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Flapple – Rebel Clash Pokemon Review

Flapple
Flapple

Flapple
– Rebel Clash

Date Reviewed:
May 19, 2020

Ratings Summary:
Standard: 2.00
Expanded: 2.00
Limited: 5.00

Ratings are based on a 1 to 5 scale. 1 is horrible. 3 is average. 5 is great.

Reviews Below:


Otaku

Flapple (SSH – Rebel Clash 022/192; SSH – Black Star Promos SWSH022) is a [G] Type Pokémon.  At the moment, it isn’t great when it comes to striking Weakness and avoiding Resistance.  Grass Type support just got a shot in the arm with cards like Turffield Stadium, while [G] Type counters… exist.  As a Stage 1, Flapple isn’t super easy to run, but it isn’t particularly difficult, either.  Plus, there’s actually a decent amount of Stage 1 support, though Ditto {*} is probably the only one that will really matter.

Flapple has 80 HP, so its an extremely easy OHKO, and makes the [R] Weakness and lack of Resistance not matter.  Well, almost not matter in the case of Weakness.  The Retreat cost of [C] is low and easy to pay, but you probably won’t need to sweat it all that often.  Why?  Flapple isn’t likely to survive while Active, and you can get it out of the way with its Ability, “Apple Drop”.  Apple Drop is a once-during-your-turn Ability; you can put up to two damage counters on one of your opponent’s Pokémon, but if you did, then you shuffle away the Flapple (and all cards attached) that used Apple Drop.

This is a good Ability, and the “cost” can sometimes be a big benefit.  Like I said, if Flapple is stuck Active and you cannot afford to pay the Retreat Cost, unless you needed to save it for later you can just Apple Drop.  The damage counter placement isn’t a lot, but it should cover the margin between a OHKO and a 2HKO, finish off something barely hanging on, etc. often enough.  Of course, you could try to spam up to four Flapple per turn, then use draw or search to get all your Applin back into play.  Sometimes, you may also just need to use Apple Drop to recycle a Tool or Special Energy card; again, all attached cards are also shuffled back into your deck.

Flapple has the attack “Acid Spray”, and for [CC] it does 60 damage, plus you flip a coin.  If “heads”, you discard an Energy from your opponent’s Active Pokémon.  “Heads” or “tails”, and you’ll still do the 60 damage.  That isn’t awful for [CC], but it isn’t very good, either.  That’s factoring in something like Twin Energy to make it easy to pay, also.  Fortunately, we’re here for Apple Drop, so a mediocre attack is more than acceptable.  Especially if you’re swarming Flapple; one can attack while the other three place damage counters via their Ability.

There are currently two versions or Applin from which Flapple may evolve, and neither are thrilling.  Still, I think SSH – Rebel Clash 021/192 is better than SSH – Rebel Clash 020/192; they have the same stats, but the former has “Withdraw” for [C].  You flip a coin and while “tails” does nothing, “heads” prevents all damage done to this Pokémon from attacks during your opponent’s next turn.  The other Applin has “Continuous Tumble”, which has you flip a coin until you get “tails”; the attack does 10 damage plus another 30 per “heads”.  While you could theoretically score a big hit, odds are you won’t… and the attack costs [GC] on a 40 HP Basic.

We’ll briefly touch upon Appletun (SSH – Rebel Clash 023/192), as it also evolves from Applin.  Its Ability is essentially a “free” once-during-your-turn Pokémon Catcher, and that could be really handy in a variety of decks.  Mixing them is likely worth it.  I can definitely see a Flapple Swarm or Flapple Tech (thank you, Ditto {*}!) really helping certain attackers, but I don’t expect it to be the new, dominant force in the metagame.  In Expanded, there are more Ability counters but also the kind of support to reliably spam multiple Flapple per turn.  Even if you only pull a 1-1 Applin-Flapple in Limited, run it!  The usual exception – you pulled a Basic Pokémon V worth running in a Mulligan deck – applies.

Ratings

  • Standard: 2/5
  • Expanded: 2/5
  • Limited: 5/5

Flapple did not make our countdown, but I considered it for my Top 15.  It could become heavily played TecH and/or lead to a swarm-style deck, but it also might never gel.  After all, we already have Koffing (SM – Cosmic Eclipse 76/236, 243/236), Weezing (SM – Cosmic Eclipse 77/236), Galarian Zigzagoon and Galarian Obstagoon as proven methods of spreading damage counters.  Flapples’ hope is that you need even more or can’t afford the combos those require.  So why are we looking at it now?  Appletun was a runner-up.  Guess what we’re looking at tomorrow?

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