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Pokemon Trading Card Game FAQ/Walkthrough (Gameboy Color)
Version 1.00
Written by Robshi
Last Updated: 17/01/2010
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Section 1: Contents
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Section 1: Contents
Section 2: Introduction
Section 3: Version History
Section 4: Controls
Section 5: Rules and Basics of the Pokemon TCG
Section 6: Walkthrough
Section 7: Booster Pack Listings
Section 8: Card List
Section 9: Deck Machine Lists
Section 10: Credits
Section 11: Copyright
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Section 2: Introduction
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It's been a long time since I last wrote a full walkthrough, so I figured I
ought to revive my contribution run with an FAQ for a game I couldn't stop
playing when I started this FAQ. I didn't realise just how long it would take
to finish this huge FAQ. Working on it at a rather slow and lazy pace, it has
taken me over two years to complete this guide! Still, I hope this FAQ provides
you with the information you need and that you all find this guide useful.
Pokemon TCG is a video game based on the real world trading card game, where
your character wishes to inherit the Legendary Pokemon cards. To do this, he
must beat all eight gym leaders and obtain all eight master medals, before
heading to the Pokemon Dome and beating the four Grand Masters. I hope you
enjoy the game and become a Trading Card Game master!
This is a pretty fun game, even if it is easy to beat and not very long.
Still,there is a lot of replay value, since it's enjoyable to play the TCG.
Have fun,and I hope you enjoy the guide!
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Section 3: Version History
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Version 1.00 (17/01/2010): Guide completed.
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Section 4: Controls
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Here are the rather basic controls for this game.
*On the world map*
D-pad: Highlight different location.
A: Move to location.
*Inside building*
D-pad: Move/Walk.
A: Talk/Examine.
B: (Hold, then use D-pad) Run.
Start: Main menu.
*During a duel*
D-pad: Highlight different option.
A: Select action.
B: Cancel.
*On a menu*
D-pad: Highlight different option.
A: Select option.
B: Cancel.
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Section 5: Rules and Basics of the Pokemon TCG
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The Pokemon Trading Card game is pretty simple to learn, and if you haven't
played the trading card game before you should look through this section and
pay attention to the tutorial in the game.
The aim of the game is to knock out your opponent's Pokemon and pick up all
ofyour prize cards. You also win if your opponent has no active Pokemon left
orthey are unable to draw a card on their turn.
To start the game you and your opponent will each shuffle your decks and
drawseven cards each for your hand. You and your opponent will then select a
BasicPokemon card (it'll say on the card) to use as your active Pokemon. If you
don't have a Basic Pokemon in your hand, you will shuffle your hand into
deckand draw another seven cards, you will repeat this until you get a Basic
Pokemon card in your hand. You can then select up to five other Basic
Pokemonfrom your hand to put onto your bench.
You and your opponent will then place your prize cards face down and flip a
coin to see who goes first.
At the start of your turn, you will draw a card. You can then do any of the
following in any order you want:
- Put a Basic Pokemon on your bench.
- Evolve one of your Pokemon.
- Attach an energy card to one of your Pokemon (limited to once per turn).
- Play a trainer card.
- Use a Pokemon Power (check the info on the Pokemon card for details).
- Retreat your active Pokemon and switch it with one of your benched Pokemon.
You can then attack with your active Pokemon to end your turn. You must
haveenough energy cards attached to that Pokemon to meet the energy cost for
itsattack in order to do this. When you attack, the weakness and resistance of
thedefending Pokemon will be applied and damage will be dealt, as well as
anyother effects that the selected attack has.
***Evolving Pokemon***
If you have a card in your hand that says "Evolves from X" and you have a
cardcalled X in play, you may play that card onto X. This is called evolving.
You cannot evolve Pokemon on your first turn, or evolve a Pokemon on the turn
itwas put into play or evolve a Pokemon twice in one turn. When you evolve
aPokemon, it loses all the attacks and powers it had and gains all the
attacksand abilities of the evolution card. It keeps any damage it had, but it
will nolonger be asleep, confused, paralyzed or poisoned after it has evolved.
***Trainer Cards***
If you have a trainer card in your hand, you may play it and apply the
effectsstated on the card during your turn. Once the trainer card has been used
itgoes into your discard pile.
***Pokemon Powers***
Some Pokemon cards have a Pokemon Power. You can use these during your turn
before you attack, and they can be used even if the Pokemon with the power ison
the bench. To use a Pokemon Power you must select the Pokemon Power optionon
the battle screen. You must check the details on the card in question formore
details, but using Pokemon Powers wisely can give you a big advantage.
***Retreating Pokemon***
If you want to switch your active Pokemon for one of your benched Pokemon,
youmay retreat your active Pokemon during your turn by paying the retreat
coststated on the card. To pay the retreat cost you must discard the
requirednumber of energy cards attached to the Pokemon. If your active Pokemon
doesn'thave enough energy attached to it to meet the retreat cost, it may not
retreat.Once you pay the retreat cost, you must select one of your benched
Pokemon tobecome your new active Pokemon.
***Attacking***
You can end your turn by attacking with your active Pokemon. In order to
attack, you must have enough energy attached to your active Pokemon to meet
theenergy cost for the attack you wish to use, which will be specified on
thecard. You do not discard energy from a Pokemon to use its attack, you
mustsimply have the required energy attached to the Pokemon.
Pokemon attacks can have a number of different effects, the most common ofwhich
is that they inflict damage onto the defending Pokemon. The amount ofdamage an
attack will do is usually specified in the details of the attack onthe card,
but the weakness and resistance of the defending Pokemon may affectthe damage
of an attack.
If the defending Pokemon is weak against the type of the active Pokemon, itwill
take twice the regular damage from an attack. If the defending Pokemon
isresistant to the type of the active Pokemon, it will take 30 less points
ofdamage from the attack. If the attack does less than 30 points of damage,
itwill not inflict any damage to the defending Pokemon.
Damage inflicted to a Pokemon is represented by damage counters, each of
whichrepresents 10 points of damage done to that Pokemon. When a Pokemon takes
atotal damage equal to or greater than that Pokemon's HP, it is knocked out.
This means the Pokemon and all cards attached to it will be discarded and
theopposing player will take a prize card. When a player takes all of their
prizecards, they will win the game. If the knocked out Pokemon was that
player'sactive Pokemon, that player will choose another Pokemon from their
bench to useas their active Pokemon. If that player can't do this, they will
lose the game.
Attacks can also have other effects. Some attacks can cause the
defendingPokemon to be asleep, confused, paralyzed or poisoned. These effects
cannotinflict a benched Pokemon. When the active Pokemon is moved to the bench
orevolved, these effects go away.
--Sleep--
This is represented by Z's appearing next to the Pokemon's picture. When
aPokemon is asleep, it may not attack or retreat. After each player's turn,
asleep check will take place. This involves a coin flip. If the coin
flipsheads, the Pokemon will wake up. If tails, the Pokemon will remain asleep.
--Confusion--
This is represented by a spiral appearing next to the Pokemon's picture. When
aPokemon is confused, you must flip a coin whenever you attack or retreat
withit. If you try to retreat a confused Pokemon, you must pay the retreat cost
andthen flip a coin. If heads, the Pokemon retreats as normal; if tails,
thePokemon fails to retreat and you can't try to retreat again this turn.
When attacking with a confused Pokemon, you must also flip a coin. If heads,the
Pokemon attacks as normal; if tails, the Pokemon will hit itself for 20damage,
weakness and resistance will apply to this attack.
--Paralysis--
This is represented by a wiggly line appearing next to the Pokemon's
picture.When a Pokemon is paralyzed, it cannot attack or retreat. At the end of
yourturn, your Pokemon will recover and paralysis will be removed.
--Poison--
This is represented by a skull appearing next to the Pokemon's picture. This
isa very nasty effect where the Pokemon will take 10 damage (ignoring
weaknessand resistance) in between both player's turns! This condition cannot
stack, ifa Pokemon gets poisoned when it is already poisoned it will still take
10poison damage in between turns.
Note that a Pokemon can only be affected by one condition of sleep, confusionor
paralysis. If a Pokemon is already afflicted with one of these conditionswhen
it is given another condition, the old condition will be removed and thenew one
will count. However, a Pokemon that is poisoned can be affected by anyother
condition and suffer both at the same time (a Pokemon can be poisoned
andconfused at the same time for example)!
***Deck Construction***
A Pokemon deck must contain exactly 60 cards,and have no more than 4 copies
ofany one card, with the exception of the basic energy cards. Ideally, you
willwant to have around 25-30 energy cards in a deck, and it is good idea to
focuson one or two Pokemon types for a deck. You are free to try out whatever
cardsyou like and find out what works for you.
Now you should have a firm grasp of the rules of the Pokemon Trading Card
Game,so get playing and experience the game for yourself!
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Section 6: Walkthough
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After you select to start a new game from the main menu and choose what
language you wish to play the game in and your character's name, you will get a
brief introduction saying how crazy you are about the Pokemon TCG. You rush to
Dr. Mason's laboratory after hearing a rumour that the Grand Masters are
looking for someone to inherit the Legendary Pokemon Cards.
When you arrive at the laboratory, you will immediately rush to Dr. Mason and
ask him to teach you how to play the Pokemon Trading Card Game. Funny that,
you'd think if your character was so crazy about the Pokemon TCG he would
already know how to play the game...
In any case, after you finish speaking with Dr. Mason you will thrown into a
tuturial game with Sam. You will get the chance to ask about various aspects
about the Pokemon TCG before playing the tutorial game. I take it you have an
idea about how to play this game if you purchased this game, but if you don't
or you have forgotten the rules, take this chance to go over the rules before
you start. If you get confused later on, you can always ask Sam again or
consult the rules chapter of this FAQ.
During the tuturial game, your role is made redundant as Mason tells you
exactly what to do. If you don't follow his instructions the turn resets and
you have to do it all again, which is a little annoying. Play through the duel
quickly and if you didn't know anything about the Pokemon TCG before, you sure
do now.
Shortly after the practice game you will get to choose what kind of deck you
want to start off with. Your choice consists of the Charmander & Friends deck,
the Squirtle & Friends deck and the Bulbasaur & Friends deck. I would strongly
recommend the Squirtle deck, since it makes a good basis for a Rain Dance deck,
which is one of the most powerful decks in the game. The Charmander deck is a
good choice too, since Fire Pokemon are easy to use effectively and can deal
massive amounts of damage to knock out defending Pokemon quickly. I would avoid
the Bulbasaur deck, since it is nowhere near as effective as the other two and
will make things very difficult.
Along with your deck, you also get the rest of your rather small collection.
Your collection won't help imrove whatever deck you chose, so you will have to
use a mish-mash of three energy types to win your first duels before being able
to improve your deck.
If you really don't want to leave the lab just yet, you can play Aaron, who is
in the room with the Auto-Deck Machines. Not only can you get familiar with
your deck, but you will also win a booster filled with energy cards, which is
very useful early on in the game, but isn't that useful later on.
You're now free to roam the world as you wish now that you have a deck, so
you'd better head off to a card club and start playing some games! The best
place to start would be the Water Club, unless you picked the Charmander deck.
In that case you may as well look ahead to the Grass Club and start there.
~~~~~~~~~~~~
It's Ronald!
~~~~~~~~~~~~
As you enter your first club, a character called Ronald will appear, having
already won the medal from whatever club you enter and insult you, explaining
how you get the Legendary Pokemon Cards and how he is going to get them. Ronald
is your rival in this game, and you will have fun beating him down later on,
but for now he will just rush off and leave you be.
----------
|Water Club|
----------
The Water Club is a good starting point as two of the players here will opt for
games that have less than 4 prizes, which doesn't happen anywhere else. This
means that by starting here you can have quick and fairly easy games to help
ease you into the game and get you going.
You might want to start by looking in the lobby and talking to people. Two of
them will just talk about members of the club and give you some trivial
information.
~~~~~~~~~
Imakuni!?
~~~~~~~~~
One of the girls will talk about a strange man named Imakuni?, who will find
dancing in the corner of a random club. It is well worth challenging him, since
he has one of the worst decks in the game and will give you a pretty good prize
for beating him.
Imakuni? uses a very strange psychic and water type deck featuring the likes of
Slowpoke, Psyduck and Farfetch'd. His deck is made even weirder by his Imakuni?
trainer card, which works to your advantage as it confuses his active Pokemon.
You shouldn't really worry too much about his deck. The only real threat he has
is if Psyduck evolves into Golduck. Most of the time he'll just use his
Imakuni? trainer card to confuse his Pokemon and hit you with weak attacks when
his Pokemon aren't hitting themselves. If you just use a strong deck you should
beat him pretty easily.
Once you beat Imakuni?, he will give you a booster pack of each type, four
booster packs in total. If you beat him three times, he will give you the
promotional, but useless Imakuni? trainer card instead. Note that he will give
you the Imakuni? trainer card for each three victories you have against him
after that.
----TRADE!!!----
The other woman in the lobby will ask for a Lapras in exchange for her rare
Lv. 34 Arcanine. This is the only way to get this card before completing the
game, so you'll want to consider it. However, at this stage of the game you
won't likely have a Lapras, or if you do you will be using it in your deck, so
you'll have to wait until later to do this trade.
----CHECK YOUR E-MAIL!!!----
The other thing you'll want to do in the lobby is use your computer and check
your e-mail, as Dr. Mason will send you an e-mail giving you info about
collecting cards and more importantly, he will give you a free booster! He will
do this for every Club and for every Grand Master, giving information about
their decks, as well as giving free boosters each time. You'll want to check
your e-mail often! In fact, after you get your first club medal, you can go and
visit all eight clubs to get eight e-mails, all with free boosters! This is a
great way to get a lot of cards early on!
Once you've finished your business in the lobby, it will be time to head into
the main area of the club and play some games. The club has a very peaceful
feel to it, but you'll want to be focused on your games! Start by talking and
challenging the woman to your left as you enter, she is called Sara and will
only ever want a 2-prize game! This will be quick either way!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Water Club Member Sara
Waterfront Pokemon Deck
2 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sara uses a rather basic Water deck filled with Pokemon such as Squirtle,
Psyduck and Staryu. She also uses Dratini, which you will not want her to
evolve. Her deck shouldn't prove too difficult unless you get unlucky with your
drawing. She uses Psychic energy as well, which won't be threatening unless she
either evolves Psyduck or pumps up Dratini and evolves that.
Since this is a quick game, just pump a Pokemon of yours and try and knock out
her Pokemon quickly. Try and focus on your main Pokemon type and exploit it,
unless you draw something else. Be sure to retreat your Pokemon rather than let
her knock them out, otherwise you could lose very easily. She should prove
rather easy to beat, and you won't lose anything even if you do lose. So don't
be afraid to have multiple duels if you need to.
After the duel, you can move over to the right to duel her twin sister, Amanda!
Once again, she opts to play with less than 4 prizes, so it should be pretty
quick and easy.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Water Club Member Amanda
Lonely Friends Deck
3 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Amanda uses a multiple type deck that revolves around Wigglytuff and the "Do
the Wave" attack. She will fill her bench full of Pokemon and then abuse the
"Do the Wave" attack to deal massive amounts of damage to your Pokemon!
Thankfully, the fact she uses multiple types makes it hard for her to power up
her Pokemon that rely on certain energy. You can easily knock out Pokemon such
as Poliwag and Scyther before they even get to attack if you're lucky enough.
Also she uses friendship abilities, so you can get some important hits in
before it's too late. The fact that it takes time for her deck to run and that
she isn't smart enough to retreat and save her Pokemon most of the time means
you should be able to get a quick win pretty easily.
Now, you might be feeling a bit confident with a few wins under your belt, but
before you can challenge Amy for the Water medal, you will have to get past
Joshua, who doesn't want you disturbing her sleep and will not let you past
unless you beat him in a children's card game! To challenge him, you need to
have beaten Sara and Amanda first, but you should have already done that by
now.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Water Club Member Joshua
Sound of the Waves Deck
4 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Joshua uses a very simple water deck, featuring fairly weak Water Pokemon like
Shellder and Krabby. He also uses Lapras, which is one of the strongest cards
in his deck, and Seel, which isn't a problem unless it evolves. Basically he
just tries to beat you down with his water Pokemon.
If your deck is quick off the mark, you can get a quick kill on him and knock
out his weak starting Pokemon for an easy win. If he doesn't draw any Lapras
and is stuck with his weaker Pokemon you should have no problem beating him.
However, if you get unlucky you could end up challenging him a few times before
finally beating him. You're in for a tough game if he gets Lapras as his
opening Pokemon and gets time to build up his evolutions. With a bit of luck,
you should catch him cold and prevail.
If you're really having trouble beating Joshua, try and improve your deck with
the cards you got from Amanda and Sara and re-challenge them for more cards if
you need to. You can also challenge Aaron and win some more energy from him.
It'll really help if you can eliminate some of the Pokemon types from your deck
and focus on the main type of your deck. Your deck will become much easier to
play and will make it easy sailing for the rest of the game.
Once you defeat Joshua, he will introduce you to Amy, who will immediately
challenge you. I'd refuse her challenge and spend some time to improve your
deck, since if you had a hard time with Joshua you might not fare well against
Amy. She uses a Rain Dance, which can be one of the strongest decks to play
against. Once you have modified your deck and reduced the amount of Pokemon
types you have to make it easier and better to play, feel free to go for your
first club medal!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Water Club Master Amy
Go Go Rain Dance Deck
6 Prizes
Prizes: 2x Laboratory Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Amy uses a strong Water deck, which is meant to focus on Blastoise's Rain Dance
power but she pretty much never uses Rain Dance. What she does do is use strong
Water Pokemon such as Lapras, Seadra, Seaking and the Squirtle family to beat
you down.
Since Amy needs to use evolution to make the best use of her Pokemon, an early
strike might win you the game. This is quite hard though since she often starts
out with a tough Lapras, and by the time you can knock it out she will have
evolved at least one Pokemon and start causing trouble for you.
One good tactic is to use Lightning type Pokemon, even if it is a support type
to your main deck from the Mason lab. Use the main type of your deck and have
Lightning Pokemon to help out and abuse the weakness that Amy's Pokemon have.
Even a low level Pikachu can mow down most of her Pokemon in record time with
it's Thunder Jolt attack. You should have no problem if you can build up one of
your Electric Pokemon to attack her with.
Once you defeat Amy, you will be awarded the Water Medal. You can keep
challenging her but you will only be given more boosters for winning. Still,
now that you've got the Water Medal, it is time to move on to the next club!
----------
|Grass Club|
----------
The Grass Club is a great place to start off if you picked the Charmander deck,
and it's a fairly easy club to win in with any kind of deck. I'd recommend
coming here as one of your first few clubs.
As always, look around the lobby and chat to the people there. You should also
check your e-mail and get your free boosters from Mason. You can also challenge
Brittany, one of the members of the club to a game here too.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grass Club Member Brittany
Etcetera Deck
4 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brittany uses a multiple type Pokemon deck, utilizing Grass, Electric and
Fighting type Pokemon, focusing around various friendship abilities such as
Oddish's Sprout and the female Nidoran's Call for Family. Thankfully, her deck
is very easy to beat as she'll often be trying to get energy to meet the
demands for her different types.
If you're using a focused deck, all you really need to do is build up one
powerhouse Pokemon and tear through her Pokemon to win the game. She has little
offense from her Pokemon, with only Machop posing any real threat for the early
stages of the game. Not to mention she'll be filling up her bench rather than
attacking you some of the time. You should easily win before she gets any real
offense going.
---TRADE!!!---
Before leaving the lobby, be sure to talk to the girl nearest the book shelves.
She will ask for an Oddish, and in return will give you a rare Vileplume. This
is an excellent trade to exploit early in the game, and is even more lucrative
if you picked the Bulbasaur deck or wish to use Grass Pokemon in a deck.
Later on, provided you traded for her Vileplume, she will ask for a Clefairy
card. In return she will give you a promotional Lv. 16 Pikachu card. Once
again, this is a worthwhile trade, since this one of the only ways to get this
Pikachu card. Finally, she will ask for a Charizard in return for her
Blastoise. Whether this is a good trade really depends on the deck you're
running, and on how many Charizards and Blastoises you own. If you're running a
Rain Dance deck and have no intentions on using any Charizard cards, then by
all means go for it. However, don't feel you have to go through with this final
trade if you don't want to.
When you enter the Grass Club proper, you will find that the Club Master Nikki
is missing. If you talk to Heather, who should be the first person you come
across when you explore the main room, you will find that Nikki is away
somewhere and that you will have to defeat all three members of the Grass Club
before any of them will tell you where she is. Still, you were going to beat
the club members for some more cards first anyway, right?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grass Club Member Heather
Kaleidoscope Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You know, for members of a Grass club, these people don't really focus on Grass
Pokemon that much. Like Brittany, Heather uses a deck with multiple types, only
she uses Water and Colorless pokemon as well as Grass Pokemon. Her deck relies
on playing around with weaknesses and resistances with Porygon and Venomoth.
She also uses Ditto, who can change into any random Pokemon from her deck, and
Eevee, evolving it into Vaporeon if she gets the chance.
As with most games, a fairly quick start can give you a serious advantage
against Heather, especially since her deck mainly relies on evolved Pokemon,
and she will spend some time building up her forces. Porygon isn't really a
threat, since it can't damage you in any way by itself, it can only change your
Pokemon's weakness. It's more annoying tactic is to try and stall you by
changing it's resistance to the Pokemon type you're currently using. You can
get round that by using Colorless Pokemon, or by putting in a Pokemon that can
do 40+ damage. With only 30HP, Porygon won't stall you for long.
By far, the biggest threat to you to is Venomoth. Venomoth can change it's type
to your Pokemon's weakness, and it uses a very nasty attack that can render
your defending Pokemon poisoned and confused! If you don't have a Full Heal
handy, you could find even your toughest Pokemon going down very quickly. Try
and kill any Venonats that are in play before Heather gets a chance to evolve
them to counter this, and using Full Heal means you can fight back against
Venomoth even if things look grim. If you take down Venomoth or prevent it from
ever reaching play, you should win easily.
After beating Heather, you will have one more Grass Club member left to defeat.
You can find her in the top left corner of the club tending to some plants.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grass Club Member Kristin
Flower Garden Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Unlike the other regular Grass Club members, Kristin actually uses a proper
Grass deck! It is a mono-themed Grass deck, using Pokemon such as Tangela,
Oddish and Bellsprout, along with some colorless Pokemon like Lickitung.
Kristin likes to abuse the Call for Family attacks of Bellsprout and Oddish to
put backup onto her bench, so you will likely get in the first attack. If you
are using a fast deck, you can get an early advantage pretty easily.
You'll want to take out her Bellsprout and Oddish pretty early if you can,
particularly her Oddish as their evolutions can be quite nasty. The Bellsprout
family of evolutions isn't too threatening, but you may want to cut it short if
you can. Both Gloom and her Tangelas can poison you Pokemon, which can put you
on the losing side in a hurry, so make sure you have some Full Heal and Switch
cards in your deck to prevent this.
Obviously, if you have a Fire deck you should have no problem mowing down her
Pokemon, but any decent deck should beat her fairly easily as long as you are
aware of her Pokemon. Try to beat her Pokemon early before they get too
threatening and make sure you can deal with her Poison attacks. If you keep
this in mind you shouldn't have too much trouble.
Once you have defeated all the members of the Grass Club, you will find that
the Club Master Nikki is at Ishihara's house. If you go over and talk to her,
she will apologise for making you wait and return to the club. She'll be at the
back of the room in the clubonce you've spoken to her, so go up and challenge
her for the Grass Club medal!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Grass Club Master Nikki
Flower Power Deck
6 Prizes
Prize: 2x Laboratory Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Nikki's deck focuses on a combo featuring Venusaur's Energy Trans power and
Exeggutor's Big Eggsplosion attack. Big Eggsplosion allows Nikki to flip as
many coins as there are energy cards on Exeggutor, and the attack will do 20
damage for each head that comes up. She'll use Venusaur to shift as much energy
as possible onto Exeggutor and try and deal some seriously heavy damage with
the attack.
Obviously, you don't want this to happen. Thankfully, this combination requires
evolved Pokemon, one of which is a Stage 2 Pokemon. Nikki does use Pokemon
Breeder though, so be careful. You should obviously try and get to a quick
start and knock out her basic Pokemon before they can evolve into a serious
threat. If you're using a Fire deck, you'll likely burn down her Pokemon before
Nikki gets the chance to evolve any of them. If not, you may have to hope that
she doesn't draw the cards she needs, and use a little luck to get the win.
In addition to the Exeggcute and Bulbasaur family, you'll also notice her using
Oddish. You'll want to remove those as soon as possible, since Gloom can
seriously hinder your Pokemon with poison and confusion, and Vileplume will
annoy you immensly as it heals the Pokemon you are trying to knock out.
Energy removal cards will prove very useful here, since you won't want to let
her have too much Grass energy in play. Full Heal cards are also handy in case
you fight Gloom or Ivysaur. Ifyou can get a quick and strong offense going, you
should have little trouble.
Once you beat Nikki, you will be given the Grass Club Medal. Now that you have
what you came for, it's time to move on...but before you do, I would strongly
advise that you save before leaving the main club room.
~~~~~~~~~~~~
It's Ronald!
~~~~~~~~~~~~
And here's why. As soon as you enter the entrance hall after winning your
second club medal, Ronald will appear again. He'll insult you again by saying
you must have been lucky to get two medals and the challenge you to a duel,
promising to give you a rare card should you win. You won't have a choice in
the matter, you'll be thrown straight into the duel with no chance to save, so
I really hope you heeded my warning and saved earlier! Now then, it's time to
wipe the arrogant smirk off your rival's face!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ronald
It's Ronald Deck
6 Prizes
Prize: Promotional Card - Jigglypuff Lv. 12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ronald uses a combination of fire, water and fighting type Pokemon. Naturally,
the fact that he's using so many Pokemon types means that he'll have a hard
time getting the right type of energy for his Pokemon. You can make it even
harder for him if your deck has energy removal cards.
It will be tough to try and exploit weakness and resistance against Ronald's
deck since he uses so many Pokemon types, but you shouldn't have too much
trouble against him anyway. He won't really evolve his Pokemon and the basic
Pokemon he uses: Growlithe, Cubone, Seel and Lapras aren't really much of a
threat as they are. Just use a strong mono-themed deck and you should
streamroll through his Pokemon and win easily.
Once you defeat Ronald, he'll immediately give an excuse as to why he lost,
much to your amusement, before handing you the promotional Jigglypuff Lv. 12.
You can't obtain this card from booster packs, and you won't be able to get
another copy until after you beat the game unless you trade for it with a
friend. A truly rare card indeed.
---------
|Rock Club|
---------
Once you've beaten Ronald, you should move onto the next club. The Rock club is
another easy club to try, since there aren't really many scary rock Pokemon in
this game. It also has no requirments in order to face to club master. You can
just march in and challenge him right at the start of the game if you want to!
But let's not get ahead of ourselves...
In the club lobby, be sure to talk to the woman in the bottom right corner. She
will tell you about Ishihara, a man who lives in a house in the top left corner
of the map (where you first met the Grass Club Master Nikki). This will make
Ishihara appear in his house, and he will offer you many rare trades. It will
be worth you while to visit Ishihara and see what he has to offer you, and I
will cover his dealings later in the guide.
You can also challenge Matthew in the lobby, who is currently on a winning
streak after beating a man in the lobby. I think it's time we put an end to his
streak don't you?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rock Club Member Matthew
Hard Pokemon Deck
4 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Matthew uses a very basic Rock deck using Pokemon such as Geodude, Onix, Cubone
and Rhyhorn. He also has a Snorlax for some reason. In the early game, he'll
try and stall you with Cubone's Snivel attack whilst he builds up his bench,
which can be very annoying. However, you can use the time to build up your
Pokemon as well. If you can evolve a Pokemon so you can do more than 20 damage
early on, you can get rid of his stalling tactic quite effectively, otherwise
you might want to switch Pokemon to negate the effect or use Gust of Wind.
Other than that, there's not too much to worry about with his deck. Cubone's
Rage attack can do some damage, but with only 40HP, it won't last long and it
will only do a maximum of 40 damage. Rhyhorn's horn attack is also pretty
damaging, but it requires a lot of energy, and you'll likely take out Rhyhorn
before he can use the attack.
Geodude isn't really a threat until it evolves, and Onix is only an effective
wall, it doesn't threaten you since its only offense is a 10 damage attack. If
you get a good offense going, you should plough through his Pokemon pretty
easily.
Once you've beaten Matthew, head into the club proper. The club hall looks more
like a rock museum than a place to play a trading card game, but you'll find
the remaining members and the club master here. If you talk to the person on
the left, you can duel Andrew, who likes rocking out. Let's rock him out good
and proper!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rock Club Member Andrew
Blistering Pokemon Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Andrew uses a combination of Rock, Psychic and Fire type Pokemon. Expect to see
Pokemon such as Ponyta, Jynx, Cubone and Rhyhorn in his deck, as well as some
others. One weakness in his deck is the fact he'll rarely have the type of
energy he needs, so you can easily press an advantage with a quick, consistent
offense. Also, since his deck mainly focuses on Rock Pokemon, you'll likely be
pitted against the non-threatening Pokemon that Matthew used, only with less
chance of them having the energy to use their attacks.
Jynx can prove to be a threat if Andrew gets two Psychic energy on her, but the
chances of that are slim. Ponyta can do some decent damage with any energy, but
will likely not last very long against your Pokemon. Just used a focused deck
and you should have fun destroying everything he throws at you.
Once you've rocked Andrew out, you should move to the club member who is trying
to make a statue out of the rock on the right of the hall. His name is Ryan,
and he's not doing a good job on his statue, especially since no matter how
long he takes, he'll still have a formless pile of rock. At least you can duel
him to take his mind of his pathetic statue carving abilities. Strangely, he
will only duel you for 3 prizes instead of the standard 4, similar to some of
the members of the Water club.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rock Club Member Ryan
Excavation Deck
3 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ryan uses a deck centred around Mysterious Fossil and its evolutions: Omanyte,
Kabuto and Aerodactyl. He also uses Pokemon like Shellder, Sandshrew and
Hitmonchan.
Since most of the deck is centred on evolution, a premptive attack could prove
very valuable. With the right set-up, you can blast through most of his Pokemon
before he has a chance to really strike back. Be aware that he will try and
counter an early attack with Sandshrew's sand attack and Hitmonchan in the
early going. Hitmonchan is easily the biggest threat in the deck, shortly
followed by Aerodactyl since its Pokemon Power can shut down your evolutions
and stop your high power offense. It might be handy to have some Gust of Winds
to shove out Hitmonchan in order to eliminate his weaker Pokemon.
The rest of his Pokemon are very weak until they evolve. You could easily cut
down a Shellder or two and Sandshrew isn't very powerful, nor is Kabuto unless
you can't do more than 10 damage. If you can pound on them you can end the duel
very quickly since the game only has three prizes. Just focus on a quick
offense to try and win the game quickly.
Once you've defeated all of the Rock Club members and collected some new and
hopefully useful cards, it is time to take on the Club Master. You'll find Gene
at the back of the Club Hall on the central carpeted path. Talk to him to
challenge him for the Rock Club medal!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rock Club Master Gene
Rock Crusher Deck
6 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gene uses a powerful Rock deck that utilises Pokemon like Diglett, Rhyhorn,
Geodude and Onix. He'll often start by stalling you with Rhyhorn's leer whilst
he builds up his other Pokemon on the bench. You won't want to let him do this,
since if he gets out Dugtrio or Graveler you could find yourself in a losing
position very quickly. Combat his stalling with some Gust of Winds so you can
focus on his Digletts and Geodudes to erase the potential of their evolved
forms appearing.
Most of his basic Pokemon aren't too threatening, but he supports his Pokemon
quite well with cards like Defender, Potion, Super Potion and Switch, so
mounting a quick offense will be quite difficult. You may want to consider
building a strong Grass deck to abuse the weakness his Pokemon have, or you can
use flying Pokemon to make his attacks ineffective thanks to their resistance
to Fighting and Rock types. With these Pokemon in your deck, you should breeze
through his deck easily. Otherwise, just focus on knocking out his Digletts and
Geodudes before they become a threat and try to finish the game as quickly as
possible. You shouldn't have too much trouble beating him.
Once you beat Gene, you will be awarded the Rock Medal. Before you leave, go
back and talk to Ishihara's friend, who will inform you that Ishihara wishes to
make a very rare trade!
You'll find Ishihara's house in the top left part of the world map. Inside
you'll find a variety of bookshelves containing texts about the Pokemon Trading
Card Game which will give various tips and tidbits of information if you
examine them. You know, who wrote all these books about the Pokemon Trading
Card Game? What useful information could they contain? I'd have thought a
rulebook and one or two card and deck guides would be all the text you'd need
for the Pokemon Trading Card Game...oh well.
The house will be empty during the early stages of the game, but after earning
a few Club Master Medals you will find Ishihara here. Ishihara will offer you
three trades throughout the game and each time he will offer a rare promotional
card in exchange for a regular rare.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trade 1: Clefable for Surfing Pikachu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The first trade Ishihara will offer you is his promotional Surfing Pikachu card
in exchange for a Lv. 34 Clefable card. You should make this trade if you can
since there is no other way to get a Surfing Pikachu card until you beat the
game. Also, even if you aren't interested in using Surfing Pikachu in your
Water deck, you will want the card he offers next.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trade 2: Ditto for Flying Pikachu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Later, provided you have made the previous trade with him, Ishihara will offer
his promotional Flying Pikachu in exchange for a Lv. 19 Ditto. This is an
excellent trade for to make, since not only is Flying Pikachu and one time only
card until the end of the game, but it is a powerful one at that. You have to
love an Electric Pokemon that has resistance to Fighting types and it has two
great attacks as well. You should definitely go through with this trade as soon
as you can.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Trade 3: Chansey for Surfing Pikachu
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ishihara will offer one final trade to you after you have done the other two
trades with him and won a few more duels. This time he will offer a Surfing
Pikachu with alternate art to the first one he offered you, namely a different
background. He will ask for a Lv. 55 Chansey for this rare card, and if you
want to get a complete card collection you should go for this. Otherwise it's
really down to you whether you think this trade is worthwhile. It depends on
whether you actually like the Surfing Pikachu card and whether you will use it
or not.
Once you've sorted that out, you should head to the Challenge Hall at the top
of the map. Now that you've obtained three club master medals, the Challenge
cup is being held and you have a chance to win a very rare card!
------------------------------------
|Challenge Hall - First Challenge Cup|
------------------------------------
The challenge cup works very simply, you will enter the stage and face someone,
win and you will face another challenger, lose and you lose the cup. You must
beat three opponents to win the Challenge cup. The first two opponents will be
random club members, so use the strategies given in the relevant sections of
this guide to beat them and prepare your deck accordingly before each match.
The third opponent will be Ronald, only this time he has a different deck.
~~~~~~~~~~~~~~~~~~~~~~
Ronald
Invincible Ronald Deck
4 Prizes
~~~~~~~~~~~~~~~~~~~~~~
Ronald uses another multiple themed deck, using Fire, Grass and Fighting
Pokemon against you. He'll use various Pokemon such as Scyther, Kangaskhan,
Chansey, Geodude and Grimer. As before, he'll have energy trouble, and he may
spend a lot of time drawing the cards he needs from his deck with Kangaskhan in
the early rounds. Plus, some of his basic Pokemon, namely Grimer and Geodude,
aren't really threatening when they evolve, and it's unlikely they will, and if
they do they won't have the right energy to attack you with. Plus, Kangaskhan
will likely be using Fetch rather than attacking you and Chansey is a stall
Pokemon, but he will use double-edge if he gets the chance, but that will
likely take Chansey down with your Pokemon. If you use a strong mono-themed
deck you should blast through his Pokemon pretty easily.
Once you've beaten three Challengers, you will win the Challenge cup, along
with a rare promotional Lv.60 Mewtwo card! Now that you have that rare card in
your collection, it's time to head to the next club. Since you've now been
around a few clubs and collected a few cards, I would recommend the Fire Club.
---------
|Fire Club|
---------
The Fire Club is a great place to go to if you picked the Squirtle deck to
start off with, the problem is that the Club Master won't accept your challenge
until you have collected enough cards to satisfy him. Once you've beaten all
the members in about two clubs you should have a big enough collection to have
him accept your challenge.Inside the Fire Club lobby, you'll find another of
Ishihara's friends who will inform you whether or not Ishihara wants to trade.
----Rare Card!!!----
You will also find a man who wants you to give him all the energy cards you
don't currently have in a deck. This is a big ask, and you'll likely want to
make a deck or two consisting of nothing but energy cards and one basic Pokemon
in order to lessen the amount of cards you give him. You will want to agree to
give him something though, since if you check the portrait behind the lad after
you give him your energy cards, you'll find a rare promotional Lv. 9 Slowpoke.
As with all promotional cards, this is the only way to get this card until the
end of the game!
In the Club Hall proper, you will find all of the club members and the club
master. The first person you will see inside the club is John, whom you should
promptly challenge to a game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Club Member John
Anger Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
John uses a mix of Fire type and Fighting type Pokemon, focusing on (as the
name of his deck suggests) Pokemon with the Rage attack. Rage allows his
Pokemon to do more damage as they get damaged. He uses Pokemon such as Cubone,
Growlithe, Doduo and Rattata.
If you can get a good offense going, you can take out Rattata and Doduo out
very quickly. You will likely need an evolved Pokemon to take out Cubone since
it will likely stall you with Snivel, or you'll have to make use of a Gust of
Wind card. The damaging Rage attacks will come from his evolved Pokemon, with
the exception of Cubone, so take out his Basic Pokemon early to prevent him
using his main strategy. If you get a good strong Pokemon out dealing high
damage he won't last long.
Once you've beaten John, move onto the person to his left, just behind him. He
is Adam, who has Pokemon fever and will challenge you to a game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Club Member Adam
Flamethrower Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Adam uses a decent fire deck, using Pokemon such as Magmar, Growlithe, Vulpix
and Eevee (for its Flareon evolution). The focus on the deck is as the name
would suggest, Flamethrower attacks. However, unless you get a really bad hand,
the chances are you'll likely take out his Pokemon before he can build up the
energy to use it. Not to mention that his deck relies heavily on evolution as
well.
Since it is a fire deck, you can easily cripple him by using a deck of Water
Pokemon. A srong opening water Pokemon can eliminate his Pokemon well before he
has a real chance to get going. If you don't have a lot of Water Pokemon cards,
you should just stick to a fast and hard hitting deck. You should have little
trouble beating him.
After defeating Adam, you should now challenge the final member of the Fire
club before taking on the club master. He is Johnathan, and you'll find him in
the right of the club hall, behind John and Adam.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Club Member John
Reshuffle Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
John also uses a purely fire deck, and uses Pokemon such as Vulpix and Ponyta
as well as colorless Pokemon like Pidgey and Tauros. His deck name comes from
his Ninetales' attack Mix-up, which shuffles all the Pokemon in your hand into
your deck and randomly gives you new ones. I don't know why you'd even bother
with that attack, let alone basing a deck around it. Oh well...
As before, a strong Water deck will blast his Pokemon down very easily. His
deck is also pretty slow, and his Pokemon require a minimum of two energy cards
to attack, so using some fast first round Pokemon could give you a serious
advantage. If you get off to a quick start you should have little trouble
beating him.
Now that you've beaten all of the club members, it is time to face Ken, the
club master. You'll find him at the back of the room, but he will only duel you
if he feels you have collected enough cards. If you've been following this
guide you should have enough already, since beating all the members of two
clubs should give you enough cards to satisfy him. Without any more delay,
let's win that Fire Club Medal!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fire Club Master Ken
Fire Charge Deck
6 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ken uses a fire deck, but it is also full of colourless Pokemon such as
Chansey, a promotional Jigglypuff and Tauros. He also uses fire Pokemon such as
Growlithe. The theme of his deck seems to specialise in Pokemon that hurt
themselves as well as the defending Pokemon. You'll see a lot of Double Edge
and Take Down attacks which have recoil damage, and it is little wonder that
Ken has numerous Potion and Super Potion cards in his deck.
He will often start by stalling you with Chansey or using Tauros as his first
round Pokemon whilst he builds up his bench. Then he'll switch Chansey out and
start hitting you hard with Arcanine or another strong Pokemon. You can use
Gust of Winds to get past his early defense and attack his Pokemon whilst
they're fairly weak to get an advantage. Also, be aware that he may try to
stall you out if the battle wears on too long, so make sure you don't have less
cards in your deck than he does and be wary of using cards like Professor Oak.
If you're having trouble knocking out his Pokemon and you're holding up a
steady defense or get stuck in a stalemate, it might be a worthwhile tactic to
stall him out for the win.
Obviously, a Water deck will work well here, but you may also want to consider
a Fighting type deck instead to capitalise on the weakness of his colourless
Pokemon, which you'll be seeing a lot of. Either way, you'll have no trouble
blasting through his Pokemon using either of those types.
Once you've beaten Ken, you will be awarded the Fire Club Medal! Give yourself
a pat on the back and then get ready to head to the next club. Let's try the
Science Club next.
------------
|Science Club|
------------
The Science Club is really more of a Poison Club, since most of the members
here use Grass Pokemon that have Poison abilities. Plus there's the fact that
the club medal has a skull on it. There is no prerequisite for this club, you
can come here at the very start of the game and win a club master medal. If you
look inside the club lobby, you'll find another person who knows Ishihara and
who will inform you whether or not he wants to trade. Apart from this, there's
nothing really interesting to do other than check your e-mail.
Inside the club hall you will find all of the club members, as well as a lot of
machinery which doesn't seem to do anything. The first club member you will
come across is Erik, whom you'll see on your left as soon as you enter the club
hall. He'll happily offer you a game, so why not accept?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Science Club Member Erik
Poison Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you would expect from the name of his deck, Erik specialises is using Grass
Pokemon with poison abilities, such as Ekans, Weedle, Koffing and male Nidoran.
Most of these Pokemon can be quite nasty in their basic forms, thanks to poison
and Nidoran's ability to deal 30 damage in the first turn.
You'll want to have some Full Heal cards in your deck, as Poison is the
nastiest status a Pokemon can have in this game. You'll also want to try and
take out his Pokemon as quickly as possible before he can evolve them and make
things really troublesome for you.
If you're having a lot of trouble against him, you may want to try using a
Psychic deck. as nearly all of his Pokemon are weak to that type. If you do,
you should have no problems taking out his Pokemon. It will also stand you in
good stead against the rest of the Science Club if you use a decent Psychic
deck, since they all use similar Pokemon to Erik.
Once you've beaten Erik, move up to the top right corner of the room. Here will
you will find David, another member of the Science Club who is apperently
fixing one of the machines that don't really do anything. Apparently, these are
meant to be auto-deck machines like in Dr. Mason's laboratory. David will claim
that these are better, but since they do absolutely nothing for you I think he
may be mistaken. He'll offer to play against you, so why not prove him wrong
about the auto-deck machines?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Science Club Member David
Lovely Nidoran Deck
4 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you can probably guess from the name of David's deck, his deck focuses
around the two Nidorans and their evolutions. As well as Nidoran, you will see
a lot of colourless Pokemon such as Doduo, Meowth and Farfetch'd as well as the
likes of Grimer.
Since the main power of his deck comes from his Nidoran evolutions, you should
try and get a quick attack and take an early advantage. This is a little tricky
due to the female Nidoran's high HP and ability to put more Nidoran on the
bench, but you should try to erase the potential for evolution. This is
especially true for the male Nidoran, as you do not want to face a Nidoking and
its toxic attack.
The other Pokemon shouldn't give you too much trouble, but if you are
stuggling, you might want to consider a combination of psychic and electric
Pokemon to capitalise on the weaknesses of Nidoran and his flying Pokemon. If
you get a good offense going quickly you should defeat him pretty easily.
Now we get to the important part of the club. You'll notice there is a wall
barricading the club master in that has only a narrow entrance...which to your
annoyance you will find is blocked by the last club member, Joseph. He'll get
angry and say that the club master is in the middle of an important experiment
and is too busy to bother with you. He won't get out of your way unless you
defeat him in a duel. I bet you'll want to beat some sence into him after the
way he spoke to you!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Science Club Member Joseph
Flyin' Pokemon Deck
4 Prizes
Prize: 2x Laboratory Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Joseph's deck is quite different from most of the Science Club decks, since his
is based purely around flying Pokemon, as the name of his deck would suggest.
It won't be any surprise to see Spearow and Pidgey used against you, but he
also has the typical Science club grass Pokemon with his Zubats. What will be a
surprise is the fact he's managed to get his hands on the promotional Flying
Pikachu card.
Most of his Pokemon aren't really threatening unless they evolve. Spearow and
Pidgey only deal minor damage, and you can easily switch between your most
active and powerful Pokemon with Whirlwind. Zubat can be annoying if you can't
deal significant damage thanks to Leech Life healing it for 10 damage every
time it attacks. This gets even worse if it evolves into Golbat, so be sure to
have some heavy damage dealers on hand to get rid of them quickly.
Flying Pikachu can be very annoying. Not only does it have no weakness to
exploit, it can paralyze you with its first round attack and Fly can make
Pikachu invulnerable for a turn. If the coin tosses go Joseph's way you could
get into some trouble. Thankfully, Flying Pikachu only has 40HP, so it
shouldn't survive long if you can get some attacks in.
Joseph shouldn't give you too much trouble. If you get an early offense going
you should take out his basic Pokemon before they can become major threats. You
can make the job even easier if you use a lightning deck. If you made a Psychic
deck for this club or have one that you like using it will work well against
Joseph as well, since none of his Pokemon are resistant to Psychic, and even
better, his Zubat's are weak to it. You should beat him pretty easily.
Now that you've defeated Joseph, you are free to enter the corner room and
challenge the Pois-uh...I mean, Science club master Rick!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Science Club Master Rick
Wonders of Science Deck
6 Prizes
Prize: 2x Laboratory Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Rick uses a Grass-Psychic deck that's main power is to shut down all Pokemon
Powers with Muk's Toxic Gas Pokemon Power. You won't want to be reliant on any
Pokemon Power in this duel, otherwise Rick could cause some serious problems
for you.
As you can guess, you'll be seeing a lot of Grimers in this duel. Be sure to
get rid of them quickly, because even if you don't use any Pokemon Powers,
Muk's Sludge attack is a cause of concern for any deck with it's 30 damage and
poisoning ability. Grimer can stall you for a bit with 50HP and paralysis move,
but you should get rid of it fairly easily.
You'll also see Koffings as well as various varieties of Mewtwo. Rick has the
promotional Mewtwo that he probably won from a challenge cup or something.
Koffing can cause some chaos even in its basic stage since it can poison or
confuse your Pokemon, but it needs two energy to use. Get some good damage in
before it causes too much trouble or evolves into Weezing to cause even more
mayhem.
The basic series Mewtwo is not really threatening unless you have incredibly
energy hungry Pokemon. A simple basic Pokemon that only needs one energy can
take care of Mewtwo pretty easily. The basic series Mewtwo also needs two
energy to do anything, so Rick will be powering him up for a turn or two at
least. The promo Mewtwos are scarier, as they can grab two energy from the
discard pile and then smack you for 40 damage each time with Psyburn. Ouch!
You might want to use some Colourless Pokemon if you don't already, because
they'll be resistant to the Mewtwos that Rick uses. If you use Pyschic Pokemon
of your own, or get a good quick offense going, you should tear through his
other Pokemon pretty easily. Full Heal cards will also be very helpful in this
battle, since many of his attacking Pokemon can inflict the dreaded Poison
status. With this in mind, you should earn the Science Club medal with little
trouble.
~~~~~~~~~~~~~~~
Ronald Returns!
~~~~~~~~~~~~~~~
Be sure to save before leaving the main club hall, for Ronald will appear in
the entrance once again after you win your fifth club medal. He'll say that he
has won his sixth club medal and immediately challenge you to a game, promising
to give you another rare card if you win the game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ronald
Powerful Ronald Deck
6 Prizes
Prize: Promotional Card - Super Energy Retrieval
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once again, Ronald is using a multiple type Pokemon deck, utilizing Fighting,
Electric and Psychic type Pokemon, as well as some Colorless Pokemon. You'll
see cards such as Electabuzz, Hitmonchan, Hitmonlee, Mewtwo, Mr. Mime, Doduo,
Tauros and Kangaskhan. The first two Pokemon make this deck more of a Haymaker
deck, since they need little energy to use a good first round attack, and have
high HP.
Ronald's deck still suffers from an energy shortage, as he'll often have a hard
time powering up his Pokemon. You'll want to focus on eliminating Electabuzz
and Hitmonchan as quickly as possible, since he'll likely start off with one of
those two Pokemon and they are one of the biggest threats in his deck. Mr. Mime
can be a nuisance if you build up your Pokemon to be too strong, so be sure to
have a good basic Pokemon handy to take him out should you go against him.
Apart from that, you should just treat this like the previous Ronald battles
and go with a strong mono-type deck that you're comfortable with. You should
have little problem beating him.
Once you beat Ronald, he will make good on his promise and hand you the rare
promotional Super Energy Retrieval trainer card. After that he'll spout a
grouchy comment at you before storming out of the club. Now that you've
finished your business in the Science Club, it is time to head to the Challenge
Hall.
-------------------------------------
|Challenge Hall - Second Challenge Cup|
-------------------------------------
Once you have obtained five club master medals, the second Challenge Cup of the
game will start. This works exactly the same as the previous Challenge Cup, and
as before you will face Ronald in the final round, who will use the exact same
deck as last time. Use the same strategy as before and you should have no
trouble winning your second Challenge Cup and claiming your prize: the rare
promotional Lv. 8 Mew card.
Now that the Challenge Cup is over, it's time to head to the next club. By this
point in the game there really isn't any advantage in picking one club over
another, unless you're severely lacking in cards of certain types. It's always
up to you what order you do the game in, but this guide will be doing the
Psychic club next.
------------
|Psychic Club|
------------
That said, you will have to wait until you've beaten a few clubs before you try
the Psychic club, as most of the members won't even play you until you've won a
few club master medals! They are very arrogant, perhaps it's high time you
showed them a thing or two.
In the lobby, you'll find Pappy, who is also irritated by the arrogance of the
Psychic club members and who will ask you to defeat Murray, the club master.
Choose to grant his wish, since he'll give you a promotional card if you do!
Also the lobby, you'll find Robert, a member of the psychic club who isn't so
arrogant and who will duel you regardless of how many medals you have.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psychic Club Member Robert
Ghost Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you can guess, Robert uses Ghost Pokemon. Namely, he uses the family of
Gastly, Haunter and Gengar. However, aside from that, you'll see various other
Pokemon such as Zubat and Meowth. As a result, his deck really won't threaten
you unless he evolves his Pokemon. Zubat won't do much unless he evolves it
into Golbat, and the family of ghosts isn't much to worry about unless he
manages to get Gengar out into play.
Taking this into account, a good opening Pokemon will do wonders for you here.
If you can hit him hard with an early offense, you'll likely beat him without
breaking a sweat. If you just stick to a strong deck that you're comfortable
with, you should have no problem beating him.
Once you've defeated Robert, you should head into the main club hall. Towards
the top left of the club you will find Daniel, another Psychic club member. He
won't duel you unless you've won at least one club master medal, but if you've
been following the guide you will have done that already.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psychic Club Member Daniel
Nap Time Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Daniel uses a variety of Pokemon that can inflict the Sleep status. You'll see
him use cards such as Jigglypuff, Exeggcute, Paras and Gastly. It will be a
good idea to have some Full Heal and Switch cards in your deck for this duel.
That said, Daniel doesn't use many scary Pokemon. The biggest threat from his
deck is Wigglytuff, and that's only if he bothers using Wigglytuff's "Do the
Wave" attack instead of Lullaby. Most of the time he'll just put your Pokemon
to sleep and not do any damage to you. You'll either get a free attack if the
coin toss goes your way, use a Full Heal card and attack him, or doze a bit
longer, wake up and be put back to sleep again.
You should have little problem dealing with Daniel's deck. If you take the same
approach as you did for Robert and use a strong deck that you're comfortable
with, you will have no problems defeating him.
Once you've beaten Daniel, you should move over to the right of the room, where
you'll find Stephanie. Stephanie is even more arrogant than Daniel and will not
duel you unless you have already won two club master medals. As before, if
you've been following this guide properly, you'll have already done that.
Still, even with your medals she will still boldly claim that she can forsee
your loss. Yeah, right! As if!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Psychic Club Member Stephanie
Strange Power Deck
4 Prizes
Prize: 2x Laboratory Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Stephanie uses a variety of Psychic Pokemon with various Pokemon Powers. For
instance you will see Slowpoke, which evolves into Slowbro who has Strange
Behaviour. She also uses Mr. Mime with Invisible Wall and she also has a
promotional Mew card that has the Neutralizing Shield Pokemon Power which can
stop the attacks of evolved Pokemon. Basically, all of her Pokemon Powers are
used to Stall you and negate your attacks whilst she mounts an offense.
As well as these Pokemon you will also find the normal Mew card, Jynx, Drowzee
and Hypno. Many of these Pokemon aren't too threatening, but her Pokemon Powers
can really annoy you if you're using the wrong type of Pokemon. You'll want
fairly strong basic Pokemon, preferrably with status inducing attacks that can
negate her Pokemon Powers altogether. Slowbro can absorb some damage with it's
Strange Behaviour, but it only has 60HP, so it shouldn't stall you for long.
You'll also want to be wary of her Slowpoke's amnesia attack, which can also be
used to stall you if your Pokemon only have one attack. If it hinders you too
much you might want to switch out your Pokemon to overcome the attack and hit
it hard.
If you're having trouble against Stephanie, consider putting some Colorless
Pokemon into your deck that are resistant against Psychic types. This will shut
down her offense completely, as she has nothing that can hit for over 30 damage
against a fresh basic Pokemon. If you are immune to her attacks you will
triumph easily.
Once you've beaten Stephanie, you'll be itching to challenge Murray, the club
master. At the start of the game he will be in the top left corner busily
constructing a new deck. He won't want you interrupting and will not leave his
corner until you have won a few master medals. If you've followed the guide
you'll have won plenty of medals by this point, and you will find him next to
Daniel in the centre of the room. Go up to him and throw down the challenge!
Murray uses a Stall deck, whereby he tries to win by making you run through
your deck so you don't have a card to draw and you lose. Unfortunately for him,
he hasn't made a very good Stall deck. He'll uses cards like Professor Oak
without thinking and he'll also abuse Kangaskhan's Fetch ability to draw
several cards from his deck, so it's unlikely that you'll have less cards in
your deck than him.
As well as Kangaskhan, he'll also use Chansey to stall you with its whopping
120HP and Scrunch attack. He'll also use Abra and it's evolutions, the most
notable of which is Alakazam with its Damage Swap Pokemon Power, which will
move damage counters from his active Pokemon to a Pokemon with high HP on his
bench. Also, be wary of Mr. Mime and its Invisible Wall power.
Murray rarely goes on the offensive, so try hitting him with a good offense
from the get-go and try to KO his Pokemon as quickly as possible. Murray will
make this very difficult for you, not only does he have beefy Pokemon with
tremendous HP, he'll also use Trainer cards such as Scoop Up, Pokemon Center
and Energy Removal to slow you down. However, since he won't really fight back,
you won't really be threatened. The biggest offense he has is Kadabra and Super
Psy, and he'll likely keep Kadabra safe on the bench so he can evolve it into
Alakazam safely. If you use psychic resistant Colorless Pokemon, you can shut
down any offense Murray does launch against you and safely attempt to take out
his Pokemon.
You might want to try and take out any Abras as soon as they appear to stop him
evolving them in the first place. Unless he gets a bad opening hand though, he
won't put them out as his active Pokemon, so you'll want some Gust of Wind
cards handy if you want to use this strategy.
This all said, you should win against Murray very easily. You'll either take
out all of his Pokemon and pick up your Prize cards, or if you fail, you can
just wait out the battle for Murray to run out of his cards, since he isn't too
careful about making sure he has more cards than you. So it's really just a
question of how long you have to wait until you win.
Once you finally defeat Murray, you will earn the Psychic club master medal.
Before you leave, be sure to go back and talk to Pappy in the club lobby, who
will give you a promotional Lv. 60 Mewtwo card for showing him the psychic club
medal. After you obtain this rare card, you should move onto the next club.
-------------
|Fighting Club|
-------------
As you can guess, the Fighting club specializes in powerful, quick hitting
fighting Pokemon. Inside the club, you'll find that all the members are
missing. If you talk to Mitch, you'll find out that there are all training in
other clubs, and that you must find them and beat them all before he will
accept your challenge. You may think that you haven't seen any fighting club
members in your trips to the other clubs, but that will be because they don't
appear until you talk to Mitch. That said, it may be a good idea to come here
at the start of the game and beat the fighting club members as you explore the
other clubs.
----TRADE!!!----
Inside the lobby, you won't find much except for a man who will ask you to give
him various cards. He'll ask for a Weezing, a Parasect, a Rapidash, an Omastar
and a Graveler. This may seem like a one-sided deal, but if you give him these
cards, he'll reward you by giving you a rare, promotional Lv. 16 Pikachu. For
just a handful of uncommon cards, this is a pretty good deal!
Now it's time to go member hunting! If you head to the Grass club, you'll find
one of the members hanging out in the entrance way. His name is Michael, and
he's a bit fed up about losing to the girls in the Grass club, and challenges
you to a game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fighting Club Member Michael
Heated Battle Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Michael uses a combination of Fighting, Lightning and Fire type Pokemon. You'll
see staple Fighting Pokemon such as Hitmonchan and Hitmonlee as well as Mankey,
Electabuzz, Magmar and Kangaskhan. He'll also power them up with trainer cards
such as Pluspower and Defender, as well as using a few Potion cards to keep
them healthy. The three different energy types in the deck means that Michael
will often have a hard time getting the right energy he needs, so often his
Pokemon will not be able to do anything.
You can capitalise on this if you use a strong mono-themed deck. You can easily
get some early hits in before his Pokemon get going and get an early advantage.
If you want to play to his Pokemon's weakness, you'll have to use a dual-type
deck of Psychic and Water or Psychic and Fighting Pokemon. That said, you
shouldn't have too much trouble if you just use a strong deck against him, as
long as it isn't too reliant on Colorless Pokemon.
Once you beat Michael, you can find the next Fighting Club member in the lobby
of the Rock club. This is Chris, and he's itching to duel you. Go take him on!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fighting Club Member Chris
Muscles for Brains Deck
4 Prizes
Prize: 2x Evolution Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chris uses a pure Fighting Pokemon deck, but he uses a remarkable amount of
Colorless Pokemon such as Tauros, Kangaskhan and Meowth. Since these Pokemon
are resistant to Psychic types, using a Psychic deck to counter his Fighting
Pokemon won't work unless you have either Colorless Pokemon of your own or
another type of Pokemon to take out his Colorless types. A Psychic and Fighting
type deck would work best here.
Of course, you could just skip the weakness and resistance game and just use a
strong deck of your own that isn't weak to his Fighting types to go against
him. His Colorless Pokemon aren't too threatening, and he uses them more than
his Fighting types, so you should have no problem. Just be aware of Tauros'
Rampage attack, when it is heavily damaged, it wields some serious power with
that attack. Try and take it out quickly or use status inflicting attacks to
disable it when it gets a lot of damage counters.
After beating Chris, you'll want to find the final member of the Fighting Club,
Jessica. She's hanging around in the lobby of the Fire Club, sitting at the
table and complaining about training. Go and speak to her and she'll challenge
you to a game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fighting Club Member Jessica
Love to Battle Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Jessica uses a fast-hitting Fighting deck that has a lot of first-round
attackers. Her main Pokemon are Rattata and Machop, but she also has cards like
Mankey and Doduo to back her up. Her deck can be rather dangerous since she can
attack for 20 points of damage for one energy card and if you try and counter
her deck with a Psychic type deck, you'll have trouble getting past Rattata's
resistance.
Thankfully, many of her Pokemon have few HP and she doesn't really rely on any
evolutions, although she may use Dodrio so she can retreat her Pokemon more
easily. If you build up and evolve a Pokemon on your bench you can potentially
take out all of her Pokemon with one hit. If that doesn't work and you can't
get enough turns to build anything up, you can either use a Psychic and
Fighting deck like before or you can build and use a fast hitting deck of your
own! If you use cards like Hitmonchan and Electabuzz as well as some of her
Pokemon you can go on par with her for the quick hitting, and since Hitmonchan
and Electabuzz have high HP you will outlast her.
Alternatively, try using cards that inflict paralysis to slow her down and stop
her pounding at your Pokemon. If you can negate her quick attack and build and
good offense of your own you should beat her pretty easily.
Now that you've beaten all the members of the Fighting club, it's time to
return to the Fighting Club Hall and speak to the club master Mitch, who will
now accept your challenge!
Mitch uses a powerful Fighting deck that is fairly similar to Jessica's in
terms of its basic strategy. He will use cards such as Hitmonchan and Machop in
the opening round to deal damage quickly, whilst hoping to evolve Machop or
Mankey and build up his Hitmonlee in order to deal heavy damage later on. He'll
also use Potion cards and Pluspower to support his Pokemon. His deck is quite
formidable, and can beat you fairly easily if you're unprepared.
Since Mitch doesn't use any Colorless Pokemon, you can easily counter his deck
with an all Psychic type deck and blitz his Pokemon due to their weakness. You
can also try using flying Pokemon in your deck, since they'll resist most of
his Pokemon's attacks. This is really the only easy way to win, since his deck
is pretty much a type of Haymaker deck, a fast hitting deck that is incredibly
powerful and popular in this trading card game. Otherwise you may need a bit of
luck, but his deck is far from unbeatable.
Once you defeat Mitch, you will earn the Fighting Club Master Medal. This
leaves only one club to go before you can try and claim those Legendary Pokemon
cards! So let's get to it!
--------------
|Lightning Club|
--------------
The lightning club is the last club in this walkthrough, mainly because I used
the Squirtle and Friends deck to play through the game whilst writing this.
There is no prerequisites required in order to take this club on, you can earn
the lightning club master medal first if you want, but I'd recommend getting
some more cards from the other clubs first, as Fighting Pokemon work really
well here, and you don't really have many Fighting Pokemon cards at the start
of the game, no matter which deck you choose.
----TRADE!!!----
Inside the club lobby, there is a chap in the bottom right corner who will ask
for a Lv. 35 Electabuzz for his rare, promotional Lv. 20 Electabuzz. Since this
is the only way to really get this card, you'll want to go through with this
trade.
Inside the main club hall, you'll find that the club master Isaac is busy
fixing some lights at the back of the room. He won't accept your challenge
until you beat his club members, so you'll have to duel them first. The first
member you should bump into as you enter the hall is Jennifer, who is totally
obsessed with Pikachu...
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lightning Club Member Jennifer
Pikachu Deck
4 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
As you may have already guessed, Jennifer uses a deck full of Pikachu. As well
as the usual variants of Pikachu she also uses various promotional versions of
Pikachu such as Surfing Pikachu and Flying Pikachu. Of these, the Flying
Pikachu is the most annoying with its Fly attack, and the fact that it is
resistant against Fighting Pokemon, which means you should avoid using a pure
Fighting Pokemon deck.
You should also be wary of a possible Raichu evolution, as she does have Raichu
in her deck. Still, if you can knock out her Pikachu fast enough, she might not
get a chance to use them. She will make knocking out her Pikachu difficult
though, as she supports them with Potion and Super Potion cards if they get
heavily damaged. That said, most of her Pokemon aren't much of a threat, so any
deck with some tough Pokemon will be able to plough them quickly enough with
little trouble.
You could also take advantage of her Pikachu's weakness to Fighting Pokemon,
just be sure to have some Colorless Pokemon or another Pokemon type to deal
with Flying Pikachu and its resistance. If you use a deck with heavy hitting
Pokemon you should have no trouble winning against her.
After you have defeated Jennifer, move over to the top right of the room to
meet the second club member: Brandon. He's curious as to what Isaac is doing,
but is it oddly quick to drop the subject when you challenge him to lose...uh,
I mean play a game with you.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lightning Club Member Brandon
Power Generator Deck
4 Prizes
Prize: 2x Collosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Brandon just uses a generic Lightning deck, with cards such as Pikachu,
Magnemite and Eevee. He also uses the promotional Electabuzz, which is much
inferior to the regular version and a high level Zapdos, which will likely burn
four energy off itself to hit you for 100 damage. You'll actually want it to
use that over Thunder, since you'll likely knock it out before it can build up
the energy for another Thunderbolt.
As with Jennifer's Flying Pikachu, the Zapdos in this deck will make playing a
pure Fighting deck a bad idea. A hybrid Fighting deck will do very well though.
Then again, any fairly quick deck that can build up a big Pokemon fairly
quickly will blast through his Pokemon with little trouble. His evolutions can
be pretty nasty, and it's even worse when he supports them with Defender cards.
Keep in mind that he could also pull over the Magnemite Self-Destruct and
Defender combo which the game mentions, which will prove very nasty if he
manages to pull it off.
You can back up your own Pokemon with Defenders and Potons to try and defend
against this strategy, and just hit him with a good opening Pokemon followed by
big Pokemon later on to beat him. I also found he can often wind up with only
one Pokemon to start off with, I might have been lucky, but you should always
capitalize on your luck if you get a winning opening for yourself. Either way,
you shouldn't have too much trouble beating Brandon.
Once you have defeated Brandon, move over to the left and you will find
Nicholas, the last Lightning club member. He's very enthusiastic about
Lightning Pokemon and claim that they are the strongest ever, let's prove him
wrong.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lightning Club Member Nicholas
Boom Boom Selfdestruct Deck
4 Prizes
Prize: 2x Colosseum Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You can probably guess from the name of Nicholas' deck what it focuses around.
He'll use a combination of Lightning, Grass and Fighting Pokemon, all of which
either use Self-destruct or evolve into something that uses it. As such you
will see Magnemites, Koffings and Geodudes aplenty as he hopes to build them up
and then blow them up.
In the early going, his Pokemon won't really threaten you. He's unlikely to get
the energy he needs onto Koffing to use its Foul Gas attack before you can
knock it out, and his other Pokemon don't have really threatening attacks. All
except for Magnemite, which can use Self-destruct.
His whole tactic of blowing his Pokemon up is not all that advantageous, since
he'll likely trade off with your Pokemon at best, and he'll be damaging his own
benched Pokemon as well as yours. Be aware that he does have Defenders in his
deck to try and save his own Pokemon when they blow themselves up. You might
want to use a few of your own. Also, be a little wary of how many Pokemon you
put onto the bench. You might only want to put down Pokemon there to build them
up, and keep the rest of your Pokemon in your hand to save them from the
backlash of his Self-destruct attacks.
This isn't a hard duel, since Nicholas practically takes his own Pokemon out
for you, and since he damages his own bench with his main attack, you can
capitalise and take out his reserve Pokemon quickly as he builds them up. You
should destroy his Pokemon fairly easily.
Once you've beaten all the Lightning Club Members, the Club Master Isaac will
have finished setting up the lights on the stage and will agree to duel you.
Accept his challenge to go for your final club medal!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Lightning Club Member Isaac
Zapping Selfdestruct Deck
6 Prizes
Prize: 2x Mystery Booster Pack
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Isaac uses an all Lightning Pokemon variation of Nicholas' Boom Boom
Selfdestruct deck. You'll see a lot of Magnemites and Magnetons alongside
various other Lightining type Pokemon like Electabuzz and Voltorb, as well as a
few Kangaskhan.
The main threat of his deck is his ability to paralyze your Pokemon. He rarely
ever uses Electabuzz's second attack, preferring to stall you with his high HP
and paralysis move whilst he builds up his bench in order to blow up his
Magnemite and cause major problems for you.
Obviously the way round this is to try and get rid of his Electabuzz and
Magnemite as fast as you can. You might want to use Fighting Pokemon along with
some Full Heal and Switch cards to beat them down quickly, but be sure to
include some Pokemon to deal with any Zapdos he might bring out. Also be aware
that he will use Defenders to protect his Pokemon. He can also pull over the
Self-Destruct and Defender combo that Nicholas likes to employ.
Other than that, his deck is not very threatening. Voltorb is very weak and it
can be dealt with even if it evolves into Electrode without too much trouble.
Kangaskhan is only used to draw cards, along with Isaac's many Bill cards, and
won't be a threat to your main Pokemon. It's also weak against Fighting types,
so you can beat it easily if you're using a Fighting deck.
You can blitz his deck with little trouble if you use Fighting Pokemon, along
with some Full Heal cards and a solution to any Zapdos that appear. His deck is
easy enough to beat without a Fighting deck though, since he uses the same
flawed tactic that Nicholas used, only that his Pokemon can be a challenge even
when they're not blowing themselves up. Yet if deal with Electabuzz easily
enough, you should beat him very easily and earn the Lightning Club Master
Medal.
This is it! As you have now collected all eight of the Master Medals from the
clubs, you now have the rights to challenge the four Grand Masters for the
prize of inheriting the Legendary Pokemon Cards!
The Pokemon Dome works in the same way as the Challenge Cup does. Rod, the
leader of the Grand Masters will introduce himself and his three friends, and
then act as the announcer during your challenge. Just like the Challenge Cup,
you will get the chance to edit your deck and save your game (which is highly
recommended) in between each of your duels with the Grand Masters. You will
face each Grand Master in turn, moving on to the next one when you triumph
against one. If you lose even one game, you will be ejected from the arena and
it will be back to square one! You will have to face all four of the Masters
all over again! With this in mind, save regularly and make sure you have a deck
which is strong against your next opponent.
The four Grand Masters are, in order: Grand Master Courtney, who uses a Fire
deck with the Legendary Moltres card; Grand Master Steve, who uses a Lightning
deck with the Legendary Zapdos card; Grand Master Jack, who uses Water and
Colourless cards along with the Legendary Articuno card and finally Grand
Master Rod, who uses a multiple type dragon themed deck with the Legendary
Dragonite. After winning against all of these powerful opponents, there will be
a surprise for you...Good luck!
~~~~~~~~~~~~~~~~~~~~~~
Grand Master Courtney
Legendary Moltres Deck
6 Prizes
~~~~~~~~~~~~~~~~~~~~~~
Courtney, as I mentioned earlier, uses a strong Fire deck. Her Legendary
Moltres' Firegiver power lets her bring some well needed Fire energy from her
deck to her hand, not to mention cards like Bill for card drawing. You'll be
facing tough Fire Pokemon such as Ninetales, Magmar, Arcanine and Moltres. If
you let her build up her Pokemon, you could be on the recieving end of some
very painful attacks, ones which can easily knock-out Pokemon in a single hit.
Ouch!
That said, her deck falls prey to a good Water deck. If you use Pokemon such as
Gyarados, Blastoise and Dewgong, you can be the one knocking out Pokemon in one
hit. Once you have one of them built up, you'll most likely win, since Courtney
won't be able to build up any of her Pokemon fast enough when you're dishing
out one-hit KO's. Vulpix's Confuse Ray or Magmar's Smokescreen may slow you
down, and Moltres will take two hits from a strong Water Pokemon to go down,
but you shouldn't have any problem. Full Heal and Switch will even deal with
the first two problems anyway.
~~~~~~~~~~~~~~~~~~~~~
Grand Master Steve
Legendary Zapdos Deck
6 Prizes
~~~~~~~~~~~~~~~~~~~~~
The second of the Grand Masters is Steve, who uses a Lightning themed deck.
His legendary Zapdos' Peal of Thunder power is a double-edged sword, dealing 30
damage to one random Pokemon (other than itself) as it comes into play. It's
main attack is just as random, dealing 70 damage to a random victim. Quite
often you'll find that Steve will bare the brunt of his own power! If luck is
on your side you'll find it makes things easier for you! You can increase the
chances of it hitting his Pokemon by ensuring you have less active Pokemon than
he has, waiting to play your others until after the Legendary Zapdos is out.
Steve also uses various strong electric Pokemon such as Electabuzz, Electrode
and Jolteon. You could try and use Fighting Pokemon, but you'll have to deal
with the Fighting resistant Zapdos. I'd suggest just using a strong, reliable
deck that doesn't use Water Pokemon or other Pokemon that are weak to flying.
If you can deal with Electabuzz easily enough he shouldn't be too much trouble.
I defeated him pretty easily with a strong Fire deck, but other decks can work
just as well. If you insist on using Fighting Pokemon, have another Pokemon
type handy to step in and fight any Zapdos that come your way.
~~~~~~~~~~~~~~~~~~~~~~~
Grand Master Jack
Legendary Articuno Deck
6 Prizes
~~~~~~~~~~~~~~~~~~~~~~~
The third Grand Master, Jack, uses a strong Water deck that also uses Chansey.
His legendary Articuno's power is Quick Freeze, which has a half-chance of
paralyzing your active Pokemon when it comes into play. He likes to stall you
with Chansey and Scoop Up whilst he builds his Water Pokemon on his bench. Of
course, you'll get the time to power up your Pokemon as well, so you can use it
to your advantage. You'll have to deal with the likes of Lapras, Seel (and
possibly Dewgong) as well as Articuno if you want to progress further, but it's
not too difficult.
Obviously, a good Lightning deck will blitz through his line up. I used a deck
filled with Lightning Pokemon that attack the bench as well as the defending
Pokemon, and it worked really well. Use a bench attack deck wille ensure you
can still hurt his Pokemon, even if he throws Chansey at you. Electabuzz is
another safe bet to use for a good early attack.
Alternatively, you could use a Stall deck to beat him. Jack likes using Chansey
to stall at the start anyway, and he uses Professor Oak quite often, so
stalling him until his deck runs dry is a sound tactic. If you use Chanseys of
your own, along with Scoop Up and Alakazam, you should stall him easily enough
to win that way.
~~~~~~~~~~~~~~~~~~~~~~~~
Grand Master Rod
Legendary Dragonite Deck
6 Prizes
~~~~~~~~~~~~~~~~~~~~~~~~
The final Grand Master, Rod, uses a deck of multiple types and relies heavily
on evolutions. This means his deck usually plays out rather slowly and can be
anticlimatic for your last battle with the Grand Masters, especially if your
deck is quick off the mark. His legendary Dragonite's power is Healing Wind,
which heals all of his Pokemon for 20 points of damage each. However, as his
legendary Pokemon is a stage 2 evolution, it will be hard for him to play it,
and even harder to make very good use out of it.
The main Pokemon you will face in this will be Magikarp, Lapras, Dragonair and
Charmander. He only uses Water energy, so Charmander will not be a threat until
it's either Charmeleon or Charizard. The same thing applies with all his
Pokemon, they aren't scary until they evolve. So you need to hit him hard early
on and take out his Basic Pokemon before they have a chance to evolve! Using a
Haymaker deck with Pokemon like Hitmonchan and Electabuzz is a very good idea.
Energy Removal cards will also be handy at stalling his evolutions. That said,
any strong deck that focuses on one type should work well too, so use a deck
you feel comfortable with. Just hit him hard from the get-go and hopefully
victory will be yours!
Having beaten Rod, you have managed to beat all four Grand Masters and
therefore have earned the right to inherit the Legendary Pokemon Cards! Well,
you would have, only Ronald has apparently beaten you to it. Yes, the person
who is your rival and who owns one of the worst decks in the game has beaten
the Grand Masters before you. So now you have to beat Ronald one last time to
win the rights to own the Legendary Pokemon Cards!
~~~~~~~~~~~~~~~~~~~~~
Ronald
Legendary Ronald Deck
6 Prizes
~~~~~~~~~~~~~~~~~~~~~
Ronald will once again use a deck consisting of several Pokemon types, this
time he has built a deck around the Legendary Pokemon cards and Eevee. As such,
the only Pokemon you actually need to worry about are Eevee and the Dragonite
family of evolutions, since he won't get the energy he needs to use the attacks
of the Legendary birds, except perhaps for Moltres is he gets lucky with
Firegiver. Their powers will still be a nuisance to you though, and you should
watch out for them. Be aware that he will use Scoop Up on the Legendary cards
to re-use their powers as well.
Ronald will also try to slow you down with Energy Removal cards, so keep a few
energy cards back to keep your Pokemon going. You might want to use the same
tactic against him, since he'll have a hard time getting his Pokemon going and
it is a good idea to ward off the attacks of his Eevees and Dratinis.
You can't really play the Weakness and Resistance game against Ronald, but I'd
avoid using Fighting types since the Legendary Pokemon are resistant to them,
and Eevee and Dratini are resistant to Psychic types. Otherwise, just use a
strong deck that your comfortable with and you should beat him with little
trouble.
After defeating the Grand Masters and Ronald, you will be permitted to enter a
room containing the Legendary Pokemon cards (which are floating rather eerily
in the centre of the room) as well as the Legendary Deck Machine. Now, most
importantly: DON'T GRAB THE CARDS JUST YET! Grabbing them starts the game
credits and warps you back to the Mason Laboratory, and you won't be able to
get back to this room without duelling the Grand Masters all over again. Make
sure you check out the Legendary Deck Machine first and see if it gives some
ideas for using the Legendary Pokemon cards and then grab the cards.
Lastly, congratulations on obtaining the Legendary Pokemon cards and beating
the game! Enjoy the credits!
---------------
|Post-Game Stuff|
---------------
After the credits finish, you will find yourself back at Dr. Mason's
laboratory. You are now free to continue playing and beating club players and
collecting cards as you were before. There are one or two extra things that pop
up at the end of the game, as a little incentive to keep you playing which I
will explain here to wrap up the guide.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dr. Mason's Challenge Machine
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Upon your return to the Mason Laboratories, you will notice a new addition to
the lab in what looks like another auto deck machine. This is the Challenge
Machine, created by Dr. Mason.
If you choose to play it, a line-up of five random players will be selected,
but they will always fit the order of three random club members, one club
master and a grand master (or a tech from the Mason Labs in some cases), in
that order. You will duel against each of the players in turn, and if you win
you will progress, but if you lose the game will end. The machine will total up
the amount of consecutive wins you have achieved, and display your current
number of consecutive wins and the highest number of consecutive wins you have
achieved. See how many wins you can rack up! My current record is 14. :P
Obviously it helps if you use a deck that is good against any type of deck,
since you won't know who you are facing, and if you quit at any time after
looking at the line up, your consecutive wins will reset to zero. If you want
to succeed, you will want a deck that isn't completely weak against one type,
since if you get matched up with a club member that specialises in the type you
are weak against, you will likely lose. Use decks that are balanced.
Good luck, and have fun!
~~~~~~~~~~~~~~~~~~
Challenge Cup Hall
~~~~~~~~~~~~~~~~~~
The Challenge Cup will be held at random intervals once you beat the Grand
Masters, with random promotional cards up for grabs as prizes. Be sure to check
here often and see if you can win another promotional card for your deck! Use
the same tactics as for the earlier Challenge Cups and you should be fine.
~~~~~~~~~~~~~~~~
Ishihara's House
~~~~~~~~~~~~~~~~
Ishihara will vanish, off in search of some incredibly rare cards, the Card Pop
specials. I don't know if he returns if you manage to get hold of these elusive
cards for yourself and offer trades, but the chances are that you will never
own these two cards unless you use a cheat device. A shame really, because they
look interesting. If you are wondering what they are, they are the Lv. x
Venusaur and the Lv. x Mew. You can find out more about them in the Card List
chapter.
You'll also find Ronald skulking in the corner here. He'll offer you a duel,
but refuse no matter how you answer, claiming that he's busy building a deck
that will be better than yours. Yeah, right.
~~~~~~~~~~~~~~~~
Play more games!
~~~~~~~~~~~~~~~~
The only other thing you can do once you beat the game is challenge those
you've already beaten! Play more games and prove your title as master of the
cards, or just play another game...
Note that you can challenge the Pokemon Grand Masters again for copies of the
Legendary Pokemon Cards, but you will only get one card each time you beat
themand you can only ever hold two copies of the Legendary Pokemon cards.
Well, that's it. Congratulations on beating the game!
===============================================================================
Section 7: Booster Pack Listings
===============================================================================
This section is a compiled list of which card you can find in each booster. So
if you are looking for specific cards for your decks then you can check this
soyou know where to look.
===============================================================================
Section 8: Card List
===============================================================================
This is a detailed list of every card in the game, which shows the abilities
and statistics of every card, where you can obtain them and my advice on how to
use them. I hope you find this useful.
Attack: Leech Seed
Cost: 2x Grass Energy Damage: 20
Unless all damage from this attack is prevented, you may remove 1 damage
counter from Bulbasaur.
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Seed Pokemon
Length: 2ft 4
Weight: 15lbs
A strange seed was planted on its back at birth. Thus, a plant sprouted and now
grows within this pokemon.
--------------------------
Attack 1: Vine Whip
Cost: 1x Grass Energy, 2x Any Energy Damage: 30
Attack 2: Poisonpowder
Cost: 3x Grass Energy Damage: 20
The defending pokemon is now poisoned.
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Seed Pokemon
Length: 3ft 3
Weight: 29lbs
When the bulb on its back grows large, the pokemon seems to lose the ability to
stand on its hind legs.
-----------------------
Pokemon Power: Solar Power
Once during your turn (before you attack), you may use this power. Your active
Pokemon and the defending Pokemon are no longer asleep, confused, paralyzed or
poisoned. You may not invoke this power if Venusaur is asleep, confused or
paralyzed.
Attack: Mega Drain
Cost: 4x Grass Energy Damage: 40
Remove damage counters from Venusaur equal to half the damage done to the
defending pokemon (after applying weakness and resistance; rounded up to the
nearest 10). If Venusaur has fewer damage counters than that, remove all of
them.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Promotional
How to Obtain: Can only be recieved using Card Pop.
Seed Pokemon
Length: 6ft 7
Weight: 221lbs
The flower on its back catches the sun's rays. The sunlight is then absorbed
and used for energy.
--------------
Pokemon Power: Energy Trans
As often as you like during your turn (before you attack), you may take 1 Grass
Energy card attached to 1 of your pokemon and attach it to a different one.
This power can't be used if Venusaur is asleep, confused or paralyzed.
Attack: Solarbeam
Cost: 4x Grass Energy Damage: 60
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Seed Pokemon
Length: 6ft 7
Weight: 221lbs
This plant blooms when it is absorbing solar energy. It stays on the move to
seek sunlight.
--------------
Attack: String Shot
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Worm Pokemon
Length: 1ft
Weight: 6lbs
It's short feet are tipped with suction pads that enable it to tirelessly climb
slopes and walls.
-----------------
Attack 1: Stiffen
Cost: 2x Any Energy
Flip a coin. If heads, prevent all damage done to Metapod during your
opponent's next turn. (Any other effects of attacks still happen.)
Attack 2: Stun Spore
Cost: 2x Grass Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Cocoon Pokemon
Length: 2ft 4
Weight: 22lbs
It is vulnerable to attack because its shell is soft, exposing its weak and
tender body.
------------
Attack 1: Whirlwind
Cost: 2x Any Energy Damage: 20
If your opponent has any benched pokemon, he or she chooses 1 of them and
switches it with the defending pokemon. (Do the damage before switching the
pokemon.)
Attack 2: Mega Drain
Cost: 4x Grass Energy Damage: 40
Remove a number of damage counters from Butterfree equal to half the damage
done to the defending pokemon (after applying weakness and resistance) (Rounded
up to the nearest 10). If Butterfree has fewer damage counters than that,
remove all of them.
Retreat Cost: None
Weakness: Fire
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Butterfly Pokemon
Length: 3ft 7
Weight: 71lbs
In battle, it flaps its wings at high speed to release highly toxic dust into
the air.
--------
Attack 1: Stiffen
Cost: 2x Any Energy
Flip a coin. If heads, prevent all damage done to Kakuna during your opponent's
next turn. (Any other effects of attacks still happen.)
Attack 2: Poisonpowder
Cost: 2x Grass Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now poisoned.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Cocoon Pokemon
Length: 2ft 0
Weight: 22lbs
Almost incapable of moving, this pokemon can only harden its shell to protect
itself from predators.
----------------------
Attack 1: Twineedle
Cost: 3x Any Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Attack 2: Poison Sting
Cost: 3x Grass Energy Damage: 40
Flip a coin. If heads, the defending pokemon is now poisoned.
Retreat Cost: None
Weakness: Fire
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Poison Bee Pokemon
Length: 3ft 3
Weight: 65lbs
Flies at high speed and attacks using the large, venomous stingers on its
forelegs and tail.
------------------
Attack 1: Terror Strike
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads and if your opponent has any benched pokemon, he or she
chooses 1 of them and switches it with the defending pokemon. (Do the damage
before switching the pokemon.)
Attack 2: Poison Fang
Cost: 2x Grass Energy, 1x Any Energy Damage: 20
The defending pokemon is now poisoned.
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Cobra Pokemon
Length: 11ft 6
Weight: 143lbs
It is rumored that the ferocious warning markings on its belly differ from area
to area.
--------
Attack 1: Fury Swipes
Cost: 1x Grass Energy Damage: 10x
Flip 3 coins. This attack does 10 damage times the number of heads.
Attack 2: Call for Family
Cost: 2x Grass Energy
Search your deck for a basic pokemon named Nidoran (Female) or Nidoran (Male)
and put it onto your bench. Shuffle your deck afterward. (You can't use this
attack if your bench is full.)
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Poison Pin Pokemon
Length: 1ft 4
Weight: 15lbs
Although small, its venomous barbs make this pokemon dangerous. The female has
smaller horns.
--------------
Attack 1: Boyfriends
Cost: 1x Grass Energy, 1x Any Energy Damage: 20+
Does 20 damage plus 20 more damage for each Nidoking you have in play.
Attack 2: Mega Punch
Cost: 2x Grass Energy, 2x Any Energy Damage: 50
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Drill Pokemon
Length: 4ft 3
Weight: 132lbs
Its hard scales provide strong protection. It uses its hefty bulk to execute
powerful moves.
---------------
Attack: Horn Hazard
Cost: 1x Grass Energy Damage: 30
Flip a coin. If tails, this attack does nothing.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Poison Pin Pokemon
Length: 1ft 4
Weight: 15lbs
Stiffens its ears to sense danger. The larger, more powerful of its horns
secretes venom.
---------------
Attack 1: Double Kick
Cost: 1x Grass Energy, 2x Any Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Attack 2: Horn Drill
Cost: 2x Grass Energy, 2x Any Energy Damage: 50
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
Poison Pin Pokemon
Length: 2ft 11
Weight: 43lbs
An aggressive pokemon that is quick to attack. The horn on its head secretes a
powerful venom.
---------------
Attack 1: Thrash
Cost: 1x Grass Energy, 2x Any Energy Damage: 30+
Flip a coin. If heads, this attack does 30 damage plus 10 more damage, if
tails, this attack does 30 damage and Nidoking does 10 damage to itself.
Attack 2: Toxic
Cost: 3x Grass Energy Damage: 20
The defending pokemon is now poisoned. It now takes 20 poison damage instead of
10 after each player's turn (even if it was already poisoned).
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Drill Pokemon
Length: 4ft 7
Weight: 137lbs
Uses its powerful tail in battle to smash, constrict, then break its prey's
bones.
------
Attack 1: Supersonic
Cost: 2x Any Energy
Flip a coin. If heads, the defending pokemon is now confused.
Attack 2: Leech Life
Cost: 1x Grass Energy, 1x Any Energy Damage: 10
Remove a number of damage counters from Zubat equal to the damage done to the
defending pokemon (after applying weakness and resistance). If Zubat has fewer
damage counters than that, remove all of them.
Retreat Cost: None
Weakness: Psychic
Resistance: Fighting
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Bat Pokemon
Length: 2ft 7
Weight: 17lbs
Forms colonies in perpetually dark places. Uses ultrasonic waves to identify
and approach targets.
---------------------
Attack 1: Wing Attack
Cost: 3x Any Energy Damage: 30
Attack 2: Leech Life
Cost: 2x Grass Energy, 1x Any Energy Damage: 20
Remove a number of damage counters from Golbat equal to the damage done to the
defending pokemon (after applying weakness and resistance). If Golbat has fewer
damage counters than that, remove all of them.
Retreat Cost: None
Weakness: Psychic
Resistance: Fighting
Rarity: Unommon
How to Obtain: Found in Laboratory Booster Packs.
Bat Pokemon
Length: 5ft 3
Weight: 121lbs
Once it strikes, it will not stop draining energy from the victim, even if it
gets too heavy to fly.
----------------------
Attack 1: Stun Spore
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Sprout
Cost: 2x Grass Energy
Search your deck for a basic pokemon named Oddish and put it onto your bench.
Shuffle your deck afterward. (You can't use this attack if your bench is full.)
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Weed Pokemon
Length: 1ft 8
Weight: 12lbs
During the day, it keeps its face buried in the ground. At night, it wanders
around sowing its seeds.
------------------------
Pokemon Power: Heal
Once during your turn (before you attack), you may flip a coin. If heads,
remove 1 damage counter from 1 of your pokemon. This power can't be used if
Vileplume is asleep, confused or paralyzed.
Attack: Petal Dance
Cost: 3x Grass Energy Damage: 40x
Flip 3 coins, this attack does 40 damage times the number of heads. Vileplume
is now confused (after doing damage).
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Flower Pokemon
Length: 3ft 11
Weight: 41lbs
The larger its petals, the more toxic pollen it contains. Its big head is heavy
and hard to hold up.
--------------------
Attack 2: Spore
Cost: 2x Grass Energy
The defending pokemon is now asleep.
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Mushroom Pokemon
Length: 1ft 0
Weight: 12lbs
Burrows to suck tree roots. The mushrooms on its back grow by drawing nutrients
from the bug host.
------------------
------------------------
No. 47 - Parasect Lv. 28
Stage 1: Evolves from Paras
HP: 60
Attack 1: Spore
Cost: 2x Grass Energy
The defending pokemon is now asleep.
Attack 2: Slash
Cost: 3x Any Energy Damage: 30
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Mushroom Pokemon
Length: 3ft 3
Weight: 65lbs
A host-parasite pair in which the parasite mushroom has taken over the host
bug. Prefers damp places.
-------------------------
Attack 1: Stun Spore
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Leech Life
Cost: 1x Grass Energy, 1x Any Energy Damage: 10
Remove a number of damage counters from Venonat equal to the damage done to the
defending pokemon (after applying weakness and resistance). If Venonat has
fewer damage counters than that, remove all of them.
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Insect Pokemon
Length: 3ft 3
Weight: 66lbs
Lives in the shadows of tall trees where it eats insects. It is attracted by
light at night.
---------------
Pokemon Power: Shift
Once during your turn (before you attack), you may change the type of Venomoth
to the type of any other pokemon in play other than colorless. This power can't
be used if Venomoth is asleep, confused or paralyzed.
Attack: Venom Powder
Cost: 2x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now confused and poisoned.
Retreat Cost: None
Weakness: Fire
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Poisonmoth Pokemon
Length: 4ft 11
Weight: 28lbs
The dust-like scales covering its wings are color coded to indicate the kinds
of poison it has.
-----------------
Attack 1: Vine Whip
Cost: 1x Grass Energy Damage: 10
Attack 2: Call for Family
Cost: 1x Grass Energy
Search your deck for a basic pokemon named Bellsprout and put it onto your
bench. Shuffle your deck afterward. (You can't use this attack if your bench is
full.)
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Flower Pokemon
Length: 2ft 4
Weight: 9lbs
A carnivorous pokemon that traps and eats bugs. It uses its root feet to soak
up needed moisture.
-------------------
Attack 1: Poisonpowder
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now poisoned.
Attack 2: Razor Leaf
Cost: 2x Grass Energy Damage: 30
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Flycatcher Pokemon
Length: 3ft 3
Weight: 14lbs
It spits out poisonpowder to immobilize the enemy, and then finishes the enemy
with a spray of acid.
---------------------
Attack 1: Lure
Cost: 1x Grass Energy
If your opponent has any benched pokemon, choose 1 of them and switch it with
his or her active pokemon.
Attack 2: Acid
Cost: 2x Grass Energy Damage: 20
Flip a coin. If heads, the defending pokemon can't retreat during your
opponents next turn.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Flycatcher Pokemon
Length: 5ft 7
Weight: 34lbs
Said to live in huge colonies deep in jungles. Although no-one has ever
returned from there.
--------------------
Attack 1: Nasty Goo
Cost: 1x Any Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Minimize
Cost: 1x Grass Energy
All damage done by attacks to Grimer during your opponent's next turn is
reduced by 20 (after applying weakness and resistance).
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Sludge Pokemon
Length: 2ft 11
Weight: 66lbs
Appears in filthy areas, thrives by sucking up polluted sludge that is pumped
out of factories.
-----------------
Pokemon Power: Toxic Gas
Ignore all pokemon powers other than Toxic Gas. This power stops working while
Muk is asleep, confused, or paralyzed.
Attack: Sludge
Cost: 3x Grass Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now poisoned.
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Sludge Pokemon
Length: 3ft 11
Weight: 66lbs
Thickly covered with a filthy, vile sludge. It is so toxic, even its footprints
contain poison.
---------------
Attack 1: Teleport
Cost: 1x Psychic Energy
Switch Exeggutor with 1 of your benched pokemon.
Attack 2: Big Eggsplosion
Cost: 1x Any Energy Damage: 20x
Flip a number of coins equal to the number of energy cards attached to
Exeggutor. This attack does 20 damage times the number of heads.
Retreat Cost: 3 energy
Weakness: Fire
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Coconut Pokemon
Length: 6ft 7
Weight: 265lbs
Legend has it that on rare occasions, one of its heads will drop off and
continue on as an Exeggcute.
----------------------------
Attack: Foul Gas
Cost: 2x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now poisoned; if tails, it is
now confused.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Poison Gas Pokemon
Length: 2ft 0
Weight: 2lbs
Because it stores several kinds of toxic gases in its body, it is prone to
exploding without warning.
--------------------------
Attack 1: Smog
Cost: 2x Grass Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now poisoned.
Attack 2: Self-destruct
Cost: 2x Grass Energy, 1x Any Energy Damage: 60
Does 10 damage to each pokemon on each player's bench. (Don't apply weakness
and resistance for benched pokemon.) Weezing does 60 damage to itself.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Poison Gas Pokemon
Length: 3ft 11
Weight: 21lbs
Where two kinds of poison gases meet, two Koffings can fuse into a Weezing over
many years.
-----------
Attack 1: Bind
Cost: 1x Grass Energy, 1x Any Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Poisonpowder
Cost: 3x Grass Energy Damage: 20
The defending pokemon is now poisoned.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Vine Pokemon
Length: 3ft 3
Weight: 77lbs
Its whole body is swathed with wide vines that are similar to seaweed. These
vines shake as it walks.
------------------------
Attack 1: Stun Spore
Cost: 1x Grass Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Poison Whip
Cost: 2x Grass Energy, 1x Any Energy Damage: 10
The defending pokemon is now poisoned.
Retreat Cost: 2 energy
Weakness: Fire
Resistance: None
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Vine Pokemon
Length: 3ft 3
Weight: 77lbs
Its identity is obscured by masses of thick, blue vines. The vines are said to
never stop growing.
-------------------
Attack 1: Swords Dance
Cost: 1x Grass Energy
During your next turn, Scyther's Slash attack's base damage is doubled.
Attack 2: Slash
Cost: 3x Any Energy Damage: 30
Retreat Cost: None
Weakness: Fire
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Mantis Pokemon
Length: 4ft 11
Weight: 123lbs
With ninja-like agility and speed, it can create the illusion that there is
more than one of it.
--------------------
Attack 1: Irongrip
Cost: 2x Grass Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Guillotine
Cost: 2x Grass Energy, 2x Any Energy Damage: 50
Retreat Cost: 1 energy
Weakness: Fire
Resistance: None
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Stagbeetle Pokemon
Length: 4ft 11
Weight: 121lbs
If it fails to crush the victim in its pincers, it will swing its victim around
and toss it hard.
-----------------
Attack 2: Ember
Cost: 1x Fire Energy, 1x Any Energy Damage: 30
Discard 1 Fire energy card attached to Charmander in order to use this attack.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Lizard Pokemon
Length: 2ft 0
Weight: 19lbs
Obviously prefers hot places. If it gets caught in the rain, steam is said to
spout from the tip of its tail.
-------------------------------
Pokemon Power: Energy Burn
As often as you like during your turn (before you attack), you may turn all
energy attached to Charizard into Fire energy for the rest of the turn. This
power can't be used if Charizard is asleep, confused or paralyzed.
Attack: Fire Spin
Cost: 4x Fire Energy Damage: 100
Discard 2 energy cards attached to Charizard in order to use this attack.
Retreat Cost: 3 energy
Weakness: Water
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Flame Pokemon
Length: 5ft 7
Weight: 200lbs
Spits fire that is hot enough to melt boulders. Known to unintentionally cause
forest fires.
-------------
Attack 1: Lure
Cost: 2x Any Energy
If your opponent has any benched pokemon, choose 1 of them and switch it with
the defending pokemon.
Attack 2: Fire Blast
Cost: 4x Fire Energy Damage: 80
Discard 1 Fire energy card attached to Ninetales in order to use this attack.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Fox Pokemon
Length: 3ft 7
Weight: 44lbs
Very smart and very vengeful. Grabbing one of its many tails could result in a
1000 year curse.
----------------
Attack 1: Mix-up
Cost: 2x Fire Energy
If your opponent has any basic pokemon or evolution cards in his or her hand,
your opponent shuffles them into his or her deck. Then, your opponent puts an
equal number of basic pokemon or evolution cards chosen at random from his or
her deck into his or her hand. Your opponent shuffles his or her deck
afterward.
Attack 2: Dancing Embers
Cost: 3x Fire Energy Damage: 10x
Flip 8 coins. This attack does 10 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Fox Pokemon
Length: 3ft 7
Weight: 44lbs
According to an enduring legend, 9 noble heroes were united and reincarnated as
this.
-----
Attack 1: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Attack 2: Flames of Rage
Cost: 2x Fire Energy Damage: 40+
Discard 2 Fire energy cards attached to Arcanine in order to use this attack.
This attack does 40 damage plus 10 more damage for each damage counter on
Arcanine.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Promotional
How to Obtain: Trade a Lapras for it with Gal in the Water Club.
Legendary Pokemon
Length: 6ft 3
Weight: 342lbs
A legendary pokemon famous for its beauty. It looks almost as if it flies when
it runs.
--------
Attack 1: Stomp
Cost: 2x Any Energy Damage: 20+
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if
tails, this attack does 20 damage.
Attack 2: Agility
Cost: 2x Fire Energy, 1x Any Energy Damage: 30
Flip a coin. If heads, during your opponent's next turn, prevent all effects of
attacks, including damage, done to Rapidash.
Retreat Cost: None
Weakness: Water
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Fire Horse Pokemon
Length: 5ft 7
Weight: 209lbs
Very competitive, this pokemon will chase anything that moves fast in the hopes
of racing it.
-------------
Attack 1: Smokescreen
Cost: 1x Fire Energy Damage: 10
If the defending pokemon tries to attack during your opponent's next turn, your
opponent flips a coin. If tails, that attack does nothing.
Attack 2: Smog
Cost: 2x Fire Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now poisoned.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Spitfire Pokemon
Length: 4ft 3
Weight: 98lbs
Found at the mouths of volcanoes and extremely hard to spot. There are very few
instances of capturing this pokemon.
------------------------------------
Attack 2: Rage
Cost: 3x Any Energy Damage: 10+
Does 10 damage plus 10 more damage for each damage counter on Flareon.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Flame Pokemon
Length: 2ft 11
Weight: 55lbs
It has a flame chamber inside its body. It inhales, then blows out fire that is
over 3000 degrees.
------------------
Attack 1: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Attack 2: Flamethrower
Cost: 2x Fire Energy Damage: 60
Discard 1 Fire energy card attached to Flareon in order to use this attack.
Retreat Cost: 1 energy
Weakness: Water
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Flame Pokemon
Length: 2ft 11
Weight: 55lbs
When storing thermal energy in its body, its temperature could soar to over
1600 degrees.
-------------
Attack 1: Wildfire
Cost: 1x Fire Energy
You may discard any number of Fire energy cards attached to Moltres when you
use this attack. If you do, discard that many cards from the top of your
opponent's deck.
Attack 2: Dive Bomb
Cost: 4x Fire Energy Damage: 80
Flip a coin. If tails, this attack does nothing.
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Flame Pokemon
Length: 6ft 7
Weight: 132lbs
Known as the legendary bird of fire. Every flap of its wings creates a dazzling
flash of flames.
----------------
Pokemon Power: Firegiver
When you put Moltres into play during your turn (not during set-up), put from 1
to 4 (chosen at random) Fire energy cards from your deck into your hand.
Shuffle your deck afterward.
Attack: Dive Bomb
Cost: 3x Fire Energy Damage: 70
Flip a coin. If tails, this attack does nothing.
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Defeat the four Grand Masters.
Flame Pokemon
Length: 6ft 7
Weight: 132lbs
A legendary bird pokemon. As it flaps its flaming wings, even the night sky
will turn red.
--------------
Attack 1: Bubble
Cost: 1x Water Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Withdraw
Cost: 1x Water Energy, 1x Any Energy
Flip a coin. If heads, prevent all damage done to Squirtle during your
opponent's next turn. (Any other effects of attacks still happen.)
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Tiny Turtle Pokemon
Length: 1ft 8
Weight: 20lbs
After birth, its back swells and hardens into a shell. It powerfully sprays
foam from its mouth.
--------------------
Attack 1: Withdraw
Cost: 1x Water Energy, 1x Any Energy
Flip a coin. If heads, prevent all damage done to Wartortle during your
opponent's next turn. (Any other effects of attacks still happen.)
Attack 2: Bite
Cost: 1x Water Energy, 2x Any Energy Damage: 40
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Turtle Pokemon
Length: 3ft 3
Weight: 50lbs
Often hides in water to stalk unwary prey. When swimming quickly, it moves its
ears to maintain balance.
-------------------------
Pokemon Power: Rain Dance
As often as you like during your turn (before you attack), you may attach 1
Water energy card to 1 of your Water pokemon. (This doesn't use up your 1
energy card attachment for the turn.) This power can't be used if Blastoise is
asleep, confused or paralyzed.
Attack: Hydro Pump
Cost: 3x Water Energy Damage: 40+
Does 40 damage plus 10 more damage for each Water energy attached to Blastoise
but not used to pay for this attack's energy cost. You can't add more than 20
damage this way.
Retreat Cost: 3 energy
Weakness: Lightning
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Shellfish Pokemon
Length: 5ft 3
Weight: 189lbs
A brutal pokemon with pressurized water jets on its shell. They are used for
high speed tackles.
-------------------
Attack 1: Headache
Cost: 1x Psychic Energy
Your opponent can't play trainer cards during his or her next turn.
Attack 2: Fury Swipes
Cost: 1x Water Energy Damage: 10x
Flip 3 coins. This attack does 10 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Duck Pokemon
Length: 2ft 7
Weight: 43lbs
While lulling its enemies with its vacant look, this wily pokemon will use
psychokinetic powers.
---------------------
Attack 1: Psyshock
Cost: 1x Psychic Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Hyper Beam
Cost: 2x Water Energy, 1x Any Energy Damage: 20
If the defending pokemon has any energy cards attached to it, choose 1 of them
and discard it.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Duck Pokemon
Length: 5ft 7
Weight: 169lbs
Often seen swimming elegantly by lake shores. It is often mistaken for the
Japanese monster, Kappa.
------------------------
Attack: Water Gun
Cost: 1x Water Energy Damage: 10+
Does 10 damage plus 10 more damage for each Water energy card attached to
Poliwag but not used to pay for this attack's energy cost. You can't add more
than 20 damage in this way.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Tadpole Pokemon
Length: 2ft 0
Weight: 27lbs
Its newly grown legs prevent it from running. It appears to prefer swimming
over trying to stand.
---------------------
Attack 1: Water Gun
Cost: 2x Water Energy, 1x Any Energy Damage: 30+
Does 30 damage plus 10 more damage for each Water energy attached to Poliwrath
but not used to pay for this attack's energy cost. You can't add more than 20
damage in this way.
Attack 2: Whirlpool
Cost: 2x Water Energy, 2x Any Energy Damage: 40
If the defending pokemon has any energy cards attached to it, choose 1 of them
and discard it.
Retreat Cost: 3 energy
Weakness: Grass
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Tadpole Pokemon
Length: 4ft 3
Weight: 119lbs
An adept swimmer at both the front crawl and breaststroke. Easily overtakes the
best human swimmers.
--------------------
Pokemon Power: Cowardice
At any time during your turn (before you attack), you may return Tentacool to
your hand. (Discard all cards attached to Tentacool.) This power can't be used
the turn you put Tentacool into play or if Tentacool is asleep, confused or
paralyzed.
Attack: Acid
Cost: 1x Water Energy Damage: 10
Retreat Cost: None
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Jellyfish Pokemon
Length: 2ft 11
Weight: 100lbs
Drifts in shallow seas. Anglers who hook them by accident are often punished by
its stinging acid.
------------------
Attack 1: Supersonic
Cost: 1x Water Energy
Flip a coin. If heads, the defending pokemon is now confused.
Attack 2: Jellyfish Sting
Cost: 2x Water Energy Damage: 10
The defending pokemon is now poisoned.
Retreat Cost: None
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Jellyfish Pokemon
Length: 5ft 3
Weight: 121lbs
The tentacles are normally kept short. On hunts, they are extended to ensnare
and immobilise prey.
--------------------
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
Sea Lion Pokemon
Length: 3ft 7
Weight: 198lbs
The protuding horn on its head is very hard. This horn is used for bashing
through thick ice.
------------------
Attack 1: Supersonic
Cost: 1x Water Energy
Flip a coin. If heads, the defending pokemon is now confused.
Attack 2: Hide in Shell
Cost: 1x Water Energy
Flip a coin. If heads, prevent all damage done to Shellder during your
opponents next turn. (Any other effects of attacks still happen.)
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Bivalve Pokemon
Length: 1ft 0
Weight: 9lbs
Its hard shell repels any kind of attack. It is vulnerable only when its shell
is open.
--------
Attack 1: Clamp
Cost: 2x Water Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed. If tails, this
attack does nothing (not even damage).
Attack 2: Spike Cannon
Cost: 2x Water Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: 2 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Bivalve Pokemon
Length: 4ft 11
Weight: 292lbs
When attacked, it launches its horns in quick volleys. Its innards have never
been seen.
----------
Attack 1: Call for Family
Cost: 1x Water Energy
Search your deck for a basic pokemon named Krabby and put it onto your bench.
Shuffle your deck afterward. (You can't use this attack if your bench is full.)
Attack 2: Irongrip
Cost: 1x Water Energy, 1x Any Energy Damage: 20
Retreat Cost: 2 energy
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
River Crab Pokemon
Length: 1ft 4
Weight: 14lbs
Its pincers are not only powerful weapons, they are used for balance when
walking sideways.
-----------------
Attack 1: Flail
Cost: 1x Water Energy Damage: 10x
Does 10 damage times the number of damage counters on Kingler.
Attack 2: Crabhammer
Cost: 2x Water Energy Damage: 40
Retreat Cost: 3 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Pincer Pokemon
Length: 4ft 3
Weight: 132lbs
The large pincer has 10000 horsepower of crushing power. However, its huge size
makes it unwieldy to use.
-------------------------
Attack: Smokescreen
Cost: 1x Water Energy Damage: 10
If the defending pokemon tries to attack during your opponent's next turn, your
opponent flips a coin. If tails, that attack does nothing.
Retreat Cost: None
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Dragon Pokemon
Length: 1ft 4
Weight: 18lbs
Known to shoot down flying bugs with precision blasts of ink from the surface
of the water.
-------------
Attack 1: Water Gun
Cost: 1x Water Energy, 1x Any Energy Damage: 20+
Does 20 damage plus 10 more damage for each Water energy attached to Seadra but
not used to pay for this attack's energy cost. You can't add more than 20
damage in this way.
Attack 2: Agility
Cost: 1x Water Energy, 2x Any Energy Damage: 20
Flip a coin. If heads, during you opponent's next turn, prevent all effects of
attacks, including damage, done to Seadra.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Dragon Pokemon
Length: 3ft 1
Weight: 55lbs
Capable of swimming backward by rapidly flapping its wing-like pectoral fins
and stout tail.
---------------
Attack 1: Recover
Cost: 2x Water Energy
Discard 1 Water energy card attached to Starmie in order to use this attack.
Remove all damage counters from Starmie.
Attack 2: Star Freeze
Cost: 1x Water Energy, 2x Any Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Mysterious Pokemon
Length: 3ft 7
Weight: 176lbs
Its central core glows with the seven colours of the rainbow. Some people value
this core as a gem.
-------------------
Attack 1: Dragon Rage
Cost: 3x Water Energy Damage: 50
Attack 2: Bubblebeam
Cost: 4x Water Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 3 energy
Weakness: Grass
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Atrocious Pokemon
Length: 21ft 4
Weight: 518lbs
Rarely seen in the wild. Huge and vicious, it is capable of destroying entire
cities in a rage.
-----------------
Attack 1: Water Gun
Cost: 1x Water Energy Damage: 10+
Does 10 damage plus 10 more damage for each Water energy attached to Lapras but
not used to pay for this attack's energy cost. You can't add more than 20
damage this way.
Attack: Confuse Ray
Cost: 2x Water Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now confused.
Retreat Cost: 2 energy
Weakness: Lightning
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Transport Pokemon
Length: 8ft 2
Weight: 485lbs
A pokemon that has been overhunted almost to extinction. It can ferry people
across water.
-------------
Attack 1: Focus Energy
Cost: 1x Any Energy
During your next turn, Vaporeon's Bite attack's base damage is doubled.
Attack 2: Bite
Cost: 3x Any Energy Damage: 30
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Bubble Jet Pokemon
Length: 3ft 3
Weight: 64lbs
Its cell structure is similar to water molecules. It will melt away and become
invisible in water.
-------------------
Attack 1: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Attack 2: Water Gun
Cost: 2x Water Energy, 1x Any Energy Damage: 30+
Does 30 damage plus 10 more damage for each Water energy attached to Vaporeon
but not used to pay for this attack's energy cost. You can't add more than 20
damage in this way.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Bubble Jet Pokemon
Length: 3ft 3
Weight: 64lbs
Lives close to water. Its long tail is ridged with a fin that is often mistaken
for a mermaid's.
----------------
Pokemon Power: Clairvoyance
Your opponent plays with his or her hand face up. This power stops working
while Omanyte is asleep, confused, or paralyzed.
Attack: Water Gun
Cost: 1x Water Energy Damage: 10+
Does 10 damage plus 10 more damage for each Water energy attached to Omanyte
but not used to pay for this attack's energy cost. You can't add more than 20
damage in this way.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Spiral Pokemon
Length: 1ft 4
Weight: 17lbs
Although long extinct, in rare cases, it can be genetically resurrected from
fossils.
--------
Attack 1: Water Gun
Cost: 1x Water Energy, 1x Any Energy Damage: 20+
Does 20 damage plus 10 more damage for each Water energy attached to Omastar
but not used to pay for this attack's energy cost. You can't add more than 20
damage in this way.
Attack 2: Spike Cannon
Cost: 2x Water Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Spiral Pokemon
Length: 3ft 3
Weight: 77lbs
A prehistoric pokemon that died out when its heavy shell made it impossible for
it to catch prey.
-----------------
Attack 1: Freeze Dry
Cost: 3x Water Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Blizzard
Cost: 4x Water Energy Damage: 50
Flip a coin. If heads, this attack does 10 damage to each of your opponent's
benched pokemon. If tails, this attack does 10 damage to each of your own
benched pokemon. (Don't apply weakness and resistance for benched pokemon.)
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Freeze Pokemon
Length: 5ft 7
Weight: 122lbs
A legendary bird pokemon that is said to appear to doomed people who are lost
in icy mountains.
-----------------
Pokemon Power: Quickfreeze
When you put Articuno into play during your turn (not during set-up), flip a
coin. If heads, the defending pokemon is now paralyzed.
Attack: Ice Breath
Cost: 3x Water Energy
Does 40 damage to 1 of your opponent's pokemon chosen at random. Don't apply
weakness and resistance for this attack. (Any other effects that would happen
after applying weakness and resistance still happen.)
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Defeat the four Grand Masters.
Freeze Pokemon
Length: 5ft 7
Weight: 122lbs
A legendary bird pokemon. It freezes water that is contained in winter air and
makes it snow.
--------------
Attack: Spark
Cost: 2x Lightning Energy Damage: 20
If your opponent has any benched pokemon, choose 1 of them and this attack does
10 damage to it. (Don't apply weakness and resistance for benched pokemon.)
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Mouse Pokemon
Length: 1ft 4
Weight: 13lbs
When several of these pokemon gather, their electricity can build and cause
lightning storms.
-----------------
Attack 1: Growl
Cost: 1x Any Energy
If the defending pokemon attacks Pikachu during your opponent's next turn, any
damage done by the attack is reduced by 10 (after applying weakness and
resistance). (Benching or evolving either pokemon ends this effect.)
Attack 2: Thundershock
Cost: 2x Lightning Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Promotional
How to Obtain: Trade a Clefairy for it with the Girl in the Grass Club.
Give a Weezing, a Parasect, a Rapidash, an Omastar and a
Graveler to the collector in the Fighting Club. (Alternate art
version.)
Mouse Pokemon
Length: 1ft 4
Weight: 13lbs
When several of these pokemon gather, their electricity could build and cause
lightning storms.
-----------------
Attack 1: Thundershock
Cost: 1x Lightning Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Fly
Cost: 3x Any Energy Damage: 30
Flip a coin. If heads, during your opponent's next turn, prevent all effects of
attacks, including damage, done to Flying Pikachu. If tails, this attack does
nothing (not even damage).
Retreat Cost: 1 energy
Weakness: None
Resistance: Fighting
Rarity: Promotional
How to Obtain: Trade a Ditto for it with Ishihara.
Mouse Pokemon
Length: 1ft 4
Weight: 13lbs
By learning how to fly, Pikachu overcame its weakness to fighting pokemon.
--------------------------------------------------------------------------
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Promotional
How to Obtain: Trade a Clefable for it with Ishihara.
Trade a Chansey for it with Ishihara. (Alternate art version.)
Mouse Pokemon
Length: 1ft 4
Weight: 13lbs
One summer, a group of Pikachu was found riding the waves at the local beach.
-----------------------------------------------------------------------------
Attack 1: Agility
Cost: 1x Lightning Energy, 2x Any Energy Damage: 20
Flip a coin. If heads, during your opponent's next turn, prevent all effects of
attacks, including damage, done to Raichu.
Attack 2: Thunder
Cost: 3x Lightning Energy, 1x Any Energy Damage: 60
Flip a coin. If tails, Raichu does 30 damage to itself.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Mouse Pokemon
Length: 2ft 7
Weight: 66lbs
Its long tail serves as a ground to protect itself from its own high-voltage
power.
------
Attack: Gigashock
Cost: 4x Lightning Energy Damage: 30
Choose 3 of your opponent's benched pokemon and this attack does 10 damage to
each of them. (Don't apply weakness and resistance for benched pokemon.) If
your opponent has fewer than 3 benched pokemon, do the damage to each of them.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Mouse Pokemon
Length: 2ft 7
Weight: 66lbs
Its long tail serves as a ground to protect itself from its own high-voltage
power.
------
Attack 1: Thunder Wave
Cost: 1x Lightning Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Self-destruct
Cost: 1x Lightning Energy, 1x Any Energy Damage: 40
Does 10 damage to each pokemon on each player's bench. (Don't apply weakness
and resistance for benched pokemon.) Magnemite does 40 damage to itself.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Magnet Pokemon
Length: 1ft 0
Weight: 13lbs
Uses anti-gravity to stay suspended. Appears without warning and uses attacks
like Thunder Wave.
------------------
Attack 2: Magnetic Storm
Cost: 1x Lightning Energy, 1x Any Energy
Remove all energy cards attached to all of your pokemon, then randomly reattach
each of them.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Magnet Pokemon
Length: 1ft 0
Weight: 13lbs
It is born with the ability to defy gravity. Floats in air on powerful
electromagnetic waves.
----------------------
Attack 1: Thunder Wave
Cost: 2x Lightning Energy, 1x Any Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Self-destruct
Cost: 2x Lightning Energy, 2x Any Energy Damage: 80
Does 20 damage to each pokemon on each player's bench. (Don't apply weakness
and resistance for benched pokemon.) Magneton does 80 damage to itself.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Magnet Pokemon
Length: 3ft 3
Weight: 132lbs
Formed by several Magnemites linked together. It frequently appears when
sunspots flare up.
------------------
Attack 1: Sonicboom
Cost: 1x Lightning Energy, 1x Any Energy Damage: 20
Don't apply weakness and resistance for this attack. (Any other effects that
would happen after applying weakness and resistance still happen.)
Attack 2: Self-destruct
Cost: 4x Lightning Energy Damage: 100
Does 20 damage to each pokemon on each player's bench. (Don't apply weakness
and resistance for benched pokemon.) Magneton does 100 damage to itself.
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Magnet Pokemon
Length: 3ft 3
Weight: 132lbs
Formed by several Magnemites linked together. They frequently appear when
sunspots flare up.
------------------
Attack 1: Sonicboom
Cost: 2x Lightning Energy Damage: 30
Don't apply weakness and resistance for this attack. (Any other effects that
would happen after applying weakness and resistance still happen.)
Attack 2: Energy Spike
Cost: 3x Lightning Energy
Search your deck for a basic energy card and attach it to 1 of your pokemon.
Shuffle your deck afterward.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Ball Pokemon
Length: 3ft 11
Weight: 147lbs
Stores electrical energy inside its body. Even the slightest shock could
trigger a huge explosion.
-------------------------
Attack 2: Chain Lightning
Cost: 3x Lightning Energy Damage: 20
If the defending pokemon isn't colorless, this attack does 10 damage to each
benched pokemon of the same type as the defending pokemon (including your own).
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Ball Pokemon
Length: 3ft 11
Weight: 147lbs
It stores electrical energy under very high pressure. It often explodes with
little or no provocation.
-------------------------
Attack 1: Light Screen
Cost: 1x Lightning Energy
Whenever an attack does damage to Electabuzz (after applying weakness and
resistance) during your opponent's next turn, that attack only does half the
damage to Electabuzz (rounded down to the nearest 10). (Any other effects of
attacks still happen.)
Attack 2: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: None
Rarity: Promotional
How to Obtain: Trade an Electabuzz Lv. 35 for it with the man in the Lightning
Club.
Electric Pokemon
Length: 3ft 7
Weight: 66lbs
A wild pokemon with a short temper. It is able to distinguish colors and likes
the color red.
--------------
Attack 1: Thundershock
Cost: 1x Lightning Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Thunderpunch
Cost: 1x Lightning Energy, 1x Any Energy Damage: 30+
Flip a coin. If heads, this attack does 30 damage plus 10 more damage; if
tails, this attack does 30 damage and Electabuzz does 10 damage to itself.
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Electric Pokemon
Length: 3ft 7
Weight: 66lbs
Normally found near power plants. It can wander away and cause major blackouts
in cities.
----------
Attack 1: Double Kick
Cost: 2x Any Energy Damage: 20x
Flip 2 coins. This attack does 20 damage times the number of heads.
Attack 2: Stun Needle
Cost: 4x Any Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Lightning Pokemon
Length: 2ft 7
Weight: 54lbs
A sensitive pokemon that easily becomes sad or angry. Every time its mood
changes, it charges power.
--------------------------
Attack 1: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Attack 2: Pin Missile
Cost: 2x Lightning Energy, 1x Any Energy Damage: 20x
Flip 4 coins. This attack does 20 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Lightning Pokemon
Length: 2ft 7
Weight: 54lbs
It accumulates negative ions from the atmosphere to blast out 10000-volt
lightning bolts.
----------------
Attack: Thunderstorm
Cost: 4x Lightning Energy Damage: 40
For each of your opponent's benched pokemon, flip a coin. If heads, this attack
does 20 damage to that pokemon. (Don't apply weakness and resistance for
benched pokemon.) Then, Zapdos does 10 damage times the number of tails to
itself.
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Electric Pokemon
Length: 5ft 3
Weight: 116lbs
A legendary thunderbird pokemon whose anger is said to cause storms. Some say
it has lived above the clouds for thousands of years.
-----------------------------------------------------
Attack 1: Thunder
Cost: 3x Lightning Energy, 1x Any Energy Damage: 60
Flip a coin. If tails, Zapdos does 30 damage to itself.
Attack 2: Thunderbolt
Cost: 4x Lightning Energy Damage: 100
Discard all energy cards attached to Zapdos in order to use this attack.
Retreat Cost: 3 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Electric Pokemon
Length: 5ft 3
Weight: 116lbs
A legendary bird pokemon said to appear from clouds while wielding enormous
lightning bolts.
----------------
Pokemon Power: Peal of Thunder
When you put Zapdos into play during your turn (not during set-up), do 30
damage to a pokemon other than Zapdos chosen at random. (Don't apply weakness
and resistance.)
Attack: Big Thunder
Cost: 3x Lightning Energy
Choose a pokemon other than Zapdos at random. This attack does 70 damage to
that pokemon. Don't apply weakness and resistance for this attack. (Any other
effects that would happen after applying weakness and resistance still happen.)
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Defeat the four Grand Masters.
Electric Pokemon
Length: 5ft 3
Weight: 116lbs
This legendary bird pokemon is said to appear when the sky turns dark and
lightning showers down.
-----------------------
Attack: Sand-Attack
Cost: 1x Fighting Energy Damage: 10
If the defending pokemon tries to attack during your opponent's next turn, your
opponent flips a coin. If tails, that attack does nothing.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: Lightning
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Mouse Pokemon
Length: 2ft 0
Weight: 26lbs
Burrows deep underground in arid locations far from water. It only emerges to
hunt for food.
--------------
Attack 2: Fury Swipes
Cost: 2x Fighting Energy Damage: 20x
Flip 3 coins. This attack does 20 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: Lightning
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Mouse Pokemon
Length: 3ft 3
Weight: 65lbs
Curls up into a spiny ball when threatened. It can roll while curled up to
attack or escape.
-----------------
Attack 2: Mud Slap
Cost: 2x Fighting Energy Damage: 30
Retreat Cost: None
Weakness: Grass
Resistance: Lightning
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Mole Pokemon
Length: 0ft 8
Weight: 2lbs
Lives about three feet underground, where it feeds on plant roots. It sometimes
appears above ground.
---------------------
Attack 1: Slash
Cost: 2x Fighting Energy, 1x Any Energy Damage: 40
Attack 2: Earthquake
Cost: 4x Fighting Energy Damage: 70
Does 10 damage to each of your own benched pokemon. (Don't apply weakness or
resistance for benched pokemon.)
Retreat Cost: 2 energy
Weakness: Grass
Resistance: Lightning
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Mole Pokemon
Length: 2ft 4
Weight: 73lbs
A team of Diglett triplets. It triggers huge earthquakes by burrowing 60 miles
underground.
------------
Pokemon Power: Peek
Once during your turn (before you attack), you may look at one of the
following: the top card of either player's deck, a random card from your
opponent's hand, or one of either player's prizes. This power can't be used if
Mankey is asleep, confused or paralyzed.
Attack: Scratch
Cost: 1x Any Energy Damage: 10
Retreat Cost: None
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Pig Monkey Pokemon
Length: 1ft 8
Weight: 62lbs
Extremely quick to anger. It could be docile one moment, then thrashing away
the next.
---------
Attack 1: Fury Swipes
Cost: 2x Fighting Energy Damage: 20x
Flip 3 coins. This attack does 20 damage times the number of heads.
Attack 2: Tantrum
Cost: 2x Fighting Energy, 1x Any Energy Damage: 50
Flip a coin. If tails, Primeape is now confused (after doing damage).
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Pig Monkey Pokemon
Length: 3ft 3
Weight: 71lbs
Always furious and tenacious to boot. It will not abandon chasing its quarry
until its quarry is caught.
---------------------------
Attack: Low Kick
Cost: 1x Fighting Energy Damage: 20
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Superpower Pokemon
Length: 2ft 7
Weight: 43lbs
Loves to build its muscles. It trains in all styles of martial arts to become
even stronger.
--------------
Attack 1: Karate Chop
Cost: 2x Fighting Energy, 1x Any Energy Damage: 50-
Does 50 damage minus 10 damage for each damage counter on Machoke.
Attack 2: Submission
Cost: 2x Fighting Energy, 2x Any Energy Damage: 60
Machoke does 20 damage to itself.
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Superpower Pokemon
Length: 4ft 11
Weight: 155lbs
Its muscular body is so powerful that it must wear a power-save belt to help
regulate its motions.
---------------------
Pokemon Power: Strikes Back
Whenever your opponent's attack damages Machamp (even if Machamp is knocked
out), this power does 10 damage to the attacking pokemon. (Don't apply weakness
and resistance.) This power can't be used if Machamp is already asleep,
confused, or paralyzed when your opponent attacks.
Attack: Seismic Toss
Cost: 3x Fighting Energy, 1x Any Energy Damage: 60
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Superpower Pokemon
Length: 5ft 3
Weight: 287lbs
Using its amazing muscles, it throws powerful punches that can knock its victim
clear over the horizon.
-----------------------
Attack: Stone Barrage
Cost: 1x Fighting Energy, 1x Any Energy Damage: 10x
Flip a coin until you get tails. This attack does 10 damage times the number of
heads.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Rock Pokemon
Length: 1ft 4
Weight: 44lbs
Found in fields and mountains. Mistaking them for boulders, people often step
or trip on them.
----------------
Attack 1: Harden
Cost: 2x Fighting Energy
During your opponent's next turn, whenever 30 or less damage is done to
Graveler (after applying weakness and resistance), prevent that damage. (Any
other effects of attacks still happen.)
Attack 2: Rock Throw
Cost: 2x Fighting Energy, 1x Any Energy Damage: 40
Retreat Cost: 2 energy
Weakness: Grass
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Rock Pokemon
Length: 3ft 3
Weight: 232lbs
Rolls down slopes to move. It rolls over any obstacle without slowing or
changing its direction.
-----------------------
Attack 1: Avalanche
Cost: 3x Fighting Energy, 1x Any Energy Damage: 60
Attack 2: Self-destruct
Cost: 4x Fighting Energy Damage: 100
Does 20 damage to each pokemon on each player's bench. (Don't apply weakness or
resistance for benched pokemon.) Golem does 100 damage to itself.
Retreat Cost: 4 energy
Weakness: Grass
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Megaton Pokemon
Length: 4ft 7
Weight: 662lbs
Its boulder-like body is extremely hard. It can easily withstand dynamite
blasts without damage.
----------------------
Attack 1: Rock Throw
Cost: 1x Fighting Energy Damage: 10
Attack 2: Harden
Cost: 2x Fighting Energy
During your opponent's next turn, whenever 30 or less damage is done to Onix
(after applying weakness and resistance), prevent that damage. (Any other
effects of attacks still happen.)
Retreat Cost: 3 energy
Weakness: Grass
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Rock Snake Pokemon
Length: 28ft 10
Weight: 463lbs
As it grows, the stone portions of its body harden to become similar to
diamond, though colored black.
------------------------------
Attack 1: Snivel
Cost: 1x Any Energy
If the defending pokemon attacks Cubone during your opponent's next turn, any
damage done by the attack is reduced by 20 (after applying weakness and
resistance). (Benching or evolving either pokemon ends this effect.)
Attack 2: Rage
Cost: 2x Fighting Energy Damage: 10+
Does 10 damage plus 10 more damage for each damage counter on Cubone.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: Lightning
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Lonely Pokemon
Length: 1ft 4
Weight: 14lbs
Because it never removes its skull helmet, no-one has ever seen this pokemon's
real face.
----------
Attack 1: Bonemerang
Cost: 2x Fighting Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Attack 2: Call for Friend
Cost: 2x Fighting Energy, 1x Any Energy
Search your deck for a Fighting basic pokemon card and put it onto your bench.
Shuffle your deck afterward. (You can't use this attack if your bench is full.)
Retreat Cost: 1 energy
Weakness: Grass
Resistance: Lightning
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Bonekeeper Pokemon
Length: 3ft 3
Weight: 99lbs
The bone it holds is its key weapon. It throws the bone skillfully like a
boomerang to K.O. targets.
--------------------------
Attack 1: Bone Attack
Cost: 1x Fighting Energy, 1x Any Energy Damage: 10
Flip a coin. If heads, the defending pokemon can't attack during your
opponent's next turn.
Attack 2: Wail
Cost: 3x Fighting Energy
Each player fills his or her bench with basic pokemon chosen at random from his
or her deck. If a player has fewer basic pokemon than that in his or her deck,
he or she chooses all of them. Each player shuffles his or her deck afterward.
Retreat Cost: 2 energy
Weakness: Grass
Resistance: Lightning
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Bonekeeper Pokemon
Length: 3ft 3
Weight: 99lbs
Small and weak, this pokemon is adept with its bone club. It has grown more
vicious over the ages.
----------------------
Attack 1: Stretch Kick
Cost: 2x Fighting Energy
If your opponent has any benched pokemon, choose 1 of them and this attack does
20 damage to it. (Don't apply weakness and resistance for benched pokemon.)
Attack 2: High Jump Kick
Cost: 3x Fighting Energy Damage: 50
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Kicking Pokemon
Length: 4ft 11
Weight: 110lbs
When in a hurry, its legs lengthen progressively. It runs smoothly with extra
long, loping strides.
---------------------
Attack 2: Special Punch
Cost: 2x Fighting Energy, 1x Any Energy Damage: 40
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Punching Pokemon
Length: 4ft 7
Weight: 111lbs
While seeming to do nothing, it fires punches in lightning-fast volleys that
are impossible to see.
----------------------
Attack 1: Leer
Cost: 1x Any Energy
Flip a coin. If heads, the defending pokemon can't attack Rhyhorn during your
opponent's next turn. (Benching or evolving either pokemon ends this effect.)
Attack 2: Horn Attack
Cost: 1x Fighting Energy, 2x Any Energy Damage: 30
Retreat Cost: 3 energy
Weakness: Grass
Resistance: Lightning
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Spike Pokemon
Length: 3ft 3
Weight: 254lbs
Its massive bones are 1000 times harder than human bones. It can easily knock a
trailer flying.
---------------
Attack 1: Horn Attack
Cost: 1x Fighting Energy, 2x Any Energy Damage: 30
Attack 2: Ram
Cost: 4x Fighting Energy Damage: 50
Rhydon does 20 damage to itself. If your opponent has any benched pokemon, he
or she chooses 1 of them and switches it with the defending pokemon. (Do the
damage before switching the pokemon. Switch the pokemon even if Rhydon is
knocked out.)
Retreat Cost: 3 energy
Weakness: Grass
Resistance: Lightning
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Drill Pokemon
Length: 6ft 3
Weight: 265lbs
Protected by an armor-like hide, it is capable of living in molten lava of 3600
degrees.
--------
Pokemon Power: Kabuto Armor
Whenever an attack (even your own) does damage to Kabuto (after applying
weakness and resistance), that attack only does half the damage to Kabuto
(rounded down to the nearest 10). (Any other effects of attacks still happen.)
This power stops working while Kabuto is asleep, confused or paralyzed.
Attack: Scratch
Cost: 1x Any Energy Damage: 10
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Shellfish Pokemon
Length: 1ft 8
Weight: 25lbs
A pokemon that was resurrected from a fossil found in what was once the ocean
floor eons ago.
---------------
Attack 1: Sharp Sickle
Cost: 2x Fighting Energy Damage: 30
Attack 2: Absorb
Cost: 4x Fighting Energy Damage: 40
Remove a number of damage counters from Kabutops equal to half the damage done
to the defending pokemon (after applying weakness and resistance) (rounded up
to the nearest 10). If Kabutops has fewer damage counters than that, remove all
of them.
Retreat Cost: 1 energy
Weakness: Grass
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Shellfish Pokemon
Length: 4ft 3
Weight: 89lbs
Its sleek shape is perfect for swimming. It slashes prey with its claws and
drains the body fluids.
-----------------------
Pokemon Power: Prehistoric Power
No more evolution cards can be played. This power stops working while
Aerodactyl is asleep, confused or paralyzed.
Attack: Wing Attack
Cost: 3x Any Energy Damage: 30
Retreat Cost: 2 energy
Weakness: Grass
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Fossil Pokemon
Length: 5ft 11
Weight: 130lbs
A ferocious prehistoric pokemon that goes for the enemy's throat with its
serrated saw-like fangs.
------------------------
Attack 1: Recover
Cost: 2x Psychic Energy
Discard 1 Psychic energy card attached to Kadabra in order to use this attack.
Remove all damage counters from Kadabra.
Attack 2: Super Psy
Cost: 2x Psychic Energy, 1x Any Energy Damage: 50
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
Psi Pokemon
Length: 4ft 3
Weight: 125lbs
It emits special alpha waves from its body that induce headaches even to those
just nearby.
------------
Pokemon Power: Damage Swap
As often as you like during your turn (before you attack), you may move 1
damage counter from 1 of your pokemon to another as long as you don't knock out
that pokemon. This power can't be used if Alakazam is asleep, confused or
paralyzed.
Attack: Confuse Ray
Cost: 3x Psychic Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now confused.
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Psi Pokemon
Length: 4ft 11
Weight: 106lbs
Its brain can outperform a supercomputer. Its intelligence quotient is said to
be 5000.
--------
Attack 2: Amnesia
Cost: 2x Psychic Energy
Choose 1 of the defending pokemon's attacks. That pokemon can't use that attack
during your opponent's next turn.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Promotional
How to Obtain: Give all of your unused energy cards to the man in the Fire Club
in exchange for it.
Dopey Pokemon
Length: 3ft 11
Weight: 79lbs
Incredibly slow and dopey. It takes 5 seconds for it to feel pain when under
attack.
-------
Attack 1: Spacing Out
Cost: 1x Any Energy
Flip a coin. If heads, remove a damage counter from Slowpoke. This attack can't
be used if Slowpoke has no damage counters on it.
Attack 2: Scavenge
Cost: 2x Psychic Energy
Discard 1 Psychic energy card attached to Slowpoke in order to use this attack.
Put a trainer card from your discard pile into your hand.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
Dopey Pokemon
Length: 3ft 11
Weight: 79lbs
Incredibly slow and dopey. It takes 5 seconds for it to feel pain when under
attack.
-------
Pokemon Power: Strange Behaviour
As often as you like during your turn (before you attack), you may move 1
damage counter from 1 of your pokemon to Slowbro as long as you don't knock out
Slowbro. This power can't be used if Slowbro is asleep, confused or paralyzed.
Attack: Psyshock
Cost: 2x Psychic Energy Damage: 20
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Hermitcrab Pokemon
Length: 5ft 3
Weight: 173lbs
The shellder that is latched onto Slowpoke's tail is said to feed on the host's
left-over scraps.
-----------------
Attack 1: Sleeping Gas
Cost: 1x Psychic Energy
Flip a coin. If heads, the defending pokemon is now asleep.
Attack 2: Destiny Bond
Discard 1 Psychic energy card attached to Gastly in order to use this attack.
If a pokemon knocks out Gastly during your opponent's next turn, knock out that
pokemon.
Retreat Cost: None
Weakness: None
Resistance: Fighting
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Gas Pokemon
Length: 4ft 3
Weight: 0.2lbs
Almost invisible, this gaseous pokemon cloaks the target and puts it to sleep
without notice.
---------------
Attack 1: Lick
Cost: 1x Psychic Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Energy Conversion
Cost: 2x Psychic Energy
Put up to 2 energy cards from your discard pile into your hand. Gastly does 10
damage to itself.
Retreat Cost: None
Weakness: None
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Gas Pokemon
Length: 4ft 3
Weight: 0.2lbs
A mysterious pokemon. Some say it is a lifeform from another dimension, while
others believe it is formed from smog.
--------------------------------------
Pokemon Pwer: Transparency
Whenever an attack does anything to Haunter, flip a coin. If heads, prevent all
effects of that attack, including damage, done to Haunter. This power stops
working while Haunter is asleep, confused or paralyzed.
Attack: Nightmare
Cost: 1x Psychic Energy, 1x Any Energy Damage: 10
The defending pokemon is now asleep.
Retreat Cost: None
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Gas Pokemon
Length: 5ft 3
Weight: 0.2lbs
Because of its ability to slip through block walls, it is said to be from
another dimension.
------------------
Attack 1: Hypnosis
Cost: 1x Psychic Energy
The defending pokemon is now asleep.
Attack 2: Dream Eater
Cost: 2x Psychic Energy Damage: 50
You can't use this attack unless the defending pokemon is now asleep.
Retreat Cost: 1 energy
Weakness: None
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Gas Pokemon
Length: 5ft 3
Weight: 0.2lbs
Because of its ability to slip through block walls, it is said to be from
another dimension.
------------------
Pokemon Power: Curse
Once during your turn (before you attack), you may move 1 damage counter from 1
of your opponent's pokemon to another (even if it would knock out the other
pokemon). This power can't be used if Gengar is asleep, confused or paralyzed.
Attack: Dark Mind
Cost: 3x Psychic Energy Damage: 30
If your opponent has any benched pokemon, choose 1 of them and this attack does
10 damage to it. (Don't apply weakness and resistance for benched pokemon.)
Retreat Cost: 1 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Shadow Pokemon
Length: 4ft 11
Weight: 89lbs
Under a full moon, this pokemon likes to mimic the shadows of people and laugh
at their fright.
----------------
Attack 2: Confuse Ray
Cost: 2x Psychic Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now confused.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Hypnosis Pokemon
Length: 3ft 3
Weight: 71lbs
Puts enemies to sleep, then eats their dreams. Occasionally gets sick from
eating bad dreams.
------------------
Attack 1: Prophecy
Cost: 1x Psychic Energy
Look at up to 3 cards from the top of either player's deck and rearrange them
as you like.
Attack 2: Dark Mind
Cost: 3x Psychic Energy Damage: 30
If your opponent has any benched pokemon, choose 1 of them and this attack does
10 damage to it. (Don't apply weakness and resistance for benched pokemon.)
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Hypnosis Pokemon
Length: 5ft 3
Weight: 167lbs
When it locks eyes with an enemy, it will use a mix of psi moves such as
hypnosis and confusion.
-----------------------
Pokemon Power: Invisible Wall
Whenever an attack (including your own) does 30 or more damage to Mr. Mime
(after applying weakness and resistance), prevent that damage. (Any other
effects of attacks still happen.) This power can't be used if Mr. Mime is
asleep, confused or paralyzed.
Attack: Meditate
Cost: 1x Psychic Energy, 1x Any Energy Damage: 10+
Does 10 damage plus 10 more damage for each damage counter on the defending
pokemon.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Barrier Pokemon
Length: 4ft 3
Weight: 120lbs
If interrupted while miming, it will slap around the enemy with its broad
hands.
------
Attack 1: Doubleslap
Cost: 1x Psychic Energy Damage: 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
Attack 2: Meditate
Cost: 2x Psychic Energy, 1x Any Energy Damage: 20+
Does 20 damage plus 10 more damage for each damage counter on the defending
pokemon.
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
Human Shape Pokemon
Length: 4ft 7
Weight: 90lbs
Merely by meditating, the pokemon launches a powerful psychic energy attack.
----------------------------------------------------------------------------
Attack 1: Psychic
Cost: 1x Psychic Energy, 1x Any Energy Damage: 10+
Does 10 damage plus 10 more damage for each energy card attached to the
defending pokemon.
Attack 2: Barrier
Cost: 2x Psychic Energy
Discard 1 Psychic energy card attached to Mewtwo in order to use this attack.
During your opponent's next turn, prevent all effects of attacks, including
damage, done to Mewtwo.
Retreat Cost: 3 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Genetic Pokemon
Length: 6ft 7
Weight: 269lbs
A scientist created this pokemon after years of horrific gene-splicing and DNA
engineering experiments.
------------------------
Attack 1: Energy Absorption
Cost: 1x Psychic Energy
Choose up to 2 energy cards from your discard pile and attach them to Mewtwo.
Attack 2: Psyburn
Cost: 2x Psychic Energy, 1x Any Energy Damage: 40
Retreat Cost: 2 energy
Weakness: Psychic
Resistance: None
Rarity: Promotional
How to Obtain: Win the First Challenge Cup.
Talk to Pappy after defeating the Psychic Club Master Murray.
(Alternate art version.)
Genetic Pokemon
Length: 6ft 7
Weight: 269lbs
Years of genetic experiments resulted in the creation of this never-before-seen
violent pokemon.
----------------
Pokemon Power: Neutralizing Shield
Prevent all effects of attacks, including damage, done to Mew by evolved
pokemon (excluding your own). This power stops working while Mew is asleep,
confused or paralyzed.
Attack: Psyshock
Cost: 1x Psychic Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Promotional
How to Obtain: Win the Second Challenge Cup.
New Species Pokemon
Length: 1ft 4
Weight: 9lbs
So rare that it is still said to be a mirage by many experts. Only a few people
have seen it worldwide.
-----------------------
Attack: Mystery Attack
Cost: 1x Psychic Energy, 1x Colorless Energy
Does a random amount of damage to the defending pokemon and may cause a random
effect to the defending pokemon.
Retreat Cost: None
Weakness: Psychic
Resistance: None
Rarity: Promotional
How to Obtain: Can only be received using Card Pop.
New Species Pokemon
Length: 1ft 4
Weight: 9lbs
When viewed through a microscope, this Pokemon's short, fine, delicate hair can
be seen.
-----------------------
Attack 1: Psywave
Cost: 1x Psychic Energy Damage: 10x
Does 10 damage times the number of energy cards attached to the defending
pokemon.
Attack 2: Devolution Beam
Cost: 2x Psychic Energy
Choose an evolves pokemon (your own or your opponent's). Return the highest
stage evolution card of that pokemon to its player's hand.
Retreat Cost: 1 energy
Weakness: Psychic
Resistance: None
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
New Species Pokemon
Length: 1ft 4
Weight: 9lbs
So rare that it is still said to be a mirage by many experts. Only a few people
have seen it worldwide.
-----------------------
Attack: Whirlwind
Cost: 2x Any Energy Damage: 10
If your opponent has any benched pokemon, he or she chooses 1 of them and
switches it with the defending pokemon. (Do the damage before switching the
pokemon.)
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: Fighting
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Tiny Bird Pokemon
Length: 1ft 0
Weight: 4lbs
A common sight in forests or woods. It flaps its wings at ground level to kick
up blinding sand.
-----------------
Attack 1: Whirlwind
Cost: 2x Any Energy Damage: 20
If your opponent has any benched pokemon, he or she chooses 1 of them and
switches it with the defending pokemon. (Do the damage before switching the
pokemon.)
Attack 2: Mirror Move
Cost: 3x Any Energy
If Pidgeotto was attacked last turn, do the final result of that attack on
Pidgeotto to the defending pokemon.
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Bird Pokemon
Length: 3ft 7
Weight: 66lbs
Very protective of its sprawling territory, this pokemon will fiercely peck at
any intruder.
-------------
Attack 1: Slicing Wind
Cost: 3x Any Energy
Does 30 damage to 1 of your opponent's pokemon chosen at random. Don't apply
weakness and resistance for this attack. (Any other effects that would happen
after applying weakness and resistance still happen.)
Attack 2: Gale
Cost: 4x Any Energy Damage: 20
Switch Pidgeot with 1 of your benched pokemon chosen at random. If your
opponent has any benched pokemon, switch the defending pokemon with 1 of them
chosen at random. (Do the damage before switching the pokemon.)
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Bird Pokemon
Length: 4ft 11
Weight: 87lbs
This pokemon flies at mach 2 speed, seeking prey. Its large talons are feared
as wicked weapons.
------------------
Attack 1: Wing Attack
Cost: 2x Any Energy Damage: 20
Attack 2: Hurricane
Cost: 3x Any Energy Damage: 30
Unless this attack knocks out the defending pokemon, return the defending
pokemon and all cards attached to it to your opponent's hand.
Retreat Cost: None
Weakness: Lightning
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
Bird Pokemon
Length: 4ft 11
Weight: 87lbs
When hunting, it skims the surface of water at high speed to pick off unwary
prey such as Magikarp.
----------------------
Attack 2: Super Fang
Cost: 3x Any Energy
Does damage to the defending pokemon equal to half the defending pokemon's
remaining HP (rounded up to the nearest 10).
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
Rat Pokemon
Length: 2ft 4
Weight: 41lbs
It uses its whiskers to maintain its balance. It seems to slow down if they are
cut off.
--------
Attack 1: Agility
Cost: 3x Any Energy Damage: 20
Flip a coin. If heads, during your opponent's next turn, prevent all effects of
attacks, including damage, done to Fearow.
Attack 2: Drill Peck
Cost: 4x Any Energy Damage: 40
Retreat Cost: None
Weakness: Lightning
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Beak Pokemon
Length: 3ft 11
Weight: 84lbs
With its huge and magnificent wings, it can keep aloft without ever having to
land for rest.
--------------
Attack 1: Sing
Cost: 1x Any Energy
Flip a coin. If heads, the defending pokemon is now asleep.
Attack 2: Metronome
Cost: 3x Any Energy
Choose 1 of the defending pokemon's attacks. Metronome copies that attack
except for its energy costs. (No matter what type the defending pokemon is,
Clefairy's type is still Colorless.)
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Fairy Pokemon
Length: 2ft 0
Weight: 17lbs
Its magical and cute appeal has many admirers. It is rare and found only in
certain areas.
--------------
Attack 1: Metronome
Cost: 1x Any Energy
Choose 1 of the defending pokemon's attacks. Metronome copies that attack
except for its energy costs. (No matter what type the defending pokemon is,
Clefable's type is still Colorless.)
Attack 2: Minimize
Cost: 2x Any Energy
All damage done by attacks to Clefable during your opponent's next turn is
reduced by 20 (after applying weakness and resistance).
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Fairy Pokemon
Length: 4ft 3
Weight: 88lbs
A timid fairy pokemon that is rarely seen. It will run and hide the moment it
senses people.
--------------
Attack 1: First Aid
Cost: 1x Any Energy
Remove 1 damage counter from Jigglypuff.
Attack 2: Double-Edge
Cost: 3x Any Energy Damage: 40
Jigglypuff does 20 damage to itself.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Promotional
How to Obtain: Beat Ronald for it when he challenges you after winning two Club
Master Medals.
Balloon Pokemon
Length: 1ft 8
Weight: 12lbs
When its huge eyes light up, it sings a mysteriously soothing melody that lulls
its enemies to sleep.
---------------------
Attack 1: Friendship Song
Cost: 1x Any Energy
Flip a coin. If heads, put a basic pokemon card chosen at random from your deck
onto your bench. (You can't use this attack if your bench is full.)
Attack 2: Expand
Cost: 2x Any Energy Damage: 10
All damage done to Jigglypuff during your opponent's next turn is reduced by 10
(after applying weakness and resistance).
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Balloon Pokemon
Length: 1ft 8
Weight: 12lbs
Uses its alluring eyes to enrapture its foe. It then sings a pleasing melody
that lulls the foe to sleep.
----------------------------
Attack 1: Lullaby
Cost: 1x Any Energy
The defending pokemon is now asleep.
Attack 2: Pound
Cost: 2x Any Energy Damage: 20
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Balloon Pokemon
Length: 1ft 8
Weight: 12lbs
When its huge eyes light up, it sings a mysteriously soothing melody that lulls
its enemies to sleep.
---------------------
Attack 1: Lullaby
Cost: 1x Any Energy
The defending pokemon is now asleep.
Attack 2: Do the Wave
Cost: 3x Any Energy Damage: 10+
Does 10 damage plus 10 damage for each of your benched pokemon.
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Balloon Pokemon
Length: 3ft 3
Weight: 26lbs
The body is soft and rubbery. When angered, it will suck in air and inflate
itself to an enormous size.
---------------------------
Attack: Cat Punch
Cost: 2x Any Energy
Does 20 damage to 1 of your opponent's pokemon chosen at random. Don't apply
weakness and resistance for this attack. (Any other effects that would happen
after applying weakness and resistance still happen.)
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
Scratch Cat Pokemon
Length: 1ft 4
Weight: 9lbs
Appears to be more active at night. It loves round and shiny things, so it
can't stop from picking them up.
--------------------------------
Attack: Pay Day
Cost: 2x Any Energy Damage: 10
Flip a coin. If heads, draw a card.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
Scratch Cat Pokemon
Length: 1ft 4
Weight: 9lbs
Adores circular objects. Wanders the streets on a nightly basis to look for
dropped loose change.
---------------------
-----------------------
No. 53 - Persian Lv. 25
Stage 1: Evolves from Meowth
HP: 70
Attack 1: Scratch
Cost: 2x Any Energy Damage: 20
Attack 2: Pounce
Cost: 3x Any Energy Damage: 30
If the defending pokemon attacks Persian during your opponent's next turn, any
damage done by the attack is reduced by 10 (after applying weakness and
resistance). (Benching or evolving either pokemon ends this effect.)
Retreat Cost: None
Weakness: Fighting
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Classy Cat Pokemon
Length: 3ft 3
Weight: 71lbs
Although its fur has many admirers, it is tough to raise as a pet because of
its fickle meanness.
--------------------
Attack 1: Leek Slap
Cost: 1x Any Energy Damage: 30
Flip a coin. If tails, this attack does nothing. Either way, you can't use this
attack again as long as Farfetch'd stays in play (even putting Farfetch'd on
the bench won't let you use it again).
Attack 2: Pot Smash
Cost: 3x Any Energy Damage: 30
Retreat Cost: 1 energy
Weakness: Lightning
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Wild Duck Pokemon
Length: 2ft 7
Weight: 33lbs
The sprig of green onions it holds is its weapon. This sprig is used much like
a metal sword.
--------------
Pokemon Power: Retreat Aid
As long as Dodrio is benched, pay 1 energy less to retreat your active pokemon.
Attack: Rage
Cost: 3x Any Energy Damage: 10+
Does 10 damage plus 10 more damage for each damage counter on Dodrio.
Retreat Cost: None
Weakness: Lightning
Resistance: Fighting
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Triplebird Pokemon
Length: 5ft 11
Weight: 188lbs
Uses its three brains to execute complex plans. While two heads sleep, one head
stays awake.
------------
Attack 1: Tongue Wrap
Cost: 1x Any Energy Damage: 10
Flip a coin. If heads, the defending pokemon is now paralyzed.
Attack 2: Supersonic
Cost: 2x Any Energy
Flip a coin. If heads, the defending pokemon is now confused.
Retreat Cost: 3 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Licking Pokemon
Length: 3ft 11
Weight: 144lbs
Its tongue can be extended like a chameleon's. It leaves a stinging sensation
when it licks enemies.
----------------------
Attack 1: Scrunch
Cost: 2x Any Energy
Flip a coin. If heads, prevent all damage done to Chansey during your
opponent's next turn. (Any other effects of attacks still happen.)
Attack 2: Double-Edge
Cost: 4x Any Energy Damage: 80
Chansey does 80 damage to itself.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Egg Pokemon
Length: 3ft 7
Weight: 76lbs
A rare and elusive pokemon that is said to bring happiness to those who manage
to catch it.
------------
Attack 2: Comet Punch
Cost: 4x Any Energy Damage: 20x
Flip 4 coins. This attack does 20 damage times the number of heads.
Retreat Cost: 3 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Parent Pokemon
Length: 7ft 3
Weight: 176lbs
The infant rarely ventures out of its mother's protective pouch until it is
three years old.
----------------
Attack 1: Stomp
Cost: 2x Any Energy Damage: 20+
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if
tails, this attack does 20 damage.
Attack 2: Rampage
Cost: 3x Any Energy Damage: 20+
Does 20 damage plus 10 more damage for each damage counter on Tauros. Flip a
coin. If tails, Tauros is now confused (after doing damage).
Retreat Cost: 2 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Wild Bull Pokemon
Length: 4ft 7
Weight: 195lbs
When it targets an enemy, it charges furiously while whipping its body with its
long tails.
-----------
Attack 2: Morph
Cost: 3x Any Energy
Remove all damage counters from Ditto. For the rest of the game, replace Ditto
with a copy of a basic pokemon card (other than Ditto) chosen at random from
your deck. Ditto is no longer asleep, confused, paralyzed, poisoned or anything
else that might be the result of an attack (just as if you had evolved it).
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
Transform Pokemon
Length: 1ft 0
Weight: 9lbs
When it spots an enemy, its body transfigures into an almost perfect copy of
its opponent.
-------------
Attack 1: Tail Wag
Cost: 1x Any Energy
Flip a coin. If heads, the defending pokemon can't attack Eevee during your
opponent's next turn. (Benching or evolving either pokemon ends this effect.)
Attack 2: Quick Attack
Cost: 2x Any Energy Damage: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
Evolution Pokemon
Length: 1ft 0
Weight: 14lbs
Its genetic code is irregular. It may mutate if it is exposed to radiation from
elemental stones.
-----------------
Attack 1: Conversion 1
Cost: 1x Any Energy
If the defending pokemon has a weakness, you may change it to a type of your
choice other than colorless.
Attack 2: Conversion 2
Cost: 2x Any Energy
Change Porygon's resistance to a type of your choice other than colorless.
Retreat Cost: 1 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
Virtual Pokemon
Length: 2ft 7
Weight: 80lbs
A pokemon that consists entirely of programming code. Capable of moving freely
in cyberspace.
--------------
Pokemon Power: Thick Skinned
Snorlax can't become asleep, confused, paralyzed or poisoned. This power can't
be used if Snorlax is already asleep, confused or paralyzed.
Attack: Body Slam
Cost: 4x Any Energy Damage: 30
Flip a coin. If heads, the defending pokemon is now paralyzed.
Retreat Cost: 4 energy
Weakness: Fighting
Resistance: Psychic
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
Sleeping Pokemon
Length: 6ft 11
Weight: 1014lbs
Very lazy. Just eats and sleeps. As its rotund bulk builds, it becomes steadily
more slothful.
--------------
Retreat Cost: 1 energy
Weakness: None
Resistance: Psychic
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
Dragon Pokemon
Length: 5ft 11
Weight: 7lbs
Long considered a mythical pokemon until recently, when a small colony was
found living underwater.
------------------------
Pokemon Power: Healing Wind
When you put Dragonite into play, remove 2 counters from each of your pokemon.
If a pokemon has fewer damage counters than that, remove all of them from that
pokemon.
Attack: Slam
Cost: 3x Any Energy Damage: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: 2 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Defeat the four Grand Masters.
Dragon Pokemon
Length: 7ft 3
Weight: 463lbs
It is said that this pokemon lives somewhere in the sea and that it flies.
However, it is only a rumor.
----------------------------
Pokemon Power: Step In
Once during your turn (before you attack), if Dragonite is on your bench, you
may switch it with your active pokemon.
Attack: Slam
Cost: 4x Any Energy Damage: 40x
Flip 2 coins. This attack does 40 damage times the number of heads.
Retreat Cost: 1 energy
Weakness: None
Resistance: Fighting
Rarity: Rare
How to Obtain: Found in Mystery Booster Packs.
Dragon Pokemon
Length: 7ft 3
Weight: 463lbs
An extremely rarely seen marine pokemon. Its intelligence is said to match that
of humans.
----------
-------------
|Trainer Cards|
-------------
-------------
Professor Oak
Discard your hand, then draw 7 cards.
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
----------------------
Imposter Professor Oak
Your opponent shuffles his or her hand into his or her deck, then draws 7
cards.
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
----
Bill
Draw 2 cards.
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
--------
Mr. Fuji
Choose a pokemon on on your bench. Shuffle it and any cards attached to it into
your deck.
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
----------------------------------------------
----
Lass
You and your opponent show each other your hands, then shuffle all the trainer
cards from your hands into your decks.
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
--------
Imakuni?
Your active pokemon is now confused. Imakuni wants you to play him as a basic
pokemon, but you can't. A mysterious creature not listed in the Pokedex. He
asks kids around the world, "Who is cuter - Pikachu or me?"
Rarity: Promotional
How to Obtain: You win this card off Imakuni? for every three times you win
against him.
---------------------------
--------------
Pokemon Trader
Trade 1 of the basic pokemon or evolution cards in your hand for 1 of the basic
pokemon or evolution cards from your deck. Show both cards to your opponent.
Shuffle your deck afterward.
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
---------------
Pokemon Breeder
Put a stage 2 evolution card from your hand on the matching basic pokemon. You
can only play this card when you would be allowed to evolve that pokemon
anyway.
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
-------------
Clefairy Doll
HP: 10
Play Clefairy Doll as if it were a basic pokemon. While in play, Clefairy Doll
counts as a pokemon (instead of a trainer card). Clefairy Doll has no attacks,
can't retreat, and can't be asleep, confused, paralyzed or poisoned. If
Clefairy Doll is knocked out, it doesn't count as a knocked out pokemon. At any
time before you attack, you may discard Clefairy Doll. (Use Gameboy Pokemon
Power menu to do this.)
Rarity: Rare
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
-----------------
Mysterious Fossil
HP: 10
Play Mysterious Fossil as if it were a basic pokemon. While in play, Mysterious
Fossil counts as a pokemon (instead of a trainer card). Mysterious Fossil has
no attacks, can't retreat, and can't be asleep, confused, paralyzed or
poisoned. If Mysterious Fossil is knocked out, it doesn't count as a knocked
out pokemon (Discard it anyway.) At any time before you attack, you may discard
Mysterious Fossil. (Use Gameboy Pokemon Power menu to do this.)
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
----------------------------------------------
----------------
Energy Retrieval
Trade 1 of the other cards in your hand for up to 2 basic energy cards from
your discard pile.
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
----------------------
Super Energy Retrieval
Trade 2 of the other cards in your hand for up to 4 basic energy cards from
your discard pile.
Rarity: Promotional
How to Obtain: Beat Ronald for it when he challenges you after winning five
Club Master Medals.
----------------------------------
-------------
Energy Search
Search your deck for a basic energy card and put it into your hand. Shuffle
your deck afterward.
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
--------------
Energy Removal
Choose 1 energy card attached to 1 of your opponent's pokemon and discard it.
Rarity: Common
How to Obtain: Found in Mystery Booster Packs.
----------------------------------------------
--------------------
Super Energy Removal
Discard 1 energy card attached to 1 of your pokemon in order to choose 1 of
your opponent's pokemon and up to 2 energy cards attached to it. Discard those
energy cards.
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
------
Switch
Switch 1 of your benched pokemon with your active pokemon.
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
--------------
Pokemon Center
Remove all damage counters from all of your own pokemon with damage counters on
them. Then discard all energy cards attached to those pokemon.
Rarity: Uncommon
How to Obtain: Found in Mystery Booster Packs.
----------------------------------------------
---------
Poke Ball
Flip a coin. If heads, you may search your deck for any basic pokemon or
evolution card. Show that card to your opponent, then put it into your hand.
Shuffle your deck afterward.
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
--------
Scoop Up
Choose 1 of your pokemon in play and return its basic pokemon card to your
hand. (Discard all cards attached to that card.)
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
---------------
Computer Search
Discard 2 of the other cards from your hand in order to search your deck for
any card and put it into your hand. Shuffle your deck afterward.
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
-------
Pokedex
Look at up to 5 cards from the top of your deck and rearrange them as you like.
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
---------
Pluspower
Attach Pluspower to one of your active pokemon. At the end of your turn,
discard Pluspower. If this pokemon's attack does damage to any active pokemon
(after applying weakness and resistance). The attack does 10 more damage to
that active pokemon.
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
--------
Defender
Attach Defender to 1 of your pokemon. At the end of your opponent's next turn,
discard Defender. Damage done to that pokemon by attacks is reduced by 20
(after applying weakness and resistance).
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
-----------
Item Finder
Discard 2 of the other cards from your hand in order to put a trainer card from
your discard pile into your hand.
Rarity: Rare
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
------------
Gust of Wind
Choose 1 of your opponent's benched pokemon and switch it with his or her
active pokemon.
Rarity: Common
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
----------------
Devolution Spray
Choose 1 of your own pokemon in play and a stage of evolution. Discard all
evolution cards of that stage or higher attached to that pokemon. That pokemon
is no longer asleep, confused, paralyzed, poisoned, or anything else that might
be the result of an attack (just as if you had evolved it).
Rarity: Rare
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
------
Potion
Remove 2 damage counters from 1 of your pokemon. If that pokemon has fewer
damage counters than that, remove all of them.
Rarity: Common
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
------------
Super Potion
Discard 1 energy card attached to 1 of your own pokemon in order to remove 4
damage counters from that pokemon. If the pokemon has fewer damage counters
than that, remove all of them.
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
---------
Full Heal
Your active pokemon is no longer asleep, confused, paralyzed or poisoned.
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
------
Revive
Put 1 basic pokemon card from your discard pile onto your bench. Put damage
counters on that pokemon equal half its HP (rounded down to the nearest 10).
(You can't play Revive if your bench is full.)
Rarity: Uncommon
How to Obtain: Found in Colosseum Booster Packs.
------------------------------------------------
-----------
Maintenance
Shuffle 2 of the other cards from your hand into your deck in order to draw a
card.
Rarity: Uncommon
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
-------------
Pokemon Flute
Choose 1 basic pokemon card from your opponent's discard pile and put it onto
his or her bench. (You can't play Pokemon Flute if your opponent's bench is
full.)
Rarity: Uncommon
How to Obtain: Found in Evolution Booster Packs.
------------------------------------------------
-------
Gambler
Shuffle your hand into your deck. Flip a coin. If heads, draw 8 cards. If
tails, draw 1 card.
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
-------
Recycle
Flip a coin. If heads, put a card in your discard pile on top of your deck.
Rarity: Common
How to Obtain: Found in Laboratory Booster Packs.
-------------------------------------------------
------------
|Energy Cards|
------------
------------
Grass Energy
Provides 1 Grass Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
-----------
Fire Energy
Provides 1 Fire Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
------------
Water Energy
Provides 1 Water Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
----------------
Lightning Energy
Provides 1 Lightning Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
---------------
Fighting Energy
Provides 1 Fighting Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
--------------
Psychic Energy
Provides 1 Psychic Energy.
Rarity: Common
How to Obtain: Pull from any booster pack, if you challenge Aaron at Mason
Laboratory and win, you'll get a booster full of energy cards.
--------------------------------------------------------------
-----------------------
Double Colorless Energy
Provides 2 Colorless energy. (Doesn't count as a basic energy card.) Colorless
energy can't be used to pay colored energy costs. (Any type of energy can be
used to pay Colorless energy costs.)
Rarity: Uncommon
How to Obtain: Pull from Mystery Booster Packs.
-----------------------------------------------
===============================================================================
Section 9: Deck Machine Lists
===============================================================================
Here is a complete list of all the decks you can make from the auto-deck
machines in the game. Most of them can be found in the Mason Laboratory, but
you can only use the Legendary auto-deck machine after beating the Grand
Masters.
-Trainers (16)-
Professor Oak x1
Bill x2
Mr. Fuji x1
Energy Retrieval x2
Switch x2
Scoop Up x1
Pluspower x2
Defender x2
Item Finder x1
Gust of Wind x1
Maintenance x1
-Energy (26)-
Lightning Energy x12
Fighting Energy x14
***Battle Contest Deck***
A Deck which uses Fighting attacks such as Slash and Punch.
-Trainers (13)-
Professor Oak x2
Pokemon Breeder x1
Energy Retrieval x1
Super Energy Retrieval x1
Energy Removal x2
Super Energy Removal x1
Switch x2
Potion x2
Gambler x1
-Energy (24)-
Water Energy x24
---------------------------------
Lightning Medal Auto-Deck Machine
---------------------------------
***Cute Pokemon Deck***
A Deck of cute Pokemon such as Pikachu and Eevee.
-Trainers (12)-
Pokemon Trader x2
Energy Retrieval x2
Energy Removal x2
Super Energy Removal x1
Pluspower x2
Item Finder x1
Gust of Wind x1
Full Heal x1
-Energy (26)-
Psychic Energy x25
Double Colorless Energy x1
***Strange Psyshock Deck***
Use Alakazam's Damage Swap to move damage counters!
-Trainers (17)-
Professor Oak x2
Imposter Professor Oak x1
Bill x2
Energy Search x2
Switch x2
Computer Search x2
Pokedex x2
Full Heal x2
Maintenance x2
-Energy (23)-
Grass Energy x15
Psychic Energy x8
----------------------------
Fire Medal Auto-Deck Machine
----------------------------
***Replace 'em All Deck***
A Deck that shuffles the opponent's cards.
Note: This machine can only be used immediately after you defeat the four Grand
Masters, just before you grab the Legendary Pokemon cards, so always take the
chance to use it!
***Legendary Moltres Deck***
Gather Fire Energy with the Legendary Moltres!
-Trainers (9)-
Professor Oak x1
Bill x2
Pokemon Breeder x2
Energy Removal x1
Switch x2
Pokemon Center x1
-Energy (26)-
Grass Energy x12
Psychic Energy x14
===============================================================================
Section 10: Credits
===============================================================================
I would like to thank:
CJayC for creating a fine website and SBAllen for doing a great job running it.
Neoseeker for taking an interest in my FAQs.
The Prima Official Strategy Guide for the Pokemon TCG for helping me through
the game when I first played this game, and for giving me some information on
the Card Pop special cards.
My parents for purchasing this game for me.
Myself for writing this guide.
You, the reader, for reading and using this guide.
===============================================================================
Section 11: Copyright
===============================================================================
Copyright 2010 Robert Watt
This may not be reproduced under any circumstances except for personal, private
use. It may not be placed on any web site or otherwise distributed publicly
without advance written permission. Use of this guide on any other web site or
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