
| HIGH | 4.99 | USD | |
| MID | 0.09 | USD | TREND![]() |
| LOW | 0.02 | USD |
Servine emerges as an intriguing mid-evolution Grass-type with decent tactical potential.
Sitting between Snivy and Serperior, this Stage 1 Pokémon offers a combination of status effects and moderate damage output that could surprise opponents in the right deck setup.
Its relatively low retreat cost and paralysis capabilities make it worth considering for trainers looking to build momentum toward its final evolution.
Offensive rating: 4/10Servine brings two distinct attack options to the table.
Wrap costs just one Grass energy and deals 20 damage with a 50% chance to paralyze the opponent's Active Pokémon.
While the base damage is minimal, the paralysis effect can be game-changing, potentially buying you crucial turns.
The second attack, Vine Whip, requires three energy (one Grass, two Colorless) to deal 60 damage with no additional effects.
This attack provides moderate damage output but lacks efficiency compared to other Stage 1 Pokémon at similar energy investments.
The damage-per-energy ratio is fairly low at 20, which significantly impacts its offensive capabilities against bulkier Pokémon.
Survival rating: 5/10With 100 HP, Servine sits at the lower end of the durability spectrum for Stage 1 Pokémon.
Its Fire weakness is problematic in many competitive environments where Fire-type attackers are common, making it vulnerable to quick knockouts from popular Fire Pokémon.
The single Colorless retreat cost is a notable advantage, allowing for efficient pivoting when needed without requiring specialized cards like Switch.
However, Servine lacks any inherent defensive abilities or effects that would help it survive longer on the field.
Its survival capabilities are further compromised when facing Fire-type attackers that can easily exploit its weakness for double damage.
Versatility rating: 5/10Servine offers moderate versatility as both a transitional evolution card and a status condition applicator.
Its paralysis capability through Wrap can disrupt opponent strategies across multiple matchups, especially against decks relying on high-energy attackers or those without many switching options.
As part of an evolution line, it serves as a necessary bridge to Serperior, though it doesn't provide substantial board presence on its own.
Its compatibility with general Grass support cards provides some deck-building flexibility, and the low-energy Wrap attack can be useful in energy-disruption strategies.
However, it lacks the role flexibility to serve as a main attacker in competitive environments.
Speed/Setup rating: 7/10Servine's setup speed falls into a middle range - requiring evolution from Snivy means you typically can't use it until turn 2 at the earliest.
The single energy requirement for Wrap means you can start applying pressure immediately after evolving, which is a significant advantage.
However, maximizing its offensive output with Vine Whip requires three energy attachments, potentially spanning multiple turns without acceleration support.
The evolution requirement also means you'll need consistency cards like Rare Candy if you're primarily focused on rushing to Serperior.
Servine functions best in decks with energy acceleration options like Rillaboom or basic energy search cards, which can significantly improve its operational timeline.
Servine performs optimally when paired with cards that accelerate energy attachment or capitalize on its paralysis capabilities.
Energy acceleration from Grass-type supporters dramatically improves its attack timeline, while status condition enhancers can maximize the value of its Wrap attack.
Evolution support cards help streamline its pathway to Serperior.
Any version with energy acceleration abilities works exceptionally well with Servine, allowing you to power up Vine Whip in a single turn rather than over multiple turns, dramatically improving its offensive output.
Enables you to skip Servine entirely when evolving to Serperior, useful when Servine itself isn't the focus of your strategy but you need to reach the final evolution quickly.
Provides consistency in finding the right evolution pieces when needed, ensuring you can evolve Snivy into Servine at the optimal moment or find Serperior when ready to evolve further.
Servine occupies an awkward middle ground in competitive play - not powerful enough to serve as a primary attacker, yet offering enough utility to be more than just an evolution stepping stone.
Its greatest strength lies in its disruptive potential with Wrap's paralysis effect, which can create crucial windows of opportunity against faster decks.
The low retreat cost provides welcome flexibility, allowing you to pivot strategies mid-game without significant resource investment.
When building a deck featuring the Snivy evolution line, consider whether you want to leverage Servine's paralysis capabilities or simply rush to Serperior with Rare Candy.
In limited formats or budget competitive environments, Servine can perform admirably as a transitional attacker while you set up more powerful Pokémon.
For optimal results, pair with energy acceleration support and cards that can capitalize on the turn advantage gained through paralysis effects.
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