Machop Profile



Home>Pokeprofile>Base Set>Fighting


Machop Base Set
Machop Team Rocket
Machop Neo Expedition
Machop SkyRidge
Giovanni's Machop Gym Challenge
Machoke Base Set
Machoke Neo Expedition
Machoke SkyRidge
Dark Machoke Team Rocket
Giovanni's Machoke Gym Challenge
Machamp Neo Expedition
Machamp SkyRidge
Dark Machamp Team Rocket
Light Machamp Neo Destiny
Giovanni's Machamp Gym Challenge


Machop BS



Home>Pokeprofile>Base Set>Fighting

Machop
50 HP
Basic Pokemon
Attack 1: Low Kick 20
Attack 1 Energy Cost: 1 Fighting
Weakness: Psychic
Retreat Cost: 1
Recommendation: This has to be one of the best starters in the game. 50 HP means it'll last long in battle and a 20 damage for 1 Energy is amazing. Better add on some more Energy if you plan on evolving it.

Machop TR



Home>Pokeprofile>Team Rocket>Fighting

Machop
50 HP
Basic Pokemon
Attack 1: Punch 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Kick 30
Attack 2 Energy Cost: 1 Fighting, 2 Colorless
Weakness: Psychic
Retreat Cost: 1
Recommendation: This is a very simple card with a hard decision. You can either start with Machop and use a DCE on it, or keep it on the Bench until it is powered up. The former lets you attack right away, and the latter takes into consideration his evolutions. You make the call.

Machop NE



Home>Pokeprofile>Neo Expedition>Fighting

Machop
50 HP
Basic Pokemon
Attack 1: Punch 10
Attack 1 Energy Cost: 1 Fighting
Attack 2: Double Chop 20x
Attack 2 Energy Cost: 2 Colorless
Attack 2 Special: Flip 2 coins. This attack does 20 damage times the number of heads.
Weakness: Psychic
Retreat Cost: 1
E-Reader: Part 1 of 3 for a Machop Rock Smash Mini-Game.
Recommendation: Punch starts off the battle on a good note, with Double Chop 1 turn after. Though Double Chop can miss, it has a better chance to do more damage than chop. The Rock Smash mini-game's goal is simple, turn 100 rocks into rubble. The A button punches to the side, and B button punches up. Move Machop left and right to get in a good spot to punch out all of the boulders.

Machop Sky



Home>Pokeprofile>SkyRidge>Fighting

Machop
50 HP
Basic Pokemon
Attack 1: Smash Punch 20
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Flip a coin. If tails, this attack does nothing.
Attack 2: Fling 20
Attack 2 Energy Cost: 1 Fighting, 1 Colorless
Attack 2 Special: Your opponent switches the Defending Pokemon with 1 of his or her Benched Pokemon, if any. (Do the damage before switching the Pokemon.)
Weakness: Psychic
Retreat Cost: 1
Recommendation: Smash Punch is a chancy starting attack. Next, Fling does constant 20 damage, but it switches the Pokemon, but I don't like this attack. You'd better evolve it quickly.

Giovanni's Machop GC



Home>Pokeprofile>Gym Challenge>Fighting

Giovanni's Machop
50 HP
Basic Pokemon
Attack 1: Chop 10
Attack 1 Energy Cost: 1 Colorless
Attack 2: Fury Punch 20x
Attack 2 Energy Cost: 2 Fighting
Attack 2 Special: Flip a coin. If heads, this attack does 20 damage times the number of damage counters on Giovanni's Machop.
Weakness: Psychic
Retreat Cost: 1
Recommendation: This is a great starter. Chop does damage the first turn. While he takes damage, it powers up Fury Punch. If the coin lands heads, it can do a max of 80 damage.

Machoke BS



Home>Pokeprofile>Base Set>Fighting

Machoke
80 HP
Stage 1 Pokemon
Attack 1: Karate Chop 50-
Attack 1 Energy Cost: 2 Fighting, 1 Colorless
Attack 1 Special: Does 50 dmage minus 10 damage for each damage counter on Machoke.
Attack 2: Submission 60
Attack 2 Energy Cost: 2 Fighting, 2 Colorless
Attack 2 Special: Machoke does 20 damage to itself.
Weakness: Psychic
Retreat Cost: 3
Recommendation: This Pokemon is at a disadvantage if you evolve it right after you attached the first Energy to Machop. It takes 2 turns to power his first attack up, not only that, but if he takes damage, Karate Chop won't work that well. Stay in as Machop and add a Fighting and a DCE in the next 2 turns. Then evolve it and use Submission.

Machoke NE



Home>Pokeprofile>Neo Expedition>Fighting

Machoke
80 HP
Stage 1 Pokemon
Attack 1: Punch 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Mega Kick 50
Attack 2 Energy Cost: 2 Fighting, 1 Colorless
Weakness: Psychic
Retreat Cost: 1
E-Reader: Part 2 of 3 for a Machop Rock Smash Mini-Game. See Neo Expedition Machop for controls.
Recommendation: This is pretty much a straightforward card. Since Machop already had 2 Energies on it, Punch gets an upgrade. Next turn, if the Energies fall right, Mega Kick will force the opponent into submission.

Machoke Sky



Home>Pokeprofile>SkyRidge>Fighting

Machoke
80 HP
Stage 1 Pokemon
Attack 1: Focus Energy
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: During your next turn, Machoke's Mega Punch attack's base damage is 80.
Attack 2: Mega Punch 40
Attack 2 Energy Cost: 1 Fighting, 2 Colorless
Weakness: Psychic
Retreat Cost: 1
E-Reader: Construction Action Game: Level Addition: 1 Machoke on the left, a Hoothoot in the middle on top of a pillar, and a Nidoqueen on the right.
Recommendation: This is a strong card, but ignore Focus Energy. Mega Punch does that same amount in 2 turns as with a Focus Energy Mega Punch. The only time you should use it is if your opponent's Pokemon have Resistance to Fighting types.

Dark Machoke TR



Home>Pokeprofile>Team Rocket>Fighting

Dark Machoke
60 HP
Stage 1 Pokemon
Attack 1: Drag Off 20
Attack 1 Energy Cost: 2 Fighting, 1 Colorless
Attack 1 Special: Before doing damage, choose 1 of your opponent's Benched Pokemon and switch it with the Defending Pokemon. Do the damage to the new Defending Pokemon. This attack can't be used if your opponent has no Benched Pokemon.
Attack 2: Knock Back 30
Attack 2 Energy Cost: 2 Fighting, 1 Colorless
Attack 2 Special: If your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. (Do the damage before switching the Pokemon.)
Weakness: Psychic
Retreat Cost: 2
Recommendation: Now you see why I gave you that Machop option earlier. Use Drag Off to bring a weak Pokemon out front, and then use Knock Back to either KO it or weaken it for another Drag Off.

Giovanni's Machoke GC



Home>Pokeprofile>Gym Challenge>Fighting

Giovanni's Machoke
80 HP
Stage 1 Pokemon
Attack 1: Risky Attack 60
Attack 1 Energy Cost: 1 Fighting
Attack 1 Special: Flip a coin. If tails, this attack does no damage to the Defending Pokemon and Giovanni's Machoke does 100 damage to itself.
Attack 2: Headlock 20+
Attack 2 Energy Cost: 2 Fighting, 1 Colorless
Attack 2 Special: Flip a coin. If heads, this attack does 20 damage plus 20 more damage and the Defending Pokemon is now Paralyzed. If tails, this attack does 20 damage.
Weakness: Psychic
Retreat Cost: 2
Recommendation: Headlock is a great attack to use if you used Fury Punch with Giovanni's Machop. Just add any type of Energy, and you are ready to roll. If you Paralyze the Deffending Pokemon on the first turn, then use Headlock again the second turn. You should usually KO the Defending Pokemon that way. Visualize this next part. It's crunch time now, and you and your opponent are down to your last Prizes. The Benched Pokemon are gone. Machoke is your only Pokemon and is on its last legs. Your opponent has 60 HP left, and it's your turn. What do you do? You have no choice but to use Risky Attack, the all or nothing use it or loose it attack. This is the best choice if you are down to the wire, so use it well. You get only one good shot.

Machamp NE



Home>Pokeprofile>Neo Expedition>Fighting

Machamp
120 HP
Stage 2 Pokemon
Pokemon Power: Poke-Power: Terraforming: Once during your turn (before you attack), you may look at the top 4 cards of your deck and rearrange them as you like. This power can't be used if Machamp is affected by a Special Condition.
Attack 1: Iron Fist 50+
Attack 1 Energy Cost: 2 Fighting, 2 Colorless
Attack 1 Special: Count the number of Pokemon you have in play with damage counters on them. Flip a coin. If heads, this attack does 50 damage plus 10 more damage for each of those Pokemon.
Weakness: Psychic
Retreat Cost: 2
E-Reader: Part 3 of 3 for a Rock Smash Mini-Game. See Neo Expedition Machop for the controls.
Recommendation: Well roll me up and bounce me around! (Which Machamp is able to do by the way.) Terraforming is like playing a slightly reduced Pokedex that can be played every turn. It is best if you used it on the Bench. Iron Fist is a strong attack. And if you used Mega Kick as Machoke, you can lay down any Energy card to use it. Iron Fist does a minimum of 50 damage, which is still a good amount, but it can do a max of 110 if all the flips land for you. But since it is 50/50, it will usually do 80 which can KO almost any Stage 1 Pokemon.

Machamp Sky



Home>Pokeprofile>SkyRidge>Fighting

Machamp
120 HP
Stage 2 Pokemon
Pokemon Power: Poke-Body: Immunity: Prevent all effects of your opponent's attacks done to Machamp.
Attack 1: Drag Off 20
Attack 1 Energy Cost: 1 Fighting, 1 Colorless
Attack 1 Special: Before doing damage, if your opponent has any Benched Pokemon, choose 1 of them and switch it with the Defending Pokemon. If your opponent has no Benched Pokemon, ignore this effect.
Attack 2: Hurricane Punch 30x
Attack 2 Energy Cost: 2 Fighting, 2 Colorless
Attack 2 Special: Flip 4 coins. This attack does 30 damage times the number of heads.
Weakness: Psychic
Retreat Cost: 2
E-Reader: Construction Action Game: Level Addition: 3 Flying Ledyba, 1 Machoke, 2 Machamps
Recommendation: Drag Off is a great attack, because it brings in a weak Pokemon and does damage to it. After that, Hurricane Punch does a max of 120 damage. Let's see a Charizard win against this card.

Dark Machamp TR



Home>Pokeprofile>Team Rocket>Fighting

Dark Machamp
70 HP
Stage 2 Pokemon
Attack 1: Mega Punch 30
Attack 1 Energy Cost: 2 Fighting
Attack 2: Fling
Attack 2 Energy Cost: 3 Fighting, 1 Colorless
Attack 2 Special: Your opponent shuffles his or her Active Pokemon and all cards attached to it into his or her deck. This attack can't be used if your opponent has no Benched Pokemon.
Weakness: Psychic
Retreat Cost: 3
Recommendation: If you evolve Dark Machoke, you will have no problems using Mega Punch. Use it all the time. Fling is best used against fully evolved and potentially dangerous Pokemon.

Light Machamp NDes



Home>Pokeprofile>Neo Destiny>Fighting

Light Machamp
100 HP
Stage 2 Pokemon
Pokemon Power: Tag Team: When you play Light Machamp from your hand, if it is on your Bench, remove 3 damage counters from your Active Pokemon. If it has fewer damage counters than that, remove all of them. Then, switch Light Machamp with your Active Pokemon.
Attack 1: Beatdown 50
Attack 1 Energy Cost: 3 Fighting
Attack 1 Special: If the Defending Pokemon has Dark in its name or is a Darkness Pokemon, flip a coin. If heads, this attack does 100 damage instead of 50.
Weakness: Psychic
Retreat Cost: 2
Recommendation: What a nice card. Tag Team saves your Active Pokemon for a later round while Beatdown gives a rude awakening to any card, but especially the one's with Dark in its name or a Darkness Pokemon. Even if they used a Rocket's Hideout, they wouldn't survive a Beatdown more than 2 turns.

Giovanni's Machamp GC



Home>Pokeprofile>Gym Challenge>Fighting

Giovanni's Machamp
100 HP
Stage 2 Pokemon
Pokemon Power: Fortitude: If Giovanni's Machamp whould be Knocked out by an opponent's attack, flip a coin. If heads, Giovanni's Machamp is not Knocked out and its remaining HP is 10 instead. This power can't be used if Giovanni's Machamp is already Asleep, Confused, or Paralyzed.
Attack 1: Hurricane Punch 30x
Attack 1 Energy Cost: 3 Fighting, 1 Colorless
Attack 1 Special: Flip 4 coins. This attack does 30 damage times the number of heads.
Weakness: Psychic
Retreat Cost: 3
Recommendation: This is a supreme power card. Hurricane Punch can do a max of 120 damage, which can be used many times because of the 100 HP. Fortitude helps with that area too, because if an attack KOs Machamp, you may have 1 attack left if this power works. Add to that a Focus Band and there is only a 25% chance of him being KO'd.