Shredemer’s Vivid Voltage Set Review — Fire & Water

Time to go over Vivid Voltage. I’ll be breaking these into sections by type over the next few days – feel free to start up a conversation about any of my ratings or opinions on social media, especially Twitter, where I should get back to you very quickly. Let’s have fun with this and get some good chats going!

Ratings this time will be determined by three factors. I’ll be doing this to extend a spotlight to cards that might not get attention otherwise, they are still fun to look at and discuss what could have been or could be in the future. This review will focus primarily on the Standard format as always, perhaps with a few Expanded tidbits thrown in.

Rankings as Follows:

  • Competitive Playability
    • 5-Point Scale
  • Bonus Marks:
    • Broken
    • Creative Design
    • Fun

Check out our Vivid Voltage selection while you’re here!

Fire-Type Pokemon

Charizard 025/185

Battle Sense is an incredible Ability, it’s just a really nice and consistent way to plow through your deck. Charizard benefits from nice stats, 170 HP, and a potentially destructive attack. Again, though, it’s a Stage 2, so it’s play is going to be limited. If the format slows down or ADP sees a decline in play, then Charizard has a real chance. I’ll cover Leon as a card later, but for now, just know that you can ramp up to 300 damage once you get all four of your Leon in the bin. This is really strong for a single-prizer – Charizard might be one of the best one-Prize Pokemon we’ve seen in a while. It can be charged up with a single Welder, that’s good too. I can’t recall an Ability like this and the attack is fun as well.

1.25/5 + Creative Design + Fun

Flareon 026/185

Ability lock!? Not quite, but this is something – personally I would never like to see a Garbodor-esque card in Standard again, this is a more balanced option. Memory Capsule is a Tool I’ll discuss later, but for now, just know that this can stop Grass Abilities. This is useful against the new Orbeetle VMAX, Eldegoss V, Rillaboom, Decidueye, and a few others – those are the big ones. While none of these are hugely important to stop right now, Flareon could see use in the fringe for a deck that really wants to counter any of them. If you know anything about Eevee themes, you guessed right that the other Evolutions will have similar effects – maybe there will be an Eevee disruption package thrown into some low maintenance decks to get the edge in certain matchups. I like the design here and it’s a solid card – it can only get better the more Grass Pokemon that come out with Abilities.

2.25/5 + Creative Design

Talonflame V 029/185

Talonflame V gets to keep the Talonflame tradition of cool effects if you have it on your first turn. This first attack is solid and gives you something to do when going first – but is the second attack enough for any deck to play this? Welder decks might peep Talonflame here, but they won’t be thrilled about Bright Wing. It’s just a solid smack, nothing special. Now, there is one big and unique thing this guy has going for it: free Retreat Cost. Welder decks love a nice pivot, so this could fill that role and be a great opener when you have bad hand or just want to hit the gas. While I don’t see any deck wanting more than one of these, it will probably slip into a variety of Fire-type decks for its utility – maybe a few others as Fast Flight does take a Colorless Energy, it’s versatile!

2.75/5 + Fun

Water-Type Pokemon

Vaporeon 030/185

Like Flareon, Vaporeon carries a similar Ability – this time for Fire Pokemon. Fire Abilities are a much thinner pool, but perhaps more important. Vaporeon can stop Heatran-GX, Ninetales, or Salazzle – all pretty game-changing Abilities. The setup on either of these Eevee Evolutions so far is a bit of a premium, you need three cards total with the Tool, so it’s hard to justify running one. I don’t know what would play this right now other than the generic aggro deck that already does what it needs to with a smaller card pool, leaving room for techs. I’m going to rate all these guys the same, since I don’t know how they will pan out yet and their Abilities at face value are strong.

2.25/5 + Creative Design

Samurott 035/185

I almost glanced past this one. So it clocks in with 160 HP and a damage-reducing Ability which is nice, but Aqua Wash is actually the main draw here. You could play Samurott with Twin Energy or Welder, either would work to fulfill the two Colorless Energy in the attack cost. Aqua Wash is quite powerful, quite similarly to Torkoal V. The improvement here is the single-prizing, lower attack cost, and Ability that softens some blows. This shouldn’t be a smash hit or anything, but maybe some people try this out, it would wreck Eternatus VMAX, that’s for sure. ADP might even be winnable if you deny their Energy.


Galarian Darmanitan V 036/185

This is not a good card, but it evolves! It could provide a decent hit once in a while and off a heads flip it could be situationally strong. Nothing more to say here.


Galarian Darmanitan VMAX 037/185

Because Galarian Darmanitan V evolves we have this beauty, but is it good? Max Whiteout is extremely costly, but spreads an amazing 30 damage to your opponent’s entire Bench. 200 is great as well, this could be a solid card. Four Water Energy is unattainable through normal routes, so you’d have to pair this with Frosmoth. Turbo Patch is too luck-based and Bede is too slow, there’s really just Frosmoth out there to ramp this up. Once it gets going it could sweep your opponent’s whole field – pretty good! This is not as strong as Orbeetle VMAX, but it’s something. I am somewhat excited to try this, I like that spread is getting some love after the last successful spread deck rotated a while ago now. RIP Tapu Koko!

2.5/5 + Fun

Cramorant 040/185

Cramorant concludes this piece. Arrokuda is nothing special, it would simply be fodder here. In the past this could have been more successful with cards like Rescue Stretcher – but now I don’t see this doing well. Twin Energy is a thing, sure, but you’ll have to both recycle the Arrokuda and get them back – that’s going to take far too many resources to be successful. Also, Ordinary Rod and Brock’s Grit are the best recovery cards, both are far too slow to support this.

0.25/5 + Creative Design + Fun

Thanks for reading. I’ll be back tomorrow with Lightning-type Pokemon!

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