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Beedrill δ
NM
LP
MP
HP

Viewing offers in Near Mint condition

Rare · Pokemon - Stage2 - Grass/Metal

Beedrill δ

Rare · Pokemon - Stage2 - Grass/Metal · Delta Species
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ability Final Sting: Once during your turn (before your attack), you may Knock Out Beedrill. If you do, choose 1 of your opponent's Defending Pokémon. That Pokémon is now Paralyzed and Poisoned. Put 2 damage counters instead of 1 on that Pokémon between turns. This power can't be used if Beedrill is affected by a Special Condition.
Attack Super Slash (50+): If the Defending Pokémon is an Evolved Pokémon, this attack does 50 damage plus 30 more damage.

Card Details

-/-Power / Toughness
-Mana Cost
1Prints

Character Background

Beedrill δ is a classic tempo-control Stage 2 that turns its own body into a weapon, and its Delta Species Grass/Metal typing hints at an engineered, hybrid swarm built for disruption rather than pure damage. Final Sting is the card’s centerpiece: trading Beedrill itself to Paralyze and Poison the Active Pokémon while doubling poison damage creates a powerful swing turn that can steal momentum or force awkward switches. It works best in a control or disruption shell that can recycle Beedrill lines, such as decks using Rescue/energy recovery effects or evolution acceleration to keep the pressure coming. Super Slash is secondary but still relevant, especially as a clean 80 damage into evolved targets, letting Beedrill δ punish midgame setups. Pair it with poison enhancers or status support so even if Final Sting is blocked by a Special Condition, your deck still has multiple ways to grind the opponent down.

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

Beedrill δ is a classic tempo-control Stage 2 that turns its own body into a weapon, and its Delta Species Grass/Metal typing hints at an engineered, hybrid swarm built for disruption rather than pure damage. Final Sting is the card’s centerpiece: trading Beedrill itself to Paralyze and Poison the Active Pokémon while doubling poison damage creates a powerful swing turn that can steal momentum or force awkward switches. It works best in a control or disruption shell that can recycle Beedrill lines, such as decks using Rescue/energy recovery effects or evolution acceleration to keep the pressure coming. Super Slash is secondary but still relevant, especially as a clean 80 damage into evolved targets, letting Beedrill δ punish midgame setups. Pair it with poison enhancers or status support so even if Final Sting is blocked by a Special Condition, your deck still has multiple ways to grind the opponent down.

Generated using gpt-5.4-mini · Updated at 2026-08-10 18:40:44 UTC

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