Spoiler: Samurott-GX [Stage 2] Samurott-GX [W] HP240 Evolves from Dewott [W] Warm-up Dive 30 Attach up to 2 [W] Energy cards from your discard pile to 1 of your Benched Pokémon. [W][W][W] Samurai's Gambit 130 You may discard all [W] Energy attached to this Pokémon. If you do, during your next turn, each of your [W] Pokémon's attacks does 130 more damage to your opponent's Active Pokémon (before applying Weakness and Resistance). [W][W][W] Last Breath GX 170 Before doing damage, you may switch 1 of your opponent's Benched Pokémon with their Active Pokémon. If you have more Prize cards remaining than your opponent, and if your opponent's Pokémon is Knocked Out by damage from this attack, take 1 more Prize card. (You can't use more than 1 GX attack in a game.) Weakness: [G] x 2 Resistance: - Retreat: [C][C][C] GX Rule: When your Pokémon GX is Knocked Out, your opponent takes 2 Prize cards. Spoiler: References Aqua Patch Landorus-EX BCR Haxorus BKT Krookodile SM85 Counter Energy Spoiler: Thoughts I literally looked at a list of water Pokémon to decide what I was going to do, and after a while I settled on this guy because...samurais are cool lol. I actually had quite a bit of trouble deciding on what attacks and effects to settle on, or if it should have an Ability or not. First iteration's Ability - Samurai's Wrath - allowed you to take 1 extra Prize card if your opponent KO'd something during their last turn, but combined with the attacks it had it was too much for one card, both in terms of space and being overloaded. You can see where the current second attack's name comes from, at least. In the beginning, the attack was gonna have immediately available bonus damage (though not nearly as much), but combined with the Ability and its effect at that point in time (do extra dmg and dmg to itself) it was way too easy to just stream OHKO's and take extra Prizes, which made just playing against a theoretical Samurott/Quagsire deck a huge pain - not only could it OHKO at will, said OHKO also contributed to Samurott getting KO'd giving you an extra Prize the turn after. The card had synergy, but too much of it. It's worth mentioning that version did not have built-in Energy acceleration at least. Anyways, Energy acceleration to set up in the first place and actually have an attack to do damage after you discard all your Energy. The point isn't so much to set up an army of Samurott as it is to power the Active one quicker, but since it attaches only to one Pokémon the option is there too if you have a switching card. Two Energy instead of one because it'd be too slow or clunky otherwise, forcing you to run Naganadel as well as Quagsire and possibly Alolan Ninetails if you decide to include it; or straight up leaving you dry (ha) more often than not if you don't run it anyways. Samurai's Gambit, Samurai's Wrath child. Initially it was an all-in-one attack, but that was way too complicated and awkward to word. Anyways, I actually really liked Landorus-EX's second attack's form of bonus damage from way back in the day, but tailored to the samurai theme. A gambit seemed to fit the attack perfectly, since you could lose all your Energy and whiff an attack the next turn, which would honestly suck; but you can also keep it and play it safe - it all depends on how much risk you wanna take and how bad you want/need that big juicy one shot next turn. It also leaves the opponent with a choice - let Energy-less Samurott live in the Active and expose themselves to a smaller 160 attack, or take the Prizes and hope you can't get Last Breath GX off next turn. Speaking of Last Breath GX: not gonna lie, I made this attack and the math behind it to take down Tag Teams lol. It's still useful against regular GXs tho, and it keeps a Tag Team deck on its toes at the same time - benching an unnecessary TT could mean 4 Prizes.