Alamedyang's Ultimate Guide to
Pokemon Card GB2: Here Comes The Great Team Rocket!
CARD SPOILERS AND CARD LOCATIONS GUIDE
by Alamedyang 2001-2018
alamedyang at gmail dot com
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==============| T A B L E O F C O N T E N T S |==============
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[1] About this Guide
[2] How to Use this Guide
[3] Grass Cards
[4] Fire Cards
[5] Water Cards
[6] Lightning Cards
[7] Fighting Cards
[8] Psychic Cards
[9] Colorless Cards
[A] Trainer Cards
[B] Energy Cards
[C] The End
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==============| [1] A B O U T T H I S G U I D E |==============
=========================================================================
1 ABOUT THIS SPOILER
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// Contents of this Guide //
--------------------------------------------
This document contains all relevant gameplay information on all 445
cards present in the Pokemon Trading Card Game for Gameboy 2. For cards
that are avaliable in the English language, exact text is taken from
official cards. All Japanese-only cards are translated into English.
=========================================================================
=========| [2] H O W T O U S E T H I S G U I D E |=========
=========================================================================
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// How the Cards are Sorted //
--------------------------------------------
Cards are sorted first by element, then by Pokemon number, (then by card
name, in the case of Dark Pokemon or other "name" Pokemon), then by
experience level. Trainer cards are sorted by Japanese name. This is the
same order used in the game itself.
--------------------------------------------
// Information Format //
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[CCCC] Sample Attack: 100
Flip a coin. If heads, the Defending Pokemon is worth a lot of money; if
tails, you can't get it through normal gameplay (you must Card Pop!).
GB1: Where to get in the TCG for GB1 (w/ rarity)
GB2: Where to get in the TCG for GB2 (w/ rarity)
English: Where to get the English card (w/ rarity, if any)
Japanese: Where to get the Japanese card (w/ rarity, if any)
Notes: Extra information about how the card is implemented in the game.
This is possibly different from English TCG rulings.
-- OTHER NOTES
Pokemon information such as info text and species name (as well as length
and weight measurements) are not included.
As my other guides use the naming format "Set Shorthand" "Card Name"
"Experience Level," all the cards in this guide use this naming
convention in their titles. (Then you can search for either "Fossil
Magmar" or "Magmar Lv31" or simply "Magmar" as you wish to jump to them.)
Attack cost icons are exactly as shown: [CC] indicates two colorless
Energy icons, [WWC] indicates two water Energy icons and one colorless,
and [GGGG] indicates four grass Energy icons.
--------------------------------------------
// Set Shorthand Key //
--------------------------------------------
Base: blank
Jungle: flower
Fossil: bone hand
Rocket: the letter R
Gym: pokeball w/ the word "gym"
Vending: upside down black-and-white pokeball
B-Deck: Bulbasaur icon (from Bulbasaur Deck in the Intropack)
S-Deck: Squirtle icon (from Squirtle Deck in the Intropack)
Gameboy: the letters GB (usually means there is no real-life equivalent)
Japanese and English card rarities and locations are sometimes different.
This game follows the Japanese conventions as a rule, but there are a few
exceptions. For this reason I have included separate entries for English
real-life and Japanese real-life locations.
RARITIES:
C Common circle
U Uncommon diamond
R Rare star
RH Rare-Holo star, holo print in illus.
UR Ultra-Rare white star
Note that only the English real-life releases distinguish RH and R cards.
--------------------------------------------
// Element/Color/Type Key //
--------------------------------------------
G Grass green leaf
R Fire red flame
W Water blue droplet
L Lightning yellow lightning bolt
F Fighting orange fist
P Psychic purple eye
C Colorless gray star
This is the order in which the element types are sorted in the game.
----------------------------------------
// GAMEBOY DARK IVYSAUR Lv16 //
----------------------------------------
#002 "Dark Ivysaur"
Stage 1 (Evolves from "Bulbasaur") - HP 50 [G]
Pokemon Power: Vine Pull
Once during your turn when Dark Ivysaur retreats, choose 1 of your
opponent's Benched Pokemon and switch it with his or her Active Pokemon.
[GG] Fury Strikes
This attack does 10 damage to 3 of your opponent's Pokemon chosen at
random (the same Pokemon can be chosen more than once). Don't apply
Weakness and Resistance for this attack. (Any other effects that would
happen after applying Weakness and Resistance still happen.)
Weakness: R
Resistance: -
Ret. Cost: **
GB2: Rocket Grunt Pack (U)
Japanese: Promo (Trainers Magazine, volume 10 insert)
English: Best Of Promos (ID: Y-02)
#003 "Venusaur"
Stage 2 (Evolves from "Ivysaur") - HP 100 [G]
Pokemon Power: Solar Power
Once during your turn (before your attack), you may use this power. Your
Active Pokemon and the Defending Pokemon are no longer Asleep, Confused,
or Paralyzed. This power can't be used if Venusaur is Asleep, Confused,
or Paralyzed.
[GGGG] Mega Drain: 40
Remove a number of 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.
Weakness: R
Resistance: -
Ret. Cost: **
GB1: Phantom Card (CardPop! only)
GB2: Phantom Card (Game Center, buy for 2000 chips)
Japanese: Promo (Pokemon Card GB Official Guidebook insert)
English: Promo (WBSP #13)
----------------------------------------
// BASE VENUSAUR Lv67 //
----------------------------------------
#003 "Venusaur"
Stage 2 (Evolves from "Ivysaur") - HP 100 [G]
Pokemon Power: Energy Trans
As often as you like during your turn (before you attack), you may take
one 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.
[GGGG] Solar Beam: 60
Weakness: R
Resistance: -
Ret. Cost: **
GB1: Evolution (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (RH)
#012 "Butterfree"
Stage 2 Pokemon (Evolves from "Metapod") - HP 70 [G]
[CC] Whirlwind: 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.)
[GGGG] Mega Drain: 40
Remove a number of damage counters equal to half the damage done to the
Defending Pokemon (after applying Weakness and Resistance) (rounded up to
the nearest 10).
Weakness: R
Resistance: F
Ret. Cost: -
GB1: Evolution (U)
GB2: Moltres Pack (U)
Japanese: Jungle (U)
English: Jungle (U)
Base Set 2 (U)
Legendary Collection (R)
----------------------------------------
// BASE WEEDLE Lv12 //
----------------------------------------
#013 "Weedle"
Basic Pokemon - HP 40 [G]
[G] Poison Sting: 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Weakness: R
Resistance: -
Ret. Cost: *
GB1: Evolution (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2
Legendary Collection (C)
#014 "Kakuna"
Stage 1 (Evolves from "Weedle") - HP 60 [G]
Pokemon Power: Poison Fluid
If Kakuna is damaged by an opponent's attack (even if Kakuna is Knocked
Out), the attacking Pokemon is now Poisoned. This Power stops working
while Kakuna is Asleep, Confused, or Paralyzed.
[C] Rollout: 10
Weakness: R
Resistance: -
Ret. Cost: **
GB2: Mr. Mime Pack (U)
Japanese: Vending Sheet 1 (C)
Notes: Kakuna's Power will Poison the Defending Pokemon even when
Kakuna is not the Active Pokemon -- it can Poison from the Bench!
----------------------------------------
// BASE KAKUNA Lv23 //
----------------------------------------
#014 "Kakuna"
Stage 1 (Evolves from "Weedle") - HP 80 [G]
[CC] Stiffen
Flip a coin. If heads, prevent all damage done to Kakuna during your
opponent's next turn. (Any other effects of attacks still happen.)
[GG] Poisonpowder: 20
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Weakness: R
Resistance: -
Ret. Cost: **
GB1: Evolution (U)
GB2: Bulbasaur Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (U)
----------------------------------------
// BASE BEEDRILL Lv32 //
----------------------------------------
#015 "Beedrill"
Stage 2 (Evolves from "Kakuna") - HP 80 [G]
[CCC] Twineedle: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
[GGG] Poison Sting: 40
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Weakness: R
Resistance: F
Ret. Cost: -
GB1: Evolution (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Legendary Collection (R)
#024 "Arbok"
Stage 1 (Evolves from "Ekans") - HP 60 [G]
[G] Terror Strike: 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.)
[GGC] Poison Fang: 20
The Defending Pokemon is now Paralyzed.
#024 "Arbok"
Stage 1 (Evolves from "Ekans") - HP 60 [G]
[GC] Wrap: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[GGG] Intense Poison: 30+
The Defending Pokemon is now Poisoned. If the Defending Pokemon was
already Poisoned when this attack was used, this attack does 30 damage
plus 10 more damage.
----------------------------------------
// ROCKET DARK ARBOK Lv25 //
----------------------------------------
#024 "Dark Arbok"
Stage 1 (Evolves from "Ekans") - HP 60 [G]
[GG] Stare
Choose 1 of your opponent's Pokemon. This attack does 10 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.) If that Pokemon has a Pokemon Power, that power stops working
until the end of your opponent's next turn.
[GGG] Poison Vapor: 10
The Defending Pokemon is now Poisoned. This attack does 10 damage to each
of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance
for Benched Pokemon.)
----------------------------------------
// VENDING NIDORAN F Lv12 //
----------------------------------------
#029 "Nidoran F"
Basic Pokemon - HP 50 [G]
[C] Tail Whip
Flip a coin. If heads, the Defending Pokemon can't attack Nidoran during
your opponent's next turn. (Benching either Pokemon ends this effect.)
[G] Poison Sting: 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Weakness: P
Resistance: -
Ret. Cost: *
GB2: Mr. Mime Pack (C)
Japanese: Vending Sheet 1 (C)
----------------------------------------
// JUNGLE NIDORAN F Lv13 //
----------------------------------------
#029 "Nidoran F"
Basic Pokemon - HP 60 [G]
[G] Fury Swipes: 10x
Flip 3 coins. This attack does 10 damage times the number of heads.
[GG] Call for Family
Search your deck for a Basic Pokemon named Nidoran M or Nidoran F and
put it onto your Bench. Shuffle your deck afterward. (You can't use this
attack if your Bench is full.)
Weakness: P
Resistance: -
Ret. Cost: *
GB1: Mystery (C)
GB2: Moltres Pack (C)
Japanese: Jungle (C)
English: Jungle (C)
Base Set 2 (C)
Legendary Collection (C)
#033 "Nidorino"
Stage 1 (Evolves from "Nidoran M") - HP 60 [G]
[GG] Agile Stab: 60
Flip a coin. If tails, this attack does no damage to the Defending
Pokemon and Nidorino does 20 damage to itself.
Weakness: P
Resistance: -
Ret. Cost: *
GB2: Mr. Mime Pack (U)
Japanese: Vending Sheet 3 (U)
----------------------------------------
// BASE NIDORINO Lv23 //
----------------------------------------
#033 "Nidorino"
Stage 1 (Evolves from "Nidoran M") - HP 60 [G]
[GCC] Double Kick: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
[GGCC] Horn Drill: 50
Weakness: P
Resistance: -
Ret. Cost: *
GB1: Colosseum (U)
GB2: Bulbasaur Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (U)
----------------------------------------
// BASE NIDOKING Lv48 //
----------------------------------------
#034 "Nidoking"
Stage 2 (Evolves from "Nidorino") - HP 90 [G]
[GCC] Thrash: 30+
Flip a coin. If heads, this attack does 30 damage plus 10 more damage; it
fails, this attack does 30 damage and Nidoking does 10 damage to itself.
[GGG] Toxic: 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).
Weakness: P
Resistance: -
Ret. Cost: ***
GB1: Evolution (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (R)
[CC] Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confused.
[GC] Leech Life: 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.
#042 "Golbat"
Stage 1 (Evolves from "Zubat") - HP 50 [G]
[GGC] Leech Life: 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.
[GCCC] Nosedive: 60
Flip a coin. If heads, Golbat does 40 damage to itself.
#042 "Golbat"
Stage 1 (Evolves from "Zubat") - HP 60 [G]
[CCC] Wing Attack: 30
[GGC] Leech Life: 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.
----------------------------------------
// ROCKET DARK GOLBAT Lv25 //
----------------------------------------
#042 "Dark Golbat"
Stage 1 (Evolves from "Zubat") - HP 50 [G]
Pokemon Power: Sneak Attack
When you play Dark Golbat from your hand, you may choose 1 of your
opponent's Pokemon. If you do, Dark Golbat does 10 damage to that Pokemon.
Apply Weakness and Resistance.
[GG] Flitter
Choose 1 of your opponent's Pokemon. This attack does 20 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.)
[G] Stun Spore: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[GG] Sprout
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.)
----------------------------------------
// ROCKET DARK GLOOM Lv21 //
----------------------------------------
#044 "Dark Gloom"
Stage 1 (Evolves from "Oddish") - HP 60 [G]
Pokemon Power: Pollen Stench
Once during your turn (before you attack), you may flip a coin. If heads,
the Defending Pokemon is now Confused; if tails, your Active Pokemon is
now Confused. This power can't be used if Dark Gloom is Asleep, Confused,
or Paralyzed.
[GG] Poisonpowder: 10
The Defending Pokemon is now Poisoned.
#045 "Vileplume"
Stage 2 (Evolves from "Gloom") - HP 80 [G]
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.
[GGG] Petal Dance: 40x
Flip 3 coins. This attack does 40 damage times the number of heads.
Vileplume is now Confused (after doing damage).
----------------------------------------
// ROCKET DARK VILEPLUME Lv29 //
----------------------------------------
#045 "Dark Vileplume"
Stage 2 (Evolves from "Dark Gloom") - HP 60 [G]
Pokemon Power: Hay Fever
No Trainer cards can be played. This power stops working while Dark
Vileplume is Asleep, Confused, or Paralyzed.
[GGG] Petal Whirlwind: 30x
Flip 3 coins. This attack does 30 damage times the number of heads. If
you get 2 or more heads, Dark Vileplume is now Confused (after doing
damage).
----------------------------------------
// JUNGLE PARAS Lv8 //
----------------------------------------
#046 "Paras"
Basic Pokemon - HP 40 [G]
[CC] Scratch: 20
[GG] Spore
The Defending Pokemon is now Asleep.
Weakness: R
Resistance: -
Ret. Cost: *
GB1: Mystery (C)
GB2: Mr. Mime Pack (C)
Japanese: Jungle (C)
English: Jungle (C)
Base Set 2 (C)
----------------------------------------
// VENDING PARAS Lv15 //
----------------------------------------
#046 "Paras"
Basic Pokemon - HP 50 [G]
[C] Scratch: 10
[G] Shoot Spore
Search your deck for a Basic Pokemon named Paras and put it onto your
Bench. Shuffle your deck afterward. (You can't use this attack if your
Bench is full.)
#047 "Parasect"
Stage 1 (Evolves from "Paras") - HP 60 [G]
[GG] Poison Spore: 10
The Defending Pokemon is now Poisoned.
[GGC] Leech Life: 20
Remove a number of damage counters from Parasect equal to the damage done
to the Defending Pokemon (after applying Weakness and Resistance). If
Parasect has fewer damage counters than that, remove all of them.
[G] Stun Spore: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[GC] Leech Life: 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.
#049 "Venomoth"
Stage 1 (Evolves from "Venonat") - HP 60 [G]
[GG] Tornado: 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.) Then, if you have any Benched Pokemon, switch Venomoth with
one of them.
[GGC] Rainbow Powder: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails,
the Defending Pokemon is now Poisoned.
Weakness: R
Resistance: F
Ret. Cost: -
GB2: Mr. Mime Pack (R)
Japanese: Vending Sheet 2 (C)
#049 "Venomoth"
Stage 1 (Evolves from "Venonat") - HP 70 [G]
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.
[GG] Venom Powder: 10
Flip a coin. If heads, the Defending Pokemon is now Confused and Poisoned.
Weakness: R
Resistance: F
Ret. Cost: -
GB1: Laboratory (R)
GB2: Bulbasaur Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (R)
[G] Call for Family
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.)
Weakness: R
Resistance: -
Ret. Cost: *
GB1: Evolution (C)
GB2: Omanyte Pack (C)
Japanese: Jungle (C)
English: Jungle (C)
Base Set 2 (C)
#070 "Weepinbell"
Stage 1 (Evolves from "Bellsprout") - HP 60 [G]
[G] Regrowth
Discard all cards attached to Weepinbell and remove all damage counters
from Weepinbell. Then, discard this Evolution card to return Weepinbell
to its Basic stage.
[GG] Dissolve: 20
Flip a coin. If heads and if the Defending Pokemon has any Energy cards
attached to it, choose 1 of them and discard it.
[G] Poison Gas
The Defending Pokemon is now Poisoned.
[GG] Sticky Hands: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage and
the Defending Pokemon is now Paralyzed; if tails, this attack does 10
damage.
----------------------------------------
// ROCKET DARK MUK Lv25 //
----------------------------------------
#089 "Dark Muk"
Stage 1 (Evolves from "Grimer") - HP 60 [G]
Pokemon Power: Sticky Goo
As long as Dark Muk is your Active Pokemon, your opponent pays [CC] more
to retreat his or her Active Pokemon. This Power stops working while Dark
Muk is Asleep, Confused, or Paralyzed.
[GG] Sludge Punch: 30
The Defending Pokemon is now Poisoned.
#103 "Exeggcutor"
Stage 1 (Evolves from "Exeggcute") - HP 80 [G]
[P] Teleport
Switch Exeggutor with 1 of your Benched Pokemon.
[C] Big Eggsplosion: 20x
Flip a number of coins equal to the number of Energy attached to
Exeggutor. This attack does 20 damage times the number of heads.
Weakness: R
Resistance: -
Ret. Cost: ***
GB1: Mystery (U)
GB2: Moltres Pack (U)
Japanese: Jungle (U)
English: Jungle (U)
Base Set 2 (U)
Legendary Collection (R)
#110 "Weezing"
Stage 1 (Evolves from "Koffing") - HP 60 [G]
Pokemon Power: Poison Mist
Once during your turn (before your attack) you may flip a coin. If heads,
and if a Pokemon in play is Poisoned, that Pokemon now takes 20 Poison
damage instead of 10 until the beginning of your next turn.
[GGG] Gas Explosion: 40
Weezing does 30 damage to itself. If the Defending Pokemon was Knocked Out
by this attack, the Pokemon that replaces it is now Poisoned.
#110 "Weezing"
Stage 1 (Evolves from "Koffing") - HP 60 [G]
[GG] Smog: 20
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
[GGC] Selfdestruct: 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.
----------------------------------------
// ROCKET DARK WEEZING Lv24 //
----------------------------------------
#110 "Dark Weezing"
Stage 1 (Evolves from "Koffing") - HP 60 [G]
[GC] Mass Explosion: 20x
Does 20 damage times the total number of Koffings, Weezings, and Dark
Weezings in play (Apply Weakness and Resistance.). Then, this attack does
20 damage to each Koffing, Weezing, and Dark Weezing (even your own).
Don't apply Weakness and Resistance.
[GGG] Stun Gas: 20
Flip a coin. If heads, the Defending Pokemon is now Poisoned; if tails,
the Defending Pokemon is now Paralyzed.
[GG] Irongrip: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[GGCC] Guillotine: 50
Weakness: R
Resistance: -
Ret. Cost: *
GB1: Colosseum (R)
GB2: Omanyte Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (R)
=========================================================================
[4] FIRE CARDS
=========================================================================
Pokemon Power: Gather Fire
Once during your turn (before you attack), you may take 1 [R] Energy card
attached to 1 of your other Pokemon and attach it to Charmander. This
power can't be used if Charmander is Asleep, Confused, or Paralyzed.
[C] Growl
If the Defending Pokemon attacks Charmander during your opponent's next
turn, the damage done by attack is reduced by 10 (after applying Weakness
and Resistance). (Benching either Pokemon ends this effect.)
[RR] Fire Tail: 30
Weakness: W
Resistance: -
Ret. Cost: *
GB2: Mr. Mime Pack (U)
Japanese: Vending Sheet 1 (U)
Note: This card is Lv10 in the IRL card game.
----------------------------------------
// BASE CHARMELEON Lv32 //
----------------------------------------
#005 "Charmeleon"
Stage 1 (Evolves from "Charmander") - HP 80 [R]
[CCC] Slash: 30
[RRC] Flamethrower: 50
Discard 1 [R] Energy card attached to Charmeleon in order to use this
attack.
Weakness: W
Resistance: -
Ret. Cost: *
GB1: Colosseum (U)
GB2: Bulbasaur Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (U)
----------------------------------------
// ROCKET DARK CHARMELEON Lv23 //
----------------------------------------
#005 "Dark Charmeleon"
Stage 1 (Evolves from "Charmander") - HP 50 [R]
[CC] Tail Slap: 20
[RRR] Fireball: 70
Use this attack only if there are any [R] Energy cards attached to Dark
Charmeleon. Flip a coin. If heads, discard 1 of those Energy cards. If
tails, this attack does nothing (not even damage).
----------------------------------------
// BASE CHARIZARD Lv76 //
----------------------------------------
#006 "Charizard"
Stage 2 (Evolves from "Charmeleon") - HP 120 [R]
Pokemon Power: Energy Burn
As often as you like during your turn (before you attack), you may turn
all Energy attached to Charizard into [R] Energy for the rest of the turn.
This power can't be used if Charizard is Asleep, Confused, or Paralyzed.
[RRRR] Fire Spin: 100
Discard 2 Energy cards attached to Charizard in order to use this attack.
Weakness: W
Resistance: F
Ret. Cost: ***
GB1: Evolution (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (RH)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (RH)
Exactly the same as the above BASE CHARIZARD Lv76, only with a different
illustration and with a different location.
GB2: Promo
Japanese: CD Promo
----------------------------------------
// ROCKET DARK CHARIZARD Lv38 //
----------------------------------------
#006 "Dark Charizard"
Stage 2 (Evolves from "Dark Charmeleon") - HP 80 [R]
[C] Nail Flick: 10
[RR] Continuous Fireball: 50x
Flip a number of coins equal to the number of [R] Energy cards attached to
Dark Charizard. This attack does 50 damage times the number of heads.
Discard a number of [R] Energy cards attached to Dark Charizard equal
to the number of heads.
[RR] Foxfire: 10
You may choose 1 of your opponent's Benched Pokemon and switch it with his
or her Active Pokemon. Do the damage to the new Defending Pokemon.
Weakness: W
Resistance: -
Ret. Cost: *
GB2: Mr. Mime Pack (C)
Japanese: Vending Sheet 3 (C)
----------------------------------------
// BASE NINETALES Lv32 //
----------------------------------------
#038 "Ninetales"
Stage 1 (Evolves from "Vulpix") - HP 80 [R]
[CC] Lure
If your opponent has any Benched Pokemon, choose 1 of them and switch it
with his or her Active Pokemon.
[RRRR] Fire Blast: 80
Discard 1 [R] Energy card attached to Ninetales in order to use this
attack.
Weakness: W
Resistance: -
Ret. Cost: *
GB1: Mystery (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (RH)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (RH)
#038 "Ninetales"
Stage 1 (Evolves from "Vulpix") - HP 80 [R]
[RR] Mix-Up
If your opponent has any Benched 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 shuffle
his or her deck afterward.
[RRR] Dancing Embers: 10x
Flip 8 coins. This attack does 10 damage times the number of heads.
Weakness: W
Resistance: -
Ret. Cost: *
GB1: Laboratory (R)
GB2: Mr. Mime Pack (R)
----------------------------------------
// GAMEBOY DARK NINETALES Lv28 //
----------------------------------------
#038 "Dark Ninetales"
Stage 1 (Evolves from "Vulpix") - HP 60 [R]
[R] Mislead
Your opponent flips a coin. If tails, your opponent doesn't draw a card at
the beginning of your opponent's next turn.
[RRC] Nine Tail Whip: 10x
Flip 9 coins. This attack does 10 damage times the number of heads.
[CC] Errand Run
Flip a coin. If heads, search your deck for a Trainer card, show it to
your opponent, and put it in your hand. Shuffle your deck afterwards.
[RC] Ember: 30
Discard 1 [R] Energy card attached to Growlithe in order to use this
attack.
----------------------------------------
// BASE GROWLITHE Lv18 //
----------------------------------------
#058 "Growlithe"
Basic Pokemon - HP 60 [R]
[RC] Flare: 20
Weakness: W
Resistance: -
Ret. Cost: *
GB1: Colosseum (U)
GB2: Mr. Mime Pack (U)
Japanese: Base Set (U)
Intropack (Squirtle Deck)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (U)
#059 "Arcanine"
Stage 1 (Evolves from "Growlithe") - HP 70 [R]
[CC] Quick Attack: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage. If
tails, this attack does 10 damage.
[RR] Flames of Rage: 40+
Discard 2 [R] 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.
#078 "Rapidash"
Stage 1 (Evolves from "Ponyta") - HP 60 [R]
[R] Flaming Inferno: 10+
You may discard up to 2 [R] Energy cards attacked to Rapidash when you
use this attack. If you do, this attack does 10 damage plus 20 more
damage for each energy card that was discarded.
[CC] Kick Back: 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.)
----------------------------------------
// ROCKET DARK RAPIDASH Lv24 //
----------------------------------------
#078 "Dark Rapidash"
Stage 1 (Evolves from "Ponyta") - HP 60 [R]
[CC] Rear Kick: 20
[RR] Flame Pillar: 30
You may discard 1 [R] Energy card attached to Dark Rapidash when you use
this attack. If you do and 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 to Benched Pokemon.)
[R] Burning Fire: 10+
When you use this attack, you may discard any number of [R] Energy card
attached to your Pokemon in play. This attack does 10 damage plus 10 more
damage for each [R] Energy card you discarded in this way.
[R] Smokescreen: 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.
[RR] Smog: 20
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
----------------------------------------
// ROCKET DARK FLAROEN Lv23 //
----------------------------------------
#136 "Dark Flareon"
Stage 1 (Evolves from "Eevee") - HP 50 [R]
[C] Rage: 10+
This attack does 10 damage plus 10 more damage for each damage counter on
Dark Flareon.
[RR] Playing with Fire: 30+
Use this attack only if there are any [R] Energy cards attached to Dark
Flareon. Flip a coin. If heads, discard 1 of those Energy cards and this
attack does 30 damage plus 20 more damage; if tails, this attack does 30
damage.
[R] Wildfire
You may discard any number of [R] 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.
[RRRR] Dive Bomb: 80
Flip a coin. If tails, this attack does nothing.
Pokemon Power: Firegiver
When you put Moltres into play during your turn (not during set-up), put
from 1 to 4 (chosen at random) [R] Energy cards from your deck into your
hand. Shuffle your deck afterward.
[RRR] Dive Bomb: 70
Flip a coin. If tails, this attack does nothing.
Weakness: -
Resistance: F
Ret. Cost: **
GB1: Legendary Card
GB2: Legendary Card
=========================================================================
[5] WATER CARDS
=========================================================================
----------------------------------------
// BASE SQUIRTLE Lv8 //
----------------------------------------
#007 "Squirtle"
Basic Pokemon - HP 40 [W]
[W] Bubble: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[WC] Withdraw
Flip a coin. If heads, prevent all damage done to Squirtle during your
opponent's next turn. (Any other effects of attack still happen.)
Weakness: L
Resistance: -
Ret. Cost: *
GB1: Evolution (C)
GB2: Omanyte Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
----------------------------------------
// BASE WARTORTLE Lv22 //
----------------------------------------
#008 "Wartortle"
Stage 1 (Evolves from "Squirtle") - HP 70 [W]
[WC] Withdraw
Flip a coin. If heads, prevent all damage done to Wartortle during your
opponent's next turn. (Any other effects of attack still happen.)
[WCC] Bite: 40
Weakness: L
Resistance: -
Ret. Cost: *
GB1: Evolution (U)
GB2: Omanyte Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
----------------------------------------
// ROCKET DARK WARTORTLE Lv21 //
----------------------------------------
#008 "Dark Wartortle"
Stage 1 (Evolves from "Squirtle") - HP 60 [W]
[W] Doubleslap: 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
[WC] Mirror Shell
If an attack does damage to Dark Wartortle during your opponent's next
turn (even if Dark Wartortle is Knocked Out), Dark Wartortle attacks the
Defending Pokemon for an equal amount of damage.
----------------------------------------
// BASE BLASTOISE Lv52 //
----------------------------------------
#009 "Blastoise"
Stage 2 (Evolves from "Wartortle") - HP 100 [W]
Pokemon Power: Rain Dance
As often as you like during your turn (before your attack), you may attack
1 [W] Energy card to 1 of your [W] 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.
[WWW] Hydro Pump: 40+
Does 40 damage plus 10 damage for each [W] Energy attached to Blastoise
but not used to pay for this attack's Energy cost. You can't add more than
20 damage in this way.
Weakness: L
Resistance: -
Ret. Cost: ***
GB1: Evolution (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Exactly the same as the above BASE BLASTOISE Lv54, only with a different
illustration and with a different location.
GB2: Promo
Japanese: CD Promo
Intropack (Squirtle Deck)
----------------------------------------
// ROCKET DARK BLASTOISE Lv28 //
----------------------------------------
#009 "Dark Blastoise"
Stage 2 (Evolves from "Dark Wartortle") - HP 70 [W]
[WW] Hydrocannon: 30+
Does 30 damage plus 20 damage for each [W] Energy attached to Dark
Blastoise but not used to pay for this attack's Energy cost. You can't add
more than 40 damage in this way.
[WCC] Rocket Tackle: 40
Dark Blastoise does 10 damage to itself. Flip a coin. If heads, prevent
all damage done to Dark Blastoise during your opponent's next turn.
(Any other effects of attacks still happen.)
[WC] Water Gun: 20+
Does 20 damage plus 10 damage for each [W] Energy attached to Psyduck but
not used to pay for this attack's Energy cost. You can't add more than 20
damage in this way.
----------------------------------------
// BASE POLIWAG Lv13 //
----------------------------------------
#060 "Poliwag"
Basic Pokemon - HP 40 [W]
[W] Water Gun: 10+
Does 10 damage plus 10 damage for each [W] Energy 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.
Weakness: G
Resistance: -
Ret. Cost: *
GB1: Laboratory (C)
GB2: Omanyte Pack (C)
Japanese: Base Set (C)
Intropack (Squirtle Deck)
English: Base Set (C)
Base Set 2 (C)
#062 "Poliwrath"
Stage 2 (Evolves from "Poliwhirl") - HP 80 [W]
[WW] Megaton Punch: 30
[WWW] Hydro Pump: 40+
Does 40 damage plus 10 damage for each [W] 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.
----------------------------------------
// BASE POLIWRATH Lv48 //
----------------------------------------
#062 "Poliwrath"
Stage 2 (Evolves from "Poliwhirl") - HP 90 [W]
[WWC] Water Gun: 30+
Does 30 damage plus 10 damage for each [W] 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.
[WWCC] Whirlpool: 40
If the Defending Pokemon has any Energy cards attached to it, choose 1 of
them and discard it.
Weakness: G
Resistance: -
Ret. Cost: ***
GB1: Laboratory (R)
GB2: Pidgeot Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Pokemon Power: Cowardice
At any time during your turn (before your 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 in play or if Tentacool is
Asleep, Confused, or Paralyzed.
[C] Growl
If the Defending Pokemon attacks Seel during your opponent's next turn,
the damage done by attack is reduced by 10 (after applying Weakness and
Resistance). (Benching either Pokemon ends this effect.)
[WW] Ice Beam: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[W] Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confused.
[W] Hide Shell
Flip a coin. If heads, prevent all damage done to Shellder during your
opponent's next turn. (Any other effects of attack still happen.)
[WC] Spout: 20+
Does 20 damage plus 10 damage for each [W] Energy attached to Shellder but
not used to pay for this attack's Energy cost. You can't add more than 20
damage in this way.
Weakness: L
Resistance: -
Ret. Cost: *
GB2: Mr. Mime Pack (C)
Japanese: Vending Sheet 2 (C)
[W] Call for Family
Search your deck for a Basic Pokemon named Krabby and put it on your
Bench. Shuffle your deck afterward. (You can't use this attack if your
Bench is full.)
[W] Smokescreen: 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.
[C] Hide
Flip a coin. If heads, during your opponent's next turn, prevent all
effects of attacks, including damage, done to Horsea.
[W] Water Gun: 10+
Does 10 damage plus 10 damage for each [W] Energy attached to Horsea but
not used to pay for this attack's Energy cost. You can't add more than 20
damage in this way.
#117 "Seadra"
Stage 1 (Evolves from "Horsea") - HP 60 [W]
[WC] Water Gun: 20+
Does 20 damage plus 10 damage for each [W] 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.
[WCC] Agility: 20
Flip a coin. If heads, during your opponent's next turn, prevent all
effects of attacks, including damage, done to Seadra.
#117 "Seadra"
Stage 1 (Evolves from "Horsea") - HP 70 [W]
[WW] Water Bomb: 20
If Seadra has extra [W] Energy attached that is not used to pay for this
attack's Energy cost, you may do 10 damage to any of your opponent's
Benched Pokemon per extra [W] Energy card. ([W] Energy after the 2nd
doesn't count.) (Don't apply Weakness and Resistance for Benched Pokemon.)
#121 "Dark Starmie"
Stage 1 (Evolves from "Staryu") - HP 60 [W]
Pokemon Power: Rebirth
Once during your turn (before your attack) you may discard Dark Starmie
and all cards attached to it. Then 1 random Staryu in your deck is chosen
and put onto the same place. (You can't use this Power if you don't have a
Staryu in your deck.) Shuffle your deck afterward. This Power can't be
used if Dark Starmie is Asleep, Confused, or Paralyzed.
[WW] Spinning Shower
Flip a coin. If heads, choose a random number of your opponent's Pokemon
(1, 2) and this attack does 20 damage to each of them. (Don't apply
Weakness and Resistance.) Discard 1 random Energy card attached to each of
them.
[WWW] Rapid Evolution
Search your deck for an Evolution card named Gyarados or Dark Gyarados
and put it on Magikarp. (This counts as evolving Magikarp.) Shuffle your
deck afterward.
[W] Double Flop: 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
[WW] Dragon Rage: 50
Flip 2 coins. If at least one of them are tails, this attack does nothing.
Weakness: L
Resistance: -
Ret. Cost: *
GB2: Promo
Japanese: Promo (Tamamushi University Hyper Test campagin)
----------------------------------------
// BASE GYARADOS Lv41 //
----------------------------------------
#130 "Gyarados"
Stage 1 (Evolves from "Magikarp") - HP 100 [W]
[WWW] Dragon Rage: 50
[WWWW] Bubblebeam: 40
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Weakness: G
Resistance: F
Ret. Cost: ***
GB1: Colosseum (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (RH)
----------------------------------------
// ROCKET DARK GYARADOS Lv31 //
----------------------------------------
#130 "Dark Gyarados"
Stage 1 (Evolves from "Magikarp") - HP 70 [W]
Pokemon Power: Final Beam
When Dark Gyarados is Knocked Out by an attack, flip a coin. If heads,
this power does 20 damage for each [W] Energy attached to Dark Gyarados
to the Pokemon that Knocked Out Gyarados. Apply Weakness and Resistance.
This power doesn't work if Dark Gyarados is Asleep, Confused, or
Paralyzed.
[WWW] Ice Beam: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[W] Water Gun: 10+
Does 10 damage plus 10 damage for each [W] Energy attached to Lapras but
not used to pay for this attack's Energy cost. You can't add more than 20
damage in this way.
[WW] Confuse Ray: 10
Flip a coin. If heads, the Defending Pokemon is now Confused.
#134 "Vaporeon"
Stage 1 (Evolves from "Eevee") - HP 80 [W]
[CC] Quick Attack: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage. If
tails, this attack does 10 damage.
[WWC] Water Gun: 30+
Does 30 damage plus 10 damage for each [W] 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.
#138 "Omanyte"
Stage 1 (Evolves from "Mysterious Fossil") - HP 40 [W]
Pokemon Power: Clairvoyance
Your opponent plays with his or her hand face up. This power stops working
while Omanyte is Asleep, Confused, or Paralyzed.
[W] Water Gun: 10+
Does 10 damage plus 10 damage for each [W] 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.
#138 "Omanyte"
Stage 1 (Evolves from "Mysterious Fossil") - HP 50 [W]
Pokemon Power: Ancient Dream
Once during your turn (before your attack) you may flip a coin. If heads,
all damage done by Pokemon that have evolved from Mysterious Fossil will
do an additional 10 damage when they attack. (Damage to Benched Pokemon
will not be increased.)
#138 "Omanyte"
Stage 1 (Evolves from "Mysterious Fossil") - HP 50 [W]
Pokemon Power: Fossil Guidance
Once during your turn (before your attack) you may flip a coin. If heads,
select 1 Trainer card named Mysterious Fossil from your discard pile and
put it into your hand. This power can't be used if Omanyte is Asleep,
Confused, or Paralyzed.
[WW] Surf: 30
Weakness: G
Resistance: -
Ret. Cost: *
GB2: Rocket R Pack (U)
Japanese: Vending Sheet 3 (U)
#139 "Omastar"
Stage 2 (Evolves from "Omanyte") - HP 70 [W]
[WC] Water Gun: 20+
Does 20 damage plus 10 damage for each [W] 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.
[WW] Spike Cannon: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Pokemon Power: Aurora Veil
As long as Articuno is your Active Pokemon, your Benched Pokemon do not
take damage from and are not affected by attacks. This power cannot be
used if Articuno is Asleep, Confused, or Paralyzed.
[WWCC] Ice Beam: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[WWW] Freeze Dry: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[WWWW] Blizzard: 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.)
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.
[WWW] Ice Breath
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 of
attacks that would happen after applying Weakness and Resistance still
happen.)
[WW] Water Gun: 20+
Does 20 damage plus 10 damage for each [W] Energy attached to Marill but
not used to pay for this attack's Energy cost. You can't add more than 20
damage in this way.
[LL] Spark: 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.)
[C] Growl
If the Defending Pokemon attacks Pikachu during your opponent's next turn,
the damage done by attack is reduced by 10 (after applying Weakness and
Resistance). (Benching either Pokemon ends this effect.)
[LL] Thundershock: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Weakness: F
Resistance: -
Ret. Cost: *
GB1: Promo
GB2: Promo P11
Japanese: Promo (Coro Coro Comics '96 volume 11 insert)
Promo (How to Play book insert)
English: Promo (WBSP #1)
[L] Thundershock: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[CCC] Fly: 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).
#026 "Raichu"
Stage 1 (Evolves from "Pikachu") - HP 70 [L]
[LL] Short Out
Choose 1 of your opponent's Pokemon and this attack does 10 damage times
the number of [W] Energy attached to that Pokemon. Don't apply Weakness
or Resistance for this attack. (Any other effects that would happen after
applying Weakness and Resistance still happen.)
[LLC] Lightning Kick: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
#026 "Raichu"
Stage 1 (Evolves from "Pikachu") - HP 90 [L]
[LLLL] Gigashock: 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.
--------------------------------------------
// BASE MAGNEMITE Lv13 //
--------------------------------------------
#081 "Magnemite"
Basic Pokemon - HP 40 [L]
[L] Thundershock: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[LC] Selfdestruct: 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.
Weakness: F
Resistance: -
Ret. Cost: *
GB1: Colosseum (C)
GB2: Mr. Mime Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
Pokemon Power: Magnet
Once during your turn (before your attack) you may flip a coin. If heads,
search your deck for a Basic Pokemon named Magnemite and put it onto your
Bench. Shuffle your deck afterward. This power can't be used if Magnemite
is Asleep, Confused, Paralyzed, or if your Bench is full.
[L] Superconduction
Choose 1 of your opponent's Pokemon and do 10 damage to it. Don't apply
Weakness and Resistance for this attack. (Any other effects that would
happen after applying Weakness and Resistance still happen.)
--------------------------------------------
// BASE MAGNETON Lv28 //
--------------------------------------------
#082 "Magneton"
Stage 1 (Evolves from "Magnemite") - HP 60 [L]
[LLC] Thunder Wave: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[LLCC] Selfdestruct: 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.
Weakness: F
Resistance: -
Ret. Cost: *
GB1: Colosseum (R)
GB2: Mr. Mime Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
#082 "Magneton"
Stage 1 (Evolves from "Magnemite") - HP 70 [L]
[LLC] Microwave
If your opponent has any Benched Pokemon, choose 1 of them and do 20
damage to it. (Don't apply Weakness and Resistance.) (Any other
effects that would happen after applying Weakness and Resistance still
happen.) Flip a coin. If heads, choose 1 Energy card attached to that
Pokemon and discard it.
#082 "Magneton"
Stage 1 (Evolves from "Magnemite") - HP 80 [L]
[LC] Sonicboom: 20
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
[LLLL] Selfdestruct: 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.
--------------------------------------------
// ROCKET DARK MAGNETON Lv26 //
--------------------------------------------
#082 "Dark Magneton"
Stage 1 (Evolves from "Magnemite") - HP 60 [L]
[CC] Sonicboom: 20
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
[LL] Magnetic Lines: 30
If the Defending Pokemon has any basic Energy cards attached to it,
choose 1 of them. If your opponent has any Benched Pokemon, choose 1 of
them and attach that Energy card to it.
#101 "Electrode"
Stage 1 (Evolves from "Voltorb") - HP 70 [L]
[LL] Sonicboom: 30
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
[LLL] Energy Spike
Search your deck for a basic Energy card and attach it to 1 of your
Pokemon. Shuffle your deck afterward.
#101 "Electrode"
Stage 1 (Evolves from "Voltorb") - HP 90 [L]
[CC] Tackle: 20
[LLL] Chain Lightning: 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).
--------------------------------------------
// ROCKET DARK ELECTRODE Lv24 //
--------------------------------------------
#101 "Dark Electrode"
Stage 1 (Evolves from "Voltorb") - HP 60 [L]
[C] Rolling Tackle: 10
[LL] Energy Bomb: 30
Take all Energy cards attached to Dark Electrode and attach them to your
Benched Pokemon (in any way you choose). If you have no Benched Pokemon,
discard all Energy cards attached to Dark Electrode.
[L] Light Screen
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.)
[CC] Quick Attack: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage. If
tails, this attack does 10 damage.
[L] Thundershock: 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[LC] Thunderpunch: 40+
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.
Weakness: F
Resistance: -
Ret. Cost: **
GB1: Colosseum (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
--------------------------------------------
// ROCKET DARK JOLTEON Lv23 //
--------------------------------------------
#135 "Dark Jolteon"
Stage 1 (Evolves from "Eevee") - HP 50 [L]
[L] Lightning Flash: 20
If the Defending Pokemon tries to attack during your opponent's next turn,
your opponent flips a coin. If tails, that attack does nothing.
[LLC] Thunder Attack: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails,
Dark Jolteon does 10 damage to itself.
[LLL] Lightning Strike: 50
Flip a coin. If tails, choose 1 of your Pokemon and this attack does 30
damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.)
[LLCC] Thunder Crash: 50+
Flip a coin. If heads, this attack does 50 damage plus 20 more damage; if
tails, this attack does 50 damage and Zapdos does 20 damage to itself.
Weakness: -
Resistance: F
Ret. Cost: **
GB2: Mr. Mime Pack (R)
Japanese: Vending Sheet 2 (U)
[LLLL] Thunderstorm: 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.
Pokemon Power: Pearl 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.)
[LLL] Big Thunder
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.)
--------------------------------------------
// BASE SANDSHREW Lv12 //
--------------------------------------------
#027 "Sandshrew"
Basic Pokemon - HP 40 [F]
[F] Sand-attack: 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.
Weakness: G
Resistance: L
Ret. Cost: *
GB1: Evolution (C)
GB2: Moltres Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
#028 "Sandslash"
Stage 1 (Evolves from "Sandshrew") - HP 70 [F]
[F] Hide in Sand
Flip a coin. If heads, prevent all damage done to Sandslash during your
opponent's next turn. (Any other effects of attack still happen.)
[FFF] Rolling Needle: 40+
Flip 3 coins. This attack does 40 damage plus 10 more damage for each
heads. Then, Sandslash does 10 damage times the number of tails to itself.
[F] Dig Under
Choose 1 of your opponent's Pokemon. This attack does 10 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.)
#051 "Dugtrio"
Stage 1 (Evolves from "Diglett") - HP 80 [F]
Pokemon Power: Stay Underground
Whenever an attack does damage to Dugtrio while it is Benched, prevent
that damage.
[FFF] Earth Wave: 30
Choose 2 of your opponent's different Benched Pokemon and this attack does
10 damage to each of them.
Weakness: G
Resistance: L
Ret. Cost: **
GB2: Promo
Japanese: Promo (How to Play ver. 2 book insert)
--------------------------------------------
// ROCKET DARK DUGTRIO Lv18 //
--------------------------------------------
#051 "Dark Dugtrio"
Stage 1 (Evolves from "Diglett") - HP 50 [F]
Pokemon Power: Sinkhole
Whenever your opponent's Active Pokemon retreats, your opponent flips a
coin. If tails, this power does 20 damage to that Pokemon. (Don't apply
Weakness and Resistance.) This power stops working while Dark Dugtrio is
Asleep, Confused, or Paralyzed.
[FF] Knock Down: 20+
Your opponent flips a coin. If tails, this attack does 20 damage plus 20
more damage; if heads, this attack does 20 damage.
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.
[C] Concentrate Energy
Flip a coin. If heads, Machop's Stab attack's base damage is 60 instead of
30. If tails, you can't use Machop's Stab attack next turn.
#067 "Machoke"
Stage 1 (Evolves from "Machop") - HP 60 [F]
[FC] Inferno Thrust: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
[CCC] Focus Blast
Flip a coin. If heads, choose 1 of your opponent's Pokemon and this attack
does 20 damage to it. (Don't apply Weakness and Resistance for Benched
Pokemon.)
--------------------------------------------
// BASE MACHOKE Lv40 //
--------------------------------------------
#067 "Machoke"
Stage 1 (Evolves from "Machop") - HP 80 [F]
[FFC] Karate Chop: 50-
Does 50 damage minus 10 damage for each damage counter on Machoke.
[FFCC] Submission: 60
Machoke does 20 damage to itself.
Weakness: P
Resistance: -
Ret. Cost: ***
GB1: Evolution (U)
GB2: Bulbasaur Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (U)
--------------------------------------------
// ROCKET DARK MACHOKE Lv28 //
--------------------------------------------
#067 "Dark Machoke"
Stage 1 (Evolves from "Machop") - HP 60 [F]
[FFC] Drag Off: 20
Before doing damage, choose 1 of your opponent's Benched Pokemon and
switch it with the Defending Pokemon. Do the damage to the new Defending
Pokemon. This attack can't be used if your opponent has no Benched
Pokemon.
[FFC] Knock Back: 30
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.)
#068 "Machamp"
Stage 2 (Evolves from "Machoke") - HP 90 [F]
[FF] Seething Anger: 20+
Flip a number of coins equal to the amount of damage counters on Machamp.
This attack does 20 damage plus 10 more damage for each heads.
[FFCC] Fling: 50
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.)
Weakness: P
Resistance: -
Ret. Cost: ***
GB2: Promo (mail-in Game Center promo)
Japanese: Promo (Vending Sheet 3 Evolution Campaign trade-in)
English: Promo (WBSP #43)
--------------------------------------------
// BASE MACHAMP Lv67 //
--------------------------------------------
#068 "Machamp"
Stage 2 (Evolves from "Machoke") - HP 100 [F]
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.
[FFFC] Seismic Toss: 60
Weakness: P
Resistance: -
Ret. Cost: ***
GB1: Evolution (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (RH) 1st Edition only
Legendary Collection (RH)
--------------------------------------------
// ROCKET DARK MACHAMP Lv30 //
--------------------------------------------
#068 "Dark Machamp"
Stage 2 (Evolves from "Dark Machoke") - HP 70 [F]
[FF] Mega Punch: 30
[FFFC] Fling
Your opponent shuffles his or her Active Pokemon and all cards attached
to it into his or her deck. This attack can't be used if your opponent has
no Benched Pokemon.
[FC] Harden
During your opponent's next turn, whenever 30 or less damage is done to
Geodude (after applying Weakness and Resistance), prevent that damage.
(Any other effects of attacks still happen.)
#075 "Graveler"
Stage 1 (Evolves from "Geodude") - HP 60 [F]
[FF] Harden
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.)
#076 "Golem"
Stage 2 (Evolves from "Graveler") - HP 80 [F]
[FFFC] Avalanche: 60
[FFFF] Selfdestruct: 100
Does 20 damage to each Pokemon on each player's Bench. (Don't apply
Weakness and Resistance for Benched Pokemon.) Golem does 100 damage to
itself.
#076 "Golem"
Stage 2 (Evolves from "Graveler") - HP 80 [F]
[CC] Rollout: 20
[FFF] Rock Blast
Discard up to 5 [F] Energy cards attached to Golem. For each [F] Energy
card discarded, choose 1 of your opponent's Pokemon and do 20 damage to
it. (You may choose 1 of your opponent's Pokemon more than once.) Don't
apply Weakness or Resistance. (Any other effects that would happen after
applying Weakness and Resistance still happen.)
Weakness: G
Resistance: -
Ret. Cost: ****
GB2: Promo (mail-in Game Center promo)
Japanese: Promo (Vending Sheet 3 Evolution Campaign trade-in)
--------------------------------------------
// BASE ONIX Lv12 //
--------------------------------------------
#095 "Onix"
Basic Pokemon - HP 90 [F]
[F] Rock Throw: 10
[FF] Harden
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.)
Weakness: G
Resistance: -
Ret. Cost: ***
GB1: Laboratory (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
[C] Snivel
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 either Pokemon ends this effect.)
[FF] Rage: 10+
Does 10 damage plus 10 more damage for each damage counter on Cubone.
[F] Bone Toss
Flip a coin. If heads, this attack does 30 damage to the Defending
Pokemon. If tails, choose 1 of your opponent's Benched Pokemon and this
attack does 10 to it. (Don't apply Weakness and Resistance for Benched
Pokemon.)
#105 "Marowak"
Stage 1 (Evolves from "Cubone") - HP 60 [F]
[FF] Bonemerang: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
[FFC] Call for Friend
Search your deck a [F] Basic Pokemon card and put it onto your Bench.
Shuffle your deck afterward. (You can't use this attack if your Bench is
full.)
Weakness: G
Resistance: L
Ret. Cost: *
GB1: Laboratory (U)
GB2: Pidgeot Pack (U)
English: Jungle (U)
Japanese: Jungle (U)
Base Set 2 (U)
#105 "Marowak"
Stage 1 (Evolves from "Cubone") - HP 70 [F]
[FC] Bone Attack: 10
Flip a coin. If heads, the Defending Pokemon can't attack during your
opponent's next turn.
[FFF] Wail
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.
Weakness: G
Resistance: L
Ret. Cost: *
GB1: Evolution (U)
GB2: Moltres Pack (U)
--------------------------------------------
// GAMEBOY DARK MAROWAK Lv27 //
--------------------------------------------
#105 "Dark Marowak"
Stage 1 (Evolves from "Cubone") - HP 60 [F]
[FF] Multiple Bone Hit: 20
Does a randomly selected amount of damage (0, 10, or 20) to 1 of your
opponent's Benched Pokemon chosen at random. Then, switch that Pokemon
with the Defending Pokemon.
[FF] Stretch Kick
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.)
[F] Mach Punch: 20
Flip a coin. If heads, choose 1 of your opponent's Benched Pokemon and
this attack does 10 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.)
Weakness: P
Resistance: -
Ret. Cost: **
GB2: Mr. Mime Pack (R)
Japanese: Vending Sheet 2 (U)
--------------------------------------------
// BASE HITMONCHAN Lv33 //
--------------------------------------------
#107 "Hitmonchan"
Basic Pokemon - HP 70 [F]
[F] Jab: 20
[FFC] Special Punch: 40
Weakness: P
Resistance: -
Ret. Cost: **
GB1: Colosseum (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
[C] Leer
Flip a coin. If heads, the Defending Pokemon can't attack Rhyhorn during
your opponent's next turn. (Benching either Pokemon ends this effect.)
[FCC] Horn Attack: 30
Weakness: G
Resistance: L
Ret. Cost: ***
GB1: Mystery (C)
GB2: Moltres Pack (C)
Japanese: Jungle (C)
English: Jungle (C)
Base Set 2 (C)
Legendary Collection (C)
#112 "Rhydon"
Stage 1 (Evolves from "Rhyhorn") - HP 80 [F]
[FCC] Horn Attack: 30
[FFFF] Ram: 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.)
Weakness: G
Resistance: L
Ret. Cost: ***
GB1: Mystery (U)
GB2: Moltres (U)
Japanese: Jungle (U)
English: Jungle (U)
Base Set 2 (U)
Legendary Collection (R)
#140 "Kabuto"
Stage 1 (Evolves from "Mysterious Fossil") - HP 30 [F]
Pokemon Power: Kabuto Armor
Whenever an attack (including 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.
#140 "Kabuto"
Stage 1 (Evolves from "Mysterious Fossil") - HP 50 [F]
Pokemon Power: Fossil Transformation
Once during your turn (before your attack) you may choose 1 of your
Pokemon that evolved from a Mysterious Fossil. Flip a coin. If heads,
return all Evolution cards attached to that card to your hand. This power
can't be used if Kabuto is Asleep, Confused, or Paralyzed.
[CC] Sharp Claw: 10+
Flip a coin. If heads, this attack does 10 damage plus 30 more damage; if
tails, this attack does 10 damage.
Weakness: G
Resistance: -
Ret. Cost: *
GB2: Rocket R Pack (U)
Japanese: Vending Sheet 2 (U)
#141 "Kabutops"
Stage 2 (Evolves from "Kabuto") - HP 60 [F]
[FF] Sharp Sickle: 30
[FFFF] Absorb: 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.
#064 "Kadabra"
Stage 1 (Evolves from "Abra") - HP 60 [P]
[PP] Psycho Panic: 30
If the Defending Pokemon is [P] type, this attack's base damage is 60
instead of 30.
[PPP] Blink: 30
If an attack damages Kadabra during your opponent's next turn, flip a
coin. If heads, prevent that damage. (Any other effects of attacks still
happen.
--------------------------------------------
// ROCKET DARK KADABRA Lv24 //
--------------------------------------------
#064 "Dark Kadabra"
Stage 1 (Evolves from "Abra") - HP 50 [P]
Pokemon Power: Matter Exchange
Once during your turn (before your attack) you may discard a card from
your hand in order to draw a card. This power can't be used if Dark
Kadabra is Asleep, Confused, or Paralyzed.
[PP] Mind Shock: 30
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
--------------------------------------------
// BASE ALAKAZAM Lv42 //
--------------------------------------------
#065 "Alakazam"
Stage 2 (Evolves from "Kadabra") - HP 80 [P]
Pokemon Power: Damage Swap
As often as you like during your turn (before your 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.
[PPP] Confuse Ray: 30
Flip a coin. If heads, the Defending Pokemon is now Confused.
Weakness: P
Resistance: -
Ret. Cost: ***
GB1: Mystery (R)
GB2: Omanyte Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
Legendary Collection (RH)
#065 "Alakazam"
Stage 2 (Evolves from "Kadabra") - HP 90 [P]
[PP] Psycho Panic: 30
If the Defending Pokemon is [P] type, this attack's base damage is 60
instead of 30.
[PPP] Trans Damage
Discard all Energy cards attached to Alakazam in order to switch the
number of damage counters on Alakazam with the number of damage counters
on the Defending Pokemon (even if it would Knock Out either Pokemon.)
(It's okay if 1 of the Pokemon has no damage counters on it.)
--------------------------------------------
// ROCKET DARK ALAKAZAM Lv30 //
--------------------------------------------
#065 "Dark Alakazam"
Stage 2 (Evolves from "Dark Kadabra") - HP 60 [P]
[PPC] Teleport Blast: 30
You may switch Dark Alakazam with 1 of your Benched Pokemon. (Do the
damage before switching the Pokemon.)
[PPP] Mind Shock: 40
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
#080 "Slowbro"
Stage 1 (Evolves from "Slowpoke") - HP 80 [P]
Pokemon Power: Strange Behavior
As often as you like during your turn (before your 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.
[PP] Psyshock: 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
--------------------------------------------
// ROCKET DARK SLOWBRO Lv27 //
--------------------------------------------
#080 "Dark Slowbro"
Stage 1 (Evolves from "Slowpoke") - HP 60 [P]
Pokemon Power: Reel In
When you play Dark Slowbro from your hand, choose up to 3 Basic Pokemon
and/or Evolution cards from your discard pile and put them into your hand.
[PP] Fickle Attack: 40
Flip a coin. If tails, this attack does nothing.
--------------------------------------------
// BASE GASTLY Lv8 //
--------------------------------------------
#092 "Gastly"
Basic Pokemon - HP 30 [P]
[P] Sleeping Gas
Flip a coin. If heads, the Defending Pokemon is now Asleep.
[PC] Destiny Bond
Discard 1 [P] 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.
Weakness: -
Resistance: F
Ret. Cost: -
GB1: Evolution (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
#093 "Haunter"
Stage 1 (Evolves from "Gastly") - HP 50 [P]
Pokemon Power: 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.
[PC] Nightmare: 10
The Defending Pokemon is now Asleep.
#094 "Gengar"
Stage 2 (Evolves from "Haunter") - HP 80 [P]
Pokemon Power: Curse
Once during your turn (before your attack) you may move 1 damage counter
from 1 of your opponent's Pokemon to another (even if it would Knock Out
that Pokemon.) This power can't be used if Gengar is Asleep, Confused,
or Paralyzed.
[PPP] Dark Mind: 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.)
#094 "Gengar"
Stage 2 (Evolves from "Haunter") - HP 80 [P]
Pokemon Power: Power of Darkness
When you put Gengar into play, you may flip a coin. If heads, choose 1 of
your opponent's in-play Pokemon. Your opponent returns that Pokemon and
all cards attached to it into his or her hand.
[PPP] Psycho Horror: 30
Flip a coin. If heads, the Defending Pokemon is now Asleep; if tails, the
Defending Pokemon is now Confused.
--------------------------------------------
// GAMEBOY DARK GENGAR Lv33 //
--------------------------------------------
#094 "Dark Gengar"
Stage 2 (Evolves from "Dark Haunter") - HP 70 [P]
Pokemon Power: Favorite Game
Once during your turn (before your attack) you may choose to have all
damage counters on your opponent's Pokemon randomly rearranged. This power
can't be used if Dark Gengar is Asleep, Confused, or Paralyzed.
[PP] Spirit Away
Flip a coin. If heads, your opponent shuffles a random Benched Pokemon
and all cards attached to it into his or her deck.
Pokemon Power: Long-Distance Hypnosis
Once during your turn (before your attack), you may flip a coin. If heads,
the Defending Pokemon is now Asleep; if tails, your Active Pokemon is now
Asleep. The power can't be used if Drowzee is Asleep, Confused, or
Paralyzed.
[PC] Nightmare: 10
The Defending Pokemon is now Asleep.
#097 "Hypno"
Stage 1 (Evolves from "Drowzee") - HP 60 [P]
Power: Puppet Master
If Clefairy Doll is your Active Pokemon, it may use any of this Pokemon's
attacks as long as this Pokemon has enough Energy cards attached to it to
pay for that attack's Energy cost.
[PP] Mind Shock: 30
Don't apply Weakness and Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
#097 "Hypno"
Stage 1 (Evolves from "Drowzee") - HP 90 [P]
[P] Prophecy
Look at up to 3 cards from the top of either player's deck and rearrange
them as you like.
[PPP] Dark Mind: 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.)
--------------------------------------------
// ROCKET DARK HYPNO Lv26 //
--------------------------------------------
#097 "Dark Hypno"
Stage 1 (Evolves from "Drowzee") - HP 60 [P]
[P] Psypunch: 20
[PPC] Bench Manipulation: 20x
Your opponent flips a number of coins equal to the number of Pokemon on
his or her Bench. This attack does 20 damage times the number of tails.
Don't apply Weakness or Resistance for this attack. (Any other effects
that would happen after applying Weakness and Resistance still happen.)
--------------------------------------------
// JUNGLE MR. MIME Lv28 //
--------------------------------------------
#122 "Mr. Mime"
Basic Pokemon - HP 40 [P]
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 used if Mr. Mime is
Asleep, Confused, or Paralyzed.
[PC] Meditate: 10+
Does 10 damage plus 10 more damage for each damage counter on the
Defending Pokemon.
Weakness: P
Resistance: -
Ret. Cost: *
GB1: Laboratory (R)
GB2: Mr. Mime Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (R)
[P] Energy Control
Flip a coin. If heads, move 1 Energy card attached to 1 of your opponent's
Pokemon to another.
[PPP] Telekinesis
Choose 1 of your opponent's Pokemon and do 30 damage to it. Don't apply
Weakness and Resistance for this attack. (Any other effects that would
happen after applying Weakness and Resistance still happen.)
--------------------------------------------
// BASE MEWTWO Lv53 //
--------------------------------------------
#150 "Mewtwo"
Basic Pokemon - HP 60 [P]
[PC] Psychic: 10+
Does 10 damage plus 10 more damage for each Energy card attached to the
Defending Pokemon.
[PP] Barrier
Discard 1 Energy card attached to Mewtwo in order to prevent all effects
of attacks, including damage, done to Mewtwo during your opponent's next
turn.
Weakness: P
Resistance: -
Ret. Cost: ***
GB1: Laboratory (R)
GB2: Pidgeot Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
[PP] Full Recover
Discard all Energy cards attached to Mewtwo in order to use this attack.
Remove all damage counters and all other counters from Mewtwo. If Mewtwo
is Poisoned or Confused, it is no longer Poisoned or Confused.
[PPC] Psy Blast: 30
Flip a coin. If heads, and if the Defending Pokemon has any Energy cards
attached to it, choose 1 of them and discard it.
Weakness: P
Resistance: -
Ret. Cost: ***
GB2: Mr. Mime Pack (R)
Japanese: Vending Sheet 3 (C)
Pokemon Power: Dark Edge
All damage done by your Dark Pokemon is increased by a random amount (0,
10, 20). This power can't be used if GR's Mewtwo is Asleep, Confused, or
Paralyzed.
[PP] Dark Power: 20+
Flip a coin for all Dark Pokemon on your Bench. This attack does 20 damage
plus 20 more damage for each heads.
Pokemon Power: Neutral Shield
Prevent all effects of attacks, including damage, done to Mew by Evolved
Pokemon. You can't use this power if Mew is Asleep, Confused, or
Paralyzed.
[P] Psyshock: 10
Flip a coin. If heads, the Defending Pokemon is now Confused.
[PC] Mystery Attack
Does a random amount of damage to the Defending Pokemon and may cause a
random effect to the Defending Pokemon.
Weakness: P
Resistance: -
Ret. Cost: -
GB1: Phantom Card
GB2: Game Center ( Phantom Card)
Note: This attack can have any of the following effects, determined
randomly:
- 20 damage
- 10 damage (plus Mew heals itself 10)
- 10 damage + Poison
- 10 damage + Confusion
- 10 damage + Paralysis
- 10 damage + Sleep
- 0 damage (no effect)
There are 8 effects, and each effect has a 1 in 8 chance of occurring.
[P] Psywave: 10x
Does 10 damage times the number of Energy cards attached to the Defending
Pokemon.
[PP] Devolution Beam
Choose an evolved Pokemon (your own or your opponent's). Return the
highest Stage Evolution card on that Pokemon to its player's hand. 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).
--------------------------------------------
// BASE PIDGEY Lv8 //
--------------------------------------------
#016 "Pidgey"
Basic Pokemon - HP 40 [C]
[CC] Whirlwind: 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.)
Weakness: L
Resistance: F
Ret. Cost: *
GB1: Evolution (C)
GB2: Mr. Mime Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
--------------------------------------------
// BASE PIDGEOTTO Lv36 //
--------------------------------------------
#017 "Pidgeotto"
Stage 1 (Evolves from "Pidgey") - HP 60 [C]
[CC] Whirlwind: 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.)
[CCC] Mirror Move
If Pidgeotto was attacked last turn, do the final result of that attack
on Pidgeotto to the Defending Pokemon.
Weakness: L
Resistance: F
Ret. Cost: *
GB1: Evolution (R)
GB2: Pidgeot Pack (U)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Legendary Collection (R)
#017 "Pidgeotto"
Stage 1 (Evolves from "Pidgey") - HP 60 [C]
[CC] Twister: 20
Unless this attack Knocks Out the Defending Pokemon, flip a coin. If
heads, return all Energy cards and Trainer cards attached to that Pokemon
to your opponent's hand.
[CCC] Fly: 30
Flip a coin. If heads, during your opponent's next turn, prevent all
effects of attacks, including damage, done to Pidgeotto. If tails, this
attack does nothing (not even damage).
#018 "Pidgeot"
Stage 2 (Evolves from "Pidgeotto") - HP 80 [C]
[CCC] Slicing Wind
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.)
[CCCC] Gale: 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.)
#018 "Pidgeot"
Stage 2 (Evolves from "Pidgeotto") - HP 80 [C]
[CC] Wing Attack: 20
[CCC] Hurricane: 30
Unless this attack Knocks Out the Defending Pokemon, return the Defending
Pokemon and all cards attached to it to your opponent's hand.
Weakness: L
Resistance: F
Ret. Cost: -
GB1: Evolution (R)
GB2: Pidgeot Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (RH)
Legendary Collection (R)
--------------------------------------------
// BASE RATTATA Lv9 //
--------------------------------------------
#019 "Rattata"
Basic Pokemon - HP 30 [C]
[C] Bite: 20
Weakness: F
Resistance: P
Ret. Cost: -
GB1: Colosseum (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
Pokemon Power: Trickery
Once during your turn (before your attack), you may switch 1 of your Prizes
with the top card of your deck. This power can't be used if Rattata is
Asleep, Confused, or Paralyzed.
[C] Quick Attack: 10+
Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if
tails, this attack does 10 damage.
[C] Tail Wag
Flip a coin. If heads, the Defending Pokemon can't attack Rattata during
your opponent's next turn. (Benching either Pokemon ends this effect.)
--------------------------------------------
// BASE CLEFAIRY Lv14 //
--------------------------------------------
#035 "Clefairy"
Basic Pokemon - HP 40 [C]
[C] Sing
Flip a coin. If heads, the Defending Pokemon is now Asleep.
[CCC] Metronome
Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack
except for its Energy costs and anything else required in order to use
that attack, such as discarding Energy cards. (No matter what type the
Defending Pokemon is, Clefairy's type is still Colorless.)
Weakness: F
Resistance: P
Ret. Cost: *
GB1: Mystery (R)
GB2: Mr. Mime Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
#036 "Clefable"
Stage 1 (Evolves from "Clefairy") - HP 70 [C]
[C] Metronome
Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack
except for its Energy costs and anything else required in order to use
that attack, such as discarding Energy cards. (No matter what type the
Defending Pokemon is, Clefable's type is still Colorless.)
[CC] Minimize
All damage done by attacks to Clefable during your opponent's next turn is
reduced by 20 (after applying Weakness and Resistance).
Weakness: F
Resistance: P
Ret. Cost: **
GB1: Laboratory (R)
GB2: Omanyte Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (RH)
--------------------------------------------
// GAMEBOY DARK CLEFABLE Lv33 //
--------------------------------------------
#036 "Dark Clefable"
Stage 1 (Evolves from "Clefairy") - HP 70 [C]
Pokemon Power: Dark Veil
All damage done to your Dark Pokemon is reduced by a random number (0, 10,
20) as long as that Pokemon is the Active Pokemon. This Power stops
working when Dark Clefable is Asleep, Confused, or Paralyzed.
[CCC] Dark Song: 20
Flip a coin. If heads, the Defending Pokemon is now Asleep and this attack
does 10 damage to each of your opponent's Benched Pokemon.
[C] Friendship Song
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.)
[CC] Expand
All damage done to Jigglypuff during your opponent's next turn is reduced
by 10 (after applying Weakness and Resistance).
#040 "Wigglytuff"
Stage 1 (Evolves from "Jigglypuff") - HP 90 [C]
Pokemon Power: Assistance
Once during your turn (before your attack) you may flip a coin. If heads,
your Active Pokemon is no longer Asleep, Confused, Paralyzed, or Poisoned.
This power can't be used if this card is your Active Pokemon.
[CCCC] Swell: 20
If the Defending Pokemon attacks Wigglytuff during your opponent's next
turn, any damage done by the attack is reduced by 10 (after applying
Weakness and Resistance).
[CC] Coin Hurl
Choose 1 of your opponent's Pokemon and flip a coin. If heads, this attack
does 20 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.)
[CC] Cat Punch
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.)
--------------------------------------------
// JUNGLE PERSIAN Lv25 //
--------------------------------------------
#053 "Persian"
Stage 1 (Evolves from "Meowth") - HP 70 [C]
[CC] Scratch: 20
[CCC] Pounce: 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 either Pokemon ends this effect.)
Weakness: F
Resistance: P
Ret. Cost: -
GB1: Mystery (U)
GB2: Omanyte Pack (U)
Japanese: Jungle (U)
English: Jungle (U)
Base Set 2 (U)
--------------------------------------------
// ROCKET DARK PERSIAN Lv28 //
--------------------------------------------
#053 "Dark Persian"
Stage 1 (Evolves from "Meowth") - HP 60 [C]
[C] Fascinate
Flip a coin. If heads, choose 1 of your opponent's Benched Pokemon and
switch it with the Defending Pokemon. This attack can't be used if your
opponent has no Benched Pokemon.
[CC] Poison Claws: 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
--------------------------------------------
// PROMO DARK PERSIAN Lv28 //
--------------------------------------------
Exactly the same as the above DARK PERSIAN Lv28, only with a different
illustration and with a different location.
GB2: Promo
Japanese: Promo (Pokemon Card Fan Club vol.3)
English: Promo (WBSP #17)
--------------------------------------------
// BASE FARFETCH'D Lv20 //
--------------------------------------------
#083 "Farfetch'd"
Basic Pokemon - HP 50 [C]
[C] Leek Slap: 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 your Bench won't let you use it again).
[CCC] Pot Smash: 30
Weakness: L
Resistance: F
Ret. Cost: *
GB1: Mystery (U)
GB2: Moltres Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
[C] Growl
If the Defending Pokemon attacks Doduo during your opponent's next turn,
the damage done by attack is reduced by 10 (after applying Weakness and
Resistance). (Benching either Pokemon ends this effect.)
--------------------------------------------
// BASE DODUO Lv10 //
--------------------------------------------
#084 "Doduo"
Basic Pokemon - HP 50 [C]
[C] Fury Attack: 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
Weakness: L
Resistance: F
Ret. Cost: -
GB1: Laboratory (C)
GB2: Mr. Mime Pack (C)
Japanese: Base Set (C)
Intropack (Bulbasaur Deck)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
--------------------------------------------
// BASE CHANSEY Lv55 //
--------------------------------------------
#113 "Chansey"
Basic Pokemon - HP 120 [C]
[CC] Scrunch
Flip a coin. If heads, prevent all effects of damage done to Chansey
during your opponent's next turn. (Any other effects of attacks still
happen.)
[CCCC] Double-edge: 80
Chansey does 80 damage to itself.
Weakness: F
Resistance: P
Ret. Cost: *
GB1: Colosseum (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (RH)
Base Set 2 (RH)
[CC] Stomp: 20+
Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if
tails, this attack does 20 damage.
[CCC] Rampage: 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).
Weakness: F
Resistance: P
Ret. Cost: **
GB1: Mystery (U)
GB2: Rocket R Pack (U)
Japanese: Jungle (U)
English: Jungle (U)
Base Set 2 (U)
Legendary Collection (U)
[CC] Stomp Around: 20+
Flip a coin. If heads, this attack does 20 damage plus 10 more damage. If
tails, this attack does 20 damage, and if your opponent has any Benched
Pokemon, he or she chooses 1 of them and switches it with the Defending
Pokemon.
[CCC] Morph
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).
[CC] Sand-attack: 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.
[C] Tail Wag
Flip a coin. If heads, the Defending Pokemon can't attack Eevee during
your opponent's next turn. (Benching either Pokemon ends this effect.)
[CC] Quick Attack: 10+
Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if
tails, this attack does 10 damage.
[CCC] Texture Magic
You may change Cool Porygon's Resistance to a type of your choice other
than Colorless. If the Defending Pokemon has a Weakness, you may change it
to a type of your choice other than Colorless. (Benching either Pokemon
ends this effect on that Pokemon.)
[CCC] 3-D Attack: 20x
Flip 3 coins. This attack does 20 damage times the number of heads.
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.
[CCCC] Body Slam: 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Weakness: F
Resistance: P
Ret. Cost: ****
GB1: Colosseum (R)
GB2: Bulbasaur Pack (R)
Japanese: Jungle (R)
English: Jungle (R/RH)
Base Set 2 (R)
Legendary Collection (U)
Pokemon Power: Guard
As long as Snorlax is your Active Pokemon, the Defending Pokemon can't
retreat. This Power stops working when Snorlax is Asleep, Confused, or
Paralyzed.
[CCCC] Sleep: 30
After dealing damage, Snorlax is now Asleep. Flip a coin. If heads, the
Defending Pokemon is now Asleep.
[C] Eat
Place 1 food counter on Snorlax. You can't place a food counter on Snorlax
if it already has 2 food counters.
[CCC] Roll Over: 20+
When you use this attack, you may remove as many food counters from Hungry
Snorlax as you like. If you do, this attack does 20 damage plus 30 more
damage for each food counter you removed.
Weakness: F
Resistance: P
Ret. Cost: ****
GB2: Promo
Japanese: Promo (N64 Campaign)
--------------------------------------------
// BASE DRATINI Lv10 //
--------------------------------------------
#147 "Dratini"
Basic Pokemon - HP 40 [C]
[C] Pound: 10
GB1: Mystery (U)
GB2: Moltres Pack (C)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Legendary Collection (C)
--------------------------------------------
// BASE DRAGONAIR Lv33 //
--------------------------------------------
#148 "Dragonair"
Stage 1 (Evolves from "Dratini") - HP 80 [C]
[CCC] Slam: 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
[CCCC] Hyper Beam: 20
If the Defending Pokemon has any Energy cards attached to it, choose 1 of
them and discard it.
Weakness: -
Resistance: P
Ret. Cost: **
GB1: Mystery (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
--------------------------------------------
// ROCKET DARK DRAGONAIR Lv28 //
--------------------------------------------
#148 "Dark Dragonair"
Stage 1 (Evolves from "Dratini") - HP 70 [C]
Pokemon Power: Evolutionary Light
Once during your turn (before you attack), you may search your deck for
an Evolution card. Show it to your opponent and put it into your hand.
Shuffle your deck afterward. This power can't be used if Dark Dragonair
is Asleep, Confused, or Paralyzed.
[CCC] Tail Strike: 20+
Flip a coin. If heads, this attack does 20 damage plus 20 more damage; if
tails, this attack does 20 damage.
#149 "Dragonite"
Stage 2 (Evolves from "Dragonair") - HP 100 [C]
Pokemon Power: Healing Wind
When you put Dragonite into play, remove 2 damage counters from each of
your Pokemon. If a Pokemon has fewer damage counters than that, remove all
of them from that Pokemon.
[CCC] Slam: 30x
Flip 3 coins. This attack does 30 damage times the number of heads.
#149 "Dragonite"
Stage 2 (Evolves from "Dragonair") - HP 90 [C]
Pokemon Power: Special Delivery
Once during your turn (before you attack), you may draw a card. If you do,
choose a card from your hand and put it on top of your deck. This power
can't be used if Dragonite is Asleep, Confused, or Paralyzed.
[CCC] Supersonic Flight: 60
Flip a coin. If tails, this attack does nothing.
--------------------------------------------
// ROCKET DARK DRAGONITE Lv33 //
--------------------------------------------
#149 "Dark Dragonite"
Stage 2 (Evolves from "Dark Dragonair") - HP 70 [C]
Pokemon Power: Summon Minions
When you play Dark Dragonite from your hand, search your deck for up to 2
Basic Pokemon and put them onto your Bench. Shuffle your deck afterward.
[CCCC] Giant Tail: 70
Flip a coin. If tails, this attack does nothing.
[C] Snivel
If the Defending Pokemon attacks Togepi during your opponent's next turn,
any damage done by the attack is reduced by 20 (after applying Weakness
and Resistance). (Benching either Pokemon ends this effect.)
[CC] Mini-Metronome
Flip a coin. If heads, choose 1 of the Defending Pokemon's attacks.
Mini-Metronome copies that attack except for its Energy cost. (You must
still do anything else in order to use that attack.) (No matter what type
the Defending Pokemon is, Togepi's type is still [C].)
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?"
Search your deck or your discard pile for a card named
Mysterious Fossil, show it to your opponent, and put it into
your hand. If you took the card from your deck, shuffle your
deck afterward.
GB2: Mr. Mime Pack (U)
Japanese: Vending Sheet 1 (U)
Remove up to 2 damage counters from 1 of your Pokemon.
GB1: Colosseum (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
Intropack (Squirtle and Bulbasaur Decks)
Intropack Neo (Chikorita and Totodile Decks)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
Put 1 Basic Pokemon card from your discard pile onto your
Bench. Put damage counters on that Pokemon equal to half its
HP (rounded down to the nearest 10). (You can't play Revive
if your Bench is full.)
GB1: Colosseum (U)
GB2: Moltres Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
--------------------------------------------
// MAX REVIVE //
--------------------------------------------
Discard 2 Energy cards from your hand in order to put 1 Basic
Pokemon from your discard pile onto your Bench. (You can't
play Max Revive if your Bench is full.)
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).
GB1: Laboratory (R)
GB2: Rocket R Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
--------------------------------------------
// 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.
GB1: Colosseum (R)
GB2: Omanyte Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Ask your opponent if he or she accepts your challenge. If
your opponent declines (or if both Benches are full), draw 2
cards. If your opponent accepts, each of you searches your
decks for any number of Basic Pokemon cards and puts them
face down onto your Benches. (A player can't do this if his
or her Bench is full.) When you both have finished, shuffle
your decks and turn those cards face up.
--------------------------------------------
// SUPER ENERGY REMOVAL //
--------------------------------------------
Discard 1 Energy card attached to 1 of your own Pokemon in
order to choose 1 of your opponent's Pokemon and up to 2
Energy cards attached to it. Discard those cards.
GB1: Laboratory (R)
GB2: Omanyte Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
--------------------------------------------
// MOON STONE //
--------------------------------------------
Search your deck for a Colorless Evolution card, show it to
your opponent, and put it into your hand. Shuffle your deck
afterward.
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).
GB1: Colosseum (U)
GB2: Moltres Pack (U)
Japanese: Base Set (U)
Intropack Neo (Totodile Deck)
English: Base Set (U)
Base Set 2 (U)
Note: Defender also prevents self-inflicted damage. E.g., Base
Arcanine Lv45 uses Take Down, which does 30 damage to itself. With
a Defender attached, Take Down only does 10 damage to Arcanine. In
addition, any damage done to Arcanine by attacks during the opponent's
turn is STILL reduced by 20 -- Defender is discarded just before that
player's next turn, not when 20 damage is absorbed!
--------------------------------------------
// GUST OF WIND //
--------------------------------------------
Choose 1 of your opponent's Benched Pokemon and switch it
with his or her Active Pokemon
GB1: Evolution (C)
GB2: Moltres Pack (C)
Japanese: Base Set (C)
Intropack (Bulbasaur Deck)
Intropack Neo (Totodile Deck)
English: Base Set (C)
Base Set 2 (C)
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 during your turn before your attack, you may discard
Mysterious Fossil from play.
--------------------------------------------
// FULL HEAL //
--------------------------------------------
Your Active Pokemon is no longer Asleep, Confused, Paralyzed,
or Poisoned.
GB1: Colosseum (U)
GB2: Bulbasaur Pack (U)
Japanese: Base Set (U)
Intropack (Squirtle Deck)
Intropack Neo (Chikorita and Totodile Decks)
English: Base Set (U)
Base Set 2 (U)
Flip a coin. If tails, do 10 damage to your Active Pokemon.
If heads, your opponent flips a coin. If tails, your opponent
does 10 damage to his or her Active Pokemon. If heads, you
flip a coin. Keep doing this until a player gets tails.
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 during your turn before your attack, you may discard
Clefairy Doll.
GB1: Evolution (R)
GB2: Omanyte Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
--------------------------------------------
// MR. FUJI //
--------------------------------------------
Choose a Pokemon on your Bench. Shuffle it and any cards
attached to it into your deck.
Attach PlusPower to your Active Pokemon. At the end of your
turn, discard PlusPower. If this Pokemon's attack does damage
to the Defending Pokemon (after applying Weakness and
Resistance), the attack does 10 more damage to the Defending
Pokemon.
GB1: Colosseum (U)
GB2: Moltres Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
Note: PlusPower also increases self-inflicted damage (Double Edge,
Thunderpunch, etc.).
Switch 1 of your Benched Pokemon with your Active Pokemon.
GB1: Colosseum (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
Intropack (Bulbasaur Deck)
Intropack Neo (Chikorita Deck)
English: Base Set (C)
Base Set 2 (C)
--------------------------------------------
// SCOOP UP //
--------------------------------------------
Choose 1 of your own Pokemon in play and return its Basic
Pokemon card to your hand. (Discard all cards attached to
that card.)
GB1: Colosseum (R)
GB2: Bulbasaur Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Legendary Collection (R)
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.
GB1: Evolution (R)
GB2: Moltres Pack (C)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Legendary Collection (R)
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.
GB1: Evolution (R)
GB2: Moltres Pack (R)
Japanese: Base Set (R)
English: Base Set (R)
Base Set 2 (R)
Legendary Collection (R)
Choose 1 Basic Pokemon card from your opponent's discard pile
and put tit onto his or Bench. (You can't play Pokemon Flute
if your opponent's Bench is full.)
GB1: Evolution (U)
GB2: Pidgeot Pack (U)
Japanese: Base Set (U)
English: Base Set (U)
Base Set 2 (U)
--------------------------------------------
// THE BOSS' WAY //
--------------------------------------------
Search your deck for an Evolution card with Dark in its name.
Show it to your opponent and put it into your hand. Shuffle
your deck afterward.
--------------------------------------------
// BILL //
--------------------------------------------
Draw 2 cards.
GB1: Colosseum (C)
GB2: Bulbasaur Pack (C)
Japanese: Base Set (C)
Intropack Neo (Chikorita and Totodile Decks)
English: Base Set (C)
Base Set 2 (C)
Legendary Collection (C)
(TCG FOR GB2)
Bring this card to the Bill's Computer game at the GR
Game Center along with a copy of any of the following cards
at any level: Omanyte, Haunter, Machoke, Graveler, or
Kadabra. Give up both cards and you will get a special
Promotional card through the Mail in return.
Look at 7 cards from the top of your deck. You may choose a
Basic Pokemon or Evolution card from those cards, show it to
your opponent, then put it into your hand. Shuffle the rest
into your deck.
Flip a coin. If heads, you may search your deck for any Basic
Pokemon or Evolution card. Show that card to your opponent,
the put it into your hand. Shuffle your deck afterward.
GB1: Colosseum (C)
GB2: Omanyte Pack (C)
Japanese: Jungle (C)
English: Jungle (C)
Base Set 2 (C)
--------------------------------------------
// NIGHTLY GARBAGE RUN //
--------------------------------------------
Choose up to 3 Basic Pokemon cards, Evolution cards, and/or
basic Energy cards from your discard pile. Show them to your
opponent and shuffle them into your deck.
--------------------------------------------
// THE ROCKET'S TRAP //
--------------------------------------------
Flip a coin. If heads, choose up to 3 cards at random from your
opponent's hand (don't look at them). Your opponent shuffles those cards
into his or her deck.
=========================================================================
[B] ENERGY CARDS
=========================================================================
--------------------------------------------
// GRASS ENERGY //
--------------------------------------------
Provides [G] Energy. Counts as a basic Energy card.
--------------------------------------------
// FIRE ENERGY //
--------------------------------------------
Provides [R] Energy. Counts as a basic Energy card.
--------------------------------------------
// WATER ENERGY //
--------------------------------------------
Provides [W] Energy. Counts as a basic Energy card.
--------------------------------------------
// LIGHTNING ENERGY //
--------------------------------------------
Provides [L] Energy. Counts as a basic Energy card.
--------------------------------------------
// FIGHTING ENERGY //
--------------------------------------------
Provides [F] Energy. Counts as a basic Energy card.
--------------------------------------------
// PSYCHIC ENERGY //
--------------------------------------------
Provides [P] Energy. Counts as a basic Energy card.
--------------------------------------------
// DOUBLE COLORLESS ENERGY //
--------------------------------------------
Provides [CC] energy. Doesn't count as a basic Energy card.
GB1: Mystery (U)
GB2: Moltres Pack (U)
Japanese: Base Set (U); Intropack (Bulbasaur Deck)
English: Base Set (U)
Base Set 2 (U)
--------------------------------------------
// POTION ENERGY //
--------------------------------------------
If you play this card from your hand, remove 1 damage counter from the
Pokemon you attach it to, if it has any. Potion Energy provides [C]
energy. (Doesn't count as a basic Energy card.)
--------------------------------------------
// FULL HEAL ENERGY //
--------------------------------------------
If you play this card from your hand, the Pokemon you attach it to is no
longer Asleep, Confused, Paralyzed, or Poisoned. Full Heal Energy
provides [C] energy. (Doesn't count as a basic Energy card.)
--------------------------------------------
// RAINBOW ENERGY //
--------------------------------------------
Attach Rainbow Energy to 1 of your Pokemon. While in play, Rainbow Energy
counts as every type of basic Energy but only provides 1 Energy at a
time. (Doesn't count as a basic Energy card when not in play.) When you
attach this card from your hand to 1 of your Pokemon, it does 10 damage
to that Pokemon. (Don't apply Weakness and Resistance.)
--------------------------------------------
// RECYCLE ENERGY //
--------------------------------------------
Recycle Energy provides 1 Colorless Energy. (Doesn't count as a basic
Energy card.) If this card is put into your discard pile from play,
return it to your hand.
=========================================================================
[C] THE END
=========================================================================
--------------------------------------------
// Also Available //
--------------------------------------------
I've also made the following guides for this game:
- Walkthrough and Translations
- Detailed Trainer Guide
- Quick Ref
--------------------------------------------
// Contacting Me //
--------------------------------------------
I can be reached at alamedyang at gmail dot com.
Email me corrections, additions, complaints, whatever. (I will probably
take forever to respond, though.)