Well, the name says it all. If you visist the message boards or play in
tournaments, you know how popular Slowking and Dark Vileplume are. Why are
they so popular? Because they both deny the opponent a chance to play
trainers, each in their own way, and we all know how much that hurts most
decks. But alas, there is a way to stop both these Pokemon, which i am about
to reveal:

Brocks Mankey.

Yep, thats right. Brocks Mankey. Heres the trans:

Brocks Mankey, 40 Hp, basic fighting Pokemon

C=Taunt= If your opponent has any benched Pokemon, choose one of them and
switch it w/ the defending Pokemon.

F= Light Kick= Damage:10

retreat= none  weakness= psychic   resistance=none


Wel, in case you havent figured it out yet, Brocks Mankey can use Taunt to
bring in that Slowking or Dark Vileplume, both of which have high
retreats(especially Slowking). Its not a trainer, so theres nothing they can
do to stop you from using it. Neither Dark Plume or Slowking should ever be
powered up, well there are exceptions but normally they wont be. So theyre
just sitting ducks...and after youve used Taunt, theres another little card
that will lock them in place...

Murkrow.

Yes, Murkrow. Mean Look states that the defending Pokemon cannot retreat as
long as Murkrow is your active Pokemon, so use that to trap that Slowking or
Dark Vileplime in place. Next turn, play another energy on Murkrow and Feint
Attack something on their bench. Like a Sneasel they had pumped up. Keep
doing this while they sit there unable to really do anything, except maybe
confuse you w/ a Dark Gloom on their bench (if theyre playing Dark Plume.)
Theyll do that to make you try and retreat Murkrow, which will end the Mean
Look effect. But thats why you play Full Heal energy... and if the Slowking
player is playing Chaos Gym, they will have a hard time playing Switch or
Scoop Up. Which is what this deck will use to get that Slowking back out of
the way. But that flip for the Chaos might fail, and some of these decks dont
even play Switch or Scoop Up because they never think about the possibilities
of their Slowking getting stuck. If theyre playing Dark Plume, while they try
to confuse you w/ Dark Gloom they may get tails and confuse their Dark Plume,
allowing them to play trainers. If theyre smart, theyll be playing Scoop Up
at least, just in case, and theyll use it to get the Dark Plume out of the
way. But it will get discarded, so theyll just do what they have to to get
another one evolved from the Dark Gloom. Then you just retreat the Murkrow
and Taunt w/ Makey again, bringing the new Plume out, and repeat the whole
process over again. Mean Looking w/ Murkrow, while tearing up their bench w/
Feint Attack. Same goes for Slowking, if they do switch, unless Murkrow is
KOed right after they get Slowking out of the way. Then you just power up
another, while you Taunt w/ Makey...

Heres an example of a deck to play in this sort of dark Plume/ Slowking
environment:

3 Murkrow
3 Scyther
2 Chansey
2 Brocks Mankey
2 Cleffa
2 Magby(another great anti Plume/Slowking card. Stops their powers cold.)
1 Gligar

4 Oak
4 Computer Search
3 Item Finder
3 Narrow Gym/Sprout Tower
3 Super Energy Removal
3 Lass
2 Gust of Wind
2 Energy Charge
2 Nightly Garbage Run
2 Scoop Up

4 DCE
4 Dark NRG
4 Full Heal NRG
3 Recycle NRG
2 Rainbow NRG

Well, sorry if this was such a long post but, hopefully it will help the
people struggling to beat Dark Plume/Slowking :)  Good Luck!

contact me at buzzmaster12@aol.com w/ any deck problems, Slowking/Dark Plume
problems, or just about anything else.