Table of Contents
Erika & Vileplume
A powerful and easy to use way to inflict Paralysis without using too much Gauge, along with a great Sync grid that gives it plenty of Bulk and a great amount of Synergy with sun teams makes Vileplume one of Single Player's best Status spreaders.
Trainer
Pokemon Info
Pokemon Description
Vileplume’s toxic pollen triggers atrocious allergy attacks. That’s why it is advisable never to approach any attractive flowers in a jungle, however pretty they may be.
Table of Contents
Stats
Table of Contents
Pokemon Analysis
Overview
While Pokemon who can guarantee inflicting status effects are especially useful, Vileplume is balanced somewhat by having many self-buffs and only one offensive move. Due to her less-than-stellar stats, this fairly selfish kit holds back what could otherwise be a strong utility Pokemon.
One silver lining is that she’s bulky, which makes her somewhat of a backup damage sponge, especially if she can get the Def and Sp.Def boosts from X Sp. Def and "Pour it On!".
Strengths
Guaranteed Paralysis
Being able to Paralyze the enemy with no RNG factors is endlessly useful, especially for keeping particularly powerful enemies incapacitated. Paralyzed Enemies are also hit harder by Vileplume’s Sync Move.
Can’t Miss
Vileplume’s Piercing Gaze, like all Passives, is expensive but worth it - especially against Enemies who can increase their evasiveness. Piercing Gaze shores up the one weakness of Stun Spore: its 90 base Accuracy.
Weaknesses
Self-Serving
Vileplume has far too many self-serving moves for a Pokemon with such low Sp. ATK and only one (not particularly powerful) offensive move.
Team Synergy
Status Effect Teams
Because Erika & Vileplume can guarantee inflicting Paralysis, they are perfect for Teams that gain buffs based on the enemy having status effects inflicted on them. This is more common among Psychic and Poison Type Pokemon.
Table of Contents
Moves
Type |
Grass |
Category |
 |
Power |
49 / 58
|
Accuracy |
100 |
Target |
An opponent |
Cost |
|
Has a very small chance of lowering the target’s Sp. Def.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Sharply raises the user’s Sp. Def.
Type |
Grass |
Category |
 |
Power |
0 / 0
|
Accuracy |
90 |
Target |
An opponent |
Cost |
|
Leaves the target paralyzed.
Category |
 |
Power |
0 / 0
|
Accuracy |
0 |
Target |
Self |
Uses |
2 |
Raises the user’s Sp. Atk. Drastically raises the user’s Defense.
Type |
Grass |
Category |
|
Power |
200 / 240 |
Accuracy |
- |
Target |
An opponent |
Effect Tag |
- |
This move’s power increases if the target is paralyzed.
Team Skills
Condition
Form a team with two or more sync pairs that share the same type.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Raises allies’ Attack and Sp. Atk by [Value] when using Grass-type attacks.
- Lv1: +12
- Lv2: +16
- Lv3: +20
- Lv4: +24
Condition
Form a team with two or more sync pairs that share the same theme.
Effect
Raises the maximum HP of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +3
- Lv3: +5
- Lv4: +7
Raises the Attack and Sp. Atk of all allied sync pairs by [Value].
- Lv1: +1
- Lv2: +2
- Lv3: +3
- Lv4: +4
Sync Grid
Sync Grid for Erika & Vileplume
Link to Sync Grid Planner Tool
Icon |
Bonus |
Sync Orb Cost |
Energy Cost |
Req Sync Level |
Grid Pos (X,Y) |
|
HP
+10
|
5 |
0 |
0 |
(1,1) |
|
HP
+10
|
24 |
2 |
0 |
(-1,3) |
|
HP
+10
|
36 |
3 |
2 |
(-1,7) |
|
HP
+30
|
120 |
10 |
3 |
(-2,10) |
|
HP
+30
|
120 |
10 |
2 |
(-3,9) |
|
Sp. Atk
+5
|
5 |
0 |
0 |
(-1,-1) |
|
Sp. Atk
+5
|
5 |
0 |
0 |
(1,-1) |
|
Sp. Atk
+5
|
24 |
2 |
0 |
(2,0) |
|
Sp. Atk
+5
|
24 |
2 |
0 |
(1,3) |
|
Sp. Atk
+10
|
48 |
4 |
2 |
(-2,-4) |
|
Sp. Atk
+10
|
48 |
4 |
3 |
(2,-6) |
|
Sp. Atk
+10
|
48 |
4 |
0 |
(2,6) |
|
Sp. Atk
+10
|
60 |
5 |
2 |
(-2,8) |
|
Sp. Atk
+10
|
60 |
5 |
3 |
(-2,-6) |
|
Speed
+5
|
5 |
0 |
0 |
(0,2) |
|
Speed
+5
|
24 |
2 |
0 |
(-3,5) |
|
Speed
+5
|
24 |
2 |
0 |
(-2,0) |
|
Defense
+5
|
5 |
0 |
0 |
(0,-2) |
|
Defense
+10
|
48 |
4 |
0 |
(-3,7) |
|
Defense
+10
|
48 |
4 |
2 |
(3,-3) |
|
Sp. Def
+5
|
5 |
0 |
0 |
(-1,1) |
|
Sp. Def
+10
|
48 |
4 |
0 |
(-3,-1) |
|
Sp. Def
+10
|
48 |
4 |
2 |
(2,-4) |
|
Nature-Loving Petal Dance
:
Power
+25
|
60 |
5 |
3 |
(0,6) |
|
Nature-Loving Petal Dance
:
Power
+25
|
60 |
5 |
3 |
(0,-6) |
|
Energy Ball
:
On a Roll 2
- Raises the chance of lowering stat values with the additional effects of moves.
|
96 |
8 |
2 |
(2,8) |
|
Energy Ball
:
On a Roll 2
- Raises the chance of lowering stat values with the additional effects of moves.
|
96 |
8 |
3 |
(-1,-5) |
|
Energy Ball
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
48 |
4 |
3 |
(1,9) |
|
Energy Ball
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
3 |
(2,10) |
|
Energy Ball
:
Move Gauge Refresh 2
- Has a moderate chance of charging the user’s move gauge by one when a move is successful.
|
60 |
5 |
2 |
(3,9) |
|
X Sp. Def
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
0 |
(3,-1) |
|
Stun Spore
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
48 |
4 |
0 |
(-2,4) |
|
Stun Spore
:
Move Gauge Refresh 3
- Has a moderately good chance of charging the user’s move gauge by one when a move is successful.
|
48 |
4 |
2 |
(-3,-3) |
|
Stun Spore
:
Flabbergast 2
- Has a moderate chance of leaving the target confused if a move is successful.
|
108 |
9 |
0 |
(2,-2) |
|
Stun Spore
:
Satisfied Snarl 9
- Lowers the target’s Sp. Atk when a move targeting that opponent is successful.
|
108 |
9 |
2 |
(-3,-5) |
|
Pour It On!
:
MP Refresh 3
- Has a moderately good chance of restoring one MP of the move used if the move is successful.
|
84 |
7 |
3 |
(1,-5) |
|
Paralysis Synergy 5
- Powers up moves when the target is paralyzed.
|
120 |
10 |
0 |
(-2,-2) |
|
Confusion Synergy 5
- Powers up moves when the target is confused.
|
120 |
10 |
2 |
(3,-5) |
|
Solar Flare 5
- Powers up sync moves when the weather is sunny.
|
108 |
9 |
3 |
(-1,9) |
|
Healing Sun 2
- Restores the Pokémon’s HP whenever it takes an action while the weather is sunny.
|
84 |
7 |
0 |
(-2,6) |
|
Starting Node
|
0 |
0 |
0 |
(0,0) |
|
Energy Ball
:
Power
+4
|
24 |
2 |
0 |
(2,4) |
|
Energy Ball
:
Power
+4
|
24 |
2 |
0 |
(1,5) |
|
Energy Ball
:
Power
+4
|
24 |
2 |
0 |
(3,5) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
0 |
(1,-3) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
2 |
(1,7) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
0 |
(3,7) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
0 |
(-1,-3) |
|
Energy Ball
:
Power
+4
|
36 |
3 |
0 |
(-1,5) |