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Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Aipom 
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Aquapolis  67  Colorless  50  Basic    Common    [1] Stretch Tail - If your opponent has any Benched Pokemon, flip a coin. If heads, choose 1 them and this attack does 10 damage to it. Don't apply Weakness and Resistance.  [2] Skedaddle (20) Shuffle Aipom and all basic Energy cards attached to it into your deck. (Discard all other cards attached to Aipom.) (If you have no Benched Pokemon, this attack does nothing.)     
Ampharos 
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Aquapolis  1  Lightning  100  Stage 2    Rare    [L] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1LL] Reflect Energy (50) If you have any Benched Pokemon, take 1 basic Energy card attached to Ampharos, if any, and attach it to 1 of them.     
Ampharos 
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Aquapolis  H1  Lightning  100  Stage 2    Rare    [L] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1LL] Reflect Energy (50) If you have any Benched Pokemon, take 1 basic Energy card attached to Ampharos, if any, and attach it to 1 of them.     
Apricorn Forest 
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Aquapolis  118  Trainer    Stadium        Rare  This card stays in play when you play it. Discard this card if another Stadium card comes into play.  Once during each player's turn (before attacking), if that player has any basic Energy cards in his or her hand, he or she may flip a coin. If heads, that player shows 1 of those Energy cards to his or her opponent and searches his or her own deck for a Basic Pokemon that is the same type as that Energy card. Then, he or she puts it on his or her Bench. (A player can't do this if his or her Bench is full.) That player shuffles his or her deck afterward.       
Arcanine 
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Aquapolis  2  Fire  90  Stage 1    Rare  Extreme Speed - Pay 1 less to retreat Arcanine for each Energy attached to Arcanine. (Poke-BODY)  [3] Fire Blow (30+) You may discard any number of R Energy cards attached to Arcanine. If you do, flip a number of coins equal to the number of R Energy cards you discarded in this way. This attack does 30 damage plus 30 more damage for each heads.       
Arcanine 
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Aquapolis  H2  Fire  90  Stage 1    Rare  Extreme Speed - Pay 1 less to retreat Arcanine for each Energy attached to Arcanine. (Poke-BODY)  [3] Fire Blow (30+) You may discard any number of R Energy cards attached to Arcanine. If you do, flip a number of coins equal to the number of R Energy cards you discarded in this way. This attack does 30 damage plus 30 more damage for each heads.       
Ariados 
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Aquapolis  3  Grass  70  Stage 1    Rare  Gluey Slime - As long as Ariados is in play, each player pays 1 more to retreat his or her Active Pokemon. Gluey Slime can't make a player pay more than an additional 1 to retreat a Pokemon, even if there is more than 1 Ariados in play. (Poke-BODY)  [1G] Spider Force (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage. If tails, the Defending Pokemon is now Paralyzed.       
Ariados 
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Aquapolis  H3  Grass  70  Stage 1    Rare  Gluey Slime - As long as Ariados is in play, each player pays 1 more to retreat his or her Active Pokemon. Gluey Slime can't make a player pay more than an additional 1 to retreat a Pokemon, even if there is more than 1 Ariados in play. (Poke-BODY)  [1G] Spider Force (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage. If tails, the Defending Pokemon is now Paralyzed.       
Azumarill 
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Aquapolis  4  Water  70  Stage 1    Rare  Bubble Turn - Once during your turn, if Azumarill is Benched, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand. (Poke-POWER)  [2W] Aqua Sonic (40) Don't apply Resistance.       
Azumarill 
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Aquapolis  H4  Water  70  Stage 1    Rare  Bubble Turn - Once during your turn, if Azumarill is Benched, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand. (Poke-POWER)  [2W] Aqua Sonic (40) Don't apply Resistance.       
Bellossom 
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Aquapolis  5  Grass  90  Stage 2  Rare  Flower Supplement - Once during your turn (before your attack), if you have any Basic Energy cards in your hand, you may flip a coin. If heads, attach 1 of those Energy cards to 1 of your Benched Pokemon, if any. You can't use this power if Bellossom is affected by a Special Condition. (Poke-POWER)  [1GG] Knife Leaf (30x) Flip 3 coins. This attack does 30 damage times the number of heads.       
Bellossom 
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Aquapolis  H5  Grass  90  Stage 2  Rare  Flower Supplement - Once during your turn (before your attack), if you have any Basic Energy cards in your hand, you may flip a coin. If heads, attach 1 of those Energy cards to 1 of your Benched Pokemon, if any. You can't use this power if Bellossom is affected by a Special Condition. (Poke-POWER)  [1GG] Knife Leaf (30x) Flip 3 coins. This attack does 30 damage times the number of heads.       
Bellsprout 
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Aquapolis  45  Grass  50  Basic    Uncommon    [1G] Blot (20) Remove 1 damage counter from Bellsprout, if any.       
Bellsprout 
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Aquapolis  68  Grass  40  Basic    Common    [1] Poison Vine - Flip a coin. If heads, the Defending Pokemon is now Poisoned.  [G] Sharp Leaf (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage.     
Blissey 
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Aquapolis  6  Colorless  120  Stage 1    Rare  Happy Healing - Once during your turn (before your attack), if you have any Benched Pokemon, you may flip a coin. If heads, choose 1 of those Pokemon. Remove 1 damage counter from that Pokemon for each Energy attached to Blissey. This power can't be used if Blissey is affected by a Special Condition. (Poke-POWER)  [3] Smash Bomber (50) Flip a coin. If tails, this attack does nothing.       
Blissey 
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Aquapolis  H6  Colorless  120  Stage 1    Rare  Happy Healing - Once during your turn (before your attack), if you have any Benched Pokemon, you may flip a coin. If heads, choose 1 of those Pokemon. Remove 1 damage counter from that Pokemon for each Energy attached to Blissey. This power can't be used if Blissey is affected by a Special Condition. (Poke-POWER)  [3] Smash Bomber (50) Flip a coin. If tails, this attack does nothing.       
Boost Energy 
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Aquapolis  145  Energy    Special Energy        Uncommon    Attach Boost Energy to 1 of your Evolved Pokemon. At the end of your turn, discard Boost Energy. The Pokemon Boost Energy is attached to can't retreat. Boost Energy provides 3 Energy. (Doesn't count as a basic Energy card.)       
Chansey 
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Aquapolis  69  Colorless  100  Basic    Common    [1] Rollout (10)  [3] Double-edge (40) Chansey does 40 damage to itself.     
Chinchou 
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Aquapolis  70  Water  50  Basic    Common    [1] Float - Flip a coin. If heads, prevent all effects of attacks, including damage, done to Chinchou during your opponent's next turn.  [2] Headbutt (20)     
Chinchou 
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Aquapolis  71  Lightning  50  Basic    Common    [1] Jolt - Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1L] Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is now Confused.     
Crystal Energy 
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Aquapolis  146  Energy    Special Energy        Uncommon    While in play, Crystal Energy counts as every type of Energy provided by the basic Energy cards attached to the Pokemon Crystal Energy is attached to but only provides 1 Energy at a time. If there are no basic Energy cards attached to the Pokemon Crystal Energy is attached to, Crystal Energy provides 1 Energy instead. (Doesn't count as a basic Energy card.)       
Cubone 
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Aquapolis  72  Fighting  40  Basic  Common    [1] Teary Eyes - All damage done by attacks to Cubone during your opponent's next turn is reduced by 20.  [F] Tackle (10)     
Darkness Cube 01 
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Aquapolis  119  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your D Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Darkness Cube 01.  [D] Plunder (10) Before doing damage, discard all Trainer cards attached to the Defending Pokemon.       
Darkness Energy (Special) (Major text change. Requires reference.) 
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Aquapolis  142  Energy    Special Energy        Rare    Energy Card If the Pokemon Darkness Energy is attached to damages the Defending Pokemon with an attack (after applying Weakness and Resistance.), the attack does 10 more damage to the Defending Pokemon. At the end of every turn, put 1 damage counter on the Pokemon Darkness Energy is attached to, unless it's D or has Dark in its name. Darkness Energy provides D Energy. (Doesn't count as a basic Energy card.)       
Dodrio 
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Aquapolis  46  Colorless  70  Stage 1  Uncommon    [1] Tri Attack (10x) Flip 3 coins. This attack does 10 damage times the number of heads.  [2] Peck Attack - Flip 2 coins. If 1 is heads, this attack does 20 damage. If both are heads, this attack does 50 damage. If both are tails, the Defending Pokemon is now Confused.     
Doduo 
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Aquapolis  73  Colorless  40  Basic  Common    [1] Super Speed - Flip a coin. If heads, prevent all effects of attacks, including damage, done to Doduo during your opponent's next turn.  [2] Rear Kick (20)     
Donphan 
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Aquapolis  7  Fighting  80  Stage 1  Rare    [F] Earthquake (30) Does 10 damage to each of your Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)  [3] Double Stab (40x) Flip 2 coins. This attack does 40 damage times the number of heads.     
Drowzee 
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Aquapolis  74a  Psychic  50  Basic    Common    [P] Sleep Inducer - If your opponent has any Benched Pokemon, flip a coin. If heads, choose 1 of them and switch it with the Defending Pokemon. The new Defending Pokemon is now Asleep.  [2] Tackle (20)     
Drowzee 
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Aquapolis  74b  Psychic  50  Basic    Common    [P] Sleep Inducer - If your opponent has any Benched Pokemon, flip a coin. If heads, choose 1 of them and switch it with the Defending Pokemon. The new Defending Pokemon is now Asleep.  [2] Tackle (20)     
Eevee 
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Aquapolis  75  Colorless  50  Basic    Common    [1] Charge Up - Flip a coin. If heads, search your deck for an Energy card and attack it to Eevee. Shuffle your deck afterward.  [1] Lunge (20) Flip a coin. If tails, this attack does nothing.     
Electrode 
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Aquapolis  H7  Lightning  70  Stage 1    Rare  Super Dynamo - Once during your turn (before your attack), if Electrode is your Active Pokemon, you may flip a coin. If heads, choose 1 L Energy card in your discard pile, if any, and attach it to 1 of your Pokemon. This power can't be used if Electrode is affected by a Special Condition. (Poke-POWER)  [1L] Swift (30) This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.       
Electrode 
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Aquapolis  8  Lightning  70  Stage 1    Rare  Super Dynamo - Once during your turn (before your attack), if Electrode is your Active Pokemon, you may flip a coin. If heads, choose 1 L Energy card in your discard pile, if any, and attach it to 1 of your Pokemon. This power can't be used if Electrode is affected by a Special Condition. (Poke-POWER)  [1L] Swift (30) This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.       
Elekid 
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Aquapolis  9  Lightning  30  Baby      Rare    [L] Energy Kick - If your opponent has any Benched Pokemon, flip a coin. If heads, he or she chooses 1 of his or her Benched Pokemon and 1 Energy card attached to the Defending Pokemon, if any. Attach that Energy card to that Pokemon.       
Energy Switch 
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Aquapolis  120  Trainer    Trainer        Uncommon    Take 1 basic Energy card attached to 1 of your Pokemon and attach it to another 1 of your Pokemon. (If you only have 1 Pokemon or no basic Energy cards in play, this card does nothing).       
Entei 
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Aquapolis  H8  Fire  70  Basic    Rare  Pure Body - Whenever you attach a R Energy card to Entei from your hand, you must discard 1 other Energy card attached to Entei. (If you can't discard Energy cards, you can't attach the R Energy card.) (Poke-BODY)  [2R] Burning Fang (40) You may flip a coin. If heads, the Defending Pokemon is now Burned and you discard 1 R Energy card attached to Entei.       
Entei 
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Aquapolis  10  Fire  70  Basic    Rare  Pure Body - Whenever you attach a R Energy card to Entei from your hand, you must discard 1 other Energy card attached to Entei. (If you can't discard Energy cards, you can't attach the R Energy card.) (Poke-BODY)  [2R] Burning Fang (40) You may flip a coin. If heads, the Defending Pokemon is now Burned and you discard 1 R Energy card attached to Entei.       
Espeon 
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Aquapolis  H9  Psychic  80  Stage 1    Rare  Energy Return - As often as you like during your turn (before your attack), you may return an Energy card attached to 1 of your Pokemon to your hand. This power can't be used if Espeon is affected by a Special Condition. (Poke-POWER)  [2P] Damage Blast (30+) Count the number of damage counters on the Defending Pokemon. Flip that many coins. This attack does 30 damage plus 10 more damage for each heads.       
Espeon 
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Aquapolis  11  Psychic  80  Stage 1    Rare  Energy Return - As often as you like during your turn (before your attack), you may return an Energy card attached to 1 of your Pokemon to your hand. This power can't be used if Espeon is affected by a Special Condition. (Poke-POWER)  [2P] Damage Blast (30+) Count the number of damage counters on the Defending Pokemon. Flip that many coins. This attack does 30 damage plus 10 more damage for each heads.       
Exeggcute 
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Aquapolis  76  Grass  40  Basic    Common    [1] Growth Spurt - If there are any G Energy cards in your hand, choose 1 of them and attach it to Exeggcute.  [G] Sleep Powder (10) The Defending Pokemon is now Asleep.     
Exeggcute 
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Aquapolis  77  Psychic  50  Basic    Common    [1] Continuous Eggsplosion (10x) Flip a coin until you get tails. This attack does 10 damage times the number of heads.  [P] Energy Support - If you have any Benched Pokemon, flip a coin. If heads, search your deck for a P Energy card and attach it to 1 of them. Shuffle your deck afterward.     
Exeggutor 
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Aquapolis  H10  Grass  80  Stage 1    Rare    [1] Super Eggsplosion (40x) You may discard any number of Energy cards attached to your Pokemon in play. Flip that many coins. This attack does 40 damage times the number of heads.  [G] Called Shot - Count the number of G Energy attached to Exeggutor. Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon for each of those G Energy.     
Exeggutor 
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Aquapolis  12  Grass  80  Stage 1    Rare    [1] Super Eggsplosion (40x) You may discard any number of Energy cards attached to your Pokemon in play. Flip that many coins. This attack does 40 damage times the number of heads.  [G] Called Shot - Count the number of G Energy attached to Exeggutor. Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon for each of those G Energy.     
Exeggutor 
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Aquapolis  13  Psychic  80  Stage 1    Rare    [1] 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.  [2P] Lateral Eggsplosion (30+) Flip a number of coins equal to the total number of Energy attached to your Benched Pokemon. This attack does 30 damage plus 10 more damage for each heads.     
Fighting Cube 01 
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Aquapolis  121  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your F Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Fighting Cube 01.  [F] Wild Rage (10x) Count the number of damage counters on this Pokemon. Flip that many coins. This attack does 10 damage for each heads.       
Fire Cube 01 
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Aquapolis  122  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your R Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Fire Cube 01.  [R] Singe - The Defending Pokemon is now Burned.       
Flaaffy 
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Aquapolis  47  Lightning  80  Stage 1    Uncommon    [1] Thundershock (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1LL] Spark (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.)     
Forest Guardian 
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Aquapolis  123  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  Shuffle your deck. Then, look at the top 7 cards from your deck. Choose 1 of those cards, show it to your opponent, and put it into your hand. Shuffle the rest into your deck.       
Furret 
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Aquapolis  48  Colorless  70  Stage 1    Uncommon  Scavenger Hunt - Once during your turn (before your attack), if you have at least 2 cards in your hand, you may shuffle 2 cards from your hand into your deck. Then, search your deck for an Energy card, show it to your opponent, and put it into your hand. Shuffle your deck afterward. This power can't be used if Furret is affected by a Special Condition. (Poke-POWER)  [2] Spinning Attack (30)       
Gloom 
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Aquapolis  49  Grass  70  Stage 1    Uncommon  Enervating Pollen - As long as Gloom is your Active Pokemon, both Gloom's and the Defending Pokemon's Resistance is reduced by 10. (If a Pokemon's Resistance is -30, it becomes -20). (Poke-BODY)  [2] Sleep Sap (20) Both Gloom and the Defending Pokemon are now Asleep.       
Goldeen 
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Aquapolis  78  Water  40  Basic    Common    [1] Knock Away (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage.       
Golduck 
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Aquapolis  50a  Water  70  Stage 1    Uncommon    [2] Slash (20)  [2P] Distortion Beam (30) Flip a coin. If heads, the Defending Pokemon is now Asleep. If tails, the Defending Pokemon is now Confused.     
Golduck 
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Aquapolis  50b  Water  70  Stage 1    Uncommon    [2] Slash (20)  [2P] Distortion Beam (30) Flip a coin. If heads, the Defending Pokemon is now Asleep. If tails, the Defending Pokemon is now Confused.     
Grass Cube 01 
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Aquapolis  124  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your G Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Grass Cube 01.  [G] Sleep Poison - The Defending Pokemon is now Asleep and Poisoned.       
Grimer 
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Aquapolis  79  Grass  50  Basic    Common    [1] Poison Sludge - Flip a coin. If heads, the Defending Pokemon is now Poisoned.       
Growlithe 
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Aquapolis  51  Fire  60  Basic    Uncommon    [1R] Ember (30) Discard 1 R Energy card attached to Growlithe.       
Growlithe 
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Aquapolis  80  Fire  50  Basic    Common    [1] Roar - Your opponent switches the Defending Pokemon with 1 of his or her Benched Pokemon, if any.  [R] Firebreathing (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage.     
Healing Berry 
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Aquapolis  125  Trainer    Tool        Uncommon    At any time between turns, if the remaining HP of the Pokemon Healing Berry is attached to are 20 or less, you may remove 3 damage counters from it and discard Healing Berry.       
Hitmonchan 
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Aquapolis  81  Fighting  60  Basic    Common    [1F] Rush (10x) Flip 5 coins. This attack does 10 damage times the number of heads. Hitmonchan can't attack during your next turn.  [3] Smash Punch (50) Flip a coin. If tails, this attack does nothing.     
Hitmontop 
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Aquapolis  82  Fighting  60  Basic    Common    [2] Double Kick (20x) Flip 2 coins. This attack does 20 damage times the number of heads.  [2F] Triple Spin (20x) Flip 3 coins. This attack does 20 damage times the number of heads. If 2 or more are heads and if you have any Benched Pokemon, choose 1 of them and switch it with Hitmontop.     
Hoppip 
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Aquapolis  83  Grass  40  Basic  Common  Lightweight - Pay 1 less to retreat Hoppip for each G Energy attached to Hoppip. (Poke-BODY)  [1] Careless Tackle (20) Hoppip does 10 damage to itself.       
Horsea 
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Aquapolis  84  Water  40  Basic    Common    [W] Bubble (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.       
Horsea 
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Aquapolis  85  Water  50  Basic    Common    [2] Reverse Thrust (20) If you have any Benched Pokemon, choose 1 of them and switch it with Horsea.       
Houndoom 
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Aquapolis  H11  Darkness  70  Stage 1  Rare    [1R] Fireworks (30) Flip a coin. If tails, discard 1 R Energy card attached to Houndoom.  [2D] Dark Impact (40) Until the end of your opponent's next turn, the Defending Pokemon can't use any Poke-Powers. (Benching or evolving it ends this effect.)     
Houndoom 
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Aquapolis  14  Fire  80  Stage 1    Rare    [1] 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.  [1RR] Burn Up (60) Flip a coin. If tails, discard all R Energy cards attached to Houndoom.     
Houndoom 
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Aquapolis  15  Darkness  70  Stage 1  Rare    [1R] Fireworks (30) Flip a coin. If tails, discard 1 R Energy card attached to Houndoom.  [2D] Dark Impact (40) Until the end of your opponent's next turn, the Defending Pokemon can't use any Poke-Powers. (Benching or evolving it ends this effect.)     
Houndour 
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Aquapolis  86  Fire  50  Basic    Common    [1] Singe - Flip a coin. If heads, the Defending Pokemon is now Burned.  [1R] Flare (20)     
Houndour 
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Aquapolis  87  Darkness  50  Basic  Common    [1D] Feint Attack - Choose 1 of your opponent's Pokemon. This attack does 20 damage to that Pokemon. This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.       
Hypno 
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Aquapolis  H12  Psychic  80  Stage 1    Rare  Sleep Pendulum - Once during your turn (before your attack), if Hypno is your Active Pokemon, you may use this power. The Defending Pokemon is now Asleep. This power can't be used if Hypno is affected by a Special Condition. (Poke-POWER)  [2P] Spiral Aura (30) Unless this attack Knocks Out the Defending Pokemon, if your opponent has any Benched Pokemon you may choose 1 of them and switch it with the Defending Pokemon. (Do the damage before switching the Pokemon.)       
Hypno 
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Aquapolis  16  Psychic  80  Stage 1    Rare  Sleep Pendulum - Once during your turn (before your attack), if Hypno is your Active Pokemon, you may use this power. The Defending Pokemon is now Asleep. This power can't be used if Hypno is affected by a Special Condition. (Poke-POWER)  [2P] Spiral Aura (30) Unless this attack Knocks Out the Defending Pokemon, if your opponent has any Benched Pokemon you may choose 1 of them and switch it with the Defending Pokemon. (Do the damage before switching the Pokemon.)       
Juggler 
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Aquapolis  126  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  You may discard 1 basic Energy card from your hand in order to draw 3 cards or you may discard 2 basic Energy cards from your hand in order to draw 5 cards.       
Jumpluff 
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Aquapolis  H13  Grass  70  Stage 2  Rare  Fluff - Whenever an attack does anything to Jumpluff during your opponent's turn and Jumpluff already has any damage counters on it, flip a coin. If heads, prevent all effects of that attack, including damage, done to Jumpluff. (Poke-BODY)  [G] Cotton Punch (30x) Flip 2 coins. This attack does 30 damage times the number of heads.       
Jumpluff 
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Aquapolis  17  Grass  70  Stage 2  Rare  Fluff - Whenever an attack does anything to Jumpluff during your opponent's turn and Jumpluff already has any damage counters on it, flip a coin. If heads, prevent all effects of that attack, including damage, done to Jumpluff. (Poke-BODY)  [G] Cotton Punch (30x) Flip 2 coins. This attack does 30 damage times the number of heads.       
Jynx 
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Aquapolis  18  Psychic  60  Basic    Rare    [1P] Meditate (10+) This attack does 10 damage plus 10 more damage times the number of damage counters on the Defending Pokemon.  [2P] Confuse Ray (20) Flip a coin. If heads, the Defending Pokemon is now Confused.     
Kangaskhan 
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Aquapolis  88  Colorless  70  Basic    Common    [2] Baby Outing - Look at the top 3 cards of your deck. Put 1 of those cards in your hand and shuffle the rest into your deck.  [3] Mega Punch (30)     
Kingdra 
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Aquapolis  H14  Water  120  Stage 2    Rare  Water Cyclone - As often as you like during your turn (before your attack), if there are any W Energy cards attached to your Active Pokemon, you may take 1 of them and attach it to 1 of your Benched Pokemon, if any. You can't use this power if Kingdra is affected by a Special Condition. (Poke-POWER)  [2WW] Rapids (50) If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, choose 1 of them and discard it.       
Kingdra 
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Aquapolis  19  Water  120  Stage 2    Rare  Water Cyclone - As often as you like during your turn (before your attack), if there are any W Energy cards attached to your Active Pokemon, you may take 1 of them and attach it to 1 of your Benched Pokemon, if any. You can't use this power if Kingdra is affected by a Special Condition. (Poke-POWER)  [2WW] Rapids (50) If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, choose 1 of them and discard it.       
Kingdra 
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Aquapolis  148  Colorless  110  Stage 2    Rare  Crystal Type - When you attach a W, L, or P basic Energy card to Kingdra from your hand, Kingdra's type becomes the same type as that Energy card for the rest of the turn. (Poke-BODY)  [LWW] Aquabomb (40) Kingdra does 10 damage to itself. (Don't apply Weakness and Resistance for your Pokemon.)  [1LPP] Dual Burn (60) Flip 2 coins. Discard 1 Energy card attached to Kingdra for each tails.     
Lanturn 
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Aquapolis  H15  Lightning  80  Stage 1    Rare  Ion Coating - Once during your turn (before your attack), you may treat all L Energy attached to your Active Pokemon as W Energy for the rest of the turn. (Benching or evolving it ends this effect.) You can't use this power if Lanturn is affected by a Special Condition. (Poke-POWER)  [2] Electric Tackle (20+) Count the number of L Energy cards attached to Lanturn. This attack does 20 damage plus 10 more damage for each of those Energy cards. Flip a coin. If tails, Lanturn does 10 damage to itself for each of those Energy cards.       
Lanturn 
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Aquapolis  20  Water  80  Stage 1    Rare    [L] Lightning Ball (20)  [3] Conduction (30+) Discard all L Energy cards attached to Lantern. Flip a number of coins equal to the number of L Energy cards you discarded. This attack does 30 plus 40 more damage for each heads.     
Lanturn 
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Aquapolis  21  Lightning  80  Stage 1    Rare  Ion Coating - Once during your turn (before your attack), you may treat all L Energy attached to your Active Pokemon as W Energy for the rest of the turn. (Benching or evolving it ends this effect.) You can't use this power if Lanturn is affected by a Special Condition. (Poke-POWER)  [2] Electric Tackle (20+) Count the number of L Energy cards attached to Lanturn. This attack does 20 damage plus 10 more damage for each of those Energy cards. Flip a coin. If tails, Lanturn does 10 damage to itself for each of those Energy cards.       
Larvitar 
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Aquapolis  89  Fighting  40  Basic    Common    [1] Mountain Eater - Discard the top card of your opponent's deck. Then, remove 1 damage counter from Larvitar.  [F] Rising Lunge (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage.     
Lickitung 
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Aquapolis  90  Colorless  80  Basic    Common    [2] Long Tongue - Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon. Don't apply Weakness and Resistance.  [3] Body Slam (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.     
Lightning Cube 01 
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Aquapolis  127  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your L Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Lightning Cube 01.  [L] Discharge (40x) Count the number of L Energy cards attached to this Pokemon. Discard those Energy cards and flip that many coins. This attack does 40 damage times the number of heads.       
Lugia 
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Aquapolis  149  Colorless  80  Basic    Rare  Crystal Type - When you attach a R, W, or P basic Energy card to Lugia from your hand, Lugia's type becomes the same type as that Energy card for the rest of the turn. (Poke-BODY)  [PR] Psychic (10x) Does 10 damage times the number of Energy cards attached to the Defending Pokemon.  [1RWW] Steam Blast (50) Discard 1 Energy card attached to Lugia.     
Magnemite 
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Aquapolis  52  Metal  40  Basic  Uncommon    [M] Attract - If your opponent has any Benched Pokemon, choose 1 of them and switch it with the Defending Pokemon.  [2] Tackle (20)     
Magnemite 
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Aquapolis  91  Lightning  50  Basic    Common  Conductive Body - Pay 1 less to retreat Magnemite for each Magnemite on your Bench. (Poke-BODY)  [1L] Magnetic Bomb (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage. If tails, Magnemite does 10 damage to itself.       
Magneton 
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Aquapolis  H16  Metal  70  Stage 1  Rare  Magnetic Flow - Once during your turn (before your attack), if Magneton is your Active Pokemon and if your opponent has at least 2 Pokemon in play with Energy cards attached to them, you may flip a coin. If heads, choose 2 of those Pokemon and an Energy card attached to each of them. Attach each of those Energy cards to the other Pokemon you chose. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)  [3] Steel Wave (30) Does 10 damage to each of your opponent's Benched Pokemon of the same type as the Defending Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)       
Magneton 
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Aquapolis  22  Metal  70  Stage 1  Rare  Magnetic Flow - Once during your turn (before your attack), if Magneton is your Active Pokemon and if your opponent has at least 2 Pokemon in play with Energy cards attached to them, you may flip a coin. If heads, choose 2 of those Pokemon and an Energy card attached to each of them. Attach each of those Energy cards to the other Pokemon you chose. This power can't be used if Magneton is affected by a Special Condition. (Poke-POWER)  [3] Steel Wave (30) Does 10 damage to each of your opponent's Benched Pokemon of the same type as the Defending Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)       
Mankey 
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Aquapolis  92  Fighting  40  Basic    Common    [F] Mug (10) Before doing damage, discard all Trainer cards attached to the Defending Pokemon.  [2] Rage (10+) Does 10 damage plus 10 damage for each damage counter on Mankey.     
Mareep 
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Aquapolis  93  Lightning  40  Basic    Common    [1] Charge - Attach 1 L Energy card in your discard pile, if any, to Mareep.  [1L] Tail Slap (20)     
Marill 
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Aquapolis  53  Water  50  Basic    Uncommon    [1] Headbutt (10)  [1W] Sleepy Ball (10) The Defending Pokemon is now Asleep.     
Marowak 
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Aquapolis  54  Fighting  70  Stage 1  Uncommon    [2] Triple Bone - If your opponent has any Benched Pokemon, choose 1 of them and flip 3 coins. This attack does 10 damage times the number of heads to that Pokemon. Don't apply Weakness and Resistance.  [2F] Bone Rush (50x) Flip a coin until you get tails. This attack does 50 damage times the number of heads.     
Memory Berry (Major text change. Requires reference.) 
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Aquapolis  128  Trainer    Tool        Uncommon  Attach Memory Berry to 1 of your Pokemon that doesn't already have a Pokemon Tool attached to it. If that Pokemon is Knocked Out, discard this card.  The Pokemon Memory Berry is attached to can use any attack from its Basic Pokemon card or any Evolution card attached to it. It still has to pay for that attack's Energy cost. At the end of the turn in which this happens, discard Memory Berry.       
Metal Cube 01 
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Aquapolis  129  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your M Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Metal Cube 01.  [M] Metal Reverse (10) Before doing damage, you may choose 1 of your opponent's Benched Pokemon and switch it with his or her Active Pokemon. Do the damage to the new Defending Pokemon.       
Metal Energy (Special) (Major text change. Requires reference.) 
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Aquapolis  143  Energy    Special Energy        Rare    Damage done to the Pokemon Metal Energy is attached to is reduced by 10 (after applying Weakness and Resistance). If the Pokemon Metal Energy is attached to isn't M, whenever it damages a Pokemon with an attack, reduce that damage by 10 (after applying Weakness and Resistance.) Metal Energy provides M Energy. (Doesn't count as a basic Energy card.)       
Miltank 
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Aquapolis  94  Colorless  60  Basic    Common    [2] Tackle (20)  [2] Continuous Tumble (20x) Flip a coin until you get tails. This attack does 20 damage times the number of heads.     
Mr. Mime 
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Aquapolis  95a  Psychic  50  Basic    Common  Energy Barrier - Whenever an attack damages Mr. Mime, count the number of basic Energy cards attached to Mr. Mime. That attack does 10 less damage for each of those Energy cards. You can't reduce the damage by more than 20 in this way. (Poke-BODY)  [1P] Mind Shock (20) Don't apply Weakness and Resistance.       
Mr. Mime 
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Aquapolis  95b  Psychic  50  Basic    Common  Energy Barrier - Whenever an attack damages Mr. Mime, count the number of basic Energy cards attached to Mr. Mime. That attack does 10 less damage for each of those Energy cards. You can't reduce the damage by more than 20 in this way. (Poke-BODY)  [1P] Mind Shock (20) Don't apply Weakness and Resistance.       
Muk 
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Aquapolis  H17  Grass  70  Stage 1    Rare  Heavyweight - As long as Muk has any G Energy attached to it, pay 2 more to retreat Muk. (Poke-BODY)  [2] Burning Sludge (10) Count the number of G Energy attached to Muk. Flip that many coins. If you get 1 or more heads, the Defending Pokemon is now Burned and Poisoned.       
Muk 
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Aquapolis  23  Grass  70  Stage 1    Rare  Heavyweight - As long as Muk has any G Energy attached to it, pay 2 more to retreat Muk. (Poke-BODY)  [2] Burning Sludge (10) Count the number of G Energy attached to Muk. Flip that many coins. If you get 1 or more heads, the Defending Pokemon is now Burned and Poisoned.       
Nidoking 
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Aquapolis  H18  Fighting  110  Stage 2  Rare  Earth Rage - Once during your turn (before your attack), if Nidoking is your Active Pokemon, you may flip a coin. If heads, put 1 damage counter on each of your opponent's Benched Pokemon, if any. This power can't be used if Nidoking is affected by a Special Condition. (Poke-POWER)  [2FF] Giant Horn (50+) Flip a coin. If heads, this attack does 50 damage plus 30 more damage.       
Nidoking 
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Aquapolis  24  Fighting  110  Stage 2  Rare  Earth Rage - Once during your turn (before your attack), if Nidoking is your Active Pokemon, you may flip a coin. If heads, put 1 damage counter on each of your opponent's Benched Pokemon, if any. This power can't be used if Nidoking is affected by a Special Condition. (Poke-POWER)  [2FF] Giant Horn (50+) Flip a coin. If heads, this attack does 50 damage plus 30 more damage.       
Nidoking 
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Aquapolis  150  Colorless  100  Stage 2    Rare  Crystal Type - When you attach a G, L, or R basic Energy card to Nidoking from your hand, Nidoking's type becomes the same type as that Energy card for the rest of the turn. (Poke-BODY)  [1GG] Poison Horn (20) The Defending Pokemon is now Poisoned.  [FFLL] Rolling Thunder (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.)     
Nidoran M 
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Aquapolis  96  Grass  50  Basic    Common    [G] Poison Horn - Flip a coin. If heads, the Defending Pokemon is now Poisoned.  [2] Scratch (20)     
Nidorino 
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Aquapolis  55  Grass  70  Stage 1    Uncommon    [G] Poison Horn (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned.  [3] Take Down (40) Nidorino does 10 damage to itself.     
Ninetales 
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Aquapolis  H19  Fire  80  Stage 1    Rare    [R] Miracle Tail (10) Flip a coin. If heads, choose 1 Special Condition. The Defending is now affected by that Special Condition.  [2R] Roasting Heat (40+) If the Defending Pokemon is Burned, this attack does 40 damage plus 20 more damage.     
Ninetales 
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Aquapolis  25  Fire  80  Stage 1    Rare    [R] Miracle Tail (10) Flip a coin. If heads, choose 1 Special Condition. The Defending is now affected by that Special Condition.  [2R] Roasting Heat (40+) If the Defending Pokemon is Burned, this attack does 40 damage plus 20 more damage.     
Octillery 
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Aquapolis  H20  Water  80  Stage 1    Rare  Suction Cups - As long as Octillery is your Active Pokemon, whenever the Defending Pokemon retreats, discard all Energy cards attached to the Defending Pokemon when it goes to the Bench. (Poke-BODY)  [2W] Smokescreen (40) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.       
Octillery 
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Aquapolis  26  Water  80  Stage 1    Rare  Suction Cups - As long as Octillery is your Active Pokemon, whenever the Defending Pokemon retreats, discard all Energy cards attached to the Defending Pokemon when it goes to the Bench. (Poke-BODY)  [2W] Smokescreen (40) If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.       
Oddish 
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Aquapolis  97  Grass  50  Basic    Common    [G] Stun Spore - Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [2] Ram (20)     
Onix 
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Aquapolis  98  Fighting  60  Basic    Common    [1F] Crush (20x) Flip a coin for each Energy attached to Onix. This attack does 20 damage times the number of heads.       
Paras 
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Aquapolis  99  Grass  50  Basic    Common    [1] Spore - The Defending Pokemon is now Asleep.  [1G] Spore Evolution - Search your deck for a card that evolves from Paras and put that card on Paras. (This counts as evolving Paras.) Shuffle your deck afterward.     
Parasect 
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Aquapolis  27  Grass  70  Stage 1    Rare    [G] Sleep Inducer - If your opponent has any Benched Pokemon, choose 1 of them and switch it with the Defending Pokemon. The new Defending Pokemon is now Asleep.  [2] Rupture Pollen (20) Flip a coin. If heads, the Defending Pokemon is now Asleep. If tails, remove 2 damage counters from Parasect.     
Phanpy 
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Aquapolis  100  Fighting  40  Basic  Common    [1] Flail (10x) Does 10 damage times the number of damage counters on Phanpy.  [1F] Rollout (20)     
Pinsir 
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Aquapolis  101  Grass  60  Basic    Common    [2] Horn Grab (20) Flip a coin. If heads, the Defending Pokemon is now Poisoned. If tails, this attack does nothing (not even damage).  [1GG] Super Slice (90) Flip 2 coins. If 1 or both of them are tails, this attack does nothing.     
Pokemon Fan Club 
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Aquapolis  130  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  Search your deck for up to 2 Basic and/or Baby Pokemon and put them on your Bench. Shuffle your deck afterward.       
Pokemon Park 
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Aquapolis  131  Trainer    Stadium        Uncommon  This card stays in play when you play it. Discard this card if another Stadium card comes into play.  Once during each player's turn (before attacking), when that player attaches an Energy card to 1 of his or her Benched Pokemon, he or she removes 1 damage counter from it.       
Ponyta 
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Aquapolis  102  Fire  40  Basic    Common    [1] Tackle (10)  [1R] Ember (30) Discard 1 R Energy card attached to Ponyta.     
Porygon 
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Aquapolis  103a  Colorless  40  Basic    Common    [1] Data Sort - Flip a coin. If heads, choose 1 Trainer card in your discard pile, show it to your opponent, and shuffle it into your deck.  [1] Peck (10)     
Porygon 
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Aquapolis  103b  Colorless  40  Basic    Common    [1] Data Sort - Flip a coin. If heads, choose 1 Trainer card in your discard pile, show it to your opponent, and shuffle it into your deck.  [1] Peck (10)     
Porygon2 
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Aquapolis  28  Colorless  70  Stage 1    Rare  Backup - Once during your turn (before your attack), if you have 2 or fewer cards in your hand, you may draw cards until you have exactly 3 cards in your hand. This power can't be used if Porygon2 is affected by a Special Condition. (Poke-POWER)  [2] Hypnotic Ray (20) The Defending Pokemon is now Asleep.       
Power Plant 
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Aquapolis  139  Trainer    Stadium        Uncommon  This card stays in play when you play it. Discard this card if another Stadium card comes into play.  Once during each player's turn (before attacking), if that player has any basic Energy cards in his or her hand, her or she may discard 1 of those Energy cards. Then, that player chooses another basic Energy card in his or her discard pile, shows it to his or her opponent, and puts it into his or her hand.       
Primeape 
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Aquapolis  29  Fighting  80  Stage 1    Rare    [1F] Karate Chop (40-) Does 40 damage minus 10 damage for each damage counter on Primeape.  [2F] Sudden Charge (40) Primeape does 10 damage to itself. Your opponent switches the Defending Pokemon with 1 of his or her Benched Pokemon, if any. (Do the damage before switching the Pokemon.)     
Psychic Cube 01 
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Aquapolis  132  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your P Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Psychic Cube 01.  [P] Psy-Confuse - The Defending Pokemon is now Confused.       
Psyduck 
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Aquapolis  104  Water  50  Basic    Common    [1] Headbutt (10)  [2] Scratch (20)     
Pupitar 
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Aquapolis  56  Fighting  80  Stage 1    Uncommon    [3] Thrash (30+) Flip a coin. If heads, this attack does 30 damage plus 10 more damage. If tails, Pupitar does 10 damage to itself.       
Quagsire 
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Aquapolis  30  Water  80  Stage 1    Rare    [W] Water Gun (20+) Does 20 damage plus 10 more damage for each W Energy attached to Quagsire. You can't add more than 20 damage in this way.  [4] Slam (50x) Flip 2 coins. This attack does 50 damage times the number of heads.     
Rainbow Energy (Major text change. Requires reference.) 
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Aquapolis  144  Energy    Special Energy        Rare    While in play, Rainbow Energy counts as every type of basic Energy but only provides 1 Energy at a time. (Doesn't count as a basic Energy card when not in play.) When you attach this card from your hand to 1 of your Pokemon, it does 10 damage to that Pokemon. (Don't apply Weakness and Resistance.)       
Rapidash 
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Aquapolis  31  Fire  70  Stage 1    Rare    [2] Agility (10) Flip a coin. If heads, prevent all effects of attacks, including damage, done to Rapidash during your opponent's next turn.  [2R] Gallop (30+) Flip a coin. If heads, this attack does 30 damage plus 20 more damage and you discard 1 R Energy card attached to Rapidash.     
Remoraid 
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Aquapolis  105  Water  50  Basic    Common    [W] Splatter - Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon. Don't apply Weakness and Resistance.       
Scizor 
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Aquapolis  H21  Metal  80  Stage 1    Rare  Poison Resistance - Scizor can't become Poisoned. (Poke-BODY)  [1M] Snatch (20) Before doing damage, if your opponent has any Benched Pokemon with no damage counters on it, you may choose 1 of them and switch it with the Defending Pokemon.  [3] Heavy Metal (30+) Flip a number of coins equal to the number of Metal Energy attached to Scizor. This attack does 30 damage plus 20 damage times the number of heads.     
Scizor 
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Aquapolis  32  Metal  80  Stage 1    Rare  Poison Resistance - Scizor can't become Poisoned. (Poke-BODY)  [1M] Snatch (20) Before doing damage, if your opponent has any Benched Pokemon with no damage counters on it, you may choose 1 of them and switch it with the Defending Pokemon.  [3] Heavy Metal (30+) Flip a number of coins equal to the number of Metal Energy attached to Scizor. This attack does 30 damage plus 20 damage times the number of heads.     
Scyther 
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Aquapolis  57  Grass  60  Basic    Uncommon    [G] Quick Turn (10x) Flip 2 coins. This attack does 10 damage times the number of heads.  [3] Cross-Cut (20+) If the Defending Pokemon is an Evolved Pokemon, this attack does 20 damage plus 20 more damage.     
Scyther 
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Aquapolis  106  Grass  50  Basic  Common    [1] Slash (10)  [1G] Swift (20) This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.     
Seadra 
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Aquapolis  58  Water  70  Stage 1    Uncommon    [W] Wave Splash (20)  [3] Water Bullet (30+) Flip a coin for each W Energy card attached to Seadra. This attack does 30 damage plus 10 damage for each heads.     
Seaking 
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Aquapolis  59  Water  70  Stage 1    Uncommon    [2] Flail (10x) Does 10 damage times the number of damage counters on Seaking.  [2W] Undulate (30) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Seaking.     
Seer 
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Aquapolis  133  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  Look at the top 6 cards of your deck. Show all basic Energy cards there to your opponent and put them into your hand. Shuffle the rest into your deck.       
Sentret 
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Aquapolis  107  Colorless  50  Basic    Common    [1] Spy - Look at the top 3 cards of your opponent's deck.  [1] Double Scratch (10x) Flip 2 coins. This attack does 10 damage times the number of heads.     
Skiploom 
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Aquapolis  60  Grass  60  Stage 1  Uncommon  Lightweight - Pay 1 less to retreat Skiploom for each G Energy attached to Skiploom. (Poke-BODY)  [1] Break Powder (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage. If tails, the Defending Pokemon is now Asleep.       
Slowbro 
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Aquapolis  33  Water  80  Stage 1    Rare  Dense Body - All damage done by attacks from Basic Pokemon to Slowbro is reduced by 20. (Poke-BODY)  [1W] Energy Cannon (30+) Does 30 damage plus 10 damage for each Energy attached to Slowbro but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way.       
Slowking 
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Aquapolis  H22  Psychic  80  Stage 1    Rare    [1] Bursting Hand (10x) Look at your opponent's hand. This attack does 10 damage times the number of Energy cards in your opponent's hand.  [2P] Shuffle Attack (40) Look at a number of cards from the top of your opponent's deck equal to the number of Energy cards attached to the Defending Pokemon and rearrange them as you like.     
Slowking 
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Aquapolis  34  Psychic  80  Stage 1    Rare    [1] Bursting Hand (10x) Look at your opponent's hand. This attack does 10 damage times the number of Energy cards in your opponent's hand.  [2P] Shuffle Attack (40) Look at a number of cards from the top of your opponent's deck equal to the number of Energy cards attached to the Defending Pokemon and rearrange them as you like.     
Slowpoke 
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Aquapolis  108  Water  50  Basic    Common    [1] Fishing Tail - If there are any Pokemon cards or basic Energy cards in your discard pile, choose 1 of them, show it to your opponent, and put it in your hand.  [2] Bite (20)     
Smeargle 
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Aquapolis  109  Colorless  60  Basic    Common    [1] Paint Trick - Flip a coin. If heads, the Defending Pokemon is now Confused. Then, if you have any Benched Pokemon, choose 1 of them and switch it with Smeargle.  [2] Doubleslap (20x) Flip 2 coins. This attack does 20 damage times the number of heads.     
Smoochum 
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Aquapolis  61  Psychic  30  Baby      Uncommon    [P] Energy Kiss (10x) Count the number of Energy cards attached to the Defending Pokemon. Flip that many coins. This attack does 10 damage for each heads.       
Sneasel 
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Aquapolis  110  Darkness  60  Basic  Common    [D] Rob - Look at your opponent's hand. If he or she has any Technical Machines or Pokemon Tools, shuffle all of those cards into your opponent's deck.  [2] Claw (30) Flip a coin. If tails, this attack does nothing.     
Spinarak 
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Aquapolis  62  Grass  50  Basic    Uncommon    [1] Gnaw (10)  [1G] Gooey Thread (20) The Defending Pokemon can't retreat during your opponent's next turn.     
Spinarak 
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Aquapolis  111  Grass  40  Basic    Common    [G] Sharp Stinger - Flip a coin. If heads, the Defending Pokemon is now Poisoned. If tails, the Defending Pokemon is now Paralyzed.       
Steelix 
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Aquapolis  H23  Metal  100  Stage 1  Rare    [2] Earth Rift (10) Does 10 damage to each of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.) Flip a coin. If tails, you can't use this attack during your next turn.  [2MM] Iron Smash (50+) Flip 2 coins. If 1 is heads, this attack does 50 damage. If both are heads, this attack does 50 damage plus 20 more damage. If both are tails, this attack does nothing.     
Steelix 
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Aquapolis  35  Metal  100  Stage 1  Rare    [2] Earth Rift (10) Does 10 damage to each of your opponent's Benched Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.) Flip a coin. If tails, you can't use this attack during your next turn.  [2MM] Iron Smash (50+) Flip 2 coins. If 1 is heads, this attack does 50 damage. If both are heads, this attack does 50 damage plus 20 more damage. If both are tails, this attack does nothing.     
Sudowoodo 
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Aquapolis  H24  Fighting  60  Basic    Rare    [1] Copy - Choose 1 of the Defending Pokemon's attacks. Mimic copies that attack including its Energy cost and anything else required in order to use that attack, such as discarding Energy cards. (If you can't pay for that attack's Energy cost, this attack does nothing.) (No matter what type the Defending Pokemon is, Sudowoodo's type is still F.) Sudowoodo performs that attack.  [F] Energy Draw - Search your deck for a basic Energy card and attach it to Sudowoodo. Shuffle your deck afterward.     
Sudowoodo 
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Aquapolis  36  Fighting  60  Basic    Rare    [1] Copy - Choose 1 of the Defending Pokemon's attacks. Mimic copies that attack including its Energy cost and anything else required in order to use that attack, such as discarding Energy cards. (If you can't pay for that attack's Energy cost, this attack does nothing.) (No matter what type the Defending Pokemon is, Sudowoodo's type is still F.) Sudowoodo performs that attack.  [F] Energy Draw - Search your deck for a basic Energy card and attach it to Sudowoodo. Shuffle your deck afterward.     
Suicune 
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Aquapolis  H25  Water  70  Basic    Rare  Pure Body - Whenever you attach a W Energy card to Suicune from your hand, you must discard 1 other Energy card attached to Suicune. (If you can't discard Energy cards, you can't attach the W Energy card.) (Poke-BODY)  [2W] Hypno Wave (30+) Flip a coin. If heads, this attack does 30 damage plus 20 more damage. If tails, the Defending Pokemon is now Asleep.       
Suicune 
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Aquapolis  37  Water  70  Basic    Rare  Pure Body - Whenever you attach a W Energy card to Suicune from your hand, you must discard 1 other Energy card attached to Suicune. (If you can't discard Energy cards, you can't attach the W Energy card.) (Poke-BODY)  [2W] Hypno Wave (30+) Flip a coin. If heads, this attack does 30 damage plus 20 more damage. If tails, the Defending Pokemon is now Asleep.       
Super Energy Removal 2 
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Aquapolis  134  Trainer    Trainer        Uncommon    Flip 2 coins. If both are heads, discard all Energy cards attached to the Defending Pokemon. If both are tails, discard all Energy cards attached to your Active Pokemon.       
Tangela 
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Aquapolis  112  Grass  60  Basic  Common    [2] Tickling Vines (10) Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn.  [2G] Double Kick (30x) Flip 2 coins. This attack does 30 damage times the number of heads.     
Tentacool 
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Aquapolis  113  Water  50  Basic    Common    [1] Poison Sting - Flip a coin. If heads, the Defending Pokemon is now Poisoned.  [W] Recover - Discard 1 W Energy card attached to Tentacool. Remove all damage counters from Tentacool.     
Tentacruel 
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Aquapolis  H26  Water  70  Stage 1    Rare  Strange Tentacles - Once during your turn (before your attack), you may count the number of Energy cards attached to the Defending Pokemon and attached to your Active Pokemon. If the Defending Pokemon has fewer Energy cards attached to it than your Active Pokemon does, you may attach 1 Energy card in your opponent's discard pile, if any, to the Defending Pokemon. You can't use this power if Tentacruel is affected by a Special Condition. (Poke-POWER)  [1W] Poison Sting (20) Flip a coin. If heads, the Defending Pokemon is now Poisoned.       
Tentacruel 
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Aquapolis  38  Water  70  Stage 1    Rare  Strange Tentacles - Once during your turn (before your attack), you may count the number of Energy cards attached to the Defending Pokemon and attached to your Active Pokemon. If the Defending Pokemon has fewer Energy cards attached to it than your Active Pokemon does, you may attach 1 Energy card in your opponent's discard pile, if any, to the Defending Pokemon. You can't use this power if Tentacruel is affected by a Special Condition. (Poke-POWER)  [1W] Poison Sting (20) Flip a coin. If heads, the Defending Pokemon is now Poisoned.       
Time Shard 
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Aquapolis  135  Trainer    Tool        Uncommon    If the damage from your opponent's attack Knocks Out the Pokemon Time Shard is attached to during his or her turn, you may return up to 2 basic Energy cards attached to it to your hand. Then, discard Time Shard.       
Togepi 
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Aquapolis  114  Colorless  40  Basic    Common    [1] Minor Errand-Running - Flip 2 coins. For each heads, search your deck for a basic Energy card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.  [1] Pound (10)     
Togetic 
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Aquapolis  H27  Colorless  60  Stage 1  Rare  Miracle Shift - Once during your turn (before your attack), if you have any Pokemon in play with any basic Energy cards attached to it, you may discard 1 of those Energy cards from 1 of those Pokemon. Then, choose 1 basic Energy card in your discard pile, if any, and attach it to that Pokemon. This power can't be used if Togetic is affected by a Special Condition. (Poke-POWER)  [1] Mini-Metronome - Flip a coin. If heads, choose 1 of the Defending Pokemon's attacks. Mini-Metronome copies that attack except for its Energy cost. (You must still do anything else in order to use that attack.) (No matter what type the Defending Pokemon is, Togetic's type is still Colorless.) Togetic performs that attack.       
Togetic 
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Aquapolis  39  Colorless  60  Stage 1  Rare  Miracle Shift - Once during your turn (before your attack), if you have any Pokemon in play with any basic Energy cards attached to it, you may discard 1 of those Energy cards from 1 of those Pokemon. Then, choose 1 basic Energy card in your discard pile, if any, and attach it to that Pokemon. This power can't be used if Togetic is affected by a Special Condition. (Poke-POWER)  [1] Mini-Metronome - Flip a coin. If heads, choose 1 of the Defending Pokemon's attacks. Mini-Metronome copies that attack except for its Energy cost. (You must still do anything else in order to use that attack.) (No matter what type the Defending Pokemon is, Togetic's type is still Colorless.) Togetic performs that attack.       
Town Volunteers 
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Aquapolis  136  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  Choose up to 5 Pokemon cards and/or basic Energy cards from your discard pile. Show them to your opponent and shuffle them into your deck.       
Traveling Salesman 
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Aquapolis  137  Trainer    Supporter        Uncommon  You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.  Search your deck for up to 2 Technical Machines and/or Pokemon Tools, show them to your opponent, and put them into your hand. Shuffle your deck afterward.       
Tyranitar 
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Aquapolis  H28  Darkness  120  Stage 2  Rare    [D] Destructive Roar - Flip a coin. If heads, discard an Energy card attached to 1 of your opponent's Pokemon with any attached to it.  [2D] Tail Slap (30)  [3DD] Gigacrush (60) Each player discards the top 3 cards of his or her deck.   
Tyranitar 
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Aquapolis  40  Darkness  120  Stage 2  Rare    [D] Destructive Roar - Flip a coin. If heads, discard an Energy card attached to 1 of your opponent's Pokemon with any attached to it.  [2D] Tail Slap (30)  [3DD] Gigacrush (60) Each player discards the top 3 cards of his or her deck.   
Tyrogue 
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Aquapolis  63  Fighting  30  Baby      Uncommon    [F] Energy Punch (10) If the Defending Pokemon has any special Energy cards attached to it, flip a coin. If heads, choose 1 of them and discard it. If tails, this attack does nothing (not even damage).       
Umbreon 
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Aquapolis  H29  Darkness  80  Stage 1  Rare  Dark Moon - Once during your turn (before your attack), if there is any D Energy attached to Umbreon, you may look at your opponent's hand. Then, you may choose 1 card in your opponent's hand for each D Energy attached to Umbreon. (If your opponent has fewer cards than that, choose all or none of them.) Your opponent shuffles those cards into his or her deck and draws the same number of cards. This power can't be used if Umbreon is affected by a Special Condition. (Poke-POWER)  [3] Shadow Bind (30) The Defending Pokemon can't retreat during your opponent's next turn.       
Umbreon 
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Aquapolis  41  Darkness  80  Stage 1  Rare  Dark Moon - Once during your turn (before your attack), if there is any D Energy attached to Umbreon, you may look at your opponent's hand. Then, you may choose 1 card in your opponent's hand for each D Energy attached to Umbreon. (If your opponent has fewer cards than that, choose all or none of them.) Your opponent shuffles those cards into his or her deck and draws the same number of cards. This power can't be used if Umbreon is affected by a Special Condition. (Poke-POWER)  [3] Shadow Bind (30) The Defending Pokemon can't retreat during your opponent's next turn.       
Undersea Ruins 
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Aquapolis  138  Trainer    Stadium        Uncommon  This card stays in play when you play it. Discard this card if another Stadium card comes into play.  Once during each player's turn (before attacking), that player may flip a coin. If heads, that player chooses 1 of his or her Evolved Pokemon and discards the highest stage Evolution card from that Pokemon. (This counts as devolving that Pokemon.) That Pokemon no longer is affected by any Special Conditions or anything else that might be the result of an attack (just as if that player had evolved it).       
Victreebel 
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Aquapolis  H30  Grass  90  Stage 2    Rare  Fragrance Trap - Once during your turn (before your attack), if your opponent has any Benched Pokemon, you may flip a coin. If heads, choose 1 of them and switch it with his or her Active Pokemon. This power can't be used if Victreebel is affected by a Special Condition. (Poke-POWER)  [1GG] Corrosive Acid (40) Flip a coin. If heads, the Defending Pokemon is now Burned.       
Victreebel 
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Aquapolis  42  Grass  90  Stage 2    Rare  Fragrance Trap - Once during your turn (before your attack), if your opponent has any Benched Pokemon, you may flip a coin. If heads, choose 1 of them and switch it with his or her Active Pokemon. This power can't be used if Victreebel is affected by a Special Condition. (Poke-POWER)  [1GG] Corrosive Acid (40) Flip a coin. If heads, the Defending Pokemon is now Burned.       
Vileplume 
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Aquapolis  H31  Grass  100  Stage 2    Rare    [G] Poison Scent - Flip a coin. If heads, the Defending Pokemon is now Poisoned and Confused. If tails, the Defending Pokemon is now Poisoned and Asleep.  [3] Addictive Pollen (40) Flip a coin. If heads, your opponent can't play any Supporter cards during his or her next turn.     
Vileplume 
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Aquapolis  43  Grass  100  Stage 2    Rare    [G] Poison Scent - Flip a coin. If heads, the Defending Pokemon is now Poisoned and Confused. If tails, the Defending Pokemon is now Poisoned and Asleep.  [3] Addictive Pollen (40) Flip a coin. If heads, your opponent can't play any Supporter cards during his or her next turn.     
Voltorb 
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Aquapolis  64  Lightning  50  Basic    Uncommon    [1] Rollout (10)  [1L] Thundershock (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.     
Voltorb 
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Aquapolis  115  Lightning  40  Basic    Common    [L] Swift (20) This attack's damage isn't affected by Weakness, Resistance, Poke-Powers, Poke-Bodies, or any other effects on the Defending Pokemon.       
Vulpix 
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Aquapolis  116  Fire  50  Basic    Common    [R] Collect Fire (10) If there are any R Energy cards in your discard pile, flip a coin. If heads, attach 1 of those Energy cards to Vulpix.       
Warp Energy 
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Aquapolis  147  Energy    Special Energy        Uncommon    If you attach this card from your hand to your Active Pokemon, choose 1 of your Benched Pokemon, if any, and switch it with your Active Pokemon. Warp Energy provides 1 Energy. (Doesn't count as a basic Energy card.)       
Water Cube 01 
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Aquapolis  140  Trainer    Technical Machine        Uncommon  Attach this card to 1 of your W Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Water Cube 01.  [W] Squirt - Choose 1 of your opponent's Pokemon. This attack does 20 damage to that Pokemon. Don't apply Weakness and Resistance.       
Weakness Guard 
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Aquapolis  141  Trainer    Trainer        Uncommon    Attach Weakness Guard to 1 of your Pokemon. At the end of your opponent's next turn, discard Weakness Guard. The Pokemon Weakness Guard is attached to has no Weakness.       
Weepinbell 
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Aquapolis  65  Grass  70  Stage 1    Uncommon    [1] Growth - You may attach up to 2 G Energy cards from your hand to Weepinbell.  [1G] Double Razor Leaf (30x) Flip 2 coins. This attack does 30 damage times the number of heads.     
Wooper 
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Aquapolis  66  Water  50  Basic    Uncommon    [1] Tail Whap (10)  [W] Deep Dive - Flip 3 coins. For each heads, remove 1 damage counter from Wooper. If Wooper has fewer damage counters than that, remove all of them.     
Wooper 
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Aquapolis  117  Water  40  Basic    Common    [W] Bubble (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1W] Wave Splash (20)     
Zapdos 
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Aquapolis  H32  Lightning  80  Basic  Rare  Anti-Lightning - You can't attach L Energy cards to Zapdos from your hand. (Poke-BODY)  [1] Plasma (10) If there are any L Energy cards in your discard pile, flip a coin. If heads attach 1 of those Energy cards to Zapdos.  [2LL] Lightning Storm (60) Flip a coin. If tails, put 2 damage counters on Zapdos.     
Zapdos 
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Aquapolis  44  Lightning  80  Basic  Rare  Anti-Lightning - You can't attach L Energy cards to Zapdos from your hand. (Poke-BODY)  [1] Plasma (10) If there are any L Energy cards in your discard pile, flip a coin. If heads attach 1 of those Energy cards to Zapdos.  [2LL] Lightning Storm (60) Flip a coin. If tails, put 2 damage counters on Zapdos.     
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4

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