____ __ __ __ __ ___ _ __ / __ \____ / //_//_/ / |/ /___ / | / / / /_/ / __ \/ ,< / _ \/ /|_/ / __ \/ |/ / / ____/ /_/ / /| / __/ / / / /_/ / /| / /_/ \____/_/ |_\___/_/ /_/\____/_/ |_/ ______ ___ ______ __ /_ __/________ _____/ (_)___ ____ _ / ____/___ __________/ / / / / ___/ __ `/ __ / / __ \/ __ `/ / / / __ `/ ___/ __ / / / / / / /_/ / /_/ / / / / / /_/ / / /___/ /_/ / / / /_/ / /_/ /_/ \__,_/\__,_/_/_/_/_/\__, / \____/\__,_/_/ \__,_/ / ____/__/____/_ ___ ___ / / __/ __ `/ __ `__ \/ _ \ / /_/ / /_/ / / / / / / __/ \____/\__,_/_/ /_/ /_/\___/ %%%%%%%%%%%%%%%%%%%%%%%%%%%%%% % 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. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%