I have a strange affinity to the Oddish line, and thankfully this time around it's actually good.
4 Oddish (Psychic)
3 Gloom (Psychic)
3 Bellossom
2 Vileplume
2 Baltoy
2 Claydol
2 Chatot
2 TM Evoluter
4 Bebe's Search
2 Cynthia's Feelings
3 Energy Switch
3 Night Maintenance
2 Professor Rowan
4 Rare Candy
4 Roseanne's
2 Warp Point
4 Call
7 Grass
5 Psychic
Strat: Set up with Call and Evoluter early game, then you have a couple options: high damage beatdown/swarm with Bellossom, or go for a Trainer/Supporter lock with Vileplume. You'll want to play energies on Vileplume a lot for its' power, which is great for setting up surprise attacks with Energy Switch.
I've done a little testing against a preliminary Kingdra list and it looks like a very positive match-up. Bellossom's resistance and Vileplume's beefy HP means they'll have to spend 2 or three turns chipping down their HP...if they aren't asleep. Late game you can lay on the beats, because 3 Bellossoms and a Vileplume plus a Psychic energy hits for 130 after poison. You pretty much win if you can survive a donk.
I haven't tested against much else because I'm not sold on any other decks or lists in DP-on just yet, but anybody willing to test this should give it a shot. It's a blast to play, and it looks like it could be fairly competitive.
Translations (thx Pokebeach):
Vileplume LV.41 – Grass – HP120
Stage 2 – Evolves from Gloom
Poke-Power: Energy Reaction
You can use this Power once during your turn, when you attach a Grass Energy or a Psychic Energy from your hand to this Pokemon. Choose 1 of your opponent's Active Pokemon, and if you attached a Grass Energy that Pokemon is now Asleep, if you attached a Psychic Energy that Pokemon is now Poisoned. This Power can't be used if this Pokemon is affected by a Special Condition or if Energy is attached as an effect of an attack or a Poke-Power.
[P][C][C] Wounding Pollen: 60 damage. Flip a coin, if heads your opponent can't play any Trainers, Supporters, or Stadiums from his or her hand during your opponent's next turn.
Weakness: Psychic (+30)
Resistance: none
Retreat: 2
Bellossom LV.38 – Grass – HP100
Stage 2 – Evolves from Gloom
[G] Parallel Gain: 30 damage. Remove 1 damage counter from each of your Pokemon.
[G][C] Blend Pollen: 40 damage. This attack does an additional 20 damage for each of your Vileplume and Bellossom in play. Flip a coin, if heads the Defending Pokemon is now Burned.
Weakness: Fire (+30)
Resistance: Water (-20)
Retreat: 1
Oddish LV.7 – Psychic – HP50
Basic Pokemon
[C] Poison Powder: Flip a coin, if heads the Defending Pokemon is now Poisoned.
[P][C] Ram: 20 damage.
Weakness: Psychic (+10)
Resistance: none
Retreat: 1
Gloom LV.24 – Psychic – HP80
Stage 1 – Evolves from Oddish
[.] Fade to Dusk: Remove 2 damage counters from Gloom. Gloom is now Asleep.
[P][C] Foul Nectar: 30 damage. Flip a coin, if heads the Defending Pokemon is now Poisoned and Confused.
Weakness: Psychic (+20)
Resistance: none
Retreat: 2
Cynthia's Feelings – Supporter
Return your hand to your deck and shuffle your deck. Then, draw 4 cards from your deck.
If any of your Pokemon were Knocked Out on your opponent's previous turn, draw an additional 4 cards.
You can use a Supporter once during your turn. To use it, play it next to your Active Pokemon and discard it at the end of your turn.
Technical Machine TS-1 – Trainer – Technical Machine
[.] Evolutor: Search your deck for 1 Evolution card that Evolves from 1 of your Pokemon and play it on top of that Pokemon, Evolving it. Shuffle your deck afterward.
To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card.
4 Oddish (Psychic)
3 Gloom (Psychic)
3 Bellossom
2 Vileplume
2 Baltoy
2 Claydol
2 Chatot
2 TM Evoluter
4 Bebe's Search
2 Cynthia's Feelings
3 Energy Switch
3 Night Maintenance
2 Professor Rowan
4 Rare Candy
4 Roseanne's
2 Warp Point
4 Call
7 Grass
5 Psychic
Strat: Set up with Call and Evoluter early game, then you have a couple options: high damage beatdown/swarm with Bellossom, or go for a Trainer/Supporter lock with Vileplume. You'll want to play energies on Vileplume a lot for its' power, which is great for setting up surprise attacks with Energy Switch.
I've done a little testing against a preliminary Kingdra list and it looks like a very positive match-up. Bellossom's resistance and Vileplume's beefy HP means they'll have to spend 2 or three turns chipping down their HP...if they aren't asleep. Late game you can lay on the beats, because 3 Bellossoms and a Vileplume plus a Psychic energy hits for 130 after poison. You pretty much win if you can survive a donk.
I haven't tested against much else because I'm not sold on any other decks or lists in DP-on just yet, but anybody willing to test this should give it a shot. It's a blast to play, and it looks like it could be fairly competitive.
Translations (thx Pokebeach):
Vileplume LV.41 – Grass – HP120
Stage 2 – Evolves from Gloom
Poke-Power: Energy Reaction
You can use this Power once during your turn, when you attach a Grass Energy or a Psychic Energy from your hand to this Pokemon. Choose 1 of your opponent's Active Pokemon, and if you attached a Grass Energy that Pokemon is now Asleep, if you attached a Psychic Energy that Pokemon is now Poisoned. This Power can't be used if this Pokemon is affected by a Special Condition or if Energy is attached as an effect of an attack or a Poke-Power.
[P][C][C] Wounding Pollen: 60 damage. Flip a coin, if heads your opponent can't play any Trainers, Supporters, or Stadiums from his or her hand during your opponent's next turn.
Weakness: Psychic (+30)
Resistance: none
Retreat: 2
Bellossom LV.38 – Grass – HP100
Stage 2 – Evolves from Gloom
[G] Parallel Gain: 30 damage. Remove 1 damage counter from each of your Pokemon.
[G][C] Blend Pollen: 40 damage. This attack does an additional 20 damage for each of your Vileplume and Bellossom in play. Flip a coin, if heads the Defending Pokemon is now Burned.
Weakness: Fire (+30)
Resistance: Water (-20)
Retreat: 1
Oddish LV.7 – Psychic – HP50
Basic Pokemon
[C] Poison Powder: Flip a coin, if heads the Defending Pokemon is now Poisoned.
[P][C] Ram: 20 damage.
Weakness: Psychic (+10)
Resistance: none
Retreat: 1
Gloom LV.24 – Psychic – HP80
Stage 1 – Evolves from Oddish
[.] Fade to Dusk: Remove 2 damage counters from Gloom. Gloom is now Asleep.
[P][C] Foul Nectar: 30 damage. Flip a coin, if heads the Defending Pokemon is now Poisoned and Confused.
Weakness: Psychic (+20)
Resistance: none
Retreat: 2
Cynthia's Feelings – Supporter
Return your hand to your deck and shuffle your deck. Then, draw 4 cards from your deck.
If any of your Pokemon were Knocked Out on your opponent's previous turn, draw an additional 4 cards.
You can use a Supporter once during your turn. To use it, play it next to your Active Pokemon and discard it at the end of your turn.
Technical Machine TS-1 – Trainer – Technical Machine
[.] Evolutor: Search your deck for 1 Evolution card that Evolves from 1 of your Pokemon and play it on top of that Pokemon, Evolving it. Shuffle your deck afterward.
To use a Technical Machine, attach it to one of your Pokemon. The Pokemon this card is attached to can use the attack on this card.