Dusknoir (Stormfront, 1/100) is a Psychic-type Stage 2 Pokémon that is designed to give players a lot of options. Its Shadow Command Poké-Power allows you to draw 2 cards. If you have 7 or more cards in your hand, you have to discard until you have 6 cards and then put 2 damage counters on Dusknoir. This may sound odd, but it works well with the Gripper Pokémon’s Damage Even attack. This attack allows you to put the same number of damage counters on one of your opponent’s Pokémon that is on Dusknoir. Considering that Dusknoir has 120 HP, there is a lot of potential to strike big. Night Spin is also a nifty attack, hitting for 50 and then preventing all effects of an attack, including damage, done by Pokémon with 2 Energy or less on the next turn. Watch out for Dusknoir's +30 Weakness to Darkness-type, and see what this hefty Stage 2 Pokémon can do for your deck!
Empoleon (Stormfront, 2/100) has made waves as a Water-type Pokémon in previous expansions, and now it debuts in Stormfront as a Metal-type Pokémon with 130 Hit Points and two strong attacks. When Empoleon comes into play to evolve 1 of your Active Pokémon, its Emperor Aura Poké-Power prevents your opponent from attaching an Energy card from his or her hand to a Pokémon during your opponent's next turn. This can be particularly strong when combined Empoleon's Whirlpool attack, which strikes for 60 damage and can force your opponent to discard an Energy card from the Defending Pokémon with a successful coin flip. Have fun finding ways to work this new Metal-type Empoleon into your deck!
This Infernape (Stormfront, 3/100) is unique because it is a Fighting-type Pokémon rather than the Fire-type Infernape we've seen in the past. Bid a fond farewell to Water-type Weakness! Infernape powers up very quickly, thanks to its Blaze Dance Poké-Power. Blaze Dance allows you to flip a coin when Infernape comes into play, and if you get heads, you can search your deck for up to 4 Fire Energy cards and attach them to your Pokémon in any way you'd like. Attach them to Infernape, and you can immediately launch its Spreading Fire attack for 80 damage. You have to discard 2 Fire Energy cards to use it, but the attack also does 20 damage to each of your opponent's Benched Pokémon. No wonder this is Infernape is a Fighting-type!
The Metal-type Stage 2 Pokémon Magnezone (Stormfront, 5/100) comes equipped with two powerful attacks, but it's Magnezone's amazing Magnetic Search Poké-Power that will attract most players. Once during your turn, Magnetic Search allows you to search your deck for a Lightning- or Metal-type Pokémon and put it into your hand. Using this Poké-Power, you can quickly seek out Stage 1 Pokémon, Stage 2 Pokémon, or even Pokémon LV.X exactly when you need them. With Magnezone on your Bench, setting up your strategy is a snap!
This version of Regigigas (Stormfront, 9/100) plays best when combined with Regirock, Regice, and Registeel. That's because its Regi Form Poké-Body will only work when all four of these Pokémon are in play. Regi Form reduces the attack cost of Regigigas's attacks by 1 Colorless Energy. Because the Giga Power attack requires at least three different types of Energy to execute, this Poké-Body can be very useful. Giga Power hits for 60 damage, and you can opt to increase the damage by 40 if you're willing to have Regigigas do 40 damage to itself. It's a heavy price to pay, but with 100 HP, Regigigas won't go down without a fight.
Appearing as a Grass-type Pokémon in previous expansions, Torterra (Stormfront, 11/100) arrives this time around as a powerful Fighting-type Pokémon with a massive 140 Hit Points. Torterra's roots still run green, as it does not actually require any Fighting Energy to execute its attacks, and its Sunshine Song Poké-Power is designed to aid Grass-type Pokémon. When Torterra comes into play, Sunshine Song allows you to choose as many of your Grass-type Pokémon as you like, search your deck for Evolution cards that evolve from those Pokémon, and then evolve them. Stock your Bench with Grass-type Pokémon before bringing Torterra into play, and you can quickly improve your potential to pummel!
This LV. 46 Bronzong (Stormfront, 13/100) is just plain fun to play. Its Cycler Poké-Power basically guarantees that your hand will be stocked with Energy cards, unless your opponent is able to shut down your Poké-Powers. If you have the same number of cards in your hand as your opponent, Bronzong's Strange Spin attack will do 60 damage instead of 20 and leave the Defending Pokémon Confused. The Heavy Potential attack can be brutal, allowing you to put a number of damage counters on each of your opponent's Pokémon equal to the number of Colorless Energy in that Pokémon's Retreat Cost. Bronzong's effectiveness is dependent on a number of variables, which is a little unpredictable but a lot of fun!
Illustrated fiercely by Kent Kanetsuna, Drapion (Stormfront, 15/100) enters the battle with clawed arms ready for action. Well equipped with 3 attacks, Drapion is a Darkness-type Stage 1 Pokémon with a hefty 110 Hit Points. Each of Drapion's attacks comes with fiendish fine print that could leave the Defending Pokémon Paralyzed, Poisoned, unable to retreat, or even stripped of all Special Energy cards. Add Drapion to your deck, and prepare to pester all challengers into submission!
Gengar (Stormfront, 18/100) flashes a mischievous grin… and with good reason. You'll be smiling right along with it if you're able to tap into this Stage 2 Pokémon's awesome attacks. Gengar's Fainting Spell Poké-Power will make your opponent think twice about Knocking Out Gengar, because if you flip heads afterward, the Attacking Pokémon will also be Knocked Out. What an awesome Poké-Power! On top of that, its Shadow Room attack allows you to put 3 damage counters on whichever opposing Pokémon you choose. If that Pokémon happens to have any Poké-Powers, you can up the impact to 6 damage counters instead. This is a great way to take out annoying Pokémon that are using their Poké-Powers from the Bench. Finally, the Poltergeist attack does 30 damage times the number of Trainer, Supporter, and Stadium cards in your opponent's hand. It feels great to punish your opponent for hoarding cards that could cause you trouble!
With 3 attacks, 130 Hit Points, and the ability to dish out 100 damage on a single turn, Gyarados (Stormfront, 19/100) is no lightweight. For no Energy, its Tail Revenge attack inflicts 30 damage times the number of Magikarp flopping around in your discard pile. If used at the right time, this attack can catch your opponent off-guard and hit for 90 damage (30 x 3 Magikarp in your discard pile). Gyarados's big-time attack is Dragon Beat, which delivers a hefty 100 damage. As if that weren't enough, this attack also allows you to flip a coin. If heads, you get to discard an Energy card from each of your opponent's Pokémon. You'll have to pay for it, though—Dragon Beat requires a whopping 5 Energy to execute!
It's rare to see a Pokémon equipped with three attacks, but Machamp (Stormfront, 20/100) is not your run-of-the-mill Stage 2 Pokémon! With four arms and an amazing amount of muscle, Machamp enters the battle ready to rain down damage. Its Take Out attack strikes for a respectable 40 damage, but if the Defending Pokémon isn't an Evolved Pokémon, that Pokémon is Knocked Out! This attack alone can be a major game changer. Hurricane Punch does 30 damage times the number of heads after 4 coin flips, which has big potential if the flips fall your way. Finally, its Rage attack can Knock Out the biggest cards around with a base damage of 60, plus 10 more damage for each damage counter on Machamp. Consider Machamp's 130 HP, and imagine the damage-inducing possibilities. Its Retreat Cost of 2 Colorless Energy is fairly inexpensive for a Stage 2, but watch out for its +30 Weakness to Psychic-type opponents.
Mamoswine (Stormfront, 21/100) is a Stage 2 Pokémon that means business. Its Ramming Strike attack requires you to flip a coin until you get tails, and then it does 30 damage times the number of heads. Not satisfied with those results? Put 2 damage counters on Mamoswine and try again. With 140 Hit Points, the Twin Tusk Pokémon will hardly even flinch at the prospect of that 20 damage. Its Parade attack is a real crowd pleaser, hitting for a base damage of 60 before piling on additional damage for each of Mamoswine's buddies on the Bench. The attack does 10 more damage for each Swinub on your Bench, plus 20 more for each Piloswine, and 40 more for each Mamoswine. Stock your deck with the Mamoswine evolution chain, and trample the competition!
With its impressive Battle Rush Poké-Body and a hefty 140 Hit Points, Salamence (Stormfront, 24/100) has what it takes to Knock Out the toughest Pokémon in the game. If your opponent has any Pokémon in play that has a maximum HP of 120 or more, you can ignore all Colorless Energy necessary to use Salamence’s attacks. That means that you can execute Steam Twister for only 1 Fire Energy and 1 Water Energy, and clobber the Defending Pokémon for 120 damage. Normally, this attack requires an additional two Colorless Energy to pull off. You have to discard a Fire Energy and Water Energy afterward, but if used at the right moment, this attack can put you in the driver’s seat.
Sableye (Stormfront, 48/100) is an interesting Pokémon that can help you get off to a terrific start. Sableye’s Overeager Poké-Body allows it to go first if it’s your Active Pokémon at the beginning of the game. Since you can’t play any Trainer, Supporter, or Stadium cards on the very first turn of the game, going first might not seem like a big deal. But Sableye’s Impersonate attack allows you to search your deck for a Supporter card, discard it, and then use the effect of that card as the effect of the attack. The attack doesn’t do any damage, but it can be a great way to help you find the cards you need right off the bat!
Combee (Stormfront, 57/100) isn’t capable of delivering damage, but it’s valuable in other ways. Its Honey Held Item allows you to search your discard pile for a Basic Pokémon and put it onto your Bench when you put Combee from your hand onto your Bench. Combee’s Alert attack is also helpful, allowing you to draw a card and, if you want, switch Combee with 1 of your Benched Pokémon without paying the Retreat Cost. Combee doesn’t seem to have much of a sting, but all that changes when it evolves...
This Metal-type Magnemite (Stormfront, 66/100) is a beefy Basic Pokémon with 50 HP and the ability to inflict 40 damage. Magnemite's Magnetic Bomb attack hits for an initial 30, and then does 10 more damage if you flip heads. If you flip tails, Magnemite does 10 damage to itself, but if Magnemite gets into trouble, use its Magnet Held Item to assist in returning its allies to the Bench. Magnet reduces Magnemite's Retreat Cost by 1 Colorless Energy for each Magnemite on your Bench. Further, Magnemite has the ability to beat up on other Basic Pokémon early in a game, but you might want to keep it out of harm's way. Magnemite can eventually evolve into a Stage 2 Magnezone, either Metal type (Stormfront, 5/100) or Lightning type (Stormfront, 6/100). Also, don't forget about the Paralyzing possibilities that come into play with the Metal-type Magnezone LV.X (Legends Awakened, 142/146).
Looking for something special? Luxury Ball (Stormfront, 86/100) is a powerful new Trainer card that enables you to search your deck for a Pokémon (excluding Pokémon LV.X) and put it into your hand. Luxury Ball makes it easy to find the exact card you need, and you don't have to flip a coin. You can't play this card if there is already a Luxury Ball in your discard pile, so be sure to use it at just the right time!
The ability to draw is important when setting up strategy, and oftentimes it's equally important to dip into your discard pile. Marley's Request (Stormfront, 87/100) is a new Supporter card that offers access to Trainer, Supporter, or Stadium cards that you have already discarded. Play Marley's Request, and then search your discard pile for two different Trainer, Supporter, or Stadium cards. Your opponent gets to choose which card you keep, and the other one is returned to the pile. This is a great way to restock your hand with important cards that can be used to execute your master plan, but remember that you can only play one Supporter card each turn!
Poké Blower +
Diamond & Pearl—Stormfront introduces Trainer cards that gain power when played simultaneously. If played alone, Poké Blower + (Stormfront, 88/100) requires you to flip a coin. If heads, you get to put 1 damage counter on 1 of your opponent's Pokémon. However, if you play 2 Poké Blower + at the same time, you can choose 1 of your opponent's Benched Pokémon and switch it with your opponent's Active Pokémon. This could be a critical play if used at the right time, allowing you to Knock Out a damaged Pokémon seeking refuge on the Bench.
Poké Drawer +
Successful strategy is all about finding the right cards at the right time. When played as a pair, Poké Drawer + (Stormfront, 89/100) allows you to search your deck for up to 2 cards and put them into your hand. Any 2 cards! As an added bonus, you don't even have to show them to your opponent. Playing only 1 Poké Drawer + simply allows you to draw a card, so it's definitely worth waiting until you have 2 in your hand before deciding to play Poké Drawer +.
Poké Healer +
Poké Healer + (Stormfront, 90/100) is a great card, whether played alone or as a pair. If you play a single card, you get to remove 1 damage counter and a Special Condition from one of your Active Pokémon. The lone damage counter isn't that wonderful, but removing a Special Condition when you're in a tough spot is a fantastic benefit. It's even better if you play 2 Poké Healer + at the same time because you then get to remove a Special Condition and an incredible 8 damage counters from one of your Active Pokémon. Just when your opponent thinks you're about to go down, play 2 Poké Healer + Trainer cards, and you're right back in the battle!
Dusknoir LV.X (Stormfront, 96/100) refuses to leave the battle, even after it’s Knocked Out. When your Active Dusknoir is Knocked Out, its Ectoplasm Poké-Power allows the LV.X card to stay in play as a Stadium card. Your opponent still takes a Prize card, but as a Stadium card, Dusknoir LV.X allows you to put 1 damage counter on each of your opponent's Pokémon between turns. This is sure-fire way to annoy your opponent, and if Dusknoir LV.X needs to be discarded as a Stadium card, it returns to your hand instead of going to the discard pile!
Machamp LV.X (Stormfront, 98/100) demands respect, and it's bound to see a lot of action in Pokémon Organized Play tournaments. Its No Guard Poké-Body makes each of Machamp’s attacks a super slam with 60 extra damage. But watch out! Any damage done to Machamp by your opponent’s Pokémon is also increased by 60. That might seem risky, but it works well with Machamp’s Strong-Willed attack. Strong-Willed strikes for 20 (increased to 80 by No Guard!) and has a great effect that comes into play on the next turn. If Machamp would be Knocked Out, you get to flip a coin. If heads, Machamp is not Knocked Out and its remaining HP becomes 10 instead. If you're lucky on the coin flip, Machamp LV.X can keep itself in play while dishing out serious damage.
Raichu LV.X (Stormfront, 99/100) will stun the competition with its electrifying Link Lightning Poké-Body. When you put Raichu LV.X onto Raichu and use Voltage Shoot, you may use another of Raichu’s attacks afterward. Voltage Shoot forces you to discard 2 Lightning Energy, but it lets you deliver 80 damage to your choice of opposing Pokémon. If you're lucky enough to have 3 or more Energy still attached to Raichu (Stormfront, 8/100), you can then inflict an additional 50 damage with the Split Ball attack or 100 damage with the Burst Ball attack. Even if you're low on Energy, Raichu can execute its Slice attack for no Energy and land yet another 30 damage. Played at the right time, Raichu LV.X can shock your opponent by possibly letting you take 2 Prize cards in one turn. On top of that, Raichu LV.X's free Retreat Cost allows you to retreat it safely to the Bench when it's time to recharge.