Back to Pojo's Pokemon Site
Pojo's Total Yu-Gi-Oh!
Polls & Trivia
Gold & Silver
Ruby & Sapphire
Pokemon Team Garage
E-Reader FAQ - Exp.
Aquapolis E-Card FAQ
Killer Deck Reports
- Card of
Apprentice & Patch
Spoilers & Translations
Places to Play
Top of the World
Wotc Card Lists
Greg's CCG Promo News
Movies & Videos
What's a Pokemon?
Pojo's Toy Box
Books & Videos
Advertise With Us
Pokemon Card of the Day
Wizards of the Coast
& Reviews below
Ratings are based
on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
Just about the most thought-provoking card ever made!!! I
personally have used it before. If you use it in a deck with
Hyper Devolution Spray, Retro Energy, Undersea Ruins, and
Lureball (to get back discarded bees) you can use venom spray
every single turn starting turn 3!!!
Unlimited- Uhhh...Not so good here. Steelix will prevent it
from getting too lucky with Needle Rush and there are many cards
to avoid the Para-Poison such as warp energy, switch, and most
likely Beedrill will never hit the field due to Gust of Wind and
Pluspowers- the fact it can avoid removals with an attack that
only requires a DCE and a great power will be what gets you to
want to use it
Modified- Very interesting here...hmmm...where to start...Well
first off if you use it you will need to play the cards I
previously mentioned such as HDS. Play one to use the power and
attack, next turn retreat to a Kakuna, devolve the Beedrill and
evolve the now active, Kakuna! This is what you want to do
every-EVERY turn!!! The only real weakness it has is that
forsaken Scizor. It can still paralyze it and if you TeCH in an
Entei AQ, you might take it out a little easier.
Draft- Nice. Solid. It has 90HP, free retreat, and a low
costing attack!!! Weedle and Kakuna arent so horrible
themselves! Beedrill most likely wont be able to use the power
more than once but if you get decent flips and take advantage of
its free retreat if can get a few prizes for you!!!
The overgrown bee returns with a few
impressive tricks up its sleeve. It is now opting for an
automatic Paralysis and Poison inflicting Poke-Power. And let me
say it immediately: its attack is better than you think. For 2
colorless energies, the attack does damage depending on the
6.25% of the time, it does 10
25% of the time, it does 20
37.5% of the time, it does 30
25% of the time, it does 60
6.25% of the time, it does 100
On average it does 38.125 damage for
2 colorless energies, which is pretty good. (Don't ask me from
where I got that; I just used elementary mathematics. Nothing
out of the ordinary.) Again, as is common in Skyridge, Fighting
resistance is omitted from this card, but it still retains a
nice 80HP with no retreat cost.
Well, of course, if you're
wondering, its power is good. If your opponent has a Baby
Pokemon in the Active spot, and he or she doesn't have any
switching or status-healing card in his or her hand, you could
simply evolve your Active Kakuna and that Baby will simply die a
cruel death. No Focus Band or Baby Rule will save it. That alone
is already very nice in its own right. Add Hyper Devolution
Spray (or Retro Energy/Undersea Ruins plus Lure Ball) to the
mix, and you can do this trick more than once. (However,
remember that Beedrill's power only works when you evolve your
Active Kakuna, and that you cannot evolve the same Pokemon the
same turn you devolved it.) And, as I already remarked, its
attack is quite decent.
Unlimited: It's not too bad here.
Its attack is not too prone to ER too. However, unless you play
some kind of card denial (which is difficult to do effectively
together with a Stage 2 line) a good opponent will have some
switching cards at his disposal (Warp Energy/Switch/Double
Gust/...). Thus its effectiveness is somewhat curbed. But it
makes a nice rogue deck.
Modified: Here it could be really
effective together with Trainer Denial (making sure your
opponent can't switch that Pokemon easily). Scizor's Poison
Resistance will probably hurt it, however, because I don't think
the Scizor player will play Muk when he sees the Weedle.
(Speaking of Muk, it doesn't switch off Beedrill's Poke-Power
either, because it's a come-into-play effect.) Not to mention
that fire weakness will, in the long run, beat Beedrill easily.
However, it's still a nice Pokemon.
Draft: Well, if you manage to get
it, make sure you draft some Weedles and Kakunas, because it's
amazing here. A double-status inflicting Poke-Power isn't
something you can easily counter in this format, and
furthermore, Beedrill's attack is completely splashable. (As a
note of interest, notice that all that Weedle, Kakuna and
Beedrill do in this set is Paralysing and Poisoning. Talk about
being obsessed.) Good luck on getting it out, but if you do,
then wish your opponent good luck instead.
The Poke`mon Master 1110
Yes, my friend, this guy is just as
good as he looks. His power: broken. His attack: lethal. Add
in free retreat and the fact that his attack is only 2 colorless
energies, and you have a machine. I have a deck with him and the
new Venomoth, and it works GREAT. Everything is free retreat, so
it abuses Double Gust, and it really works. Try him out; you'll
like the results.
The Bottom Line: 3.5/5
Overlook: A possibly good Beedrill? Maybe. The coin flip attack
is what ruins it. For 2 colorless energy, you have to flip 4
coins and for each heads the damage increases, but getting all
tails only does 10 =\. 80HP is kind of low for a stage 2
evolution, but the free retreat makes up for it. The pokemon
power is pretty nice. When you play from hand to evolve, the
defending pokemon is Paralyzed and Poisoned. And it can't be
stopped by status effects.
Draft: 1/5(Stage 2 =\)
Meganium's choice for the best card in the new set! Beedrill will
change modified and team. My lowest rating for this card will be
Let's start with the WORST thing about this card, it's a stage 2!
Next, let's go to HP, 80 HP is excellent for the bee! Vulnerable
to a fire OHKO, but then again, what isn't?
No retreat cost - great and not easy to find!
Attack - 2 colorless energy, flip four coins, 0 heads is 10, 1
heads 20, 2 heads 30, three heads 60, 4 heads 100! Wow! If you
like flipping coins this one is for you. Average of 30 for 2
colorless - can go off on turn 2, and with the power, will get
around focus band!
Pokemon Power - when Beedrill comes into play from your hand, the
defending Pokemon is paralyzed and poisoned! Wow! Take that
focus banded baby or basic! See if you can attack next turn!
Even if Muk is in play, the power goes off, much like howl Entei.
Even against Scizor - if not poisoned, then at least paralyzed!
With the power you can do on average 40 with poison to an active
on turn 2, no focus band help, or up to 110, or as little as 20!
(with poison damage) Great power for the economy.
The idea is to get these guys out one at a time, and set up a
swarm where for three straight turns you get the active paralyzed
and poisoned. They will run out of switch cards, and if you have
hyper devolution spray, you can make their life miserable.
Weakness to fire, hurts, but then again all fire hurts
No resistance - fighting would have been nice, but, feh.
This is a deck that will have to be reckoned with both in Modified
and in Team play.
Even in unlimited, it may be worth toying with due to its double
colorless attack making it hard to energy removal, and the fact
that there is not much status, therefore not much counter-status.
Combos, Fossil Muk, or the all flip deck, including Discovery
Scyther, NR Crobat and Legendary Geodude!!!!
Unlimited 3/5 - stronger hitters here, but status could be a
shocker. Poor ditto.
Modified 4.5 out of 5, should see a lot of play, and very
versatile. May replace Crobat as the popular free retreat grass
hitter. Good counter to Kabutops and Gatr.
Draft 2.5/5 You may want to draft this just to keep it away from
your opponents. If this gets running in a Skyridge draft, just
That's my thoughts and I'm sticking to it.
See you on the boards
The last Beedrill we encountered was the one in discovery. That
card was the first and possibly only pokemon to ever do triple
poison damage. Now this Beedrill... not as special as discovery
one, but still good. It keeps its 80HP like its other cousins and
fire weakness and 0 retreat cost. But, as usual, pokemon with
fighting resistance lose their resistance. Its poke-power is a
double stat slammer, paralyze and confusion. Its only activated
when it comes into play, which means you can only use it once but
nothing (so far) can stop the power from triggering. Its attack is
very similar to the Discovery Scyther. The Beedrills needle rush,
however, costs only 2 colorless energies. You could do 10, 20, 30,
60, or 100 damage. On average, a player should get about 30
damage, which is pretty mediocre for 2
Unlimited- A DCE can be used, so it'll b like 1 for 10,20,30,60,
or 100. Not really weak to forms of ER, but that 80HP is a
downside. That is a major downside. Plus, it evolves. Little
Weedles won't even get the chance to evolve. 1.25/5
Modified- No DCE, but still pretty darn fast since its only 2
energies. It'll be a turn 2 attacker if the right cards are
pulled. I wouldn't use this card personally though. Too flippy and
HP that needs a boost. I mean, what if you get 4 tails? 2.25/5
Draft- Beedrill is so good in draft, but too bad its a stage 2.
It's attack are good enough to take out those little basics you
find running around in draft. I would give it a higher rating, but
its a stage 2. 1.75/5
No retreat is always nice to have. The eighty HP is ok. It could
have been better. Venom Spray is good for a one time hit. It
only works once, meaning that it's useless once Beedrill has been
played. The attack, Needle Rush, is pretty cheap and has some
cool affects. Everybody loves flips! At most, it can do one
hundred damage, which isn't half bad. Though, you'll only get
that one in thirty six times. The costs make it splashable in a
few different decks. It wouldn't be hard to combo with a stage 1
because of it's colorless energy costs. I think Beedrill deserves
a good rating.
then. Today we're looking at another Skyridge goody. I mean it
wasn't as if Desert Shaman was enough. Ooooh nooo. We're looking
at the beastly bee known as Beedrill. But before I go into detail,
looks check out his vitals shall we?
Beedrill Grass Type 80 HP
Stage 2 Pokémon
Pokémon Power: Venom Spray: When you play Beedrill from your hand
to evolve your Active Pokémon, the Defending Pokémon is now
Paralyzed and Poisoned.
CC: Needle Rush: 10+: Flip 4 coins. If you get 1 heads, this
attack does 10 damage plus 10 more damage. If you get 2 heads,
this attack does 10 damage plus 20 more damage. If you get 3
heads, this attack does 10 damage plus 50 more damage. If you get
4 heads, this attack does 10 damage plus 90 more damage.
Alright. This bee produces quite a sting with Venom Spray. Double
Status just for evolving at in the active position. And even then,
that's not bad because it has no retreat cost. Paralyzed and
Poisoned means that the opponent's Active will take 20 damage JUST
in Poison damage alone once it's your turn again. If the opponent
has no Double Gust or method of getting the Pokemon out of the
active Position, that Pokemon will feel it. Because Poison will
continue to add up, eating through Gold Berries and getting
through Focus Bands. Not to mention that if you hit an active Baby
with this Pokemon Power, it will be KOed by the end of your second
turn. (10 for the turn you activate Venom Spray, 10 on their turn
while they're paralyzed, then another 10 at the end of your second
turn) So Venom Spray is pretty much an auto 30 damage unaffected
by Focus Bands which leaves the opponent incapacitated for a turn
with paralyzation. And that's not counting it's attack. Needle
Rush is a NICE attack comboed with Venom Spray. Its two COLORLESS
energy for a possible 100 damage. Not too shabby when used with
Venom Spray, eh? You average 30 damage with two heads, which still
isn't bad for two energy. See, the beauty of this card is that its
Pokemon Power is just so devastating. You leave them unable to
attack you. So they will take three turns of Poison damage AND two
hits of Needle Rush. Not too many things will survive that,
especially if you get average to nice flips. This is a GOOD card.
The best card in Skyridge hands down. But I'm not even finished
with the capacity of this card. You can use several other cards in
a very effective combo to re-use Venom Spray as often as you'd
like. The first two involve the discard of Beedrill via
de-evolution. Undersea Ruins from Aquapolis allows you to flip a
coin and on heads you de-evolve your Pokemon. The other is Retro
Energy from Skyridge. You heal 20 damage when you use Retro.
Beedrill has 80 HP. The Kakunas have 70-80 HP, so you can't risk a
KO due to de-evolution. Also, you would just retreat the Beedrill
before using either card to prevent the Kakuna from being left in
the active spot. And then of course you would use another card
from Skyridge to re-collect your discarded Bees, the amazing Lure
Ball card. And that's NOT counting the possibility of using Hyper
Devolution Spray from Discovery. GOD this card is SICK. The
Non-Holo Dogs also are victims of their own Pokemon Powers being
locked in place. So basically, NH Dogs and babies are FREE prizes.
Swarm with this insane card and combo it with the cards I
mentioned earlier and you have THE 187 deck. Well, at least part
of it anyways. I think this card is great in any format. You don't
have THAT much energy to lose if you get ERed or SERed in
Unlimited; heck you could even play Recycles. Venom Spray is one
of the best Pokemon Powers ever. Get some decent support in
Unlimited and you've got a mizer on your hands. But this card
REALLY shines in Modified. No ER threats. Plenty of combo cards
without much possibility of hand disruption. In Draft, this card
is cool too. But it's not as good as it is in Modified or
Unlimited because you can't combo it to re-use Venom Spray. But
still, it has a colorless attack which is INSANE in Draft.
Well there you go. And remember: GymboMania is running wild
brother! So whatcha gonna do when the Gymster goes wild all over
Stage 2 (Evolves from Kakuna)
Weakness - Fire
Resistance - None
Retreat - None
Poké-Power - Venom Spray
When you play Beedrill from your hand to evolve your Active
Pokémon, the Defending Pokémon is now Paralyzed and Poisoned.
CC - Needle Rush - 10+
Flip 4 coins. If you get 1 heads, this attack does 10 damage plus
10 more damage. If you get 2 heads, this attack does 10 damage
plus 20 more damage. If you get 3 heads, this attack does 10
damage plus 50 more damage. If you get 4 heads, this attack does
10 damage plus 90 more damage.
Overall, a nice card. I don't like the fact that it no longer has
Resistance to Fighting, which is great for Tyrogue protection. The
power is better than Grass Cube 01, and doesn't even waste an
For Unlimited, it's a little flippy, though Sneasel and Tyrogue
have proven that most players don't mind that. With Paralysis
locking the Defending Pokémon into the Active position while
Poison eats away at it, a lucky 4 heads would probably end up
killing even a Chansey (100 from Needle Rush, 10 from Poison in
between turns, another 10 after your opponent's turn). Not exactly
the most likely to happen, but it'd be fun to watch if it did.
Fossil Magmar and Typhlosion eat Beedrill alive, however, and it
would take some lucky flips to deal all that much damage to a
pumped Steelix. On a lighter note, it works well with DCE, as does
another Unlimited Grass favorite: Scyther.
For Modified, I like it. The Neo2 Weedle provides a possible First
Turn Kill (FTK) against 50 HP Totodiles, which would be great
against the Parasect/Feraligatr decks that are emerging. Then
Breeder to Beedrill, attach another Energy, and go to it. Bounce
Energy could be used if you wanted, getting the Grass that you had
attached to Weedle to bounce back to your hand and be reused
elsewhere. I would recommend tossing in one or two Neo2 Beedrills
(the ones with Triple Poison), against Steelix and Tyrogue. Any
kind of popular Fire will slaughter it in one hit, however,
between Neo1 Magmar, Aquapolis Entei, and Magcargo.
For Limited, the drawbacks of playing it are very minor. Colorless
attack, free Retreat, 80 HP and Status Effects are all plusses.
Since it's both a Rare AND a Stage 2, however, you can't count on
more than one, and getting the Weedle and Kakuna might be tough.
If you do manage to get it out, whip out a lucky coin and tear the
Unlimited - 3.0
Modified - 3.6
Limited - 3.0
Pojo.com is here to provide guidance to all Pokemon
trainers out there. Whether it's the Gameboy Game, N64 or the Trading Card Game,
PoJo.com provides all the wisdom you desire.
If you have cool game tips, a killer deck, or breaking
news ... send them to us. We'll post it on the site
... and give you all the credit.