As I am short on time, I have to say I agree with the last few posts, vaporeon, a lot of your Bans/Restrictions don't make much sense to me. Looking at them, you might accidentally have created a format where some ultimate Magneboar deck exists, either because everything else is properly nerfed as well, or because you unintentionally force the perfect card mix. That last bit is unlikely, but I've seen it before. When Prop 15/3 came out suddenly at least I learned (if not other players) that "staples" I'd been running maxed out in every deck were actually more beneficial at three, saving room for other cards.
Before you try again (or keep arguing for your current one), try a cost/benefit evaluation, like Yu-Gi-Oh never does, which is why at least when I was playing that game, the Ban/Restricted list was never enough. In Yu-Gi-Oh, they never seemed to want to admit that the fundamental rules made monsters the hardest cards to play, followed by Traps, followed at last by Spells, and thus the relative power level of the effects should have followed suit. That never happened, and eventually my point became harder to explain as monsters that Special Summoned themselves and had effect priority basically acted like Spells with a body attached. @_@
So with Pokemon you have to look at what cards are the hardest to play. That would be Energy cards. As such they can probably have the most potent effects. Doesn't mean all Energy is inherently balanced, just that a card you can only play once per turn, have to attach to a specific Pokemon, and that tends to be hard to search/recycle is just harder to overpower. Then come your Stage 2 Pokemon, then your Stage 1, then Stadiums, then Supporters, then Basic Pokemon, then Items. I've got an appointment this morning, so that is a real quick evaluation; I probably have a mistake or two on the exact order.
After that, look for abuse potential: a Basic Pokemon with a Supporter like effect, in the short term, becomes a free second supporter. Pokemon;s Prize system makes it less likely than a game like Yu-Gi-Oh (where attacks do damage to LP to determine the winner) that an obscene amount of same turn advantage turns into a single turn win, but a drawback that requires three turns to matter might never matter, creating another opportunity for broken cards.