Chillachino looks fun

Darkshy

Aspiring Trainer
Member
Kinda reminds me of jumpluff or that ban sneasel or something
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Chillacchino – Colorless – HP90
Stage 1 – Evolves from Chillarmy
[C] Sweep Slap: Flip 2 coins, this attack does 20 damage times the number of heads.
[C][C] Do the Wave: Does 20 damage times the number of Pokemon on your Bench.
Weakness: Fighting (x2)
Resistance: none
Retreat: 1

it's hp is low but by turn 2 you can bust 100 damage pair that with
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Buffalon – Colorless – HP100
Basic Pokemon
[C][C] Revenge: 20 damage. If any of your Pokemon were Knocked Out by damage from an attack during your opponent’s lat turn, this attack does an additional 70 damage.
[C][C][C][C] Afro Break: 80 damage. Flip a coin, if tails this Pokemon also takes 20 damage.
Weakness: Fighting (x2)
Resistance: none
Retreat: 2

you have some fun on your hands.
 
Reminiscent of the Wigglytuff with the same attack. With collector's and a DCE this pokemon can hit for a lot of damage for few energy. Though, jumpluff has all the supporting grass type pokemon...
 
But Chillachino doesn't depend on your opponent's bench. Jumpluff is a Stage 2, has superior support options, a lower energy cost, but it depends on your opponent's bench to hit 70-120 damage. Chillachino is a Stage 1 with colorless type, so can tech pretty much anything, has the same HP, can attack for a single DCE, and consistently hits for 100. Assuming your opponent would try to play out the match with a small bench vs. Pluff, 100 damage is pretty good. I think it's mostly personal preference, but I'd rather play Chillachino because of it's smaller line (4-4 instead of 4-3-4), colorless type and being harder to play around.
 
It does take a lot less space. That said, consistently getting a DCE once thisis OHKO'd or 2HKO'd is tough. You would have to run other energy to use 2 energy on some instead of 1 DCE. That said, this card does not have Sunflora or Skymin, both of which help loads. Sunflora is a free Luxury Ball for grass Pokémon every turn, and since most decks run 2-2 at least, that's 2 free Luxury Balls each turn, the only real difference in effect being that it can get Power Sprayed (but c'mon, they only have at most 4 in their deck. You'll get to use it pretty soon). That 40 less HP from Skymin also hurts, as this will consistently get OHKO'd.
 
But running Shaymin (NOT SKYMIN, skymin doesn't boost HP, it's the revenge killer) in Jumpluff is terrible anyway. VilePluff has better things to use its Bench space on, and SpeedPluff gets slowed down by having to set up a level X with a retreat cost in addition to a Pluff per turn.

And ooh, nice, Sunflora. Having a lot of extra deck spaces means Chillachino can run a speed engine Jumpluff can only dream of.

DCE being hard to get is the only thing on which I agree with you, but running a ton of Unown R, Uxies, SSU and seeker should help.
Please use appropriate language.~de
 
chillachino is faster than jumpluff, but slightly less consistent. running prof. araragi (reprint of oak) helps to get DCE and unown r and uxie also help. i would rather play chillachino.
 
TheBugManiac said:
And ooh, nice, Sunflora. Having a lot of extra deck spaces means Chillachino can run a speed engine Jumpluff can only dream of.
This actually made me LOL. WHY on EARTH would Jumpluff run Sunflora if something else would help it more? Sunflora gives ridiculous support, if not for that, I don't think Jumpluff would have reached anywhere near the success it has. Chillachino has 3 less spaces, but that doesn't make enough room for an engine. Sunflora makes Jumpluff egregiously fast; I'm not sure how you'll find speed like that anywhere.
 
well donphan could be populer if it is going to be heart gold soul silver on and chilliachino is weak to donphan and one thing that can help you agint chilliachino is dito.
 
@Scizorliscious: Fail. Does Chillachino need to run 4 Rare Candy? No. Does a Chillachino line take at least 3 spaces less than the Jumpluff line? Yes. Chillachino also has a smaller pokemon line, meaning you can use your search supporters for fishing out your Unown R's and Uxies. Another major advantage Chillachino has over Jumpluff: Seeker. Chillachino doesn't cut 10 off its damage output by playing Seeker, and of course, you can drop a Crobat G on the bench space you just cleared with Seeker to make up for the lost damage, but Chillachino can play anything on that bench spot. Because of that, Chillachino's chances of donking are slightly better (doesn't cut own damage output when removing your opponent's benched with Seeker). And really, I lol'd at Sunflora makes Pluff super fast. Sunkern is a terrible start, getting Sunflora itself out of the deck takes at least 1 search card, and Sunflora is an easy prize for SP decks and anything with Luxray GL Lv.X. And by the time Chillachino is out, Pokemon Catcher will be out too. Trololol, I Gust of Wind your Sunflora and Do The Wave it, get an easy prize, and assuming you got to use that Sunflora once, the only difference between searching out Sunflora and searching out Jumpluff is that Sunflora gets KO'd after getting your Jumpluff. I'm not saying Sunflora is a bad card, but you are definitely overrating it.

Ever heard of Uxie Donk? Fastest deck in the format, AND IT DOESN'T RUN SUNFLORA!
 
^Sunkern starts are really rare. Just sayin.
Once you get Sunflora out, the rest comes really quick. If you're playing Jumpluff right, you have EVERYTHING out by T2, mostly because of Sunflora. You seem to underestimate the power of getting 2 Luxury Balls for grass-types each turn. As for Pokémon Catcher, that's an invalid argument, seeing as Jumpluff will have it, too. Trololol, I Gust of Wind your Uxie/Crobat G and Mass Attack it, and get an easy prize. It goes both ways. Besides, Jumpluff often has a Vileplume tech, which hurts other decks a lot (no more Catcher for you!). Your Uxie Donk point is invalid, also, because it's not a grass-type Pokémon. And that's just not the point of the deck, because it's not Stage 2 and gets its Pokémon just fine.
 
I just may run that deck. It is fast, consistant, and can use any techs you want.

And here is the card that will make you guys shut-up about Jumpluff: Rare Candy

Try saying that Jumpluff is better when the errata comes into effect....
 
It looks real fun to me. It's doesn't need as much set up and I only compare it to jumpluff because it works best when you fill your bench at least. if your opponent keeps their bench low you will still hit for a lot of damage.
 
So my argument is invalid because Jumpluff has Pokemon Catcher too, and then you state Jumpluff wins because it often runs Vileplumes? LOL.

I'm not saying Sunflora doesn't make Jumpluff fast, I'm saying that setting up Sunflora is a waste of time when is gets KO'd the next turn, because you could also use the search cards for Sunflora for setting up a Jumpluff.

And really, if you set up everything by turn 2, you only get to use that Sunflora twice. Assuming you pokemon collector'd for 2 Sunkerns and a Hoppip, you get 1 Jumpluff out using the sunflora's. For everything else, you are completely reliant on luck. And oh, of course, after searching out your 2 Sunflora's without using supporters, you still have enough search cards to get out anything else? Not unless you are really lucky and have at least 3 non-supporter search cards in that first 8-card hand. Jumpluff is very fast, but you are assuming an ideal scenario. Not very likely.
 
Sunflora pays itself back ykno. Set it up, after 2 turns it repayed the investment, and then it starts setting up a constant slew of Jumpluffs. Provided 2 Sunfloras, Jumpluff only needs 1 more card a turn to keep the steady stream up.

However, on the subject of Chillamalingo, Zoroark might be a fun partner for him. Chillichico will appreciate support from something dark (helps against those stupid ghosts) and Zoroark might nab powerful attachs that even Chilldown can't chug out. 'Course, there's still that fighting weakness...but why not stick in the dark and add SV Honchkrow? It hits ghosts for weakness, appreciates DCE and gets less damage from fighting types. Add to that that a lot of Chillichickingo's bench will be basic anyway (Chillarmy's going to evolve, Uxies, the works) and we got something fun.
 
GHJamesGH said:
And here is the card that will make you guys shut-up about Jumpluff: Rare Candy

Try saying that Jumpluff is better when the errata comes into effect....
That's not my point. I'm comparing Chillachino to what Jumpluff is now, to gauge how it will do in comparison.
TheBugManiac said:
So my argument is invalid because Jumpluff has Pokemon Catcher too, and then you state Jumpluff wins because it often runs Vileplumes? LOL.
I'm saying they could have either. Not that they'd have both. Either way, Chillachino doesn't get an advantage from it.
TheBugManiac said:
And really, if you set up everything by turn 2, you only get to use that Sunflora twice. Assuming you pokemon collector'd for 2 Sunkerns and a Hoppip, you get 1 Jumpluff out using the sunflora's. For everything else, you are completely reliant on luck. And oh, of course, after searching out your 2 Sunflora's without using supporters, you still have enough search cards to get out anything else? Not unless you are really lucky and have at least 3 non-supporter search cards in that first 8-card hand. Jumpluff is very fast, but you are assuming an ideal scenario. Not very likely.
No, because your Jumpluff are getting KO'd really quickly. You can use them on techs (if you run Vileplume, Landmin, etc.) if your Jumpluff survive,but for the most part, Sunshine Grace will be used to help get another Jumpluff out at least every 2 turns. Most Jumpluff decks are chock-full of Pokémon to Sunshine Grace for. And if you remember, I said out by T2. T1 if you go first is sort of crap. You can still get everything ready, though (attach energy to a Hoppip, etc.). Going 2nd means if you aren't set up by T2, your deck is failing miserably.
 
This card is definitely good as it's a stage 1 with the same hp as Jumpluff, it can do the same amount of damage as Jumpluff with an expert belt, and it's basic isn't as easily donked. It also has it's cons as it's weak to fighting and doesn't have the same grass engine as Jumpluff.
 
The first guy just seems like a worse Jumpluff, although it's a stage one. Buffalon on the other hand, looks like a nice card to score a revenge knockout in some decks and should see play hopefully.
 
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