Passimian's Effect Across Generations: A TCG Comparison

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Passimian holo card art from SM Black Star Promos (SM12) illustrated by Naoki Saito

Image courtesy of TCGdex.net

Exploring Passimian's Team Play Across Generations

In the ever-evolving landscape of the Pokémon TCG, Passimian stands out not just for its Fighting energy, but for a design philosophy that nudges players toward bench-based thinking. The SM Black Star Promos card, known as SM12, features Passimian with 110 HP and a duo of attacks that invite a different kind of math: damage scales with the Pokemon you’ve got lined up on your bench. This card, illustrated by Naoki Saito, remains a fan favorite for casual matches and hybrid strategies alike ⚡. By comparing its effects across generations, we can see how the game’s rules and meta have shaped or constrained this kind of bench-centric play.

Passimian’s basic form is straightforward: a single, sturdy Fighting-type with a taste for teamwork. Its retreat cost sits at 1, making it moderately mobile on the battlefield, and its Psychic weakness at x2 keeps it squarely in the crosshairs of a few modern archetypes. Yet the real intrigue is in its two attacks: Fling and Team Play. Fling costs a Fighting energy and sends 30 damage to one of your opponent’s Benched Pokémon—an aggressive way to pressure the bench without marring your own field. But it’s Team Play that truly defines Passimian’s generational identity: a two-colorless cost attack that adds 10 base damage plus 30 more for each Passimian you’ve benched. It’s a simple equation, but one that rewards bench management and timing with surprising payoff 🔥.

What the numbers reveal about a bench-centric design

  • Name: Passimian
  • Set & rarity: SM Black Star Promos (smp), Rare
  • Stage: Basic
  • HP: 110
  • Type: Fighting
  • Attacks:
    • Fling — Cost: Fighting. Effect: 30 damage to 1 of your opponent’s Benched Pokémon. Don’t apply Weakness and Resistance to Benched Pokémon.
    • Team Play — Cost: Colorless, Colorless. Effect: This attack does 10+ damage plus 30 more for each of your Benched Passimian.
  • Weakness: Psychic ×2
  • Illustrator: Naoki Saito
  • Illustration note: The card’s art captures a squad-ready Passimian, emphasizing unity and strategic leverage on the battlefield.

Across generations, the way players leverage bench space has shifted with the rules. In earlier eras, bench-centric damage was present but often constrained by fewer high-damage spread options and less flexible energy acceleration. Passimian’s Team Play, however, embodies a generation that rewards you for populating the bench and coordinating attacks around the board state. While Fling punishes the opponent’s reserves, Team Play scales with your own lineup—turning a modest 10-base hit into a potential torrent when you’ve stacked Passimian on the bench. It’s a design that feels almost cinematic: a small squad transforming a tactical move into a crescendo of damage as the game unfolds 🎴🎨.

“The bench is more than a reserve—it’s a battalion.”

From a gameplay perspective, this dual-attack setup invites players to think in terms of tempo and sequencing. If you can safely stage 2–3 Passimian on the bench, Team Play can deliver 70+ damage in a single swing (10 base + 30 per benched Passimian). Add a couple more Passimian and you’re flirting with triple digits, which can turn a close match in your favor. Fling then becomes a precise tool for pressuring a key benched Pokémon—perhaps your opponent’s one clean attacker or a strategic pivot Pokémon—while Team Play rewards you for maintaining bench presence and board control 🔥. It’s a joyous fusion of risk-reward and arithmetic, a hallmark of how card designers tease out “what if” scenarios across generations.

Strategic takeaways for modern decks

  • Bench management matters: The true power of Team Play hinges on how reliably you can keep Passimian on the bench. Smart benching—without overextending—lets you maximize damage output while maintaining options for subsequent turns.
  • Mind the energy curve: Team Play only costs two Colorless energies, which means Passimian can be slotted into decks that focus on consistency rather than heavy energy acceleration. This flexibility made it appealing in formats where you wanted to start swinging early without over-committing resources.
  • Matchup awareness: With a Psychic weakness, Passimian has to watch Psychic-heavy metas. In generations where Psychic-types are less common, its offensive profile shines, while in heavier Psychic eras you’ll want to leverage Fling to displace key threats before they can strike back.
  • Complementary tools: Support lines that draw into Passimian or fetch additional benched Pokémon can amplify Team Play’s damage curve. Trainers leaning into bench synergy often pair Passimian with cards that help search or place multiple Passimian onto the field, creating a momentum-based engine ⚡.

Collectors often appreciate the SM12 holo variant for its art and rarity. Naoki Saito’s depiction complements the tactical theme, and the holo texture adds a touch of prestige that makes this Passimian a standout piece in a promo-focused collection. The card’s value isn’t just in its numbers; it’s in the story of a team-based approach to disruption and damage—an idea that resonates with players who love to orchestrate the battlefield like a well-tunded squad 🔥💎.

Market & value trends (context for collectors)

Promo cards from the SM Black Star Promos era carry a sense of collectability shared by other limited-run sets. Passimian’s rarity, combined with its unique Team Play mechanic, keeps it on the radar of players who enjoy both competitive potential and a compelling backstory. While individual card prices fluctuate with market demand, condition, and edition (normal vs holo), this Passimian remains a recognizable waypoint for bench-driven strategies and nostalgia for the XY-to-Sun & Moon transition era. For collectors, it’s a reminder of how a single card’s text can influence deckbuilding philosophies across generations 🔮🎴.

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