest, I'm doing Espeon, and since he's the main pokémon, I figure that the fact of Eevee being non-psychic, wouldn't matter, please tell me if there's a rule against it...

Espeon (Stage 1 Psychic Pokémon)
80 HP

(Picture is Espeon lying down in the grass, while the sun sets in the background. Espeon's front legs are folded. Espeon's face looks peaceful and serene, as if meditating.)

Poké-Power: State of Mind - As long as Espeon is in play, whenever an energy card is discarded from any of your pokémon by an attack, poké-power, poké-body, or trainer card, you may attach another energy card to that pokémon, from your hand. This power can't be used if Espeon is affected by a special condition.

[PPC] Extra Sensory - 40 damage. Flip 3 coins, you may look at a number of cards from the top of your deck equal to the number of heads, put those cards back on top of your deck in any order.

Weakness: Psychic (Typical weakness)
Resistance: None (Typical resistance)
Retreat: None (Typical retreat)
Rare-Holo (Typical rarity)



Eevee (Basic Colorless pokémon)
40 HP

(Picture is a front view of Eevee running, somewhat resembling Lt. Surge's Pikachu, if you remember the one with Quick Attack. Athough Eevee is running through a forest, and only trees can be seen in the background.)

[C] Chew - Put one damage counter on each pokémon with a Chew counter on it. Then, if the defending pokémon doesn't have a Chew Counter on it, put one on it. (A pokémon cannot have more than 1 Chew counter on it.)

[C] Evolution Notion - Discard an energy card from your hand, then you may search your deck for an evolution of Eevee that's the same type as the energy you discarded, and put it into your hand.

Weakness: Fighting (Typical weakness)
Resistance: None (Typical E-Card resistance)
Retreat: C (Typical retreat)
Common (Typical rarity)


Strategy - Well, At first glance, the most obvious combo with Espeon that I see is Espeon + Blaine's Charmander. Use Kindle, discard the fire and put another one right back on it, after a while, use Fisherman, and get 4 more free Kindles, and since you're not attaching a fire energy every turn for Kindle, you're free to charge up your bench. It's obviously amazing against high ER/SER decks, since if you have the energy in your hand, you're really not losing anything. In modified, it works very well with SER2, no matter if you or your opponent is using it. But, overall the most broken combo with this card, I'd say would be Aquapolis Exeggutor. Exeggutor starts out with about 4 energy on it. With Eggsplosion you're flipping 4 coins, and dealing 40 damage times the number of heads, and getting the energy back immediately.

With Eevee, there's not much strategy, it's just an Eevee, like the promo one and the Neo2 one, it's got a pretty easy way to get the evolution out quick, because of the second attack. The first attack is simply something original, that you can use in case you don't draw the psychic energy to discard with Evolution Notion.
 
Last edited:
Mew 60 HP (P)

Attacks:
(P) Psycho Boost Flip a coin. If heads, during you next turn, Mews Psychic's base damage is 30.

(P)(C) Psychic Does 10 damage plus 10 more damage for each energy cards attached to the Defending Pokémon. 10+

Weakness: Psychic
Resistance: None
Retreat Cost: (C)

Rarity: Rare Holo

Pic: Mew is flying above on pinky sky at morning. There is also
one icy mountain in the pic. And also, Ash's hand shows on that card
(pointing to Mew).

Explanation: Mews typical weakness is ghost, so i put its weakness to
psy. No resistance, it not need it . Retreat cost is 1 C because (s)he is
so little. And rarity....it's (was) so rare in pokémon games.

Strategy: Its kinda good basic pokémon. Try to put it on psy deck and
play Resistanse Gyms there also, because so many pokémon have
psychic to resistanse (almost each colorless and Sneasels). And also
its good with Focus Band and all kinda of potions.
 
Last edited:
Back
Top