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.