
Mega Absol ex
Finishes off anything sitting on exactly 60 damage.
What this card does
Uses Terminal Period to instantly knock out an Active Pokémon that has exactly six damage counters on it.
Hits for 200 with Claw of Darkness while forcing the opponent to reveal their hand and discard a card.
Terminal Period
If your opponent's Active Pokémon has exactly 6 damage counters on it, that Pokémon is Knocked Out.
Terminal Period knocks out the opponent's Active Pokémon outright if it has exactly six damage counters, which is 60 damage, on it. It does not work on a fresh Pokémon, so you have to set up the right amount of damage first. Used at the right moment it can remove a target no matter how much HP it started with.
Attacks
If your opponent's Active Pokémon has exactly 6 damage counters on it, that Pokémon is Knocked Out.
Your opponent reveals their hand, and you discard a card you find there.
Which deck it belongs in
This card is the centre of its own deck built around it, set up to chip targets down to exactly 60 damage so Terminal Period can finish them off, with Claw of Darkness as the back-up hit.
- •Terminal Period can remove even very high HP Pokémon if the damage is set up right.
- •Claw of Darkness hits for a solid 200 and disrupts the opponent's hand.
- •As a Basic, it is quick to get into play with no evolving needed.
- •A Mega Evolution Pokémon gives up three Prize cards when it is knocked out, so losing it hands the opponent a big lead.
- •Terminal Period only works on exactly 60 damage, so it does nothing if the maths is off.
- •At 280 HP it is on the lower side for a Mega, so it can be knocked out more easily.
Pairs well with
Anything that can place damage counters helps set a target to exactly 60 for Terminal Period.

It powers both of Absol's attacks and keeps it ready to swing.
Plan your damage so a target lands on exactly 60, then use Terminal Period to take the knockout no matter how much HP it had left.
Absol has often been blamed for disasters because it appears just before one strikes, but it shows up only to warn people.
This is a card that rewards planning ahead. Your child has to do exactly 60 damage to a target first, so it suits a player who likes to think a turn or two in advance.
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