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Pojo's Pokemon Card of the Day


 

Vileplume EX - Hidden Legends


Date Reviewed: 7.23.04

Ratings & Reviews below

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.


William
Hung
Vileplume ex

Unlimited 4/5 - Nothing but Supporters means game over for the opponent. There isn't a Supporter that switches Pokemon, and Unlimited decks don't run enough Supporter cards to win against Vileplume ex.

Modified 2.5/5 - Unfortunately, this format is dictated by Supporters, so it doesn't work that well.

Draft 3/5 - It really isn't that good - because the dominant Trainer is Steven's Advice. It's still a decent Stage 2 with status, and definitely worth running in your draft deck.
burninating
torchic 

Vileplume EX

Set: Hidden Legends

 

Single Modified: 3/5 I have seen quite a few of this deck in modified. In fact, I have a friend who refused to play in nationals because he did not have this deck. Unfortunately, this isn't one of the Archetypes, and is just a ATM Rock counter for some people(like him).

 

Team Modified: 3.5/5 This would be better, because both opponents would recieve this effect.

 

Single Limited: 3.5/5 Quite a good card for limited, as there isn't much else in the set other then Gorebyss, Wigglytuff EX, Milotic, Exploud...ok, so there is quite a bit in the set.

 

Team Limited: 4/5 Same reason.

 

Single Mutant Modified: 4/5 Muahahahaha, this lets you play it with SceptiMuk! Great!

 

Team Mutant Modified: 4.5/5 No explanation needed.

 

Single Mutant Limited: 3.5/5 It's the only good [G] Pokemon in the set...so this is no different from regular limited.

 

Team Mutant Limited: 4/5 mm-hmm.

 

Total Score: 3.75 Not bad, I guess

 
Thundachu Vileplume ex

Overview: PokeBody Block Dust is really worthless in Modified these days considering most trainers played in decks are supporters, though stopping Rare Candy isnt a bad thing, and stadiums like Desert Ruins as well. Special Formula is pretty nice. Does 50 for 1 grass, 2 colorless then you flip a coin. If heads, the defending pokemon is asleep and poisoned and if tails, confused. 140HP is great for a stage 2, but as always, it's an ex which will get your opponent 2 prizes.

Unlimited: Not many supporters played here, so the body can be pretty helpful. Status effects are nice as well. Would take too long to get powered up though. 2/5

Modified: Stops Ruins and Rare Candy. 50 for 3 is ok. 2 prizes though if it gets k0ed. You decide if it's worth it. 2.5/5

Draft: What little draw power that comes from trainers in Draft would be gone thanks to him. 140Hp is a very nice feature here. Status effects and solid damage are both also good as well. If knocked out, 1/2 the game is over. And he is an evolution, so it will be hard to draft. Ill give him a 3.5/5
 
Jermy101 Vileplume ex isn't bad but is kinda below average for an ex Pokemon.  The weakness to psychic hurts with Gardevoir everywhere.  It also can't damage Wobbuffet and takes 100 damage from it so that's pretty bad.  Also 140 HP is a record low for a stage 2 ex.  The poke-body ownz.  Often playing against Vileplume ex I forget about the poke-body and play a Switch to escape and then find out I can't.  It also stops rare candies.  Vileplume ex combos with Mirage Stadium because of his special conditioning attack, then your opponent cannot countergym because of Block Dust.  No getting rock TMed either, so feel free to Rare Candy your Oddish to Vileplume.

Unlimited - There aren't many supporters here, most of the trainers are regular, which is good for the poke-body.  Let's see, it can't get gusted to the bench, you're safe from energy removal, they can't oak, elm, computer search.....wow the more and more I think about it, Vileplume ex ownz here.  But I can't say I came up with this myself because I know Pooka plays Vileplume ex in unlimited.  BEWARE OF MUK! 4/5

Modified - Not too good here.  It is disruptive, but it does a low amount of damage. 2/5

Limited - You got Oddish and Gloom?  Take it, but it might be hard to get a stage 2 out here. 3/5
 

Hedge

Vileplume ex

 

Vile ex…. I used this at side events in Origins. ;;xx

 

With Mirage Stadium, Rarecandy, and Gorebyss, this card can do a major lockdown on the opponent. No switches, no warps, no ATM rocks, no other stadiums, no rarecandy, they can’t even play simple masterballs or pokenavs (not that they would). It’s really fun, but I find it loses to faster decks, like Blaze and Garde. Ah well, try it out. Ya never know, you might actually like it.
 

Johnny Blaze Vileplume Ex – Another EX counterpart from a previous set with a similar ability. Problem with the current Ex’s is that they have to be active in order for their power to work.

Unlimited – 3/5 Definitely a card to look at in this environment. Although it has to be active, the controller can still play trainer cards. Unlike the Jungle Vileplume. How many supporter cards are actually used in Unlimited? The majority of good Trainers are non-supporters. With 1 Grass, a DCE, and Breeder Vileplume is ready to go Turn 2. That’s why Vileplume has to be considered in this format now.

Modified – 1/5 Not as viable here since Supporters are rampant. Also with Gardevoir decks rampant the Psychic weakness kills this card. And 50 damage just doesn’t cut it in this format.

Limited – 1/5 Again not very viable here with the lack of regular trainer cards.
 

Otaku

Name: Vileplume ex

Set: Hidden Legends

Card#: 100/101

Type: Grass

Stage: 2 (Evolves from Gloom)

HP: 140

Weakness: Psychic

Resistance: None

Retreat: CC

Poké-Body: Block Dust

As long as Vileplume ex is your Active Pokémon, your opponent can’t play Trainer cards (except for Supporter cards) from his or her hand.

Attack: (GCC) Special Formula [50]

Flip a coin.  If heads, the Defending Pokémon is now Asleep and Poisoned.  If Tails, the Defending Pokémon is now Confused.

 

Attributes: Vileplume ex is a Stage 2 Grass Pokémon that Evolves from Gloom, which in turn Evolves from Oddish.  This card also has the advantage of being part of a branched Evolution line.  Now, sometimes this can act like a disadvantage-if the alternative forms are really, really good, then why use the other one?  In this case though, I think they made a wise choice hat I will touch on more in the Uses/Combinations section.  As for the lower Stages of Vileplume ex, I suggest you avoid the Hidden Legends Oddish, if possible-given that we have a tiny Basic we hope to Evolve, you should think defensively.  In Modified, you can chose from Expedition and Aquapolis versions, as they do have ways of keeping themselves alive longer.  In Unlimited, Either of those or the Oddish from the Team Rocket set look to be solid choices, depending on how Grass heavy the deck is.  As for Gloom, Hidden Legends is the clear choice for either format.

 

Returning now to Vileplume ex, we must remember that, as a Pokémon ex, it has to be worth the cost of two prizes.  So let us keep that in mind as we review stats.  For example, it has 140 HP.  For a Stage 2 Pokémon ex, this is about average.  Moving on, we see a Psychic Weakness.  This will hurt it badly in Modified, were Sandstorm Wobbuffet is in most decks and one of the biggest, best decks in the format is mono-Psychic with huge damage (Gardevoir/Gardevoir ex).  Still, this might be best, since the primary alternative is Fire, which would be worse (Blaziken ex actually doesn’t OHKO this!).  Resistance, sadly, is lacking (Water here would have really helped this card).  Finally, a retreat of two is average-it will not be easy to pay, but neither should it be impossible.

 

Abilities: Ah, memories of my lovely, lovely Black Rose… @};-  Of course, I speak of Dark Vileplume, the original master of Trainer Denial.  Vileplume ex lacks the raw power of my beloved Black Rose, but has better “control”-by being active and only the opponent is affected (even if they can still use Supporters).  Supporters are important for Modified, but remember-their main use is Draw/Search power… for everything else.  And in Unlimited, Supporters are scarcely seen.  I myself usually run 2-4 in every deck, and of them, only two are draw power-the other two are recursion.  Block Dust, all though lame in name, is a potent effect.

 

As for attacks, Vileplume ex gets only one, but it’s solid.  For (GCC), we get not only 50 damage (15 more than paid for), but either Sleep and Poison or Confusion.  Pretty spiffy.

 

Definite synergy with these abilities-there are no Supporters that I know of the change out an opposing Active.  This means that they have to have an attack that can bench Vileplume ex, or they have to KO it to get access to their normal Trainers.  Half the time, they should either be Asleep or failing a Confusion check… unless they can afford to retreat out and still attack.

 

Uses/Combinations: This card needs to be the focus of its own deck.  In Unlimited, try backing it up with healing and just laughing as you do everything like normal but your opponent has to rely on maybe three Supporters… and Cleffa.  Yes, Cleffa will help them a lot, but it helps everyone a lot.  For Modified, I have heard that Bellossom from Hidden Legends makes a good partner to it-it’s the other Stage 2 a Gloom can evolve into, and this one means a guaranteed 20 healed each turn, and is a solid attack in its own right.

 

Ratings

 

Unlimited: 3.5/5-This is another tentative scoring.  I have heard some great things about this card here.

 

Modified: 3.5/5-Less potent here, since Supporters are the back bone of most decks.  Still, it has potential.

 

Limited: 4/5-But for different reasons.  Well, you do have a good chance at shutting down all their Trainers… but only because there is a single Supporter in the set that can’t be negated.  However, most decks won’t have a lot of Trainers anyway.  What really matters is the decent drafting odds.  I had bad luck-only one Oddish and Gloom, but two Bellossom (so far, about 1 in 10 of my HL packs have Bellossom).  So if you get Vileplume ex, good chance of supporting it.  The big thing is of course, the Special Conditions-these things are so wicked in Limited.

 

2-on-2: 3.75/5-Combine with Armaldo for a total lockdown of Trainers for your opponent while you can use anything but Supporters!

 

Summary

A wonderful new card, though you gotta work to play it right.

 

 


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