- ↓ 0.01
- ꩜ 0.14
- ↑ 3.00
Switch your Active Pokémon with 1 of your Benched Pokémon.
· Item rule: You may play as many Item cards as you like during your turn (before your attack).
illus. Keiji Kinebuchi
External: Pokemon.com ↗, Bulba ↗ · Shop: TCGplayer ↗, cardmarket ↗, eBay ↗
No Name
I can’t imagine that status conditions will be truly viable in the TCG until and unless there’s a counter to this card. If they’d print a Pokemon with an ability that shut down switching (like TEU Mr. Mime), or an anti-Switch gym card (like No Removal Gym), status conditions might actually be competitive.
Twylis
There’s an upcoming card called Switch Cart that can only switch basics (and also heals 30 HP), so it’s possible standard will actually rotate out regular Switch for the first time in history.
Still, that doesn’t address the status condition issue. Switch isn’t even a staple card — it’s a common “61st” card where you often *want* to include it in decks and simply can’t fit it, but is rarely ever a first choice for a deck unless you’re running something like Team Up Jirachi with abilities that only work in the active slot (and in Jirachi’s case, can’t even retreat after using it).
The most viable way to use status conditions like poison and burn is mostly to just stack them to fuel an attack that multiplies damage based on how many there are, like Celestial Storm Ariados or Battle Styles Salazzle. Raichu from Burning Shadows has seen decent success, however, through a lock-based deck that prevents the opponent from doing anything by keeping them paralyzed with Raichu and preventing them from playing supporters with Boundaries Crossed Stoutland. It also runs Memory Energy to use BW Lillipup‘s Pickup to recycle items and help maintain the lock. I think Switch does still counter it, but 1) you need to actually be running Switch, and 2) you need to be able to access Switch despite not having access to supporters.
In most contexts though, it’s probably better to just think of status conditions as a nice bonus effect rather than a core strategy. Unfortunately, they’re rarely attached to attacks actually worth using. Hypnotoxic Laser is good because of how it can supplement an attack without being the attack itself and help reach immediate KOs, but if your goal is to take prizes, then there’s really no reason to try damaging over time with poison/burn rather than just relying on pure damage.
I almost wish poison and burn could affect the bench, like how in the old games poison continued to do damage even outside of battle.