Pokémon TCG: Sword and Shield—Brilliant Stars

Bellawesome: Coming to a Battle Road near you! (Slowly building an article!)

Status
Not open for further replies.
Beedrill is much worser then Bellossom because beedrill does only 30 damage with one beedrill in play and Bellossom does already do 60 damage with burn Flip. Bellossom has 10 more hp and has Vileplume for extra special conditions.
 
loool, the only reason beedrill was good was because it could use Crystal Beach and Cess Cry to its advantage. now both are rotated out. Bellossom does 30 more damage off the bat than beedrill, has water resistance, and has Vileplume to support it. what does beedrill have next season?
 
Beedrill gets Buck's, Cynthia's and Azelf to get prized Weedles/Beedrills, and since DRE and Scramble are out, it doesn't need to rely on Beach...so one could argue that it gets better after rotation. It has free retreat, a CFF basic (no need for Call), only needs 1 energy to attack, has 10 more HP than Bellossom, etc., etc....
 
for 1 beedrill out it does 30, for 1 bellossom out i do 60, for 2 beedrills out they do 60, for 2 bellossom/vileplume out, i do 80, for 3 beedrill out (standard) they do 90, for 3 bellossom/vileplume out i do 100, and with 4 beedrill out they do 120, with 4 bellossom/vileplume out i do 120, so beedrill never does more base damage than bellossom, and that's without the chance of burn and poison.
Bad version of Beedrill

that just shows ignorance.
Beedrill gets Buck's, Cynthia's and Azelf to get prized Weedles/Beedrills, and since DRE and Scramble are out, it doesn't need to rely on Beach...so one could argue that it gets better after rotation. It has free retreat, a CFF basic (no need for Call), only needs 1 energy to attack, has 10 more HP than Bellossom, etc., etc.

bellossom recieves all 3 of those, and Weedle's attack only gets 1 basic so there is still a need for call. In the metagame which would you rather have, 10 more hp, or resistance to 2 of the bigger decks right now?
 
I don't want to start an argument about what's better, honestly. There's pros and cons for playing either one, and I'm fairly biased towards Beedrill after testing this deck. Free retreat and 1 energy attack outweighs 10 or 20 extra damage, because in the long run it will be easier to get fallen Beedrills back. Bellossom has to be much more conscious about energy drops and run 4-6 more energy than Beedrill to compensate for that.

Obviously Vileplume and status effects to add damage or stall are plus sides to running Bellossom, but in my testing with the deck you have to be really lucky for them to have an actual effect on the game.
 
i had energy switch in here before, and i didnt like it that much. I understand the concept but there are not that many circumstances where i would rather have an energy switch over buck's.
 
I think this deck is amazing, I built my own version a little while ago. I think in your original list you played Starmie, and I think you should definitely continue using it, it comes in so handy. I use a 2-2 Starmie line for consistency. Anyway, Azelf is a great tech idea, I hadn't even considered it! really useful when you get that 4th Oddish prized, and from there on in, you know what you're going to get every time you make a KO!
Only problem I see is Dusknoir, but I suppose a 1-0-1 Metagross line is the only answer. Problem is, like you said, it burns your Candies quicker, and the switch isn't even guaranteed!
One change I think would help though, is the Call Energy. I don't think it's that useful, whereas 4 Multi I find a must with Vilplume's amazing power! So you could drop the 3 Call's for a 4th Multi, a 4th Roseanne's, to make up for them, and another Psychic or Grass Energy.
Good Luck with the deck!

Just noticed all the talk about Energy Switch. I think that you could drop 1 Bucks and 1 Chatot for 2 of them if you think it's a good idea, but I dunno which I'd prefer, the Bucks definitely come in handy. Also, when IFDS/Stormfront is legal, if you can find space for 3 or 4 of them, Energy Link is much better.
 
Last edited:
my question is this ... does multi on vileplume activate BOTH effects of the power, and if it does, when i attach a SECOND multi to a plume, do i get to use both effects again. I know that now both multi would be colorless, but AS I attach the multi it is a multi and Plume's power effects AS I attach, I could be making no sense with it, but just curious

ROr
 
The first Multi activates both effects (it's a grass and a psychic energy), but the second won't activate either (since it provides colorlss).

I really like this deck; I haven't lost with it since I started testing it. I'm personally more fond of a straight list, but I can see why Starmie could be helpful.
 
i really like this deck, but i play a list like this

4 oddish (the purple one)
3 gloom (the green one)
3 bellossom
2 vileplume
2 calydol
2 baltoy
1 staryu
1 starmie
1 unown Q
1 chatot

the starmie works very well against fire pokemon
 
I love this deck b/c water resist, spread resist and good firepower just outwiegh any other swarm deck that comes to mind.
 
of what style do you play the deck? I know there is the "get a really fast bell then power it up by setting up more version" but I am also intrigued by a version that uses furret (lol i know right?) that sacks the furret so that the first attack with a bell will be about 100 or so damage, it also uses like 3 evoluter for t2 furret and super fast bell

ror
 
Pokemon (24):
4 Oddish (psychic)
3 Gloom (sleep powder)
4 Bellosome
2 Vileplume
2 Baltoy
3 Claydol (can do 2-2 for azelf X or gardy X)
2 Ralts
1 Kirlia
2 Gardy
1 Azelf
1 Chatot
Energy (15):
4 Call Energy
3 Multi
6 Grass
2 Psychic
Trainers (20):
4 Rare Candy
4 Bebe's Search
4 Rosenanne's research
4 Buck's Visit
2 Warp Point
2 Night Maitence
 
lol I had that in the list I just posted, but for consistancy (don't want it flamed THAT bad) I dropped it for the 3rd claydol and the azelf. Obviously you can reverse that though...
 
1-0-1 Dusknoir makes sense to me. The biggest problem that Bellossom has is your opponent getting set up. Dusknoir stops that by making the opposing bench small. If you need to, you can attack with it. It's one less rare candy at your disposal, but that's why you have three Gloom. You have Call energy and TM-01 now, so the Duskull start really isn't that bad anymore.
 
Status
Not open for further replies.
Back
Top