Tuesday, November 11, 2025

Neo Genesis Review - Grass

Neo Genesis included powerful new 'mons for every type, and Grass is no exception. The obsession with status and healing isn't going anywhere, but we do finally see the power level start to catch up with the other types. (Granted Scyther was always OP, but that was one card.)

I normally try to stick to Dex order for these reviews but now that cross-gen Evolutions are in the game, I'll have to shake up my approach. Basically, you'll find cross-gen Evolutions next to their pre-evolutions, when possible.


Oddish and Gloom are the only two Gen 1 'mons featured in Neo Genesis. They were probably considered mandatory, since Bellossom evolves from Gloom.

I don't see the appeal of this Oddish, personally. There were already two Oddish cards with higher HP in the game, and the higher damage output isn't worth leaving a 40 HP Basic sitting out. It does have a very unique art style, but I don't award any points for art.

Grade: 3/10

Gloom is pretty respectable, even with the low HP. Strange Powder inflicts 20 damage and is guaranteed to inflict status. Sticky Nectar is interesting, but you should probably evolve instead of using it.

I absolutely love the artwork here, but don't use this card unless you're specifically running a Bellossom deck. Jungle Vileplume is not worth using in any of the Neo formats.

Grade: 5/10
Flower Dance has the potential to put out some fantastic numbers. Just getting two copies of Bellossom in play grants a consistent 60 damage per turn. The low 70 HP is very concerning for a Stage 2, though.

This is a strong card, but is largely overshadowed by a series of amazing Grass-types that were released in the Gym and Neo sets. It'll still do some serious work if you want to play with it, though.

Grade: 7/10

Chikorita (lv 12) isn't worth using. It has low bulk and low damage output. Deflector looks solid, but keep in mind that your opponent can attack before you even take a turn in these early generations.

The reality is that it doesn't have a place in any deck, but it at least isn't an awful Basic in a vacuum. Just strictly outclassed.

Grade: 3/10

Chikorita (lv 19) is usually the preferable Chikorita. It has higher HP and is capable of doing respectable damage if it gets stuck in the Active Spot. This also makes it a decent answer to Jungle Mr. Mime, although that's not nearly as important as it was in older formats.

Growl isn't a very good attack, but it gets the job done. The bar for turn 1 attacks isn't very high unless your name is exactly Cleffa.

Grade: 5/10

Bayleef (lv22) is a very interesting Stage 1. It has respectable HP and solid damage output for its stage, even if the Retreat Cost isn't ideal. This is my preferred Bayleef for Meganium decks.

Pollen Shield can be deceptively powerful, depending on your opponent's strategy. It also doesn't bring the card down at all in matchups where it's not needed, since Poisonpowder is a perfectly solid on-rate attack.

Grade: 7/10

Bayleef (lv 39) looks better than it actually is. While it does have high HP and solid damage output, you should just evolve into Meganium ASAP to accelerate your energy.

The minor healing effect of Sweet Scent isn't worth wasting a turn. The one possible use-case is gambling on Double Razor Leaf's 25% chance to do 80 damage, which might come up every now and then. You can run one copy if you really want to.

Grade: 6/10

Meganium (lv 57) is awesome. Every Grass-type attack in the format can be used on turn 2 if you can get this guy into play fast enough, due to the accelerating effect of Wild Growth.

Soothing Scent is also a surprisingly good attack, so it can act as an attacker if your deck's main attacker goes down. Players have tested this card with just about every Grass-type you can think of, and the results are always fun.

Grade: 10/10

Meganium (lv 54) has one glaring flaw. It shares a name with one of the best Grass-types in the format. While this is a valid card in a vacuum, playing even just one less copy of Wild Growth Meganium is a massive opportunity cost.

Still, Herbal Scent could be incredibly frustrating and Body Slam does give you an outlet for Double Colorless Energy, if your deck already has reasons to run it. I could see it as a one-of in certain builds.

Grade: 6/10

Ledyba does have a free Retreat Cost. That's basically the only positive here, but Comet Punch can output respectable damage if you end up stuck in the active spot. You absolutely wouldn't play this without the Evolution, though.

The biggest issue is its low HP. At 40 HP, any super-effective hit is basically a death sentence. I suppose it has a Fighting Resistance, though, so if you need a really bad counter to Base Hitmonchan, this exists.

Grade: 3/10

Ledian should only be viewed as a way to accelerate Grass-types that don't like to start in the Active Spot. Even then, you'd be starting with a 40 HP Ledyba in the Active to make this happen, which is a pretty questionable decision.

Doing 30 damage for 2 energy is respectable, though, and it has the free Retreat Cost that keeps a lot of 'mons from being completely unusable. There are some stray decks that can make use of this little guy, if you really want to.

Grade: 5/10


Spinarak is fine. It functions just like Base Caterpie, with the additional upside of being able to protect itself with a single Colorless energy, if it ever needs to. But as usual, we don't really want 40 HP, even on a Basic.

Its Genesis evolution is a gimmick at best, but there will be a better Ariados in another Neo set. That brings it up from lame to just barely tolerable.

Grade: 4/10

Ariados is only useful if your deck is explicitly based around abusing Spider Web. Permanently trapping an opponent is an extremely abusable effect, but having that effect on a frail Stage 1 for a coin flip? Meh.

It also can't do any direct damage until turn 3 in most cases. This card isn't a super compelling reason to put Spinarak in your deck.

Grade: 2/10

Hoppip is noticeably better than evolving Basics usually are. 50 HP with a free retreat cost makes for a surprisingly resilient starter and pivot. It obviously has no real damage output, but it has Evolution Cards, so that's fine.

The low energy costs of this entire line are noteworthy, as well. This is a line that thrives on switching in and out, so the Hoppip-summoning Sprout actually feels pretty intuitive here.

Grade: 6/10

Skiploom is a rare example of how to do 60 HP on a Stage 1 without being completely useless. That lack of bulk does come up, but you probably have another Hoppip on your bench anyway and don't need to commit any extra energy to Skiploom when it evolves.

The low damage output of Jumpluff decks is mitigated by this card's guaranteed Poison, so it's definitely a worthwhile inclusion.

Grade: 7/10

Jumpluff is sometimes overlooked because of a different Jumpluff from a later set, but it actually slots into the deck very smoothly. Just make sure you Poison the foe before evolving, to supplement the low damage output of this line.

It may seem like these attacks would be impossible to win with, but keep in mind that these cards can safely spam Pokémon Center and aren't even remotely intimidated by Energy Removal. The flexibility afforded by the low cost is fun to play with.

Grade: 7/10

Sunkern is frail, but if it gets heads on Growth then it can accelerate itself and its Evolution instantly. This would be a nice quality to have...if there were any reason to use these two over superior attackers.

Acceleration really isn't an effect that you want to put on a coin-based attack to begin with. If it were a Pokémon Power, sure, but as your only attack for the turn? One tails is gonna destroy your chances of winning.

Grade: 2/10

Sunflora sure does exist. To be fair, the damage output of Petal Dance is respectable. But confusing yourself for an average of 45 damage just isn't very tempting when there are decks that could easily do 50+ damage on a similar timeframe with no downsides.

Nothing about the card is bad, exactly, but it's so mediocre in every way that it ends up with no role to fill. The weakness to Super Energy Removal sucks, too.

Grade: 2/10

Shuckle is one of the most noteworthy victims of the lower HP of Neo's non-evolving Basics. It really wants to stall and has respectable moves for the role, but 60 HP isn't quite enough HP to fulfill that role.

It's funny to think that the 'mon with the highest defense stats in the main series has such middling bulk in the card game, but that's the world we live in. No deck really wants the poor thing.

Grade: 4/10

Heracross relies too much on luck, even by the standards of the Neo sets. If its HP gets low enough then it could potentially one-shot almost every card that existed at the time, but only ever on a coin flip.

It's also awkward that it can't attack or retreat on the first turn. This is one of the worst things you could get stuck with in your opening hand, so you should never run more than one or two, even if he's your favorite 'mon.

Grade: 3/10



Meganium (lv 57) is the obvious stand-out card, but it's worth noting that several of the Grass-types of Neo Genesis are noticeably more aggressive than older cards. Status ailments are shifting from being the main focus of the type to being a way to supplement the type.

The Grass-type didn't appreciate the introduction of the Metal-types and Typhlosion, but they became immediately relevant due to the high power level of Feraligatr. Generation 2 is really the first time that a mono-Grass deck feels like it's worth committing to.

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