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Erika & Vileplume

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Table of Contents

Tech Tier 2
Analysis by Cherrymentat

Trainer

Pokemon Info

Type Grass
Weak Vs Fire
Role Tech
Base Potential
Gender Female

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

3★
4★
5★
HP 85
ATK 7
DEF 7
Sp. ATK 7
Sp. DEF 8
Speed 9
HP 596
ATK 47
DEF 137
Sp. ATK 191
Sp. DEF 230
Speed 190
Bulk 781

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.
Unlock Requirements
Unlocked by Default
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Sharply raises the user’s Sp. Def.
Unlock Requirements
Unlocked by Default
Type Grass
Category
Power
0 / 0
Accuracy 90
Target An opponent
Cost
Leaves the target paralyzed.
Move Unlock Requirements
Category
Power
0 / 0
Accuracy 0
Target Self
Uses 2
Raises the user’s Sp. Atk. Drastically raises the user’s Defense.

Sync Move

Type Grass
Category
Power
200 / 240
Accuracy -
Target An opponent
Effect Tag -

Its power increases if the target is paralyzed.

Sync Grid

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 2 (-3,9)
HP +30 120 10 3 (-2,10)
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 3 (2,-6)
Sp. Atk +10 48 4 0 (2,6)
Sp. Atk +10 48 4 2 (-2,-4)
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 (-2,0)
Speed +5 24 2 0 (-3,5)
Defense +5 5 0 0 (0,-2)
Defense +10 48 4 2 (3,-3)
Defense +10 48 4 0 (-3,7)
Sp. Def +5 5 0 0 (-1,1)
Sp. Def +10 48 4 2 (2,-4)
Sp. Def +10 48 4 0 (-3,-1)
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 2 (3,9)
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)
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 0 (-1,5)
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)