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Dark Vileplume
NM
LP
MP
HP

Viewing offers in Near Mint condition

Rare · Pokemon - Stage2 - Grass

Dark Vileplume

Rare · Pokemon - Stage2 - Grass · Team Rocket
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ability Hay Fever: No Trainer cards can be played. This power stops working while Dark Vileplume is Asleep, Confused, or Paralyzed.
Attack Petal Whirlwind (30x): Flip 3 coins. This attack does 30 damage times the number of heads. If you get 2 or more heads, Dark Vileplume is now Confused (after dealing damage).

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Dark Vileplume is a classic control piece for Team Rocket-era Pokémon, built to choke off the opponent’s resources with Hay Fever: no Trainer cards means no Energy Retrieval, no Professor Oak, no healing, and no search, forcing the game into a slower, grindier pace that strongly favors tempo denial and resource attrition. Its Stage 2 Grass body asks for commitment, but the payoff is huge if you can establish it early and protect it from Status conditions, since Sleep, Confusion, or Paralysis shut the lock off. Pair it with sturdy Basics and cards that don’t rely on Trainers, such as aggressive Energy acceleration from attacks or naturally efficient attackers, so you keep pressure while the opponent stumbles. Petal Whirlwind is swingy but can punish stalled boards; even 30 damage for one heads is acceptable, and multiple heads can finish weakened targets. The self-Confusion clause means it’s best used as a lock piece first, attacker second.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Dark Vileplume is a classic control piece for Team Rocket-era Pokémon, built to choke off the opponent’s resources with Hay Fever: no Trainer cards means no Energy Retrieval, no Professor Oak, no healing, and no search, forcing the game into a slower, grindier pace that strongly favors tempo denial and resource attrition. Its Stage 2 Grass body asks for commitment, but the payoff is huge if you can establish it early and protect it from Status conditions, since Sleep, Confusion, or Paralysis shut the lock off. Pair it with sturdy Basics and cards that don’t rely on Trainers, such as aggressive Energy acceleration from attacks or naturally efficient attackers, so you keep pressure while the opponent stumbles. Petal Whirlwind is swingy but can punish stalled boards; even 30 damage for one heads is acceptable, and multiple heads can finish weakened targets. The self-Confusion clause means it’s best used as a lock piece first, attacker second.

Generated using gpt-5.4-mini · Updated at 2026-07-29 05:40:52 UTC

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