Red Team scores:
Rotom Lv. 38 70HP :lightning
BASIC
powr: Electricity Lure
Once during your turn(before you attack), if Rotom is you Active Pokemon you may use this power. Once during you turn before you attack you may search your deck for up to 4 basic :lightning Energy cards and attatch them one of your :lightning pokemon in play.
:lightning:lightning:colorless Tele-Ray 40+
Flip a coin. If heads this attack does 40 damage plus 20 more damage and put 4 damage counters to all of your opponent's benched pokemon that are the same type as the Defending pokemon. If tails, this attack does 40 damage and move all Energy attatched to Rotom to one of your benched :lightning pokemon, if any.
W::dark:+20 R::colorless-20 RC::colorless
____________________________________________________________________________
Picture: Rotom is flying out of a television that's in the backround and has electricity coming from it's body connecting to every electronic in the area while showing a mischevious smile.:smile: :lol:
Strategy and Concept:The strategy of this card it to charge up your lightning pokemon that require :lightning discarding using it's pokepower so these pokemon can keep using these powerful attacks while being quickly charged up the very next turn. The attack is to help against decks that use the same type....like AMU and such....plus Rotom can help charge up allies even more. The concept of this is that Rotom is from a TV in the video games so I made it so his attack hits something and reflects on others that are the same type like the same channel on TV! I just think he looks like a little ghostly charger so I gave him this specific pokepower.
Name, type, and level: 4/5
HP: 10/10
Picture: 10/10
Attacks/Powers/Bodies: 10/30
Weakness/Resistance/Retreat Cost: 10/10
Strategy and concept: 30/30
Wording: 4/5
78/100
Overall:
78/100
Staryu LV.12 HP40 [W]
BASIC
PICTURE: It is a Staryu sidways, with two points stuck in the sand at low tide, so it has to wait for high tide again. It is sunny, with more sand in the background and the water in front of Staryu in the foreground. The waves do not reach Staryu.
[.] Core Flash
Flip a coin. If heads, attach 1 Energy card from your hand to 1 of your Pokémon.
[W] Spin 20
W:[L]+10
R:
RC:[C]
Strategy: It's only true purpose is to Evolve, although it can be Energy acceleration, though it only works half the time, so it's not very effective. Spin is just 20 for 1, to make up for its low HP. There isn't really that much to it.
Name, type, and level: 5/5
HP: 9/10
Picture: 10/10
Attacks/Powers/Bodies: 30/30
Weakness/Resistance/Retreat Cost: 10/10
Strategy and concept: 30/30
Wording: 5/5
99/100
Starmie LV.34 HP70 [W]
STAGE 1: Evolves from Staryu
PICTURE: There is a Starmie floating in the ocean on its "back" if you call it a back. Its core is glowing. The moon is in the background, and it is dark. There are waves.
[W] Water Gun 20+
Does 20 damage plus 10 more damage for each [W] Energy attached to Starmie but not used to pay for this attack. You can't add more than 20 damage in this way.
[P] Super Spin 10x
Flip 5 coins. This attack does 10 damage times the number of heads.
W:[L]+20
R:
RC:
Strategy: It has the basic Water Gun, so it benifits from the Staryu's Core Flash. Super Spin is 5 coins because of Starmies 5 points. It has low HP and no Retreat Cost, as have several Starmies before. Its mostly good for 1 Energy 25 average damage, and 40 for 3 if needed.
Name, type, and level: 5/5
HP: 9/10
Picture: 10/10
Attacks/Powers/Bodies: 25/30
Weakness/Resistance/Retreat Cost: 10/10
Strategy and concept: 30/30
Wording: 5/5
94/100
Starmie LV.X HP100 [W]
LEVEL UP: Put onto Starmie
PICTURE: There is a Starmie up close to the front, with two of its longer points sticking out of the picture. It's core is glowing brightly and is holographic, and the background is blue. There is a beam of energy being fired from its core that does not leave the picture frame.
[Poké-BODY] Rainbow Glow
Every basic Energy card attached to your Pokémon provides every type of Energy but provides only 1 Energy at a time.
[W][P] Confusion Stream 30
Flip a coin. If heads, move 1 Energy card attached to the Defending Pokémon to 1 of your opponent's Benched Pokémon (ignore this effect if your opponent has no Benched Pokemon). If tails, the Defending Pokémon is now Confused.
Put this card onto your Active Starmie. Starmie LV.X can use any attack, Poké-Power, or Poké-Body from its previous level.
W:[L]x2
R:
RC:
Rainbow Glow helps it use 2 of 1 Energy for its attack, or use Water Gun with other Energy. It can combo with a lot of things that use different Energy costs, and several decks, like Magmortar and Leafeon. Confusion Stream can remove Energy or Confuse them, both of which would make them want to retreat.
Name, type, and level: 5/5
HP: 9/10
Picture: 10/10
Attacks/Powers/Bodies: 30/30
Weakness/Resistance/Retreat Cost: 8/10
Strategy and concept: 30/30
Wording: 5/5
97/100
Overall:
97/100
Heatran LV.X 130HP :fire:
BASIC
powr: Unleashed Energy
Once during your turn (before you attack), when you play Heatran LV.X from your hand to Level Up your Active Pokémon, you may discard all :fire: Energy attached to Heatran. If you do, put 1 damage counter on each of your opponent's Pokemon in play for each :fire: Energy discarded in this way. If this power would Knock Out a Pokémon, put damage counters on that Pokémon until it has 10HP remaining instead.
[.] Magma Streams
Choose 1 of your :fire: Pokémon in play and attach any number of :fire: Energy cards attached to your other Pokémon to that Pokémon. If you do, search your deck for a Pokémon that evolves from that Pokémon and put it on that Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterwards,
W - :water:x2
R - :grass:-20
RC - :colorless:colorless:colorless
Strategy: Unleashed Energy allows you to discard a number of :fire: Energy attached to Heatran, which you can control using Intense Melting. This allows you to get rid of some :fire: Energy for major sniping. Magma Streams allows you to move some :fire: Energy around, so you can power up another Heatran if you have to.
Name, type, and level: 5/5
HP: 7/10
Picture: 0/10
Attacks/Powers/Bodies: 30/30
Weakness/Resistance/Retreat Cost: 8/10
Strategy and concept: 30/30
Wording: 4/5
84/100
Heatran LV.73 100HP :fire:
BASIC
[.] Intense Melting 10x
Discard as many :metal: Energy cards attached to Heatran as you like, then search your discard pile for that number of :fire: Energy cards and attach them to your Pokemon in any way you like. This attack does 10 damage times the number of :metal: Energy cards discarded in this way.
:fire::fire::fire: Intense Smelting 60
Discard all :fire: Energy attached to Heatran, then search your discard pile for that number of :metal: Energy cards and attach them to Heatran. Remove 1 damage counter from Heatran for each :fire: Energy discarded in this way.
W - :water:+20
R - :grass:-20
RC - :colorless:colorless:colorless
Strategy: Intense Melting converts :metal: into :fire: and damages. Intense Smelting reverses that and heals Heatran. Using Heat Energy, you can get 2 :metal: Energy with only having to discard 1 with Intense Melting, allowing for a slow increase in damage and healing over time.
Name, type, and level: 5/5
HP: 9/10
Picture: 0/10
Attacks/Powers/Bodies: 30/30
Weakness/Resistance/Retreat Cost: 8/10
Strategy and concept: 30/30
Wording: 4/5
86/100
Overall:
85/100
Spoink Lv.12 HP50
sychic:
Basic
[.] Bounce
Flip a coin. If heads, prevent all effects of attack, including damage done to Spoink. If tails, switch Spoink with one of your benched Pokemon.
sychic::colorless Confusion 20
If your opponent has any Special Energy cards in play, the Defending Pokemon is now Confused.
W:
sychic:+10
R:
RC:
Name, type, and level: 5/5
HP: 10/10
Picture: 0/10
Attacks/Powers/Bodies: 30/30
Weakness/Resistance/Retreat Cost: 7/10
Strategy and concept: 0/30
Wording: 3/5
58/100
Grumpig Lv.34 HP80
sychic:
Stage 1-Evolves from Spoink
sychic: Lunar Dance
You may move all damage counters from one of your benched Pokemon to Grumpig.
sychic:
sychic: Psychosis 30
If the Defending pokemon is Knocked Out by this attack, during your opponen's next turn when they try to attack, the new Defending Pokemon is now Confused.
W:
sychic:+20
R:
RC: 2
Name, type, and level: 4/5
HP: 10/10
Picture: 0/10
Attacks/Powers/Bodies: 25/30
Weakness/Resistance/Retreat Cost: 10/10
Strategy and concept: 0/30
Wording: 4/5
64/100
Grumpig Lv.X HP110
Level Up-Put on your active Grumpig
powr: Dizzy Aura
Once during your turn (before you attack), when you put Grumpig Lv.X on your active Pokemon, you may use this power. Flip a coin, plus one more coin for each :colorless on the defending Pokemon's retreat cost. If one is heads, the Defending Pokemon can't retreat during your oppoent's next turn. If 2 are heads, the Defending Pokemon can't attack during your opponent's next turn. If 3 or more are heads, at the end of your opponent's next turn (before they attack), the Defending Pokemon is now Confused. If you get all heads, you may choose to Knock Out the defending Pokemon instead.
W:
sychic:+30
R:
RC: 2
Name, type, and level: 1/5
HP: 8/10
Picture: 0/10
Attacks/Powers/Bodies: 25/30
Weakness/Resistance/Retreat Cost: 10/10
Strategy and concept: 0/30
Wording: 3/5
47/100
Overall:
56/100
RED TEAM OVERALL SCORE: 79/100
Sorry, Red Team, you guys have to vote someone out again. Deadline for this is Oct. 1st.