Vileplume UD

WhimsicalBox

Herp Derp
Member
Vileplume UD
What combos well with Vileplume UD's ability to lock your opponents trainers? Gengar SF is the most obvious, and popular, option to run with vileplume, but what else do you think it works with? Spiritomb AR can be useful for trainer lock the entire game, but i'm thinking more along the lines of main attackers that go well with vileplume.

One pokemon i've considered using with vileplume is Victreebel from TM who increases the retreat cost of your opponent's active by 2, making it difficult for them to switch out an unwanted pokemon, especially when under trainer lock. What other pokemon have potential to work well under trainer lock?
 
Banette TR. the more cards in there hand the more damage. i just thought of that while i was reading this lol. i should go make that deck...
 
Ehhh, even so gengar can do a hell of a lot more damage. Besides, they can just waste every card in their hand other than their trainers.
 
I've heard/seen some pretty crazy combinations with Plume.

Dusknoir SF (either one I suppose Idk)
Jumpluff HG/SS
Charizard AR

Basically anything that doesn't mind being reliant on Trainers and is fine evolving from Spiritomb.

dmaster out.
 
^Vilepluff (Jumplume?) is actually a threat in my area, and it works very very well. It sets up oh-so-quickly (usually Jumpluff, Sunflora, and Vileplume out by the end of T2), and it's just really annoying.
Victreebel's a pretty good idea; but the problems that are prevalent are Warp Energy and its relatively low damage output (that is, if your opponent has his main attacker out, he can keep attacking and will still be able to set up something on bench).
Banette is okay, I guess... it has pretty low HP and doesn't do that much damage on average (especially compared to Gengar), is just killed by Judge, and takes 3 energy (2 energy cards) to use its attack. Gengar is still better.
As far as Dusknoir and Charizard, I haven't seen aeither of them in use, so I can't really comment on them...
But yeah, I'd say Jumpluff and Gengar SF are probably the best combos, and maybe Victreebel. Someone uses Vilebel at league and it does fine, particularly with a BFBX tech (although LGLX may work better).
 
I've been testing Victreebel/Vileplume lately, and it's not that great of a deck. Victreebel's damage output is very low, only doing 40 damage (Poison), and more damage would have to be through lucky flips.
 
^Or E-Belt, or PlusPower, or Crobat drops. I think you'd need to use Luxray GL LV.X (or possibly BFBX) to get easy KOs to make this deck viable.
 
A full Trainer lock list would prevent you from playing any Belt, Bats, or abusing Luxray for KO's unless you Seeker the Vileplume.
 
Ive seen builds of VilePluff/JumPlume featuring 4 seeker and still lots of trainers; simply because they Seeker their plume, clear their own trainers for speed, then with a BTS dump the plume back, and the opponent can never clear their trainers. My friend also ran 1 Judge tech in it, as for the situations when they refuse to drop their pokémon, and since they can't play their trainers, you just Judge em all back in the deck; meaning you wont do as much damage due to not so many pokémon on your opponent's side of the field, but you just ruin their entire hand, and they keep drawing back those useless trainers and whatnot.

Really annoying to play against, but if you yourself use Vileplume to counter this you get them staggering with their own trainers soon enough, meaning you get to take the deck out if you play the right moves against their actions.

The best deck to feature Vileplume though is, as it is (and in my opinion always will be), VileGar, as Gengar abuses the large trainer count, but also gets fast recovery, can snipe around if the opponent is low on trainers, ánd it punishes (sometimes at least) the opponent for taking it out. While Mismagius features the same trainer benefitting attack as Gengar, Mismagius is slightly faster (being stage 1), but loses in all other aspects (lower HP, no good sniping attack, etc) to Gengar.

The other decks who benefit from Trainer Lock is slow decks, who would otherwise lose to trainer-heavy fast decks, meaning they don't have the time to build up simply because the trainers outspeed them. Blocking those trainers out, slow decks get the chance to build up, and the combination of Spiritomb AR and Vileplume UD means a constant trainer lock(or at least until Dialga G Lv X drops in and you dont have a counter), meaning the slow deck has plenty of time to build up.
 
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