____ __ __ __ __ ___ _ __ / __ \____ / //_//_/ / |/ /___ / | / / / /_/ / __ \/ ,< / _ \/ /|_/ / __ \/ |/ / / ____/ /_/ / /| / __/ / / / /_/ / /| / /_/ \____/_/ |_\___/_/ /_/\____/_/ |_/ ______ ___ ______ __ /_ __/________ _____/ (_)___ ____ _ / ____/___ __________/ / / / / ___/ __ `/ __ / / __ \/ __ `/ / / / __ `/ ___/ __ / / / / / / /_/ / /_/ / / / / / /_/ / / /___/ /_/ / / / /_/ / /_/ /_/ \__,_/\__,_/_/_/_/_/\__, / \____/\__,_/_/ \__,_/ / ____/__/____/_ ___ ___ / / __/ __ `/ __ `__ \/ _ \ / /_/ / /_/ / / / / / / __/ \____/\__,_/_/ /_/ /_/\___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % Pokemon: Card GB FAQ % % By Mike Meevasin % % Version: Final % % mmeeva@hotmail.com % %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Gotta Collect 'em All The latest version of this FAQ can and will always be found at Gamefaqs: http://www.gamefaqs.com %%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Without the help and contribution of these people, this FAQ could not have been possible. - Horshack83 (horshack83@hotmail.com) for the deck submission. - MikeU321 (MikeU321@aol.com) for pointing out that the Mewoth card is no longer a GB exclusive card. - Erin L. (firewolf00@hotmail.com) for submitting a couple of decks. - EvilCow28 (EvilCow28@aol.com) for the deck submission. - Fizzhead2000 (Fizzhead2000@aol.com) for the deck submission. - TD8189 (TD8189@aol.com) for informing me of the LV64 Venusaur card now being a promo. - Abe Pulicken (pokemonemperor@hotmail.com) for the deck submission. - Kabutops324 (Kabutops432@aoo.com) for the deck submission. - AGL Buddy (PikachuBud@prodigy.net) for the correction on the Fire Club. - ArTiCuNo1 (ArTiCuNo1@earthlink.net) for pinning down the exact number of cards needed to challenge the Fire Club leader. - Rockfan (Rockfan1324@aol.com) for the deck submission. - alberto "muñoz" (alberto_Munoz_331@yahoo.com) for the deck submission. - Izzy Sherman (izzy008@hotmail.com) for the deck submission. - SOL (SuijiOiaLuna@webtv.net) for the deck submission. - Cheong (lleemj@pacific.net.sg) for the deck submission. - Carlo Luis Lee (count25@hotmail.com) for the deck submission. - a.dillion (a.dillion@ntlworld.com) for the deck submission. - Gokilo (Gokilo@aol.com) for the deck submission. - MewtwoStruckBack (MewtwoStruckBack@aol.com) for the deck submission. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% -------------------------------------- %%%Table of Contents%%%%%%%%%%%%%%%%%% I. Revision History II. FAQ III. Basics and Advanced Tips IV. Walkthrough - Mason's Lab - Water Club - Grass Club - Rock Club - Fire Club - Fighting Club - Lightning Club - Science Club - Psychic Club - Pokemon Dome V. Decks VI. Card Album - Colosseum - Evolution - Mystery - Laboratory - Promotional VII. Secrets and Misc. Stuff VIII. Credits/Disclaimer ****************************************** I. Revision History ****************************************** Version Final (12/16/00): - Last update (unless I find some major error or something similar to that). - New decks added. Version 1.54 (08/09/00): - One new deck added Version 1.53 (07/22/00): - Tidbit about the Fire Club leader added. - Two new decks added. Version 1.52 (6/28/00): - Correction made to the Fire Club. - One new deck added. Version 1.51 (06/09/00): - A few new decks added. Version 1.5 (5/28/00): - Added in a few decks. Version 1.4 (5/13/00): - Updated the Walkthrough. - Minor corrections here and there. - Mixed up some of the promos. They're fixed now. - Added in a deck section. Version 1.0 (4/23/00): - First version. Card Album up and completed. - Most sections are up, plan to add some more strategies. - Walkthrough about halfway done, I plan to add the rest when I have time. ****************************************** II. FAQ (Frequently Asked Questions) ****************************************** Q. What is the door behind the Challenge Hall for? A. For now I have no idea. I'm thinking that the door is just there but I can't confirm or deny this. ****************************************** III. Basic and Advanced Tips ****************************************** Well even though the game offers a basic tutorial I will elaborate more and try to add some of the advanced things the game doesn't mention. Energy Cards: The most basic card and of course one of the most important cards. The cards are classified into 7 different types. Colorless, Fighting, Fire, Grass, Lightning, Psychic, and Water. You cannot play without these cards so make sure you have an abundant supply of these at all times. If you ever run short of cards battle Aaron or Sam in Dr. Mason's Lab to win some Energy cards. Collecting Cards: The game separates the cards into 5 different categories. Colosseum, Evolution, Mystery, Laboratory, and Promotional. This is very similar to the sets in the real world (ex. Basic, Jungle, Fossil) and makes it a little easier to find out what cards you're missing. And since all the trainers gives you certain packs, you can beat the same player over and over, and fill your collection a whole lot easier. As a little side note for those who actually collect the actual card game, the game includes all the cards from the Basic set (except Electrode), all from Jungle, and all from Fossil (except Ditto), excluding the Holo versions of course. Also the game features 12 "Exclusive" Game Boy cards which haven't been released in real life, and will probably remain that way. Finally the game features 20 promo cards; these cards have been released in the US, Japan, and some are also Game Boy exclusive. The Challenge Hall: The Challenge Hall is a great place to earn those rare promo cards you may have missed, or if you just want to have a few extra. The Challenge is held after winning your 3rd Medal and 5th Medal and then randomly throughout the game. So I suggest that if you do want to try the Challenge Hall, go after beating every Club leader, and see if a tournament has started. Other ways: The final two ways of collecting cards is by the games E-Mail or by Card Pop! To get cards by E-mail go to any computer and check your E-mail. You will find a letter from Dr. Mason, and as a bonus he will give you one free pack. He will give you an e-mail and a free pack every time you talk to the Club Master. The last way of getting cards is by a method called Card Pop! This option is given to you before you begin a saved game. Using the Game Boy Color's Comm Port, you and a friend will receive a free card randomly chosen from the other cards. There are two promo cards that can ONLY be obtained this way, so Card Pop! with everyone that has this game. ***Note- The Card Pop! allows you to only do this with one person. The game records the other person's ID # and if you Card Pop! with the same person you will get an error saying that you've already Card Pop! with that person. The only way to overwrite the ID # is to Card Pop! with so many people the game overwrites the ID # allowing you to Card Pop! with them again. The 4 status ailments and how to cure em: Paralysis: Cannot attack, retreat, or use a Pokemon Power Solution: Evolve, certain Trainer cards, putting it in the Bench, wait for the next turn and automatically heal Poison: Gives 10 damage each turn Solution: Retreat to bench, trainer cards Confusion: Must flip a coin when attacking or retreating Solution: Evolve, retreat it successfully, trainer cards Sleep: Cannot do anything. Solution: Evolve, trainer cards, move to bench ****************************************** IV. Walkthrough ****************************************** Your goal (a.k.a. The story of the game) is to collect: "The Legendary Pokemon Cards... The Extremely Rare and Powerful Cards held by Pokemon Trading Card Game's greatest players... The Grand Masters are searching For one to inherit the Legend!" %%%%%%%%%%Dr. Mason's Lab%%%%%%%%%% Card Players: Sam, Colosseum (Gives out all Energy cards) Aaron, Colosseum (Gives out all Energy cards) The first place you will go to will teach you the basics of the game. I suggest paying close attention to the tutorial if you are completely lost or know nothing about the card game, plus to learn more about the game check the above section for more help. You shouldn't need any help with this part, so I will just move on. After the battle you will be given a choice of 3 decks. This is similar to the original Pokemon where you can pick Charmander, Squirtle, or Bulbasaur. It really doesn't matter which deck you choose. So take a deck on your personal tastes. You will also find the Auto Deck Machines in the next room. These machines automatically build the decks from the Club masters, plus a couple of others. However to use any of these machines (except the first one) you will need the Club Master's medals. Also while building your deck you will notice that there are numbers and letters next to the deck names. These symbols mean: X ??- Means some cards are missing. The two question marks represent exactly how many cards you are missing. If you press A the machine will show you exactly what cards you're missing. O- You have all the cards necessary and may make a deck. *- Means you have the cards, but they are currently being used in another deck. If you want to make a deck you will have to destroy the other decks. The other machine, (the one in the bottom-left corner) allows you to make your own decks and save them on the machine. From here you can go to any Club you choose, but choose wisely to where you go next. For example I choose the Bulbasaur deck first and since the deck consists of Grass type they work well against the people in the Rock Club, so I would go visit there first. For the Charmander deck I would visit the Grass Club, and with the Squirtle Deck I would visit the Rock Club. I will put the clubs in the order I go to but if you are looking for a specific club just check the table of contents. %%%%%%%%%%Water Club%%%%%%%%%% Card Players: Sara, Colosseum Amanda, Evolution Joshua, Mystery Amy, Club Master, Laboratory One of the easiest clubs and probably one of the first you should visit, (unless you chose the Charmander deck). You will have to beat everyone in the Club before they will let you face Amy so let's focus on them. Be sure that you have some Lightning Pokemon to make this even easier. Amanda: Amanda's deck seems to contain many Mysterious Fossil and Clefairy Doll. She uses these cards along with Wigglytuff's "Do the Wave" attack to deliver some heavy damage. Try to stop her from doing this by KO'ing her Jigglypuff before it can evolve. Other than Wigglytuff and Scyther she doesn't seem to have anything to tough, so just beware of those 2 cards. Sara: I really don't know what her strategy was. I beat her very quickly. If you have any Lightning Pokemon, they'll fry any Pokemon she has, so just finish her quickly. Joshua: This guy likes to use Krabby's "Call for Family" attack to fill his bench pretty quickly. However they are pretty harmless, unless he evolves them into Kinglers, than they can become a threat. Make sure your Lightning Pokemon are powered up if he ever gets his heavy hitters out. Amy: Amy plays the Rain Dance deck. A deck that focuses on Blastoise's Pokemon Power to give Water Energy to any Pokemon as many times as she wants. It's best if you eliminate Squirtle or Wartortle before she can get Blastoise. Another thing to avoid is her Horsea which I found to be very annoying. All in all not very hard as long as you have a few Lightning Pokemon with you. %%%%%%%%%%Grass Club%%%%%%%%%% Card Players: Brittany, Mystery Heather, Colosseum Kristin, Evolution Nikki, Club Master, Laboratory Fire Pokemon are the key for this Club. A good place to start if you chose the Charmander and Friends deck. One of the players in this club has a Water Pokemon thrown into her deck, so pack a Lightning Pokemon or two to counter her possible threat. Brittany: This card player can be found at the Club Lounge. She is also one of the easiest player to beat. Her deck consists of about 4 types of Pokemon, and half the time she doesn't have the proper energy to attack. A very easy way to build up on cards from the Mystery set. Heather: This is the one player that you may have some trouble with. Mainly because of her Vaporeon which can kill any Fire Pokemon that you may have. However a few Lightning Pokemon can easily take out Vaporeon, leaving the Fire Pokemon to take care of her other Pokemon. Kristin: Kristin's likes to use Pokemon Breeder to quickly evolve her Pokemon. This could be a problem if you didn't have any Fire Pokemon, but since you do, her Pokemon won't survive long enough to even evolve. Nikki: To challenge Nikki you will first have to find her. In order to find her you must beat Brittany, Heather, and Kristin at least once. Once you beat all three, they will tell you where Nikki is. Go to Ishihara's house and talk to Nikki, she will return to the Grass Club and wait for you to challenge her there. Again if you've built a good Fire Deck Nikki shouldn't be much of a problem. However beware of the Pokemon she does have. She tends to place a lot of Grass Energy cards on Exeggutor , making its Eggsplosion that much more dangerous. Her Venusaur helps her build up Exeggutor, so just try to eliminate those Pokemon before they evolve. %%%%%%%%%%Rock Club%%%%%%%%%% Card Players: Mitch, Mystery Andrew, Colosseum Ryan, Evolution Gene, Club Master, Mystery The Rock Club is weak to Grass Types, making this a perfect starting point for those who choose the Bulbasaur and Friends deck. Adding a couple of Ghosts into your deck can help greatly, considering that the Ghost have a Resistance to Fighting. Mitch: Mitch, like most of the Rock Club tend to focus on Rock's Defense. This makes it very difficult to get any damage on them. However a Grass Pokemon with Poison will quickly whittle their energy away, easily giving you the victory. Andrew: Andrew can be a problem for your Grass Deck. He has a Ponyta \ and Rapidash that can and will destroy your Grass Pokemon. No problem. Just throw in a few Water Pokemon to quickly solve this problem. Other than that, he shouldn't be much of a problem. Ryan: This guy gave me no problem at all. His Pokemon are all pretty weak, as well as being weak to Grass, making him a good person to get Evolution cards from. Gene: Professor Oak, uh, I mean Gene, has a deck that focuses on stalling. His Onix and Rhyhorns can soak up a lot of damage before going down, allowing him to build up his Geodude and Diglett on the Bench. Beware of his Geodude if he evolves it to a Golem. He tends to use Selfdestruct plus Defender so that he can use it again. %%%%%%%%%%Fire Club%%%%%%%%%% Card Players: John, Evolution Adam, Colosseum Jonathan, Colosseum Ken, Club Master, Mystery Like all clubs this one has a weakness and that's Water. The Club Master here thinks he's a badass and won't challenge you unless you have a lot of cards (130 to be exact). So, get as many cards as you can get and immediately come back here, and show him who the real badass is. ^_^ John: A very aggressive player. This guy might give you some problems. The only thing I can suggest is to have lots of Pokemon on hand. One reason for this is because he uses many Trainer Cards, including Professor Oak, which allows him to get his Pokemon that much quicker. All his Pokemon pretty powerful, and if you don't have a good defense of Pokemon, you're outta luck. Adam: This guy plays a lot like John, but not as well. I don't know whether if it was because he didn't have enough Energy cards, or just didn't draw them as much, but half the time most of his attacks did very little. Jonathan: Not very hard. He decks seems to center on messing up your attack strategy, but it doesn't seem to work that well. Your Water Pokemon should take him out with no problem. Ken: Along with Ken's Fire Pokemon he also has a few Colorless which can be quite a pain to fight against. The Colorless Pokemon have attack that not only hurt you but hurt them as well, however most of the time you will die before his do. If you have Energy Removals, now is the time to throw them into your deck. %%%%%%%%%%Fighting Club%%%%%%%%%% Card Players: Michael, Colosseum Chris, Evolution Jessica, Mystery Mitch, Club Leader, Mystery The Fighting Club is a bit empty when you first enter. You will learn that the Club Master sent out all his Club Members to train in the other Clubs. You can find them at the Grass Club (right in front of the entrance), the Rock Club (the Lounge, near the bookcases) and in the Fire Club, sitting at the table. Michael: Mike's deck is pretty well balanced. From what I've seen he plays with 3 different colors (Fighting, Electric, and Fire), but he's got the trainer cards he needs to activate his Pokemon as quickly as possible. Psychic is a good choice against his Fighting, and for a secondary color I suggest something like Water. Chris: This guy's deck is not what you'd expect. Chris plays with mainly a Colorless deck (meaning those Psychics are pretty useless), however if you have some Fighting Pokemon, throw them in your deck and take advantage of Colorless's weakness to Fighting. Jessica: Jessica's deck is a good strong all around deck, and can get pretty annoying. Psychic and any other color would work well against her. What is especially helpful is a Gastly/Haunter/Gengar. They are resistant to Fighting, and Will easily cripple the Fighters. Mitch: Mitch does not focus on any combos, his deck concentrates on beating you as quickly as possible. If you have any Ghosts they work wonders against his deck, especially since he doesn't really have many ways of dealing with them. Beware of Hitmonlee, his ability to hit any Pokemon on your Bench (including Ghost) can be a real pain. %%%%%%%%%%Lightning Club%%%%%%%%%% Card Players: Jennifer, Mystery Brandon, Colosseum Nicholas, Colosseum Isaac, Club Leader, Mystery To prepare yourself for this Club, make sure to have plenty of Fighting Pokemon to counter against the Club's Lightning Pokemon. Also, make sure that you have a good secondary color to counter some of the Flying Pokemon the players might have. Jennifer: Jennifer's deck centers around Pikachu. The regular, Surfing, and Flying Pikachu. Your fighters should make quick work of all but Flying Pikachu. Be sure to throw in a couple of non- fighters so that you can dispatch Flying Pikachu with very little problem. Brandon: Again your Fighting deck should have very little trouble against Brandon. He does have a Zapdos, which is resistant to Fighting so like Jennifer's Deck make sure you have some non- fighters to deal with the Zapdos. Nicholas: I didn't have much trouble with this guy, and I'm not even sure what his strategy was. But by looking at his deck name, I believe he was going for the powerful self-destruct technique. The only way to prevent this is to beat his Pokemon as fast as you can, and with your Fighters, that should be no problem. Isaac: Again Isaac's deck is extremely weak against Fighters. He even has a few Colorless Pokemon which are also weak against Fighters, making the battle that much easier. He also tries to self-destruct his Magneton, which can be a real pain. Make sure he never gets enough energy on Magneton. %%%%%%%%%%Science Club%%%%%%%%%% Card Players: Erik, Evolution David, Mystery Joseph, Laboratory Rick, Club Leader, Laboratory This club focuses on Grass types, mainly the Poison types. Because of this a Psychic deck works very well. For your second color, I would suggest something like Fighting or Colorless. Also note that to face Rick you must first beat Joseph, you don't even have to bother with the other two if you don't want too. Erik: Erik's "Poison Deck" focuses on giving your Pokemon the Poison ailment, which is not only annoying, but dangerous. Have lots of Full Heals for this guy. Also in this battle, do not evolve your Pokemon if you don't have too. Save it for when you are Poisoned, for a quick cure. David: Not much to this guy. His Nidos can be a real pain, especially if he start to evolve them. They are all pretty powerful for Basic and 1st stage evolutions. His deck also consists of Colorless, which are resistant to Psychic, so bring a couple of Fighters along. Joseph: Joseph's deck consists of Flying Pokemon, all who are resistant to Fighting. However they are all weak to Psychic, and you should have little problem with him. Just beware of Golbat who can deal damage and recover at the same time. Rick: Rick's deck isn't very hard. His Grass Pokemon are all weak to your Psychic Pokemon. However he has a couple of Psychic Pokemon, which are weak to Psychic Pokemon, which would be a pain, with the exception that he seem to lack the energy to use them properly. %%%%%%%%%%Psychic Club%%%%%%%%%% Card Players: Robert, Evolution Stephanie, Laboratory Daniel, Evolution Murray, Club Leader, Laboratory The Psychic Club is probably one of the harder Clubs in the game. This is mainly because their only weakness is Psychic (except the Ghosts), and using your own Psychics means you're also weak against theirs. The one thing I can recommend is to throw in some Ghosts, and Colorless to help even the odds. Robert: Robert's deck has focuses on Ghost. Something your Psychic would not want to go against. Some strong Colorless Pokemon like Tauros and Kangaskhan will easily beat the Ghosts, and his non Psychic Pokemon. Stephanie: Stephanie's deck is pretty annoying. Not only does she play Energy Removals, but her Mew is a pain to fight against. The Mew she plays cannot be harmed by any evolved Pokemon, making it a real pain if she brings it out late in the game. Daniel: Daniel's deck focuses on putting you to sleep. Although this can be a nuisance, the sleep factor didn't cause me too much pain. He does have some Colorless throw into his deck, which can be a problem for your Psychics. Just throw in some Fighting Pokemon to take care of them. Murray: Now this guy is a real pain in the ass, especially if he has Alakazam and a Chansey on the bench. What he will do is use Alakazam's Pokemon Power and move any damage you have to Chansey. Then, if Chansey is almost dying because of this, he brings Chansey back to his deck and then does this sequence all over again. I suggest putting in 4 Gust of Winds, and using them whenever you see an Abra on his bench. %%%%%%%%%%Pokemon Dome%%%%%%%%%% Grand Masters: Courtney Steve Jack Rod Rival: Ronald This is it, the final challenge against the Grand Masters. You will be facing against 4 different types of decks, each with their own strengths and weaknesses. So be sure to modify your deck after every round so that the battle against the Masters will be much eaiser. Courtney: First up is Courtney, who is playing a very powerful Fire deck. Add to that her legendary card, Moltres, who can get enough Fire energy thanks to it's Pokemon Power, and has a 70 attack, and you have one big pain in the butt. Courtney's Fire Pokemon all deal out heavy damage (usually more than 30), so if you have a Mr. Mime, now's the time to use him. Steve: Steve's deck has all Lightning in it, so throw in some of the Fighting Pokemon like Diglett or Sandshrew, who are resistant to Lightning, and this battle should be much easier. Just beware of his legendary card, Zapdos. This card can deal 30 damage to a random Pokemon when it is placed onto the bench, and can do 70 damage to a random Pokemon. Jack: Jack's deck consists of Water Pokemon, making Lightning the most obvious choice for your next deck. Jack's deck isn't very hard, and his Legendary Card is more annoying than it is dangerous. It's Pokemon Power is quite annoying, especially when he uses Scoop Up, and uses Articuno again. His attack is decent, and is about the only thing you should really worry about. Rod: Being the last of the Grand Master's I thought Rod would have been more of a challenge, but he was pretty simple. His deck mainly concentrates on Dragon Pokemon, but since the Dragon's first from are pretty weak, you can usually take them out with one hit. Just be sure he doesn't evolve them, or you could really be in trouble. Ronald: Ronald's deck is the toughest to beat out of all of the Grand Masters. His deck mainly focuses on Fire and Water, with a couple of Colorless thrown in. Not only that, but he uses the Legendary Cards that the Grand Masters use, making him that much more dangerous. However most of the Pokemon he uses require a lot of energy in order to attack, so look for Pokemon that can deal enough damage, with little energy cards. Now that you've beaten Ronald and received the Legendary cards your game is complete. You can know visit any of the Clubs, and fine tune your deck for human competition. You could visit the Challenge Hall and see if there is a tournament going on. You can win just about any Promo card you missed, except the Legendary cards, and the Card Pop! ones. And for a final challenge Dr. Mason has just installed a Challenge Machine, which will show you how well built your deck is. ****************************************** V. Decks ****************************************** Well I wasn't planning on adding a deck section, but someone has already sent me in a deck (one of the computer opponents), so I guess I'll make one. Anyway if you want to submit a deck, plus add the following: 1. Deck Name 2. Cards in your deck 3. Theme of your deck (Control, Stalling, etc.) Daniel- Psychic Club (Nap Time Deck) --------------- Grass Energy x8 Psychic Energy x19 Paras x4 Exeggcute x4 Gastly L8 x4 Haunter L17 x2 Haunter L22 x2 Jigglypuff L14 x4 Wigglytuff x3 Bill x2 Switch x2 Plus Power x3 Gust of Wind x1 Potion x2 Erin L.'s Zapdos Megacheese! Speedy Zapdos-oriented beatdown --------------- Lightning Energy x28 Legendary Zapdos x 2 Prof. Oak x 4 Energy Removal x 4 Com. Search x 4 Defender x4 Item Finder x3 Gust of Wind x 2 Potion x 4 Super potion x 2 Full heal x 3 This deck will beat ANY type of deck. Erin L's Storm Warning!!! --------------- Water Energyx20 Squirtlex4 Wartortlex3 Blastoisex4 Magikarpx2 Gyaradosx2 Articunox2 Legendary Articunox2 Prof Oakx4 Billx4 Traderx2 Breederx1 Pluspowerx2 Finderx4 Gust of windx2 potionx2 This centers around rain dance. Strong pokemon will get in on the third turn. Usually goes throgh 40-50 cards in the 1st 2 turn EvilCow28's Shocking Psi --------------- Lighting Energy x12 Psychic Energy x13 Jungle Pikachu x2 Promo Pikachu x2 Base Raichu x2 Fossil Raichu x2 Base Electabuzz x3 Abra x4 Kadabra x4 Promo Mewtwo x2 Rattata x4 Raticate x4 Bill x4 Energy Search Energy Removal Fizzhead2000's Deck ------------------- Water Energy x21 Grass Energy x7 Squirtle x4 Wartortle x3 Blastoise x2 Krabby x2 Kingler Seel x3 Dewgong Lapras Dratini Dragonair Articuno(Either one) Prof.Oak x3 Bill x2 Energy Search Super Energy Removal Pokedex Poke Ball Switch Energy Retrieval Super Potion Abe Pulicken "Psychic Haymaker Deck" --------------- Fighting Energy x16 Psychic Energy x13 Vaporeon(Gameboy Pack)x1 Hitmonlee x3 Hitmonchanx3 Mr. Mime x1 Mewtwo(Promo) x2 Eevee x1 Bill x2 Super Energy Retrieval x1 Energy Search x2 Energy Removal x2 PlusPower x3 Defender x2 Potion x3 Super Potion x2 Revive x3 Kabutops432's Freezing Rain Deck Raindance --------------- Water energy x28 Squirtle x4 Wartortle x4 Blastoise x4 Poliwag x3 Poliwhirl x2 Poliwrath Magikarp x4 Gyarados x3 Articuno(Fossil) Pokemon Breeder Switch x3 Super Potion x2 Rockfan1324's Beat Ronald Deck --------------- Water Energy x12 Fighting Energy x10 Double Colorless x3 Psyduck lv. 15 x3 Golduck lv. 27 x2 Seel lv. 12 x3 Dewgong lv. 42 x2 Dritini lv. 33 x2 Hitmonlee lv. 30 x3 Hitmonchan lv. 33 x3 Bill x2 Energy search x2 Energy Retrieval x2 Switch x2 Poke ball x2 Potion x2 Full Heal x2 alberto "muñoz"'s "super metro- wave deck" --------------- Grass Energy x3 Fire energy x7 Water energy x7 Lightning energy x3 Fighting energy x3 Psychic energy x3 Double colorless energy x4 Rattata x4 Raticate x3 Clefairy x4 Clefable x3 Jigglypuff (Jungle) x3 Wigglytuff x2 Ditto x2 Bill Clefairy Doll x2 Energy Removal Switch Pluspower x2 Gust of Wind Potion Izzy Sherman's "Multi-Powerhouse, Stall Deck" "Stall em' while giving them a whack!" --------------- Lightning Energy x10 Fire Energy x10 Double Colorless x4 Kangaskahn x3 Scyhter x3 Magmar (Fossil) x2 Mr. Mime x2 Mewtwo (Promo w/energy absorption & psyburn) Gastly (Fossil) Ditto Prof. Oak x2 Bill x3 Energy Removal x4 Super Energy Removal x4 Pokemon Center x2 Scoop Up Item Finder x3 Gust of Wind x4 Super Potion x2 SOL's Fast Deck --------------- Lightning Energy x15 Double Colorless x2 Pikachu Lv.12 x4 Raichu Lv.40 Raichu Lv.45 x3 Electabuzz Lv.20 Electabuzz Lv.35 Jolteon Lv.24 x2 Jolteon Lv.29 x2 Zapdos Lv.40 x2 Eevee Lv.12 x4 Bill x4 Energy Retrieval x4 Energy Search x4 Energy Removal x4 Pluspower x3 Gust of Wind x4 Augustor's "Dragon Rebels Deck" --------------- Colorless Energy x4 Energy (any type) x10 Dratini x4 Dragonair x4 Dragonite x4 Devolution Spray x4 Bill x4 Potion x4 Super Potion x4 Recycle x4 Energy Removal/ Super Energy Removal/Pokemon Trader/ Computer Search/Poke Ball x14 Use Dragonair's Hyper Beam to get rid of opponent's energy cards. Play Dragonite when out of potions and Devolution Spray to turn Dragonite back to Dragonair. Carlo Luis Lee's "Flying Grass Deck" --------------- Grass energy x31 Double colorless energy x3 Weedle x3 Kakuna x2 Beedrill x2 Zubat x3 Golbat x2 Venonat x2 Venomoth Scyther x2 Bill x2 Potion x4 Super Potion x2 Pokemon breeder This deck's is effective against rock and fighting type but weak against fire and psychic. a.dillion's "Robbo's Evil Twisted Spoons" --------------- Psychic Energy x25 Abra x4 Kadabra x4 Alakazam x4 Gastly x4 Haunter x4 Gengar x4 Exeggcute x2 Exeggcutor x2 Promo Mewtwo x2 Pluspower Defender Breeder Pokéball x2 An all out offense deck that centres around Alakazam and Gengar. Mewtwo's Energy Absorbtion allows Psyburns to come out quickly and Exeggcutor can deal huge damage. Curse I use to knock out benced Chanseys, Kangaskhans and the like, and Damage Swap to stop any weak Pokés from snuffing it. Gokilo's "Rain Dance Whirlpool Deck" --------------- Water Energy x22 Squirtle x4 Wartortle x4 Blastoise x4 Poliwag x4 Poliwhirl x4 Poliwrath x4 Bill x3 Pokemon Breeder Energy Search Energy Removal x4 Super Energy Removal Poke' Balls x4 MewtwoStruck Back --------------- Cheap Raindance Deck Water Energy x20 Squirtle x4 Wartortle x4 3 Blastoise x3 Articuno (Fossil) x3 Articuno (Legendary) Professor Oak x4 Bill x4 Pokemon Breeder x4 Super Energy Retrieval x2 Computer Search x3 Item Finder x2 Gust of Wind x4 Recycle x2 Theme: Turn 2 or 3 Blastoise with 5 Water Energy attached, and an Articuno or two on your bench, ready to go if Blastoise should get KOed. Deck #2 Cheap Wigglymaker Psychic energy x13 Double Colorless Energy x4 Scyther x3 Mewtwo x3 Jigglypuff (the one with 60 HP) x4 Wigglytuff x3 Professor Oak x4 Bill x4 Energy Removal x2 Poké Ball x3 Computer Search x3 PlusPower x4 Item Finder x2 Gust of Wind x4 Potion Full Heal x2 Recycle Strategy: Turn two Wiggly with help of Poke balls, Oaks, and Searches. Scyther acts as a stall if you don't get good card drawing cards (Oak, Bill, Search) at the beginning of the game. Deck #3 "Sell-Out" deck* *Note: this deck was taken from www.pojo.com's Killer Deck Reports section, and all credit should go there for the original deck idea. I just modified it for the GB TCG. Fighting Energy x12 Double Colorless Energy x4 Scyther x3 Hitmonchan x3 Jigglypuff x4 Wigglytuff x4 Professor Oak x4 Bill x3 Energy Removal x4 Scoop Up x2 Computer Search x3 PlusPower x4 Item Finder x3 Gust of Wind x3 Full Heal x2 Recycle x2 Strategy: Turn two Wiggly if the opponent is not weak to Fighting, Hitmonchan active if the opponent is. (This is a Wiggly AND anti- Wiggly deck.) ****************************************** VI. Card Album ****************************************** For your reference and personal use here is a complete listing of all the cards in the game, their HP, Skills, and everything you should look at when making a deck. Use this list when you want to make a deck and don't want to waste your batteries looking for one specific card. Color Key: G: Grass F: Fire W: Water L: Lightning P: Psychic I: Fighting C: Colorless ---Colosseum Cards--- A01 No. 32 Nidoran (M) Grass Type Lv.20 HP 40 Evolution Stage: Basic G Horn Hazard 30 Flip a coin. If tails, this attack does nothing. Retreat Cost: C Weakness: P Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A02 No. 33 Nidorino Grass Type Lv.25 HP 60 Evolution Stage: 1st Stage GCC Double Kick 30x Flip 2 coins. This attack does 30 damage times the number of heads. GGCC Horn Drill 50 Retreat Cost: C Weakness: P Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A03 No. 114 Tangela Grass Type Lv.12 HP 50 Evolution Stage: Basic G Stun Spore 10 Flip a coin. If heads, the Defending Pokemon is now Paralyzed. GGC Poison Whip 10 The Defending Pokemon is now poisoned. Retreat Cost: CC Weakness: F Resistance: None Rarity: Common Real World Set: Gameboy Exclusive ------------------------------------------- A04 No. 123 Scyther Grass Type Lv.25 HP 70 Evolution Stage: Basic G Swords Dance During your next turn, Scyther's slash attack's base damage is doubled. CCC Slash 30 Retreat Cost: None Weakness: F Resistance: Fighting Rarity: Rare Real World Set: Jungle ------------------------------------------- A05 No. 127 Pinsir Grass Type Lv.24 HP 60 Evolution Stage: Basic GG Iron Grip 20 Flip a coin. If heads, the Defending Pokemon is now paralyzed. GGCC Guillotine 50 Retreat Cost: C Weakness: F Resistance: None Rarity: Rare Real World Set: Jungle ------------------------------------------- A06 No. 4 Charmander Fire Type Lv.10 HP 50 Evolution Stage: Basic C Scratch 10 FC Ember 30 Discard 1 F Energy card attached to Charmander in order to use this attack. Retreat Cost: C Weakness: W Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A07 No. 5 Charmeleon Fire Type Lv.32 HP 80 Evolution Stage: 1st Stage CCC Slash 30 FFC Flamethrower 50 Discard 1 F Energy card attached to Charmeleon in order to use this attack. Retreat Cost: C Weakness: W Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A08 No. 58 Growlither Fire Type Lv.18 HP 60 Evolution Stage: Basic FC Flare 20 Retreat Cost: C Weakness: W Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A09 No. 59 Arcanine Fire Type Lv.45 HP 100 Evolution Stage: 1st Stage FFC Flamethrower Discard 1 F Energy card attached to Arcanine in order to use this Attack. FFCC Take Down 80 Arcanine does 30 damage to itself. Retreat Cost: CCC Weakness: W Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A10 No. 77 Ponyta Fire Type Lv.10 HP 40 Evolution Stage: Basic CC Smash Kick 20 FF Flame Tail 30 Retreat Cost: C Weakness: W Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A11 No. 126 Magmar Fire Type Lv.24 HP 50 Evolution Stage: Basic FF Fire Punch 30 FFC Flamethrower 50 Discard 1 F Energy card attached to Magmar in order to use this attack. Retreat Cost: CC Weakness: W Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A12 No. 86 Seel Water Type Lv.12 HP 60 Evolution Stage: Basic W Headbutt 10 Retreat Cost: C Weakness: L Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A13 No. 87 Dewgong Water Type Lv.42 HP 80 Evolution Stage: 1st Stage WWC Aurora Beam 50 WWCC Ice Beam 30 Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Retreat Cost: CCC Weakness: L Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A14 No. 118 Goldeen Water Type Lv.12 HP 40 Evolution Stage: Basic W Horn Attack 10 Retreat Cost: None Weakness: L Resistance: None Rarity: Common Real World Set: Jungle ------------------------------------------- A15 No. 119 Seaking Water Type Lv.28 HP 70 Evolution Stage: 1st Stage W Horn Attack 10 WC Waterfall 30 Retreat Cost: C Weakness: L Resistance: None Rarity: Uncommon Real World Set: Jungle ------------------------------------------- A16 No. 120 Staryu Water Type Lv.15 HP 40 Evolution Stage: Basic W Slap 20 Retreat Cost: CC Weakness: L Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A17 No. 129 Magikarp Water Type Lv.8 HP 30 Evolution Stage: Basic C Tackle 10 W Flail 10x Does 10 damage times the number of damage counters on Magikarp. Retreat Cost: C Weakness: L Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A18 No. 130 Gyarados Water Type Lv.41 HP 100 Evolution Stage: 1st Stage WWW Dragon Rage 50 WWWW Bubblebeam 40 Flip a coin. If heads, the Defending Pokemon is now paralyzed. Retreat Cost: CCC Weakness: G Resistance: Fighting Rarity: Rare Real World Set: Basic Set ------------------------------------------- A19 No. 25 Pikachu Lightning Type Lv.12 HP 40 Evolution Stage: Basic C Gnaw 10 LC Thunder Jolt 30 Flip a coin. If tails, Pikachu does 10 to itself. Retreat Cost: C Weakness: F Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A20 No. 26 Raichu Lightning Type Lv.40 HP 80 Evolution Stage: 1st Stage LCC Agility 20 Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Raichu. LLLC Thunder 60 Flip a coin. If tails, Raichu does 30 damage to itself. Retreat Cost: C Weakness: F Resistance: None Rarity: Rare Real World Set: Basic Set ------------------------------------------- A21 No. 81 Magnemite Lightning Type Lv.13 HP 40 Evolution Stage: Basic L Thunder Wave 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. Retreat Cost: C Weakness: F Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A22 No. 82 Magneton Lightning Type Lv.28 HP 60 Evolution Stage: 1st Stage 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.) Mangeton does 80 damage to itself. Retreat Cost: C Weakness: F Resistance: None Rarity: Rare Real World Set: Basic Set ------------------------------------------- A23 No. 125 Electabuzz Lightning Type Lv.35 HP 70 Evolution Stage: Basic L Thundershock 10 Flip a coin. If heads, the Defending Pokemon is now Paralyzed. LC Thunderpunch 30+ Flip a coin. If heads, this attack does 30 damage plus 10 more damage; if tails this attack does 30 damage and Electabuzz does 10 damage to itself. Retreat Cost: CC Weakness: F Resistance: None Rarity: Rare Real World Set: Basic Set ------------------------------------------- A24 No. 145 Zapdos Lightning Type Lv.64 HP 90 Evolution Stage: Basic LLLC Thunder 60 Flip a coin. If tails, Zapdos does 30 damage to itself. LLLL Thunderbolt 100 Discard all Energy cards attached to Zapdos in order to use this attack. Retreat Cost: CCC Weakness: None Resistance: F Rarity: Rare Real World Set: Basic Set ------------------------------------------- A25 No. 50 Diglett Fighting Type Lv.8 HP 30 Evolution Stage: Basic I Dig 10 II Mud Slap 30 Retreat Cost: None Weakness: G Resistance: L Rarity: Common Real World Set: Basic Set ------------------------------------------- A26 No. 51 Dugtrio Fighting Type Lv.36 HP 70 Evolution Stage: 1st Stage IIC Slash 40 IIII Earthquake 70 Does 10 damage to each of your own Benched Pokemon. (Don't apply Weakness and Resistance for benched Pokemon.) Retreat Cost: CC Weakness: G Resistance: L Rarity: Rare Real World Set: Basic Set ------------------------------------------- A27 No. 66 Machop Fighting Type Lv.20 HP 50 Evolution Stage: Basic I Low Kick 20 Retreat Cost: C Weakness: P Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A28 No. 107 Hitmonchan Fighting Type Lv.33 HP 70 Evolution Stage: Basic I Jab 20 IIC Special Punch 40 Retreat Cost: CC Weakness: P Resistance: None Rarity: Rare Real World Set: Basic Set ------------------------------------------- A29 No. 53 Abra Psychic Type Lv.10 HP 30 Evolution Stage: Basic P Psyshock 10 Flip a coin. If heads, the Defending Pokemon is now Paralyzed. Retreat Cost: None Weakness: P Resistance: None Rarity: Common Real World Set: Basic Set ------------------------------------------- A30 No. 64 Kadabra Psychic Type Lv.38 HP 60 Evolution Stage: 1st Stage PP Recover Discard 1 P Energy card attached to Kadabra in order to use this attack. Remove all damage counters from Kadabra. PPC Super PSY 50 Retreat Cost: CCC Weakness: P Resistance: None Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A31 No. 19 Rattata Colorless Type Lv.9 HP 30 Evolution Stage: Basic C Bite 20 Retreat Cost: None Weakness: F Resistance: P Rarity: Common Real World Set: Basic Set ------------------------------------------- A32 No. 20 Raticate Colorless Type Lv.41 HP 60 Evolution Stage: 1st Stage C Bite 20 CCC Super Fang Does damage to the Defending Pokemon equal to half the Defending Pokemon's remaining HP (rounded up to the nearest 10). Retreat Cost: C Weakness: F Resistance: P Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A33 No. 39 Jigglypuff Colorless Type Lv.9 HP 30 Evolution Stage: Basic C Lullaby The Defending Pokemon is now Asleep. CC Pound 20 Retreat Cost: C Weakness: F Resistance: P Rarity: Common Real World Set: Jungle ------------------------------------------- A34 No. 40 Wigglytuff Colorless Type Lv.36 HP 80 Evolution Stage: 1st Stage C Lullaby The Defending Pokemon is now Asleep. Retreat Cost: CC Weakness: F Resistance: P Rarity: Rare Real World Set: Jungle ------------------------------------------- A35 No. 52 Mewoth Colorless Type Lv.14 HP 50 Evolution Stage: Basic 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 have happen after applying Weakness and Resistance still happen). Retreat Cost: C Weakness: F Resistance: P Rarity: Common Real World Set: Gameboy Exclusive *Note- This was a Gameboy Exclusive card, but if you bought the game this card was included with it, so technically it's no longer a GB exclusive. ------------------------------------------- A36 No. 113 Chansey Colorless Type Lv.55 HP 120 Evolution Stage: Basic CC Scrunch Flip a coin. If heads, prevents all damage done to Chansey during your opponent's next turn. (Any other effects of attacks still happen.) Retreat Cost: C Weakness: F Resistance: P Rarity: Rare Real World Set: Basic Set ------------------------------------------- A37 No. 115 Kangaskhan Colorless Type Lv.40 HP 90 Evolution Stage: Basic C Fetch Draw a card. CCCC Comet Punch 20x Flip 4 coins. This attack does 20 damage times the number of heads. Retreat Cost: CCC Weakness: F Resistance: P Rarity: Rare Real World Set: Jungle ------------------------------------------- A38 No. 143 Snorlax Colorless Type Lv.20 HP 90 Evolution Stage: Basic PKMN PWR: 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. Retreat Cost: CCCC Weakness: F Resistance: P Rarity: Rare Real World Set: Jungle ------------------------------------------- A39 Trainer: Professor Oak Discard your hand, then draw 7 cards. Rarity: Uncommon Real World Set: Basic Set ------------------------------------------- A40 Trainer: Bill Draw 2 cards. Rarity: Common Real World Set: Basic Set ------------------------------------------- A41 Trainer: Switch Switch 1 of your benched Pokemon with your active Pokemon. Rarity: Common Real World Set: Basic Set ------------------------------------------- A42 Trainer: Poke Ball Flip a coin. If heads, you may search your deck for any Basic Pokemon or Evolution card. Show that card to your opponent, then put it into your hand. Shuffle your deck afterward. Rarity: Common Real World Set: Jungle ------------------------------------------- A43 Trainer: Scoop Up Choose 1 of your Pokemon in play and return its Basic Pokemon card to your hand. (Discard all cards attached to that card.) Rarity: Rare Real World Set: Basic Set ------------------------------------------- A44 Trainer: Computer Search Discard 2 of the other cards from your hand in order to search your deck for any card and put it into your hand. Shuffle your deck afterward. Rarity: Rare Real World Set: Basic Set -------------------------------------------
A45
Trainer: Pluspower
Attach Pluspower to your active Pokemon. At the end of your
turn discard Pluspower. If this Pokemon's attack does damage
to any active Pokemon (After applying Weakness and
Resistance), the attack does 10 more damage to that Active
Pokemon.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
A46
Trainer: Defender
Attach Defender to 1 of your Pokemon. At the end of your
opponent's next turn, discard Defender. Damage done to that
Pokemon by attacks is reduced by 20 (After applying Weakness
and Resistance).
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
A47
Trainer: Item Finder
Discard 2 of the other cards from your hand in order to put a
trainer card from your discard pile into your hand.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
A48
Trainer: Potion
Remove 2 damage counters from 1 of your Pokemon. If that
Pokemon has fewer damage counter than that remove all of them.
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
A49
Trainer: Full Heal
Your active Pokemon is no longer Asleep, Confused, Paralyzed,
or Poisoned.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
A50
Trainer: Revive
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 still full.)
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
E01
Grass Energy
Provides 1 G Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
E02
Fire Energy
Provides 1 F Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
E03
Water Energy
Provides 1 W Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
E04
Lightning Energy
Provides 1 L Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
E05
Fighting Energy
Provides 1 F Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
E06
Psychic Energy
Provides 1 P Energy
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
---Evolution Cards---
B01
No. 1 Bulbasaur Grass Type
Lv.13 HP 40
Evolution Stage: Basic
GG Leech Seed 20
Unless all damage from this attack is prevented, you may remove 1
damage counter from Bulbasaur.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B02
No. 2 Ivysaur Grass Type
Lv.20 HP 60
Evolution Stage: 1st Stage
GCC Vine Whip 30
GGG Poisonpowder 20
The Defending Pokemon is now Poisoned.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B03
No. 3 Venusaur Grass Type
Lv.67 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: Energy Trans
As oftehn as you like during your turn (before your attack)
you may take 1 G 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 Solare Beam 60
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B04
No. 10 Caterpie Grass Type
Lv.13 HP 40
Evolution Stage: Basic
G String Shot 10
Flip a coin. If heads, the defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B05
No. 11 Metapod Grass Type
Lv.21 HP 70
Evolution Stage: 1st Stage
CC Stiffen
Flip a coin. If heads, prevent all damage done to Metapod during
your opponent's next turn. (Any other effects of attacks still
happen)
GG Stun Spore 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B06
No. 12 Butterfree Grass Type
Lv.28 HP 70
Evolution Stage: 2nd Stage
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 from Butterfree equal to half
the damage done to the Defending Pokemon (after applying Weakness
and Resistance)(rounded up to the nearest 10)
Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
B07
No. 13 Weedle Grass Type
Lv.12 HP 40
Evolution Stage: Basic
G Poison Sting 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B08
No. 14 Kakuna Grass Type
Lv.23 HP 80
Evolution Stage: 1st Stage
CC Stiffen
Flip a coin. If heads, prevent all damage done to Kakuna during your
opponent's next turn. (Any other effects still happen.)
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B09
No. 15 Beedrill Grass Type
Lv.32 HP 80
Evolution Stage: 2nd Stage
CCC Twineedle 30x
Flip 20 coins. This attack does 30 damage times the number of
heads.
Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B10
No. 34 Nidoking Grass Type
Lv.48 HP 90
Evolution Stage: 2nd Stage
GCC Thrash 30+
Flip a coin. If heads, this attack does 30 damage plus 10 more
damage; if tails this attack does 30 damage and Nidoking does 10
damage to itself.
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B11
No. 69 Bellsprout Grass Type
Lv.11 HP 40
Evolution Stage: Basic
G Vine Whip 10
G Call for Family
Search your deck for a Basic Pokemon named Bellsprout and put it onto
your Bench. Shuffle your deck adterward. (You can't use this attack
if your Bench is full.)
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
B12
No. 70 Weepinbell Grass Type
Lv.28 HP 70
Evolution Stage: 1st Stage
G Poisonpowder 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
GG Razor Leaf 30
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
B13
No. 71 Victreebel Grass Type
Lv.42 HP 80
Evolution Stage: 2nd Stage
G Lure
If your opponent has any Benched Pokemon, choose 1 of them and switch
it with his or her Active Pokemon.
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Jungle
Real World Set: Rare
-------------------------------------------
B14
No. 6 Charizard Fire Type
Lv.76 HP 120
Evolution Stage: 2nd Stage
PKMN PWR: Energy Burn
As often as you like during your turn (before your attack),
you may turn all Energy attached to Charizard into Fire
Energy for the rest of the turn. This power can't be used if
Charizard is Asleep, Confused, or Paralyzed.
FFFF Fire Spin 100
Discard 2 Energy cards attached to Charizard in order to use this
attack.
Retreat Cost: CCC
Weakness: W
Resistance: I
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B15
No. 78 Rapidash Fire Type
Lv.33 HP 70
Evolution Stage: 1st Stage
CC Stomp 20+
Flip a coin. If heads, this attack does 20 damage plus 10 more
damage; if tails, this attack does 20 damage.
FFC Agility 30
Flip a coin. If heads, during your opponent's next turn, prevent
all effects of attacks, including damage, done to Rapidash.
Retreat Cost: None
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
B16
No. 136 Flareon Fire Type
Lv.28 HP 70
Evolution Stage: 1st Stage
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.
FFCC Flamethrower 60
Discard 1 F Energy card attached to Flareon in order to use this
attack.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
B17
No. 7 Squirtle Water Type
Lv.8 HP 40
Evolution Stage: Basic
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 attacks still
happen.)
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B18
No. 8 Wartortle Water Type
Lv.22 HP 70
Evolution Stage: 1st Stage
WC Withdraw
Flip a coin. If heads, prevent all damage done to Squirtle during
your opponent's next turn. (Any other effects of attacks still
happen.)
WCC Bite 40
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B19
No. 9 Blastoise Water Type
Lv.52 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: Rain Dance
As often as you like during your turn (before your attack),
you may attach 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 more 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.
Retreat Cost: CCC
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B20
No. 98 Krabby Water Type
Lv.20 HP 50
Evolution Stage: Basic
W Call for Family
Search your deck for a Basic Pokemon named Krabby and put it onto
your Bench. Shuffle your deck adterward. (You can't use this attack
if your Bench is full.)
WC Irongrip 20
Retreat Cost: CC
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
B21
No. 99 Kingler Water Type
Lv.27 HP 60
Evolution Stage: 1st Stage
W Flail 10x
Does 10 damage times the number of damage counter on Kingler.
WWC Crabhammer 40
Retreat Cost: CCC
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
B22
No. 121 Starmie Water Type
Lv.28 HP 60
Evolution Stage: Basic
WW Recover
Discard 1 W Energy card attached to Starmie in order to use this
attack. Remove all damage counter from Starmie.
WCC Star Freeze 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B23
No. 134 Vaporeon Water Type
Lv.42 HP 80
Evolution Stage: 1st Stage
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 more 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 this way.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
B24
No. 135 Jolteon Lightning Type
Lv.29 HP 70
Evolution Stage: 1st Stage
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.
LLC Pin Missile 20x
Flip 4 coins. This attack does 20 damage times the number of heads.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
B25
No. 27 Sandshrew Fighting Type
Lv.12 HP 40
Evolution Stage: Basic
I 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.
Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B26
No. 28 Sandslash Fighting Type
Lv.33 HP 70
Evolution Stage: 1st Stage
CC Slash 20
II Fury Swipes 20x
Flip 3 coins. This attack does 20 damage times the number of heads.
Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
B27
No. 67 Machoke Fighting Type
Lv.40 HP 80
Evolution Stage: 1st Stage
IIC Karate Chop 50-
Does 50 damage minus 10 damage for each damage counter on Machoke.
IICC Submission 60
Machoke does 20 damage to itself.
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B28
No. 68 Machamp Fighting Type
Lv.67 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: 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.
IIIC Seismic Toss 60
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B29
No. 74 Geodude Fighting Type
Lv.16 HP 50
Evolution Stage: Basic
IC Stone Barrage 10x
Flip a coin until you get tails. This attack does 10 damage times
the number of heads.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
B30
No. 54 Graveler Fighting Type
Lv.29 HP 60
Evolution Stage: 1st Stage
II 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.)
Retreat Cost: CC
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
B31
No. 76 Golem Fighting Type
Lv.36 HP 80
Evolution Stage: 2nd Stage
IIIC Avalanche 60
IIII 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 itslef.
Retreat Cost: CCCC
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
B32
No. 104 Cubone Fighting Type
Lv.13 HP 40
Evolution Stage: Basic
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 or evolving either Pokemon ends
this effect.)
II Rage 10+
Does 10 damage plus 10 more for each damage counter on Cubone.
Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Jungle
-------------------------------------------
B33
No. 105 Marowak Fighting Type
Lv.32 HP 70
Evolution Stage: 1st Stage
IC Bone Attack 10
Flip a coin. If heads, the Defending Pokemon can't attack during
your opponent's next turn.
Retreat Cost: CC
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Gameboy Exclusive
-------------------------------------------
B34
No. 92 Gastly Psychic Type
Lv.8 HP 30
Evolution Stage: Basic
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.
Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B35
No. 93 Haunter Psychic Type
Lv.22 HP 60
Evolution Stage: 1st Stage
P Hypnosis
The Defending Pokemon is now Asleep.
PP Dream Eater 50
You can't use this attack unless the Defending Pokemon is Asleep.
Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B36
No. 94 Gengar Psychic Type
Lv.38 HP 80
Evolution Stage: 2nd Stage
PKMN PWR: 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 K.O. the other Pokemon). This power can't be used if Gengar is
asleep, Confused, or Paralyzed.
PPP Dark mind 30
If you opponent has any Benched Pokemon choose 1 of them and this
attack does 10 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.)
Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
B37
No. 124 Jynx Psychic Type
Lv.23 HP 70
Evolution Stage: Basic
P Doubleslap 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
PPC Meditate 20+
Does 20 damage plus 10 more damage for each damage counter on the
Defending Pokemon.
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B38
No. 16 Pidgey Colorless Type
Lv.8 HP 40
Evolution Stage: Basic
CC Whirlwind 10
If your opponent has any Benched Pokemon, he or she chooses one of
them and switches it with the Defending Pokemon. (Do the damage
before switching Pokemon.)
Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B39
No. 17 Pidgeotto Colorless Type
Lv.36 HP 60
Evolution Stage: 1st Stage
CC Whirlwind 20
If your opponent has any Benched Pokemon, he or she chooses one of
them and switches it with the Defending Pokemon. (Do the damage
before switching Pokemon.)
CCC Mirror Move
If Pidgeotto was attacked last turn, do the final result of that
attack on Pidgeotto to the Defending Pokemon.
Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B40
No. 18 Pidgeot Colorless Type
Lv.40 HP 80
Evolution Stage: 2nd Stage
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.
Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
B41
No. 39 Jigglypuff Colorless Type
Lv.13 HP 50
Evolution Stage: Basic
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 10
All damage done to Jigglypuff is reduced by 10 (after applying
Weakness and Resistance.)
Retreat Cost: C
Weakness: F
Resistance: P
Rarity: Common
Real World Set: Gameboy Exclusive
-------------------------------------------
B42
No. 133 Eevee Colorless Type
Lv.12 HP 50
Evolution Stage: Basic
C Tail Wag
Flip a coin. If heads, the Defending Pokemon can't attack Eevee
during your Opponent's next turn. (Benching or evolving either
Pokemon ends this effect.)
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.
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Common
Real World Set: Jungle
-------------------------------------------
B43
Trainer: Pokemon Trader
Trade 1 of the Basic Pokemon or Evolution cards in your hand
for 1 of the Basic Pokemon or Evolution cards from your deck.
Show both cards to your opponent. Shuffle your deck afterward.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B44
Trainer: Pokemon Breeder
Put a Stage 2 Evolution Card from your hand on the matching
Basic Pokemon. You can only play this card when you would be
allowed to evolve that Pokemon anyway.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B45
Trainer: Clefairy Doll
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.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
B46
Trainer: Energy Retrieval
Trade 1 of the other cards in your hand for up to 2 Basic
Energy Cards from your Discard Pile.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B47
Trainer: Energy Search
Search your deck for a Basic Energy Card and put it into your
hand. Shuffle your deck afterward.
Rarity: Common
Real World Set: Fossil
-------------------------------------------
B48
Trainer: Gust of Wind
Choose 1 of your opponent's Benched Pokemon and switch it with
his or her Active Pokemon.
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
B49
Trainer: Super Potion
Discard 1 Energy card attached to 1 of your own Pokemon in
order to remove 4 damage counters from that Pokemon. If the
Pokemon has fewer damage counters than that, remove them all.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
B50
Trainer: Pokemon Flute
Choose 1 Basic Pokemon card from your Opponent's discard pile
and put it onto his or her bench. (You can't play Pokemon
Flute if your opponent's Bench is full.)
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
---Mystery Cards---
C01
No. 29 Nidoran (F) Grass Type
Lv.13 HP 60
Evolution Stage: Basic
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 (F) or Nidoran
(M) and put it onto your Bench. Shuffle your deck afterward. (You
can't use this attack if your Bench is full.)
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C02
No. 30 Nidorina Grass Type
Lv.24 HP 70
Evolution Stage: 1st Stage
G Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confused.
GCC Double Kick 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C03
No. 31 Nidoqueen Grass Type
Lv.43 HP 90
Evolution Stage: 2nd Stage
GC Boyfriends 20+
Does 20 damage plus 20 more damage for each Nidoking you have in
play.
GGCC Mega Punch 50
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
C04
No. 43 Oddish Grass Type
Lv.8 HP 50
Evolution Stage: Basic
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 Bench is full.)
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C05
No. 44 Gloom Grass Type
Lv.22 HP 60
Evolution Stage: 1st Stage
G Poisonpowder
The Defending Pokemon is now Poisoned.
GG Foul Odor 20
Both the Defending Pokemon and Gloom are now Confused (after doing
damage).
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C06
No. 45 Vileplume Grass Type
Lv.35 HP 80
Evolution Stage: 2nd Stage
PKMN PWR: 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).
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
C07
No. 46 Paras Grass Type
Lv.8 HP 40
Evolution Stage: Basic
CC Scratch 20
GG Spore
The Defending Pokemon is now Asleep.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C08
No. 47 Parasect Grass Type
Lv.28 HP 60
Evolution Stage: 1st Stage
GG Spore
The Defending Pokemon is now Asleep.
CCC Slash 30
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C09
No. 102 Exeggcute Grass Type
Lv.14 HP 50
Evolution Stage: Basic
P Hypnosis
The Defending Pokemon is now Asleep.
GG Leech Seed 20
Unless all damage from this attack is prevented, you may remove 1
damage counter from Exeggcute.
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C10
No. 103 Exeggutor Grass Type
Lv.35 HP 80
Evolution Stage: 1st Stage
P Teleport
Switch Exeggutor with one 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.
Retreat Cost: CCC
Weakness: F
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C11
No. 37 Vulpix Fire Type
Lv.11 HP 50
Evolution Stage: Basic
FF Confuse Ray 10
Flip a coin. If heads, the Defending Pokemon is now Confused.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
C12
No. 38 Ninetails Fire Type
Lv.32 HP 80
Evolution Stage: 1st Stage
CC Lure
If your opponent has any Benched Pokemon, choose 1 of them and
switch it with the Defending Pokemon.
FFFF Fire Blast
Discard 1 F Energy card attached to Ninetails in order to attack.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
C13
No. 136 Flareon Fire Type
Lv.22 HP 60
Evolution Stage: 1st Stage
CCC Bite 30
CCC Rage 10+
Does 10 damage plus 10 more damage for each damage counter on
Flareon.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive
-------------------------------------------
C14
No. 35 Moltres Fire Type
Lv.35 HP 70
Evolution Stage: Basic
F Wildfire
You may discard any number of Fire Energy cards attached to Moltres
when you use this attack. If you do, discard that many cards from the
top of your opponent's deck.
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C15
No. 90 Shellder Water Type
Lv.8 HP 30
Evolution Stage: Basic
W Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confsued.
W Hide in Shell
Flip a coin. If heads, prevent all damage done to Shellder during
your opponent's next turn. (Any other effects of attacks still
happen.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
C16
No. 91 Cloyster Water Type
Lv.25 HP 50
Evolution Stage: 1st Stage
WW Clamp 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If
tails, this attack does nothing (not even damage).
WW Spike Cannon 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
C17
No. 131 Lapras Water Type
Lv.31 HP 80
Evolution Stage: Basic
W Water Gun 10+
Does 10 damage plus 10 more damage for each W Energy card attached to
Lapras, but not used to pay for this attack's Energy Cost. You can't
add more than 20 damage this way.
WW Confuse Ray 10+
Flip a coin. If heads, the Defending Pokemon is now Confused.
Retreat Cost: CC
Weakness: L
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C18
No. 134 Vaporeon Water Type
Lv.29 HP 60
Evolution Stage: 1st Stage
C Focus Energy
During your next turn, Vaporeon's Bite attack's base damage is
doubled.
CCC Bite 30
Flip a coin. If heads, the Defending Pokemon is now Confused.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive
-------------------------------------------
C19
No. 138 Omanyte Water Type
Lv.19 HP 40
Evolution Stage: 1st Stage
PKMN PWR: 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 more 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 this way.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
C20
No. 138 Omastar Water Type
Lv.32 HP 70
Evolution Stage: 2nd Stage
WC Water Gun 20+
Does 20 damage plus 10 more 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 this way.
WW Spike Cannon 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
C21
No. 144 Articuno Water Type
Lv.35 HP 70
Evolution Stage: Basic
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.)
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C22
No. 25 Pikachu Lightning Type
Lv.14 HP 50
Evolution Stage: Basic
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.)
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C23
No. 26 Raichu Lightning Type
Lv.45 HP 90
Evolution Stage: 1st Stage
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.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C24
No. 100 Voltorb Lightning Type
Lv.10 HP 40
Evolution Stage: Basic
C Tackle 10
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Basic
-------------------------------------------
C25
No. 101 Electrode Lightning Type
Lv.42 HP 90
Evolution Stage: 1st Stage
LL 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).
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
C26
No. 135 Jolteon Lightning Type
Lv.24 HP 60
Evolution Stage: 1st Stage
CC Double Kick 20x
Flip 2 coins. This attack does 20 damage times the number of heads.
CCCC Stun Needle 30
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Uncommon
Real World Set: Gameboy Exclusive
-------------------------------------------
C27
No. 40 Zapdos Lightning Type
Lv.40 HP 80
Evolution Stage: Basic
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.
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
C28
No. 56 Mankey Fighting Type
Lv.7 HP 30
Evolution Stage: Basic
PKMN PWR: Peek
Once during your turn (before your 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 Scratch 10
Retreat Cost: None
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C29
No. 57 Primeape Fighting Type
Lv.35 HP 70
Evolution Stage: 1st Stage
II Fury Swipes
Flip 3 coins. This attack does 20 damage times the number of heads.
IIC Tantrum 50
Flip a coin. If tails, Primeape is now Confused (after doing
damage).
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C30
No. 111 Rhyhorn Fighting Type
Lv.18 HP 70
Evolution Stage: Basic
C Leer
Flip a coin. If heads, the Defending Pokemon can't attack Rhyhorn
during your opponent's next turn. (Benching or evolving either
Pokemon ends this effect.)
ICC Horn Attack 30
Retreat Cost: CCC
Weakness: G
Resistance: L
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C31
No. 112 Rhydon Fighting Type
Lv.48 HP 100
Evolution Stage: 1st Stage
ICC Horn Attack 30
IIII 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.)
Retreat Cost: CCC
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C32
No. 140 Kabuto Fighting Type
Lv.9 HP 30
Evolution Stage: 1st Stage
PKMN PWR: Kabuto Armor
Whenever an attack (even your own) does damage to Kabuto
(after applying Weakness and Resistance), that attack only
does half the damage to Kabuto (rounded down to the nearest
10). (Any other effects of the attack still happen.) This
power stops working while Kabuto is Asleep, Confused, or
Paralyzed.
C Scratch 10
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
C33
No. 141 Kabutops Fighting Type
Lv.30 HP 60
Evolution Stage: 2nd Stage
II Sharp Sickle 30
IIII Absorb 40
Remove a number of damage counters from Kabutops equal to half the
damage done to Defending Pokemon (after applying Weakness and
Resistance)(rounded up to the nearest 10). If Kabutops has fewer
damage counters than that, remove all of them.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C34
No. 142 Aerodactyl Fighting Type
Lv.28 HP 60
Evolution Stage: 1st Stage
PKMN PWR: Prehistoric Power
No more Evolution cards can be played. This power stops
working while Aerodactyl is Asleep, Confused, or Paralyzed.
CCC Wing Attack 30
Retreat Cost: CC
Weakness: G
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C35
No. 65 Alakazam Psychic Type
Lv.42 HP 80
Evolution Stage: 2nd Stage
PKMN PWR: 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.
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
C36
No. 96 Drowzee Psychic Type
Lv.12 HP 50
Evolution Stage: Basic
C Pound 10
PP Confuse Ray 10
Flip a coin. If heads, the Defending Pokemon is now Confused.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
C37
No. 151 Mew Psychic Type
Lv.23 HP 50
Evolution Stage: Basic
P Psywave 10x
Does 10 damage times the number of Energy cards attached to the
Defending Pokemon.
PP Devolution Beam
Choose and evolved Pokemon (your own or your opponent's). Return the
highest Stage Evolution card on that Pokemon to it's player's hand.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil (taken out of set, now a Promo)
-------------------------------------------
C38
No. 35 Clefairy Colorless Type
Lv.14 HP 40
Evolution Stage: Basic
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. (No matter what type the
Defending Pokemon is, Clefairy's type is still Colorless.
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
C39
No. 52 Mewoth Colorless Type
Lv.15 HP 50
Evolution Stage: Basic
CC Pay Day 10
Flip a coin. If heads, draw a card.
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Common
Real World Set: Jungle
-------------------------------------------
C40
No. 53 Persian Colorless Type
Lv.25 HP 70
Evolution Stage: 1st Stage
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 or evolving either
Pokemon ends this effect.)
Retreat Cost: None
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C41
No. 83 Farfetch'd Colorless Type
Lv.20 HP 50
Evolution Stage: Basic
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 the Bench won't let you use it again.)
CCC Pot Smash 30
Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
C42
No. 35 Lickitung Colorless Type
Lv.26 HP 90
Evolution Stage: Basic
C Tongue Wrap 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
CC Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confused.
Retreat Cost: CCC
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C43
No. 128 Tauros Colorless Type
Lv.32 HP 60
Evolution Stage: Basic
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).
Retreat Cost: CC
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
C44
No. 147 Dratini Colorless Type
Lv.10 HP 40
Evolution Stage: Basic
C Pound 10
Retreat Cost: C
Weakness: None
Resistance: P
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
C45
No. 148 Dragonair Colorless Type
Lv.33 HP 80
Evolution Stage: 1st Stage
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.
Retreat Cost: CC
Weakness: None
Resistance: P
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
C46
No. 149 Dragonite Colorless Type
Lv.45 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: Step In
Once during your turn (before your attack), if Dragonite is
on your Bench, you may switch it with your Active Pokemon.
CCCC Slam 40x
Flip 2 coins. This attack does 40 damage times the number of
heads.
Retreat Cost: C
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
C47
Trainer: Mr. Fuji
Choose a Pokemon on your Bench. Shuffle it an any cards
attached to it into your deck.
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
C48
Trainer: Mysterious Fossil
Play a Mysterious Fossil as if I were a Basic Pokemon. While
in play, Mysterious Fossil counts as a Pokemon (instead of a
Trainer Card). Mysterious Fossil has no attack, can't retreat,
and can't be Asleep, Confused, Paralyzed, or Poisoned.
Rarity: Common
Real World Set: Fossil
* Note- You need to play this card if you wish to use Aerodactyl,
Omanyte, or Kabuto.
-------------------------------------------
C49
Trainer: Energy Removel
Choose 1 Energy card attached to 1 of your opponent's Pokemon
and discard it.
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
C50
Trainer: Pokemon Center
Remove all damage counters from all of your own Pokemon with
Damage Counters on them, then discard all Energy cards
attached to those Pokemon.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
E07
Double Colorless Energy
Provides CC Energy. (Doesn't count as a Basic Energy Card.) Colorless
Energy can't be used to pay Colored Energy Cost. (Any type of Energy
can be used to pay Colorless Energy Costs.)
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
---Laboratory Cards---
D01
No. 23 Ekans Grass Type
Lv.10 HP 40
Evolution Stage: Basic
G Spit Poison
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
GC Wrap 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D02
No. 24 Arbok Grass Type
Lv.27 HP 60
Evolution Stage: 1st Stage
G Terror Strike 10
Flip a coin. If heads and if your opponent has any Benched Pokemon,
he or she chooses one of them and switched it with the Defending
Pokemon. (Do the damage before switching Pokemon.)
GGC Poison Fang
The Defending Pokemon is now Poisoned.
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D03
No. 41 Zubat Grass Type
Lv.10 HP 40
Evolution Stage: Basic
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).
Retreat Cost: None
Weakness: P
Resistance: I
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D04
No. 42 Golbat Grass Type
Lv.29 HP 60
Evolution Stage: 1st Stage
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).
Retreat Cost: None
Weakness: P
Resistance: I
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D05
No. 48 Venonat Grass Type
Lv.12 HP 40
Evolution Stage: Basic
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).
Retreat Cost: C
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Jungle
-------------------------------------------
D06
No. 49 Golbat Grass Type
Lv.28 HP 70
Evolution Stage: 1st Stage
PKMN PWR: 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.
Retreat Cost: None
Weakness: F
Resistance: I
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
D07
No. 88 Grimer Grass Type
Lv.17 HP 50
Evolution Stage: Basic
C Nasty Goo 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
G Minimize
All damage one by attacks to Grimer during your opponent's next turn
is reduced by 20 (after applying Weakness and Resistance.)
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D08
No. 89 Muk Grass Type
Lv.34 HP 70
Evolution Stage: 1st Stage
PKMN PWR: Toxic Gas
Ignore all Pokemon Powers other than Toxic Gases. This power
stops working while Muk is Asleep, Confused, or Paralyzed.
GGG Sludge 30
Flip a coin. If heads, the Defending Pokemon is now Poisoned.
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
D09
No. 109 Koffing Grass Type
Lv.13 HP 50
Evolution Stage: Basic
GG Foul Gas 10
Flip a coin. If heads, the Defending Pokemon is now Poisoned; if
tails it is now Confused.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Basic
-------------------------------------------
D10
No. 110 Weezing Grass Type
Lv.27 HP 60
Evolution Stage: 1st Stage
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 Benach. (Don't
apply Weakness and Resistance for Benched Pokemon.) Weezing does 60
damage to itself.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D11
No. 42 Golbat Grass Type
Lv.29 HP 60
Evolution Stage: 1st Stage
GC Bind 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
GGG Poisonpowder 20
The Defending Pokemon is now Poisoned.
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
D12
No. 38 Ninetails Fire Type
Lv.35 HP 80
Evolution Stage: 1st Stage
FF Mix-Up
If your opponent has any Basic Pokemon or Evolution cards in his or
her hand, your opponent shuffles them into his or her deck. Then
your opponent puts an equal number of Basic Pokemon or Evolution
cards chosen at random from his or her hand. You opponent shuffles
his or her deck afterward.
FFF Dancing Embers 10x
Flip 8 coins. This attack does 10 damage times the number of heads.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
D13
No. 126 Magmar Fire Type
Lv.31 HP 70
Evolution Stage: Basic
F 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.
FF Smog
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D14
No. 54 Psyduck Water Type
Lv.15 HP 50
Evolution Stage: Basic
P Headache
Your opponent can't play Trainer cards during his or her next turn.
W Fury Swipes 10x
Flip 3 coins. This attack does 10 damage times the number of heads.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D15
No. 55 Golduck Water Type
Lv.27 HP 70
Evolution Stage: 1st Stage
P Psyshock 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
WWC Hyper Beam 20
If the Defending Pokemon has any Energy cards attached to it,
choose 1 of them and discard it.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncomon
Real World Set: Fossil
-------------------------------------------
D16
No. 60 Poliwag Water Type
Lv.13 HP 40
Evolution Stage: Basic
W Water Gun 10+
Does 10 damage plus 10 more 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 this way.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
D17
No. 61 Poliwhirl Water Type
Lv.28 HP 60
Evolution Stage: 1st Stage
WW Amnesia
Choose 1 of the Defending Pokemon's attacks. That Pokemon can't use
that attack during your opponent's next turn.
WWC Doubleslap 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: C
Weakness: G
Resistance: None
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
D18
No. 62 Poliwrath Water Type
Lv.48 HP 90
Evolution Stage: 2nd Stage
WWC Water Gun 30+
Does 30 damage plus 10 more 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 this way.
WWCC Whirlpool 40
If the Defending Pokemon has nay Energy cards attached to it,
choose 1 of them and discard it.
Retreat Cost: CCC
Weakness: G
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D19
No. 72 Tentacool Water Type
Lv.10 HP 30
Evolution Stage: Basic
PKMN PWR: 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 into play or if Tentacool is Asleep, Confused, or
Paralyzed.
W Acid 10
Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D20
No. 73 Tentacruel Water Type
Lv.21 HP 60
Evolution Stage: 1st Stage
W Supersonic
Flip a coin. If heads, the Defending Pokemon is now Confused.
WW Jellyfish Sting 10
The Defending Pokemon is now Poisoned.
Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D21
No. 116 Horsea Water Type
Lv.19 HP 40
Evolution Stage: Basic
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.
Retreat Cost: None
Weakness: L
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D22
No. 117 Seadra Water Type
Lv.23 HP 60
Evolution Stage: 1st Stage
WC Water Gun 20+
Does 20 damage plus 10 more 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.
Retreat Cost: C
Weakness: L
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D23
No. 81 Magnemite Lightning Type
Lv.15 HP 40
Evolution Stage: Basic
C Tackle 10
LC Magnetic Storm
Remove all Energy cards attached to all of your Pokemon. Then
randomly reattach all of them.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Common
Real World Set: Gameboy Exclusive
-------------------------------------------
D24
No. 82 Magneton Lightning Type
Lv.35 HP 80
Evolution Stage: 1st Stage
LC Tackle 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.
Retreat Cost: CC
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
D25
No. 101 Electrode Lightning Type
Lv.35 HP 70
Evolution Stage: 1st Stage
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.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
D26
No. 95 Onix Fighting Type
Lv.12 HP 90
Evolution Stage: Basic
I Rock Throw 10
II Harden
During your opponent's next turn, whenever 30 or less damage is done
to Onix (after applying Weakness and Resistance), prevent that
damage. (Any other effects of attacks still happen.)
Retreat Cost: CCC
Weakness: G
Resistance: None
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
D27
No. 105 Marowak Fighting Type
Lv.26 HP 60
Evolution Stage: 1st Stage
II Bonemerang 30x
Flip 2 coins. This attack does 30 damage times the number of heads.
IIC Call for Friend
Search you deck for a I Basic Pokemon card and put it onto your
Bench. Shuffle your deck afterwards. (You can't use this attack if
your Bench is full.)
Retreat Cost: C
Weakness: G
Resistance: L
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
D28
No. 106 Hitmonlee Fighting Type
Lv.30 HP 60
Evolution Stage: Basic
II Stretch Kick
If your opponent has any Benched Pokemon, choose on of them and this
attack does 20 damage to it. (Don't apply Weakness and Resistance
for Benched Pokemon.)
III High Jump Kick 50
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
D29
No. 79 Slowpoke Psychic Type
Lv.18 HP 50
Evolution Stage: Basic
C Spacing Out
Flip a coin. If heads, remove a damage counter from Slowpoke. This
attack can't be used if Slowpoke has no damage counter on it.
PP Scavenge
Discard 1 P Energy attached to Slowpoke in order to use this attack.
Put a Trainer card from your discard pile into your hand.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D30
No. 80 Slowbro Psychic Type
Lv.26 HP 60
Evolution Stage: 1st Stage
PKMN PWR: Strange Behavior
As often as you like during your (before your attack), you
may move 1 damage counter from 1 of your Pokemon to 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.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D31
No. 92 Gastly Psychic Type
Lv.17 HP 50
Evolution Stage: Basic
P Lick
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
PP Energy Conversion
Put up to 2 Energy cards from your discard pile into your hand.
Gastly does 10 damage to itself.
Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Uncommon
Real World Set: Fossil
-------------------------------------------
D32
No. 93 Haunter Psychic Type
Lv.17 HP 50
Evolution Stage: 1st Stage
PKMN PWR: 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.
Retreat Cost: None
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
D33
No. 97 Hypno Psychic Type
Lv.36 HP 90
Evolution Stage: 1st Stage
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.)
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Fossil
-------------------------------------------
D34
No. 122 Mr. Mime Psychic Type
Lv.28 HP 40
Evolution Stage: Basic
PKMN PWR: Invisible Wall
Whenever an attack (including your own) does 30 or more
damage to Mr. Mime (after applying Weakness and Resistance),
prevent that damage. (Any other effects of attacks still
happen.) This power can't be used if Mr. Mime is Asleep,
Confused, or Paralyzed.
PC Meditate 10+
Does 10 damage plus 10 more damage for each damage counter on the
Defending Pokemon.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
D35
No. 150 Mewtwo Psychic Type
Lv.53 HP 60
Evolution Stage: Basic
PC Psychic 10+
Does 10 damage plus 10 more damage for each Energy Card attached to
the Defending Pokemon.
PP Barrier
Discard 1 P Energy card attached to Mewtwo in order to use this
attack. During your opponent's next turn, prevent all effects of
attacks including damage, done to Mewtwo.
Retreat Cost: CCC
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D36
No. 18 Pidgeot Colorless Type
Lv.38 HP 80
Evolution Stage: 2nd Stage
CCC Slicing Wind
Does 30 damage to 1 of your opponent's Pokemon choose 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.
Retreat Cost: C
Weakness: L
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
D37
No. 21 Spearow Colorless Type
Lv.13 HP 50
Evolution Stage: Basic
C Peck 10
CCC Mirror Move
If Spearow was attacked last turn, do the final result of that
attack on Spearow to the Defending Pokemon.
Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Jungle
-------------------------------------------
D38
No. 22 Fearow Colorless Type
Lv.27 HP 70
Evolution Stage: 1st Stage
CCC Agility 20
Flip a coin. If heads, during your opponent's next turn, prevent
all effects of attacks, including damage, done to Fearow.
CCCC Drill Peck 40
Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
D39
No. 36 Clefable Colorless Type
Lv.34 HP 70
Evolution Stage: 1st Stage
C Metronome
Choose 1 of the Defending Pokemon's attacks. Metronome copies that
attack except for its Energy costs. (No matter what type that 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).
Retreat Cost: CC
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Jungle
-------------------------------------------
D40
No. 84 Doduo Colorless Type
Lv.10 HP 60
Evolution Stage: Basic
C Fury Attack 10x
Flip 2 coins. This attack does 10 damage times the number of heads.
Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Common
Real World Set: Basic Set
-------------------------------------------
D41
No. 85 Dodrio Colorless Type
Lv.28 HP 70
Evolution Stage: 1st Stage
PKMN PWR: Retreat Aid
As long as Dodrio is Benched, pay C less to retreat your
Active Pokemon.
CCC Rage 10+
Does 10 damage plus 10 more for each damage counter on Dodrio.
Retreat Cost: None
Weakness: L
Resistance: I
Rarity: Uncommon
Real World Set: Jungle
-------------------------------------------
D42
No. 132 Ditto Colorless Type
Lv.19 HP 50
Evolution Stage: Basic
C Pound 10
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).
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
D43
No. 137 Porygon Colorless Type
Lv.12 HP 30
Evolution Stage: Basic
C Conversion 1
If the Defending Pokemon has a Weakness, you may change it to a type
of your choice other than Colorless.
CC Conversion 2
Change Porygon's Resistance to a type of your choice other than
Colorless.
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
D44
Trainer: Imposter Professor Oak
Your opponent shuffles his or her hand into his or her deck, then draws
7 cards.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D45
Trainer: Lass
You and your opponent show each other your hands, then shuffle all the
Trainer cards from your hands into your decks.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D46
Trainer: Super Energy Removal
Discard 1 Energy cards attached to 1 of your Pokemon in order to choose
1 of your opponent's Pokemon and up to 2 Energy cards attached to it.
Discard those Energy Cards.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D47
Trainer: Pokedex
Look at up to 5 cards from the top of your deck and rearrange them as
you like.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
D48
Trainer: Devolution Spray
Choose 1 of your own Pokemon in play and a stage of Evolution. Discard
all evolution cards of that stage or higher attached to that Pokemon.
Rarity: Rare
Real World Set: Basic Set
-------------------------------------------
D49
Trainer: Maintenance
Shuffle 2 of the other cards from your hand into your deck in order to
draw a card.
Rarity: Uncommon
Real World Set: Basic Set
-------------------------------------------
D50
Trainer: Gambler
Shuffle your hand into your deck. Flip a coin. If heads, Draw 8 cards.
If tails, Draw 1 card.
Rarity: Common
Real World Set: Fossil
-------------------------------------------
D51
Trainer: Recycle
Flip a coin. If heads, put a card in your discard pile on top of your
deck.
Rarity: Common
Real World Set: Fossil
-------------------------------------------
---Promotional Cards---
P01
No. 59 Arcanine Fire Type
Lv.34 HP 70
Evolution Stage: 1st Stage
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.
FF Flames of Rage 40+
Discard 2 F Energy Cards attached to Arcanine in order to use this
attack. This attack does 40 damage plus 10 more damage for each
damage counter on Arcanine.
Retreat Cost: C
Weakness: W
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P02
No. 146 Moltres Fire Type
Lv.37 HP 100
Evolution Stage: Basic
PKMN PWR: Firegiver
When you put Moltres into play during your turn (not during
set-up), put from 1-4 (chosen at random) F Energy cards from
your deck into your hand. Shuffle your deck afterward.
FFF Dive Bomb 70
Flip a coin. If tails, this attack does nothing.
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
P03
No. 144 Articuno Water Type
Lv.37 HP 100
Evolution Stage: Basic
PKMN PWR: 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 one of your opponent's Pokemon chosen at random.
Don't apply Weakness and Resistance for this attack. (Any other
effects that would happen after applying Weakness and Resistance
still happen.)
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
P04
No. 25 Pikachu Lightning Type
Lv.16 HP 60
Evolution Stage: Basic
C Growl
If the Defending Pokemon attacks Pikachu during your opponent's next
turn, any damage done by the attack is reduced by 10 (after applying
Weakness and Resistance). (Benching or evolving either Pokemon will
end this effect.)
LL Thundershock 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P05
No. 25 Pikachu Lightning Type
Lv.16 HP 60
Evolution Stage: Basic
C Growl
If the Defending Pokemon attacks Pikachu during your opponent's next
turn, any damage done by the attack is reduced by 10 (after applying
Weakness and Resistance). (Benching or evolving either Pokemon will
end this effect.)
LL Thundershock 20
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P06
No. 25 Pikachu Lightning Type
Lv.16 HP 60
Evolution Stage: Basic
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).
Retreat Cost: C
Weakness: None
Resistance: I
Rarity: ???
Real World Set: Promo
-------------------------------------------
P07
No. 25 Pikachu Lightning Type
Lv.13 HP 50
Evolution Stage: Basic
WW Surf 30
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P08
No. 25 Pikachu Lightning Type
Lv.13 HP 50
Evolution Stage: Basic
WW Surf 30
Retreat Cost: C
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo
*Note- This card has a slight background chance, but is similar to the
other Surfing Pikachu.
-------------------------------------------
P09
No. 125 Electabuzz Lightning Type
Lv.20 HP 60
Evolution Stage: Basic
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 attack 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.
Retreat Cost: CC
Weakness: I
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P10
No. 145 Zapdos Lightning Type
Lv.68 HP 100
Evolution Stage: Basic
PKMN PWR: Peal of Thunder
When you put Zapdos into play during your turn (not during
set-up), do 30 damage to a Pokemon other than Zapdos chosen
at random (Don't apply Weakness or Resistance).
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
P11
No. 79 Slowpoke Psychic Type
Lv.9 HP 40
Evolution Stage: Basic
C Headbutt 10
PP Amnesia
Choose 1 of the Defending Pokemon's attacks. That pokemon can't use
that attack during your opponent's next turn.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P12
No. 150 Mewtwo Psychic Type
Lv.60 HP 70
Evolution Stage: Basic
P Energy Absorption
Choose up to 2 Energy cards from, your discard pile and attach them
to Mewtwo.
PPC Psyburn 40
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P13
No. 150 Mewtwo Psychic Type
Lv.60 HP 70
Evolution Stage: Basic
P Energy Absorption
Choose up to 2 Energy cards from, your discard pile and attach them
to Mewtwo.
PPC Psyburn 40
Retreat Cost: CC
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo
*Note- This card is the same as the other promo Mewtwo, with the
exception of the picture.
-------------------------------------------
P14
No. 151 Mew Psychic Type
Lv.8 HP 40
Evolution Stage: Basic
PKMN PWR: Neutralizing Shield
Prevent all effects of attacks (including damage) done to
this card by your opponent's Stage 1 or Stage 2 Pokemon. This
power can't be used if Mew is Asleep, Confused, or Paralyzed.
P Psyshock 10
Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Retreat Cost: C
Weakness: P
Resistance: None
Rarity: ???
Real World Set: Promo
-------------------------------------------
P15
No. 39 Jigglypuff Colorless Type
Lv.12 HP 50
Evolution Stage: Basic
C First Aid
Remove 1 damage counter from Jigglypuff.
CCC Double-Edge 40
Jigglypuff does 20 damage to itself.
Retreat Cost: C
Weakness: I
Resistance: P
Rarity: ???
Real World Set: Promo
-------------------------------------------
P16
No. 149 Dragonite Colorless Type
Lv.41 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: Healing Wind
When you put your 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 2 coins. This attack does 30 damage times the number of heads.
Retreat Cost: CC
Weakness: None
Resistance: I
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
P17
Trainer: Imakuni?
Your Active Pokemon is now Confused. Imakuni wants you to play him as a
Basic Pokemon, but you can't. A Mysterious Creature not listed in the
Pokedex. He asks kids around the world, "Who is cuter-Pikachu or me?"
Rarity: ???
Real World Set: Promo
-------------------------------------------
P18
Trainer: Super Energy Retrieval
Trade 2 of the other cards in your hand for up to 4 Basic Energy Cards
from your Discard Pile.
Rarity: ???
Real World Set: Promo
-------------------------------------------
PXX
No. 3 Venusaur Grass Type
Lv.64 HP 100
Evolution Stage: 2nd Stage
PKMN PWR: Solar Power
Once during your turn (before you attack), you may choose to
heal both Active Pokemon of Poison, Sleep, Paralysis, and
Confusion. 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).
Retreat Cost: CC
Weakness: F
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive
*Note- This card has now become a promo. It can be found with the
Pokemon Trading Card Game Players' guide.
-------------------------------------------
PXX
No. 151 Mew Psychic Type
Lv.15 HP 50
Evolution Stage: Basic
PC Mystery Attack
The Defending Pokemon receives randomly selected effects and amounts
of damage (sometimes this attack does nothing).
Retreat Cost: None
Weakness: P
Resistance: None
Rarity: Rare
Real World Set: Gameboy Exclusive
-------------------------------------------
******************************************
VII. Secrets and Misc. Stuff
******************************************
------
Promos
------
There are two ways to get a Promo Card. Either get it through the game
by special events, or the Challenge Club. I will list the ways to get
it through the special events.
The Legendary Cards- Moltres, Articuno, Zapdos, and Dragonite can be
obtained by beating the Grand Masters.
P01 Arcanine- At the Water Club. Go to the lounge, and talk to the girl
at the table. She will ask if you want to trade Arcanine
for Lapras.
P04 Pikachu- Go to the Grass Club and talk to the girl near the
bookcase. She asks to first trade a Vileplume for an
Oddish. Trade with here, and then save the game and reload
it. Talk to here again and she will trade a Pikachu for
your Clefairy.
P05 Pikachu- To get this Pikachu go to the Fighting Club and talk to
the man sitting at the table in the Lounge. He asks for a
Graveler, Omastar, Parasect, Rapidash, and Weezing. If you
give him all 5 cards he will give you the Pikachu.
P06 Flying Pikachu- Go to the Rock Club and into the Lounge. Talk to
the Red headed girl there. She will tell you about
Ishihara, and how he wants to trade cards. Go to
his house and trade a Ditto for Flying Pikachu.
P07 & P08 Surfing Pikachu- Same requirements as above. Ishihara will
also have these two cards for trade. He
wants a Clefairy & a Chansey for both of
them.
P09 Electabuzz- In the Lightning Club lounge a guy named Chap will
trade a Lv.35 Electabuzz for his promo Electabuzz
P11 Slowpoke- Go to the Fire club and talk to the Lad near the
bookcase. He will tell you a secret for all your spare
energy cards. To minimize your loss make an entire deck
out of all your spare energy cards, but leave 1 energy
card out. He will take that one card and tell you where
to find this card.
*Note- You get one chance at this so be sure you're ready
first
P12 Mewtwo- Go to the Challenge Hall after you receive your 3rd medal.
Compete in the tournament and win. This will be your prize.
P13 Mewtwo- Talk to the old man in the Psychic lounge before and after
you beat Murray.
P14 Mew- Go to the Challenge Hall after you receive your 5th medal.
This will be the prize.
P15 Jigglypuff- When you receive your 2nd medal Ronald will challenge
you as you leave the Club. Beat him to win this card.
P17 Imakuni?- Find Imakuni? in any of the 8 Club lounges and challenge
him. Beat him 3 and 6 times and he will give you his card
as a prize.
P18 Super Energy Retrieval- When you earn your fifth medal, and as you
leave the Club, Ronald challenges you once
again. Beat him to get this card.
PXX Mew and Venusaur- Card Pop! with other people to get these cards.
*Note- You can only Card Pop! with a person once,
so you may have to Card Pop! with tons of
people before you can get these cards.
******************************************
VIII. Credits/Disclaimer
******************************************
This FAQ is copyrighted by Mike Meevasin. Pokemon, the Trading Card
Game is made/owned/copyrighted/whatever by Nintendo, Game Freak, and
Creatures Inc. You may freely use this FAQ for noncommercial purposes
if it is not altered, you ask me first, and I am credited.
%%%Credits%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Without the help and contribution of these people, this FAQ could not
have been possible.
- Horshack83 (horshack83@hotmail.com) for his the submission.
- MikeU321 (MikeU321@aol.com) for pointing out that the Mewoth card is
no longer a GB exclusive card.
- Erin L. for submitting a couple of decks.
- EvilCow28 (EvilCow28@aol.com) for the deck submission.
- Fizzhead2000 (Fizzhead2000@aol.com) for the deck submission.
- TD8189 (TD8189@aol.com) for informing me of the LV64 Venusaur card
now being a promo.
- Abe Pulicken (pokemonemperor@hotmail.com) for the deck submission.
- Kabutops324 (Kabutops432@aoo.com) for the deck submission.
- AGL Buddy (PikachuBud@prodigy.net) for the correction on the Fire
Club.
- ArTiCuNo1 (ArTiCuNo1@earthlink.net) for pinning down the exact number
of cards needed to challenge the Fire Club leader.
- Rockfan (Rockfan1324@aol.com) for the deck submission.
- alberto "muñoz" (alberto_Munoz_331@yahoo.com) for the deck
submission.
- Izzy Sherman (izzy008@hotmail.com) for the deck submission.
- SOL (SuijiOiaLuna@webtv.net) for the deck submission.
- Cheong (lleemj@pacific.net.sg) for the deck submission.
- Carlo Luis Lee (count25@hotmail.com) for the deck submission.
- a.dillion (a.dillion@ntlworld.com) for the deck submission.
- Gokilo (Gokilo@aol.com) for the deck submission.
- MewtwoStruckBack (MewtwoStruckBack@aol.com) for the deck submission.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%