An Analysis on Bellossom UD and How It Can Be Used

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An Analysis on Bellossom UD - by Yoshidude10

Hello everyone! I'm here to give you guys a little analysis on Bellossom UD. First off, for any of you who need a look at Bellossom, here it is:

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So let's look at Bellossom. A Fire Weakness will get you into trouble with Reshiram and other Fire type attackers, like Emboar and Typhlosion, but the Water resistance can help when Bellossom is facing a Blastoise UL or a Samurott BW. Dance 'til Dawn is a somewhat risky move, and should never be used unless you are in absolute dire straits, because of its relatively low damage output, its flippiness, and the fact that Bellossom falls Asleep after it attacks.

However, the true key in Bellossom is its Poke-Power, Hustle Step. With the right Pokemon in play, Bellossom can be the key in everlasting life for many Pokemon. Let's take a look at some of the Pokemon that can assist Bellossom.

reuniclus-black-and-white.jpg


First off, we have Reuniclus BW. How exactly does Reuniclus help? First off, let's say that your opponent attacks your Active Pokemon for 60 or more damage. Bellossom will heal 10, but that would mean your Active Pokemon would only have 10 damage removed from it, leaving it vulnerable to be KO'd the next turn. However, if you have Reuniclus, you can move the damage to all of the Pokemon in play, and then use Hustle Step to remove more damage (for example, if you have 6 Pokemon in play, 1 Bellossom removes 60 damage!). If there is still damage left after Damage Swap is used, you can then move the damage back to the Pokemon you choose.

One problem with Reuniclus, however, is that the card Pokemon Catcher easily targets Reuniclus, and with its low 90 HP, it can easily be KO'd, and the player will find themselves without another Reuniclus to set up. So how do we stop Pokemon Catcher from preventing the beatiful combo from Bellossom + Reuniclus from working?

24-vileplume.jpg


This is a card that most people are familiar with, it's Vileplume! Vileplume UD is very well-known for its Poke-Body, Allergy Flower, that prevents both players from using Trainer - Item cards. Vileplume can be used for so many different reasons, including being used in the new and popular "The Truth", which also uses Vileplume + Reuniclus to lock Item cards, with Pokemon Catcher being the most helpful Item being locked, because with Vileplume, your opponent can no longer drag up Reuniclus and KO it. Vileplume also locks Pluspower, which can prevent a lot of OHKO's on your Pokemon, and it also locks Rare Candy, which can slow your opponent down, including many other useful Item cards.

Another pro to Vileplume is that Bellossom and Vileplume both evolve from
Gloom, so you don't have to add any extra Pokemon to fit room for Vileplume! You may want to add extra Oddish, in order to prevent Catcher from KO'ing too many early in the game, but if Vileplume can be set up T2 or T3, your opponent will probably end up being locked the entire game.
Now we need a few attackers that can take a variety of different attacks from various Pokemon, such as Reshiram, Zekrom, Magnezone Prime, Gothitelle, and many other Pokemon. So what Pokemon can we use?

107-donphan.png
113-reshiram.gif
bw005-zekrom.gif


These three cards can all be used as attackers for this deck, due to their flexibility, low energy costs, high HP (can act like a damage sponge), and high damage outputs.

First off, Donphan Prime uses one Fighting energy to use Earthquake, which does 60 to your opponent's Active Pokemon, and 10 to all of your benched Pokemon. As bad as the damage might seem, the damage can fuel the attack Outrage on Reshiram and Zekrom, and Bellossom heals off the damage with Hustle Step. Donphan's Exoskeleton Poke-Body makes it that much harder to KO it, and it can be easily charged up to use Heavy Impact if it needs to. Its four Retreat Cost is horrendous, though, and on top of that, Vileplume locks Items, so Switch cannot be used. This makes retreating Donphan a hassle, so once it is in the Active position, you should be prepared to keep it there.

Reshiram and Zekrom both use Outrage to their advantage, and with Reuniclus, tanking with lots of damage is a solid option. They can use the damage to their advantage, and being Basics, they are easily swarmable and can be placed quickly and attack the turn you place it down, with the help of Double Colorless Energy, and Reshiram and Zekrom can each be used to counter different Pokemon, depending on the Pokemon each may have to face (for example, Zekrom deals with Yanmega, SEL, and Samurott/Blastoise, while Reshiram can get rid of Donphan, and anything else Zekrom cannot handle). They can also sit on the bench and hold damage if the Bellossom(s) are not out yet (or all of the damage has not been removed yet). If desired, the player can even run Fire/Lightning energy to let Reshiram/Zekrom use their second attacks, Blue Flare and Bolt Strike, but it is not recommended, as the energy takes up valuable space and are unsearchable once Vileplume comes into play.

So now we have the following; A healer, a locker, a damage mover, and main attackers. These four things all come into play in helping to make this deck work. So what are we missing that will make the deck better? Items and Supporters, of course! I'll give a quick review on how each card I mention can help the deck and Bellossom.

Pokemon Collector: Pokemon Collector is an obvious choice to use. It is run in a playset in almost every deck, due to it being extremely useful to grab any Basic Pokemon you might need. Getting 2-3 Oddish out T1 is very important, due to Catcher KOs on your Oddishes. Having 2 or 3 Oddish out guarantees that you will be able to get a Vileplume out to prevent any more Catcher KOs. Pokemon Collector on the first turn can be really important to grab any other Basics you may need, including Solosis, Phanpy, Reshiram, and Zekrom. Oddish and Solosis are usually the most useful choices, though.

Sunflora HGSS: Sunflora HGSS is the searching accelerator, being able to grab a Vileplume and possibly using Rare Candy on an Oddish T2, or maybe you need that Gloom/Bellossom to evolve another Oddish. Sunflora can be really helpful in speeding up the searching process, and once Vileplume comes into play, Sunflora is your only searching device (excluding Pokemon Collector and another card mentioned soon). Although Sunkern is a horrible starter to begin with, you can usually get away with a Sunflora T2 to get things rolling for you. Just be careful of Sunflora being dragged up by Pokemon Catcher, though.

Pokemon Communication: Another staple card seen in many decks, Pokemon Communication can get rid of a bunch of extra Basics in your hand, and in exchange, you can grab Pokemon Sunflora can't get, like the Reuniclus line, the Donphan line, or Reshiram/Zekrom. If Sunflora can't come out early in the game, then Pokemon Communication is a great alternative for searching out the Vileplume you need. Without Pokemon Communication, pulling off a T2 Vileplume would be rather difficult. However, this card is optional, due to the fact that Sunflora and another card are already built-in search cards, and this card cannot be played under Item Lock.

Rare Candy: Mentioned briefly before in the analysis, Rare Candy is the only card that makes a T2 Vileplume/Reuniclus/Bellossom possible. You'll usually want to go for Vileplume with Rare Candy, which is why the rest of the Rare Candies are usually dead draws after Vileplume is set up. However, this deck is required to run at least 3, so Vileplume can be set up as fast as possible. However, Rare Candy can also be used to evolve other Pokemon if you have the necessary materials (without taking away the materials needed to set up Vileplume). One thing, though; always make sure you use Rare Candy on your other Pokemon, if you have the opportunity, before you Rare Candy into Vileplume, because once you set up Vileplume, Rare Candy loses it usefulness.

Twins: Twins is a absolute necessity in any deck that involves Vileplume, because Twins is one of the most important search cards that you can use if you are behind in prizes (which happens quite often), and can be played under Item Lock. Twins can be used over and over, if you choose to grab one card and then Twins, and repeat the process, being able to grab 5 cards of your choice from the deck (assuming all four Twins are in the deck, and you grab Twins over and over; in the rare occasion that you play all 4 Twins from your hand without searching for them, you can grab up to 8 cards of your choice). Catcher KOs on Oddish happen often, and Twins can be used to grab a Rare Candy if you need Vileplume up, and sometimes you can KO one of your own Pokemon in order to use Twins (like putting 3 damage counters on Solosis with Damage Swap).

Professor Oak's New Theory: Professor Oak's New Theory, abbreviated PONT, is another common staple card seen in many decks. Hand refresh is hard to come by in this deck, so using PONT is a good idea to get a new hand, whether it be before or after Vileplume is set up. PONT also helps to grab Bellossom if a Gloom was in play for one turn, so you can begin the everlasting lock and heal process. PONT can also help if you have a large hand and a small deck left, so it will buy you a few more turns.

Professor Elm's Training Method: Professor Elm's Training Method, abbreviated PETM, is an odd choice for most decks, because for the most part, it slows many decks down due to its existence as a Supporter. For this reason, many players dismiss as a compeditive card, but Bellossom sees it as a way to get it in play. With PETM, you can grab a Gloom if you have Bellossom in your hand, or Bellossom if Gloom is in play. Professor Elm's Training Method is yet another search card that has proven its worth over and over in this deck.

Cheren: Cheren is a cool source of drawpower that is actually pretty decent under Item Lock. Drawing 3 cards gives Bellossom a huge boost, and it also opens room to grab a needed energy or Evolution card, maybe even a Basic you may have needed earlier in the game. Cheren is simple and straightforward, but it provides a massive amount of support for this deck.

Flower Shop Lady: Man, does this card help late-game. If you find yourself getting KO'd and need some recovery, Flower Shop Lady is the perfect choice. If, for some reason, you have to sacrifice Bellossom, you can recover it again with Flower Shop Lady, and the reason it is played over Super Rod is because Super Rod cannot be played under Item Lock. FSL also buys you some extra time if the deck is running low, and can be the deck's last saving breath.

Pichu: Pichu is the preferred starter for this deck, as its purpose is to act as a Pokemon Collector and fill up your Bench. If you went first, your opponent still can't evolve their Pokemon, and if you whiff a Collector T1, Pichu fills its shoes. Also, it can stall for a little bit with Sweet Sleeping Face, and makes decks like ZPST suffer from not being able to KO anything while Pichu is sleeping.

Double Colorless Energy: Double Colorless Energy serves the purpose of charging up Reshiram and Zekrom, and is usually the only Energy card used to power them up. Without it, you would have to use Fighting Energy that would be taken away from Donphan.

Fighting Energy: This is fairly obvious, as the only two Energy cards Donphan functions off of is Rainbow Energy. However, Fighting Energy can be fetched out of the discard pile with FSL, so Fighting Energy is preferred.

Rescue Energy: In the occasion that your opponent can land enough damage to score a KO on one of your attackers, Rescue Energy is useful to recover the Pokemon, and can be played under Item Lock. If Bellossom is vulnerable to being KO'd, you can attach a Rescue Energy, and then if it is KO'd, you can set it right back up again. Although it isn't the best choice to use as recovery, it still helps.

Now that you know the cards that should be played in the deck, let's get right to the decklist!

4 - 3 - 2 / 2 Vileplume / Bellossom (all UD)

3 - 2 - 2 Reuniclus BW (all BW)

2 - 2 Donphan Prime (Phanpy is HGSS)

2 - 2 Sunflora HGSS

2 Reshiram BW

2 Zekrom BW

2 Pichu HGSS

Total Pokemon: 31

4 Pokemon Collector

4 Twins

3 Rare Candy

3 Professor Oak's New Theory

2 Cheren

2 Professor Elm's Training Method

1 Flower Shop Lady

Total T/S/S: 19

4 Fighting Energy

4 Double Colorless Energy

2 Rescue Energy

Total Energy: 10

Strategy: Try to use Pichu or Pokemon Collector to grab as many Basics as you can, and try the best you can to set up Vileplume T2. If your opponent KO'd something on T1, use Twins to get Vileplume set up, and start getting the components for Reuniclus and Bellossom. Bellossom uses Hustle Step, combined with Damage Swap from Reuniclus, to heal off all the damage that could possible be given. Sunflora searches out all of the Grass types, and Donphan Prime/Reshiram/Zekrom are the attackers. PETM is another search card, while PONT is a nice hand refresher, and FSL is an excellent recovery card to retrieve KO'd Bellossom or attackers, as is Rescue Energy. DCE powers up Outrage, Rare Candy helps set up Vileplume, and everything else is self-explanatory.

To wrap up things, I really hoped everyone appreciated the time I put into this analysis to explain why Bellossom can shine so much, and why it has potential when played correctly. Please PM me if you have any questions, you can post on my profile to ask a question, or you can post here and let me know how I did writing the analysis. I hoped you enjoyed, and I strive to see players use this card in the future! Remember, next time you run Vileplume + Reuniclus together, why not try Bellossom? ;)
 
I merely skimmed it, but it seems like you're putting Bellossom UD in a "google style" deck? I just don't see how useful that can be in favor of say something like Blissey+Seeker. It's hard enough getting out Vileplume lol.

dmaster out.
 
I am, indeed. The reason I wrote this is because I wanted people to see how well Bellossom can really work. If you've ever seen this in action, it works much better than a Blissey + Seeker, because Blissey eventually runs out. It is very much like google, but I love Bellossom UD so much, I really can't help but write an analysis on it and remind people of its potential.

I forgot to mention; Magnezone is one of this deck's only counters, since Donphan/Zekrom/Reshiram counter eveything else. I know there are a few others, but Magnezone has no damage cap, so yeah.
 
I'm going to avoid commenting on the decklist since I don't want this thread to become about the decklist rather than the article. Well, the first thing I noticed is that you posted card scans of Reuniclus, Vileplume, and Bellossom then spent a paragraph describing the stats of each. I think that this is rather redundant since most people will read the card if they are unfamiliar with it, then read the exact same thing in the following paragraph. The next thing I noticed was that even though you said that the article was about Bellossom, you spent 2 paragraphs talking about Bellossom itself (1 if you disregard the paragraph describing its stats) and then the rest of the article was primarily about The Truth. Its fine to include The Truth in your article but I feel like it became a bit too much of the main focus and you may want to change the title to reflect that. Other than those little details I enjoyed your article.
 
Yeah, that was just redundant and stupid for the first part. I took those things out.

I didn't really want to say that the article was based a lot on Bellossom (even though the analysis is about it), but I wanted to show how it could be used, namely The Truth. The reason I mentioned The Truth so much was because Bellossom really only works with The Truth, a deck that incorporates both Reuniclus and Vileplume.
 
Yoshidude10 said:
I am, indeed. The reason I wrote this is because I wanted people to see how well Bellossom can really work. If you've ever seen this in action, it works much better than a Blissey + Seeker, because Blissey eventually runs out. It is very much like google, but I love Bellossom UD so much, I really can't help but write an analysis on it and remind people of its potential.

I'm not really sure I would say Blissey runs out. Rarely does the damage get too overwhelming that you need to use Blissey more than once a game (if that). I would think setting up a Stage 1 would be easier than another Stage 2, but that's neither here nor there. Nice article on The Truth nonetheless lol. (Yeah, nice you realize it's not on Bellossom itself haha.)

dmaster out.
 
Yeah, I kinda focused away from Bellossom and overdid it a little. Even so, I just wanted to show Bellossom could shine in its own little way. There's also a different variant that stalls, but it isn't as consistent and helpful, so I decided not to mention it.

Thank you though! :3
 
glaceon said:
What is good about The Truth is that the attackers cannot be ohko'd. Bellossom can be knocked out by either dragon, doesn't do much damage, and relies on flips to do damage.

In your sample list, you have no Grass or Rainbow Energy, so what is the point of even having Bellossum?

Nine consistency Supporters is also not enough for a google-like deck.

I'm not seeing it.

With Vileplume in play, Bellossom cannot be Catcher KO'd, and Bellossom is not supposed to attack, so why would I include it's corresponding energy?

I understand, I just wanted to do a fun little review to get people paying attention to Bellossom. I didn't want this to turn into an article about The Truth (although it seems to have), I just wanted a simple analysis of it, and I guess it's really not being liked right now.

Oh well.
 
@glaceon, Bellossom is used to heal damage in place of stuff like Blissey Prime in google-style decks. Not as an attacker. For its Poké-Power.

I actually really like this article. It is mostly about google with Bellossom, but it's a nice insight as to how it can be used there. It's a well-written post, which is nice to see (yay for grammar! ;D), and describes its contents very methodically.

I like the idea, but I'm just not sure how superior it is to Blissey (and Seeker, possibly). The fact that it's in the same evolution line is nice, but the space could also possibly be given to Serperior (the one with Royal Heal) as a 2-2-2 line in place of 1-2-2 Bellossom and one other card. I guess I'd have to try it out to see, though; it being from the same evolution line is very useful.
 
Thanks Scizorliscious! Hipoke and I talked about Serperior, and I understand that is the superior choice, so I probably should have made a little review on Serperior and its pros and cons. Also, I've tested google a few times with a 1-1 Blissey Prime and 2 Seeker, and I must say that it does not always do the job, due to one of the Pokemon sometimes being prized, and the opponent can lay down enough damage to run out of damage to put down.

That's just my opinion though, and I appreciate your advice.
 
Oh. I thought something else.

Never mind. I'm guessing it would be a tech? 2 cards isn't bad.
 
Yes, Bellossom would be run as a 2 card tech, and you would just beef up your Vileplume line. I would find it easier than Serperior because Catcher can be really mean to Snivy (well, if Vileplume is out, this isn't a problem). I'm going to test both and see which one I prefer, but if Bellossom didn't evolve from Gloom, I probably wouldn't have written this analysis.
 
I just played a few games with my truth deck, and using Bellossom instead of Blissey in a couple of matches, i have to say he is useful, but has his pros and cons.

Bellossom
Pros:
-Removing a max of 60/120 Damage per turn. (If a second somehow gets set up, which won me my previous game)
-Easy addition due to using Vileplume's pre-evolves
-Amazing tech early game. Low damage can be almost completely negated.

Cons:
-Difficult to set up
-Does not remove ALL damage counters at once. When the opponent is attacking for 120 damage per turn, it becomes overwhelming really fast.
-Oddish/Gloom are main catcher targets.
-No removal of energy

Blissey
Pros:
-Removes ALL damage counters
-High HP for both Blissey and Chansey
-Fast set up, even after seeker

Cons:
-One time healing (can be worked around with Seeker)

What I have NOT tried yet is a combination of Blissey and Bellossom. I feel as if this will hurt the consistency of the rest of the deck, but it is always worth trying something new.
 
"-Oddish/Gloom are main catcher targets.
-No removal of energy"

That is why it should be set up under trainer lock.
 
glaceon said:
"-Oddish/Gloom are main catcher targets.
-No removal of energy"

That is why it should be set up under trainer lock.

well its pre-evolved is already a main target before you get trainer lock up, which also has oddish and gloom as pre-evolves. if they kill even one oddish, for the sake of trainer lock not nessisarily bellossom, that is one slimmer chance that you will get that bellossom up.
 
That is why you run 3 Oddish. After one is ko'd, Twins can be used to get whatever is needed, and get a Vileplume.
 
Yes but you then have just one oddish to put up that bellossom. I understand the concept of filling the bench with oddish to get trainer lock out asap, but all I am stating is that oddish and gloom are still prime catcher targets before lock, which lowers the chances of a bellossom going up. Oppose to using chansey, when they are catchering up an oddish they are hurting your recovery option at the same time as trying to stop the lock.

Reguardless how you look at that point I made, glaceon, it is still a negative part of using bellossom for recovery. That said, I did also point out how the flaw on having the same pre-evolution is also a pro due to making bellossom an easy tech, oppose to having a whole snivy line. So it is a double-edged sword.
 
Well i could see bellossom beeing used if your running somthing like a 3-2-2 vileplum line and then just adding 1 bellossom to maby just get some extra healing but other than that serpirior is pretty much better right?
 
Well, the discussion between MetaArmor and glaceon is really interesting, and pretty much shows the two sides of the coin:

-First off, Bellossom does take up less space because it's in the same evolution line as Vileplume. In addition, you don't lose bench space if your opponent doesn't Catcher+KO an Oddish by having an Oddish sitting there the rest of the game.

-However, chances are that no matter how many Oddish you play, one of them will be KO'd. That, added to the fact that once Vileplume is up you can't Candy into Bellossom and have to go through Gloom, makes it more likely only one Bellossom will be set up anyways: first off, you would need to get 2 of the 3 Gloom from your deck (assuming you run 3 and Candied into Vileplume) and then both Bellossom. And this is all secondary to Reuniclus.

Serperior does have some of those problems, but it also heals twice as much per Serperior in play. However, it does take up more space.

The question we really have to ask ourselves is, if we want to play Bellossom, would we include a fifth Oddish if we could? If the answer is yes, well, then you might as well play 2-2-2 Serperior in favor of this. But if you feel that the 2-2-2 (effectively) Bellossom line is enough for it to be worth it over what would be analogous to a 3-2-2, then that might be the better option (this part wasn't worded well, I know. The main point is that if you would rather run another Oddish, you might as well play Serperior instead of opting to play a thinner line, despite the fact that it's from the same evolution line, especially since Vileplume goes up first anyways).
 
MetaArmor said:
Yes but you then have just one oddish to put up that bellossom. I understand the concept of filling the bench with oddish to get trainer lock out asap, but all I am stating is that oddish and gloom are still prime catcher targets before lock, which lowers the chances of a bellossom going up. Oppose to using chansey, when they are catchering up an oddish they are hurting your recovery option at the same time as trying to stop the lock.

Reguardless how you look at that point I made, glaceon, it is still a negative part of using bellossom for recovery. That said, I did also point out how the flaw on having the same pre-evolution is also a pro due to making bellossom an easy tech, oppose to having a whole snivy line. So it is a double-edged sword.

1 Oddish to get up a Bellossum is fine.


Scizorliscious said:
-First off, Bellossom does take up less space because it's in the same evolution line as Vileplume. In addition, you don't lose bench space if your opponent doesn't Catcher+KO an Oddish by having an Oddish sitting there the rest of the game.

-However, chances are that no matter how many Oddish you play, one of them will be KO'd. That, added to the fact that once Vileplume is up you can't Candy into Bellossom and have to go through Gloom, makes it more likely only one Bellossom will be set up anyways: first off, you would need to get 2 of the 3 Gloom from your deck (assuming you run 3 and Candied into Vileplume) and then both Bellossom. And this is all secondary to Reuniclus.

Serperior does have some of those problems, but it also heals twice as much per Serperior in play. However, it does take up more space.

The question we really have to ask ourselves is, if we want to play Bellossom, would we include a fifth Oddish if we could? If the answer is yes, well, then you might as well play 2-2-2 Serperior in favor of this. But if you feel that the 2-2-2 (effectively) Bellossom line is enough for it to be worth it over what would be analogous to a 3-2-2, then that might be the better option (this part wasn't worded well, I know. The main point is that if you would rather run another Oddish, you might as well play Serperior instead of opting to play a thinner line, despite the fact that it's from the same evolution line, especially since Vileplume goes up first anyways).

A 3-2-2-1 Plume/Bello line is fine because at least one Oddish will be knocked out, but a good Truth deck will be able to get out a Vileplume quickly, preserving the 3rd Oddish for Bellossum.
 
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