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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
Bellsprout 
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Jungle  49  Grass  40  Basic    Common    [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 afterward. (You can't use this attack if your Bench is full.)     
Butterfree 
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Jungle  33  Grass  70  Stage 2  Uncommon    [2] 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).     
Clefable 
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Jungle  1  Colorless  70  Stage 1  Rare    [1] Metronome - Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type the Defending Pokemon is, Clefable's type is still Colorless.)  [2] Minimize - All damage done by attacks to Clefable during your opponent's next turn is reduce by 20 (after applying Weakness and Resistance).     
Clefable 
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Jungle  17  Colorless  70  Stage 1  Rare    [1] Metronome - Choose 1 of the Defending Pokemon's attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type the Defending Pokemon is, Clefable's type is still Colorless.)  [2] Minimize - All damage done by attacks to Clefable during your opponent's next turn is reduce by 20 (after applying Weakness and Resistance).     
Cubone 
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Jungle  50  Fighting  40  Basic  Common    [1] Snivel - If the Defending Pokemon attacks Cubone during your opponent's next turn, any damage done by the attack is reduced by 20 (after applying Weakness and Resistance). (Benching either Pokemon ends this effect.)  [FF] Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Cubone.     
Dodrio 
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Jungle  34  Colorless  70  Stage 1  Uncommon  Retreat Aid - As long as Dodrio is Benched, pay 1 Energy less to retreat your Active Pokemon.  [3] Rage (10+) Does 10 damage plus 10 more damage for each damage counter on Dodrio.       
Eevee 
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Jungle  51  Colorless  50  Basic  Common    [1] Tail Wag - Flip a coin. If heads, the Defending Pokemon can't attack Eevee during your opponent's next turn. (Benching either Pokemon ends this effect.)  [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.     
Electrode 
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Jungle  2  Lightning  90  Stage 1    Rare    [2] 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).     
Electrode 
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Jungle  18  Lightning  90  Stage 1    Rare    [2] 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).     
Exeggcute 
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Jungle  52  Grass  50  Basic    Common    [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.     
Exeggutor 
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Jungle  35  Grass  80  Stage 1    Uncommon    [P] Teleport - Switch Exeggutor with 1 of your Benched Pokemon.  [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.     
Fearow 
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Jungle  36  Colorless  70  Stage 1  Uncommon    [3] Agility (20) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Fearow.  [4] Drill Peck (40)     
Flareon 
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Jungle  3  Fire  70  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [2RR] Flamethrower (60) Discard 1 Fire Energy card attached to Flareon in order to use this attack.     
Flareon 
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Jungle  19  Fire  70  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [2RR] Flamethrower (60) Discard 1 Fire Energy card attached to Flareon in order to use this attack.     
Gloom 
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Jungle  37  Grass  60  Stage 1    Uncommon    [G] Poisonpowder - The Defending Pokemon is now Poisoned.  [GG] Foul Odor (20) Both the Defending Pokemon and Gloom are now Confused (after doing damage).     
Goldeen 
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Jungle  53  Water  40  Basic    Common    [W] Horn Attack (10)       
Jigglypuff 
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Jungle  54  Colorless  60  Basic  Common    [1] Lullaby - The Defending Pokemon is now Asleep.  [2] Pound (20)     
Jolteon 
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Jungle  4  Lightning  70  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [1LL] Pin Missile (20x) Flip 4 coins. This attack does 20 damage times the number of heads.     
Jolteon 
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Jungle  20  Lightning  70  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [1LL] Pin Missile (20x) Flip 4 coins. This attack does 20 damage times the number of heads.     
Kangaskhan 
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Jungle  5  Colorless  90  Basic  Rare    [1] Fetch - Draw a card.  [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times the number of heads.     
Kangaskhan 
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Jungle  21  Colorless  90  Basic  Rare    [1] Fetch - Draw a card.  [4] Comet Punch (20x) Flip 4 coins. This attack does 20 damage times the number of heads.     
Lickitung 
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Jungle  38  Colorless  90  Basic  Uncommon    [1] Tongue Wrap (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [2] Supersonic - Flip a coin. If heads, the Defending Pokemon is now Confused.     
Mankey 
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Jungle  55  Fighting  30  Basic    Common  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.  [1] Scratch (10)       
Marowak 
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Jungle  39  Fighting  60  Stage 1  Uncommon    [FF] Bonemerang (30x) Flip 2 coins. This attack does 30 damage times the number of heads.  [1FF] Call for Friend - Search your deck for a Fighting Basic Pokemon card and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.)     
Meowth 
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Jungle  56  Colorless  50  Basic  Common    [2] Pay Day (10) Flip a coin. If heads, draw a card.       
Mr. Mime 
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Jungle  6  Psychic  40  Basic    Rare  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.  [1P] Meditate (10+) Does 10 damage plus 10 more damage for each damage counter on the Defending Pokemon.       
Mr. Mime 
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Jungle  22  Psychic  40  Basic    Rare  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.  [1P] Meditate (10+) Does 10 damage plus 10 more damage for each damage counter on the Defending Pokemon.       
Nidoqueen 
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Jungle  7  Grass  90  Stage 2    Rare    [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each Nidoking you have in play.  [2GG] Mega Punch (50)     
Nidoqueen 
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Jungle  23  Grass  90  Stage 2    Rare    [1G] Boyfriends (20+) Does 20 damage plus 20 more damage for each Nidoking you have in play.  [2GG] Mega Punch (50)     
Nidoran F 
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Jungle  57  Grass  60  Basic    Common    [G] Fury Swipes (10x) Flip 3 coins. This attack does 10 damage times the number of heads.  [GG] Call for Family - Search your deck for a Basic Pokemon named Nidoran M or Nidoran F and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.)     
Nidorina 
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Jungle  40  Grass  70  Stage 1    Uncommon    [G] Supersonic - Flip a coin. If heads, the Defending Pokemon is now Confused.  [2G] Double Kick (30x) Flip 2 coins. This attack does 30 damage times the number of heads.     
Oddish 
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Jungle  58  Grass  50  Basic    Common    [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [GG] Sprout - Search your deck for a Basic Pokemon named Oddish and put it onto your Bench. Shuffle your deck afterward. (You can't use this attack if your Bench is full.)     
Paras 
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Jungle  59  Grass  40  Basic    Common    [2] Scratch (20)  [GG] Spore - The Defending Pokemon is now Asleep.     
Parasect 
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Jungle  41  Grass  60  Stage 1    Uncommon    [GG] Spore - The Defending Pokemon is now Asleep.  [3] Slash (30)     
Persian 
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Jungle  42  Colorless  70  Stage 1  Uncommon    [2] Scratch (20)  [3] Pounce (30) If the Defending Pokemon attacks Persian during your opponent's next turn, any damage done by the attack is reduce by 10 (after applying Weakness and Resistance). (Benching either Pokemon ends this effect.)     
Pidgeot 
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Jungle  8  Colorless  80  Stage 2  Rare    [2] Wing Attack (20)  [3] 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.     
Pidgeot 
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Jungle  24  Colorless  80  Stage 2  Rare    [2] Wing Attack (20)  [3] 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.     
Pikachu 
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Jungle  60  Lightning  50  Basic    Common    [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.)       
Pinsir 
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Jungle  9  Grass  60  Basic    Rare    [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [2GG] Guillotine (50)     
Pinsir 
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Jungle  25  Grass  60  Basic    Rare    [GG] Irongrip (20) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [2GG] Guillotine (50)     
Poke Ball 
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Jungle  64  Trainer    Trainer        Common    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.       
Primeape 
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Jungle  43  Fighting  70  Stage 1    Uncommon    [FF] Fury Swipes (20x) Flip 3 coins. This attack does 20 damage times the number of heads.  [1FF] Tantrum (50) Flip a coin. If tails, Primeape is now Confused (after doing damage).     
Rapidash 
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Jungle  44  Fire  70  Stage 1    Uncommon    [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.  [1RR] Agility (30) Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Rapidash.     
Rhydon 
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Jungle  45  Fighting  100  Stage 1  Uncommon    [2F] Horn Attack (30)  [FFFF] Ram (50) Rhydon does 20 damage to itself. If your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. (Do the damage before switching the Pokemon. Switch the Pokemon even if Rhydon is knocked out.)     
Rhyhorn 
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Jungle  61  Fighting  70  Basic  Common    [1] Leer - Flip a coin. If heads, the Defending Pokemon can't attack Rhyhorn during your opponent's next turn. (Benching either Pokemon ends this effect.)  [2F] Horn Attack (30)     
Scyther 
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Jungle  10  Grass  70  Basic  Rare    [G] Swords Dance - During your next turn, Scyther's Slash attack's base damage is 60 instead of 30.  [3] Slash (30)     
Scyther 
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Jungle  26  Grass  70  Basic  Rare    [G] Swords Dance - During your next turn, Scyther's Slash attack's base damage is 60 instead of 30.  [3] Slash (30)     
Seaking 
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Jungle  46  Water  70  Stage 1    Uncommon    [W] Horn Attack (10)  [1W] Waterfall (30)     
Snorlax 
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Jungle  11  Colorless  90  Basic  Rare  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.  [4] Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.       
Snorlax 
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Jungle  27  Colorless  90  Basic  Rare  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.  [4] Body Slam (30) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.       
Spearow 
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Jungle  62  Colorless  50  Basic  Common    [1] Peck (10)  [3] Mirror Move - If Spearow was attacked last turn, do the final result of that attack on Spearow to the Defending Pokemon.     
Tauros 
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Jungle  47  Colorless  60  Basic  Uncommon    [2] Stomp (20+) Flip a coin. If heads, this attack does 20 damage plus 10 more damage; if tails, this attack does 20 damage.  [3] 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).     
Vaporeon 
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Jungle  12  Water  80  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [1WW] Water Gun (30+) Does 30 damage plus 10 more damage for each Water Energy attached to Vaporeon but not used to pay for this attack's Energy cost. Extra Water Energy after the 2nd doesn't count.     
Vaporeon 
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Jungle  28  Water  80  Stage 1    Rare    [2] Quick Attack (10+) Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.  [1WW] Water Gun (30+) Does 30 damage plus 10 more damage for each Water Energy attached to Vaporeon but not used to pay for this attack's Energy cost. Extra Water Energy after the 2nd doesn't count.     
Venomoth 
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Jungle  13  Grass  70  Stage 1  Rare  Shift - Once during your turn (before your 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.       
Venomoth 
View
Jungle  29  Grass  70  Stage 1  Rare  Shift - Once during your turn (before your 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.       
Venonat 
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Jungle  63  Grass  40  Basic    Common    [G] Stun Spore (10) Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1G] 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).     
Victreebel 
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Jungle  14  Grass  80  Stage 2    Rare    [G] Lure - If your opponent has any Benched Pokemon, choose 1 of them and switch it with his or her Active Pokemon.  [GG] Acid (20) Flip a coin. If heads, the Defending Pokemon can't retreat during your opponent's next turn.     
Victreebel 
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Jungle  30  Grass  80  Stage 2    Rare    [G] Lure - If your opponent has any Benched Pokemon, choose 1 of them and switch it with his or her Active Pokemon.  [GG] Acid (20) Flip a coin. If heads, the Defending Pokemon can't retreat during your opponent's next turn.     
Vileplume 
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Jungle  15  Grass  80  Stage 2    Rare  Heal - Once during your turn (before your 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).       
Vileplume 
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Jungle  31  Grass  80  Stage 2    Rare  Heal - Once during your turn (before your 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).       
Weepinbell 
View
Jungle  48  Grass  70  Stage 1    Uncommon    [G] Poisonpowder (10) Flip a coin. If heads, the Defending Pokemon is now Poisoned.  [GG] Razor Leaf (30)     
Wigglytuff 
View
Jungle  16  Colorless  80  Stage 1  Rare    [1] Lullaby - The Defending Pokemon is now Asleep.  [3] Do the Wave (10+) Does 10 damage plus 10 more damage for each of your Benched Pokemon.     
Wigglytuff 
View
Jungle  32  Colorless  80  Stage 1  Rare    [1] Lullaby - The Defending Pokemon is now Asleep.  [3] Do the Wave (10+) Does 10 damage plus 10 more damage for each of your Benched Pokemon.     
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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