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Carrington388
04/28/2007, 11:01 PM
This set is one in a series of sets based on Diamond and Pearl. Some of the sets have DS-transmitted data that's linked together, while some others don't connect on their DS-transmitted data. Here's a road map of the sets:

EX: D&P: The Wild (http://www.pokegym.net/forums/showthread.php?t=51806)
-A set involving the new Pokémon native to Diamond and Pearl. Contains only fourth-generation Pokémon and their evolution lines.
EX: D&P: The Gyms <-- YOU ARE HERE
-A set involving the new gym leaders from Diamond and Pearl. Contains Pokémon and their lines from all four generations.
EX: D&P: The Evil (http://www.pokegym.net/forums/showthread.php?t=52238)
-A set involving the evil team that roams around the lands of Diamond and Pearl plus a selection of Dark Pokémon corrupted by them. Contains Pokémon and their lines from all four generations.
EX: D&P: The Balance (http://www.pokegym.net/forums/showthread.php?t=52239)
-A set involving Dark and Light Pokémon, mainly from the fourth generation. Contains fourth-generation Pokémon and their evolution lines plus a selection of previous generations.
EX: D&P: RetroTeam Red (http://www.pokegym.net/forums/showthread.php?t=54670)
-Team Magma, Team Aqua, and Team Rocket go fourth-generation. Contains mainly fourth-generation Pokémon and their evolution lines.
EX: D&P: RetroTeam Green (http://www.pokegym.net/forums/showthread.php?t=54671)
-Team Flora, Team Plasma, and Team Draco go fourth-generation. Contains mainly fourth-generation Pokémon and their evolution lines.
Promo set for Retroteam block: Cipher/Snagem Gen-4 Promos (http://www.pokegym.net/forums/showthread.php?t=54672)
EX: D&P: RetroTrainer Red (http://www.pokegym.net/forums/showthread.php?t=63012)
-Liza, Electra, Floreia, and Gary go fourth-generation. Casey and Drew join them. Contains mainly fourth-generation Pokémon and their evolution lines, with previous generations available to Casey and Drew.
EX: D&P: RetroTrainer Green (http://www.pokegym.net/forums/showthread.php?t=63013)
-Sonrisa, Luka, Shingo, and Ritchie go fourth-generation. Morrison and Harley join them. Contains mainly fourth-generation Pokémon and their evolution lines, with previous generations available to Morrison and Harley.
EX: D&P: RetroTrainer Blue (http://www.pokegym.net/forums/showthread.php?t=63014)
-Trixie, Milane, Eusine, and Harrison go fourth-generation. Tyson and Robert join them. Contains mainly fourth-generation Pokémon and their evolution lines, with previous generations available to Tyson and Robert.
First side set for the series: Wild Partners (http://www.pokegym.net/forums/showthread.php?t=69164)
EX: D&P: RetroGym Orange (http://www.pokegym.net/forums/showthread.php?t=86006)
-The Orange Crew goes fourth-generation. Contains mainly fourth-generation Pokémon and their evolution lines.
Second side set for the series: Appliances of Mystery (http://www.pokegym.net/forums/showthread.php?t=86007)
EX: D&P: Two Frontiers (http://www.pokegym.net/forums/showthread.php?t=95862)
-The Frontier Brains from Emerald go fourth-generation. They are joined by the Frontier Brains from Platinum. Contains mainly fourth-generation Pokémon and their evolution lines.
EX: D&P: ???
-Coming soon. Two sets. Look for Kanto gyms and elites.
EX: D&P: ???
-Coming soon. Two sets. Look for Johto gyms and elites, plus 1 from Kanto.
EX: D&P: ???
-Coming soon. Two sets. Look for Hoenn gyms and elites.


This set focuses on the Gym Leaders and Elites of Sinooh, the lands of Diamond and Pearl, in their CaC TCG debut. With new Pokémon comes new gym leaders and new strategies to go along with it. While the gyms have specialties we've seen from gym leaders before (why there still isn't a Dark-type gym is beyond everyone), including some overused ones (come on, do we really need another Rock-type gym?), Sinooh's Elite Four challenge takes a few new approaches typewise (only one of the Sinooh Elite Four uses a type seen in previous Elite Fours), and you'll need a well-balanced team to take on Sinooh's Champion and her variety setup!

Each of the trainers in this set have Pokémon and Trainer cards to match each person. There will also be unique DS- and Wii-transmitted data that will be revealed at the end of the set! Just how unique? You'll have to wait to find out! Here are the Gym Leaders presented in this set:

Roark
Gender: Male
Leader of Oreburgh City Gym
Specialty: Rock-Type Pokémon and Attacks ({F} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 483, "Shapes of Things to Come!" (season 9)
Most Recent Anime Appearance: Episode 576, "Dealing With Defensive Types" (season 11)
Interesting Tidbit: Each country that's had a Rock-type gym has had it as the first gym each time. The only country that didn't have a Rock-type gym as the first one was Johto, which didn't have a Rock-type gym, in which Flying-type specialist Falkner ran the first gym.

Gardenia
Gender: Female
Leader of Eterna City Gym
Specialty: Grass-Type Pokémon and Attacks ({G} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 499, "The Grass-Type is Always Greener" (season 10)
Most Recent Anime Appearance: Episode 522, "Once There Were Greenfields!" (season 10)
Interesting Tidbit: Discounting CaC-created Jason, there has been no male Grass-type gym leader.

Maylene
Gender: Female
Leader of Veilstone City Gym
Specialty: Fighting-Type Pokémon and Attacks ({F} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 534, "Lost Leader Strategy!" (season 10)
Most Recent Anime Appearance: Episode 537, "Enter Galactic!" (season 10)
Interesting Tidbit: Given that Fighting-types are weak against Flying-type moves, you'd probably find it a little odd that Maylene enables Fly outside of battle. She's the second Fighting-type gym leader to do such a task, the first being Chuck.

Crasher Wake
Gender: Male
Leader of Pastoria City Gym
Specialty: Water-Type Pokémon and Attacks ({W} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 550, "Cream of the Croagunk Crop!" (season 11?)
Most Recent Anime Appearance: Episode 551, "Pastoria Gym! VS Crasher Wake!" (JPN title) (season 11?)
Interesting Tidbit: Talk about a heavily-used type! In the first three generations, there were more Water-type Pokémon than any other type, and three gym leaders and one league Champion that specialized in that type. Two of them, Wallace and Juan, were based in Hoenn; the former of those two was a gym leader in Ruby/Sapphire and the Champion in Emerald.

Fantina
Gender: Female
Leader of Hearthome City Gym
Specialty: Ghost-Type Pokémon and Attacks ({P} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 561, "Playing the Leveling Field" (season 11)
Most Recent Anime Appearance: Episode 570, "Shield with a Twist" (season 11)
Interesting Tidbit: Fantina is the first female to run a gym that is canonically fifth in line. (The previous three, Koga, Chuck, and Norman, were all men.) It's believed by some that the Dark-type would have suited Fantina better, and the lack of a Dark-type gym in Diamond/Pearl means that there has not been a single Dark-type gym since that type debuted in the second generation. They'd better rectify that in the fifth generation, or heads will roll!

Byron
Gender: Male
Leader of Canalave City Gym, Roark's Father
Specialty: Steel-Type Pokémon and Attacks ({M} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 575, "Ancient Family Matter" (season 11)
Most Recent Anime Appearance: Episode 576, "Dealing With Defensive Types" (season 11)
Interesting Tidbit: Byron is the first male to run a gym that is canonically sixth in line. (The previous three, Sabrina, Jasmine, and Winona, were all women.) Interestingly enough, the only other Steel-type gym, from the second generation, was also canonically sixth in line--and that gym's leader makes a cameo appearance in Diamond/Pearl's main story!

Candice
Gender: Female
Leader of Snowpoint City Gym
Specialty: Ice-Type Pokémon and Attacks ({W} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 594, "Teacher Candice of the Trainers's School!" (JPN title) (season 12?)
Most Recent Anime Appearance: Episode 596, "Pyramid Battle! Brandon VS Paul!" (JPN title) (season 12?)
Interesting Tidbit: Candice is the first female to run a gym that is canonically seventh in line by herself. (The first two, Blaine and Pryce, were men. The third generation's seventh gym was run by twin girls, Tate & Liza.) Apparently, there's some tradition for a Steel-type gym to be followed up by an Ice-type one, since that was also the case in the second generation.

Volkner
Gender: Male
Leader of Sunyshore City Gym
Specialty: Electric-Type Pokémon and Attacks ({L} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Has Not Yet Appeared In The Anime
Interesting Tidbit: This gym is the first one specializing in Electric-types that isn't canonically third in line. (Lt. Surge and Wattson, canonically third in their respective countries, also specialize in Electric-types.) There has been no female Electric-type gym leader.

Aaron
Gender: Male
Member of Sinooh Elite Four
Specialty: Bug-Type Pokémon and Attacks ({G} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Episode 567, "A Trainer and Child Reunion" (season 11)
Most Recent Anime Appearance: Episode 568, "Aiding the Enemy" (season 11)
Interesting Tidbit: The five fastest level-up evolutions from first stage to last stage all belong to Bug-type lines. Caterpie's line, Weedle's line, both branches of Wurmple's line, and Kricketot's line all reach their final stages by level 10. Interestingly enough, all of those lines can't learn moves through TMs or means other than levelling up until they reach the final stage.

Bertha
Gender: Female
Member of Sinooh Elite Four
Specialty: Ground-Type Pokémon and Attacks ({F} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Has Not Yet Appeared In The Anime
Interesting Tidbit: Contrary to what some believe, Bertha is the only Ground-type specialist in Diamond/Pearl and only the second in either gyms or leagues throughout all generations discounting anime-only and CaC-only gyms (Giovanni in the first generation and FireRed/LeafGreen runs mostly Ground-types in the gym battle against him).

Flint
Gender: Male
Member of Sinooh Elite Four
Specialty: Fire-Type Pokémon and Attacks ({R} in TCG)
Game Debut: Diamond/Pearl
Anime Debut: Has Not Yet Appeared In The Anime
Interesting Tidbit: Of the three starter Pokémon types, Fire is the smallest, and the fourth generation is really feeling a fire squeeze. There's only five new Fire-types in the fourth generation. There's the starter line, a Magmar evolution, and a Fire/Steel legendary.

Lucian
Gender: Male
Member of Sinooh Elite Four
Specialty: Psychic-Type Pokémon and Attacks ({P} in TCG}
Game Debut: Diamond/Pearl
Anime Debut: Episode 503, "An Elite Meet and Greet!" (season 10)
Most Recent Anime Appearance: Episode 508, "Top-Down Training" (season 10)
Interesting Tidbit: There's an odd trend among Psychic-type specialists. Gym leaders specializing in Psychic-types have always been female, while Elite Four members specializing in Psychic-types have always been male.

Cynthia
Gender: Female
Sinooh Champion
Specialty: Varieties of Pokémon and Attacks
Game Debut: Diamond/Pearl
Anime Debut: Episode 508, "Top-Down Training" (season 10)
Most Recent Anime Appearance: Episode 568, "Aiding the Enemy" (season 11)
Interesting Tidbit: It's always been Pokémon traditon for the Champion to be someone the character has met before, and that continues into the fourth generation. The first generation and FireRed/LeafGreen had the rival. The second generation had Lance. Ruby/Sapphire had Steven. Emerald had Wallace. Now, the fourth generation has Cynthia. Her approach has more of a resembelance to the first-generation and FireRed/LeafGreen rival than to Lance, Steven, or Wallace. (For the record, Cynthia is one of only two owners in this entire series of sets that has fourth-generation Pokémon in the Wizards-style Shining and Crystal categories.)

If you're having trouble figuring out who evolves from what, take a look at a fourth-generation evolution guide I cooked up and put into this recycled thread (http://www.pokegym.net/forums/showthread.php?t=8296). It will tell you just how the Pokémon line up in the fourth generation, who evolves from what, and even the Pokémon's DS types to help you figure Weakness and Resistance!

Cardmaking for this set is finished. All cards are done.

Now the set list, prepare your road map:

(Pokémon Holo)
1/1032 Aaron's Altaria {C} H
2/1032 Aaron's Armaldo {G} H
3/1032 Aaron's Beautifly {G} H
4/1032 Aaron's Beedrill {G} H
5/1032 Aaron's Butterfree {G} H
6/1032 Aaron's Drapion {G} H
7/1032 Aaron's Dustox {G} H
8/1032 Aaron's Forretress {G} H
9/1032 Aaron's Scizor {G} H
10/1032 Aaron's Yanmega {G} H
11/1032 Bertha's Flygon {F} H
12/1032 Bertha's Garchomp {F} H
13/1032 Bertha's Gliscor {F} H
14/1032 Bertha's Golem {F} H
15/1032 Bertha's Groudon {F} H
16/1032 Bertha's Hippowdon {F} H
17/1032 Bertha's Mamoswine {F} H
18/1032 Bertha's Marowak {F} H
19/1032 Bertha's Nidoking {F} H
20/1032 Bertha's Nidoqueen {F} H
21/1032 Bertha's Quagsire {F} H
22/1032 Bertha's Regigigas {C} H
23/1032 Bertha's Rhyperior {F} H
24/1032 Bertha's Steelix {F} H
25/1032 Bertha's Swampert {F} H
26/1032 Bertha's Torterra {F} H
27/1032 Bertha's Tyranitar {D} H
28/1032 Bertha's Whiscash {F} H
29/1032 Byron's Aggron {M} H
30/1032 Byron's Bastiodon {M} H
31/1032 Byron's Dialga {M} H
32/1032 Byron's Empoleon {M} H
33/1032 Byron's Heatran {M} H
34/1032 Byron's Jirachi {M} H
35/1032 Byron's Magnezone {M} H
36/1032 Byron's Metagross {M} H
37/1032 Byron's Porygon-Z {C} H
38/1032 Byron's Probopass {M} H
39/1032 Byron's Registeel {M} H
40/1032 Byron's Scizor {M} H
41/1032 Byron's Staraptor {C} H
42/1032 Candice's Articuno {W} H
43/1032 Candice's Blissey {C} H
44/1032 Candice's Granbull {C} H
45/1032 Candice's Jynx {W} H
46/1032 Candice's Mamoswine {W} H
47/1032 Candice's Regice {W} H
48/1032 Candice's Regigigas {C} H
49/1032 Candice's Togekiss {C} H
50/1032 Candice's Walrein {W} H
51/1032 Candice's Weavile {W} H
52/1032 Crasher Wake's Azumarill {W} H
53/1032 Crasher Wake's Blastoise {W} H
54/1032 Crasher Wake's Crawdaunt {W} H
55/1032 Crasher Wake's Dewgong {W} H
56/1032 Crasher Wake's Empoleon {W} H
57/1032 Crasher Wake's Feraligatr {W} H
58/1032 Crasher Wake's Floatzel {W} H
59/1032 Crasher Wake's Gyarados {W} H
60/1032 Crasher Wake's Kabutops {W} H
61/1032 Crasher Wake's Kingdra {W} H
62/1032 Crasher Wake's Kyogre {W} H
63/1032 Crasher Wake's Lapras {W} H
64/1032 Crasher Wake's Ludicolo {W} H
65/1032 Crasher Wake's Lumineon {W} H
66/1032 Crasher Wake's Manaphy {W} H
67/1032 Crasher Wake's Mantine {W} H
68/1032 Crasher Wake's Milotic {W} H
69/1032 Crasher Wake's Octillery {W} H
70/1032 Crasher Wake's Omastar {W} H
71/1032 Crasher Wake's Palkia {W} H
72/1032 Crasher Wake's Phione {W} H
73/1032 Crasher Wake's Politoed {W} H
74/1032 Crasher Wake's Poliwrath {W} H
75/1032 Crasher Wake's Sharpedo {W} H
76/1032 Crasher Wake's Suicune {W} H
77/1032 Crasher Wake's Swampert {W} H
78/1032 Crasher Wake's Wailord {W} H
79/1032 Crasher Wake's Walrein {W} H
80/1032 Cynthia's Aggron {M} H
81/1032 Cynthia's Alakazam {P} H
82/1032 Cynthia's Ampharos {L} H
83/1032 Cynthia's Arbok {G} H
84/1032 Cynthia's Banette {P} H
85/1032 Cynthia's Charizard {R} H
86/1032 Cynthia's Crobat {G} H
87/1032 Cynthia's Dragonite {C} H
88/1032 Cynthia's Garchomp {F} H
89/1032 Cynthia's Gengar {G} H
90/1032 Cynthia's Jynx {P} H
91/1032 Cynthia's Machamp {F} H
92/1032 Cynthia's Magcargo {R} H
93/1032 Cynthia's Mantine {W} H
94/1032 Cynthia's Raichu {L} H
95/1032 Cynthia's Rayquaza {C} H
96/1032 Cynthia's Rampardos {F} H
97/1032 Cynthia's Rhyperior {F} H
98/1032 Cynthia's Scizor {M} H
99/1032 Cynthia's Shiftry {G} H
100/1032 Cynthia's Snorlax {C} H
101/1032 Cynthia's Steelix {M} H
102/1032 Cynthia's Weezing {G} H
103/1032 Fantina's Banette {P} H
104/1032 Fantina's Darkrai {D} H
105/1032 Fantina's Dusknoir {P} H
106/1032 Fantina's Exploud {C} H
107/1032 Fantina's Gengar {P} H
108/1032 Fantina's Giratina {P} H
109/1032 Fantina's Granbull {C} H
110/1032 Fantina's Honchkrow {D} H
111/1032 Fantina's Houndoom {D} H
112/1032 Fantina's Mismagius {P} H
113/1032 Fantina's Rotom {P} H
114/1032 Fantina's Shiftry {D} H
115/1032 Fantina's Skuntank {D} H
116/1032 Fantina's Tyranitar {D} H
117/1032 Fantina's Weavile {D} H
118/1032 Flint's Blaziken {R} H
119/1032 Flint's Camerupt {R} H
120/1032 Flint's Charizard {R} H
121/1032 Flint's Entei {R} H
122/1032 Flint's Exploud {C} H
123/1032 Flint's Heatran {R} H
124/1032 Flint's Ho-Oh {R} H
125/1032 Flint's Infernape {R} H
126/1032 Flint's Magmortar {R} H
127/1032 Flint's Moltres {R} H
128/1032 Flint's Rapidash {R} H
129/1032 Flint's Snorlax {C} H
130/1032 Flint's Steelix {M} H
131/1032 Flint's Togekiss {C} H
132/1032 Flint's Typhlosion {R} H
133/1032 Gardenia's Bellossom {G} H
134/1032 Gardenia's Celebi {G} H
135/1032 Gardenia's Cradily {G} H
136/1032 Gardenia's Jumpluff {G} H
137/1032 Gardenia's Ludicolo {G} H
138/1032 Gardenia's Meganium {G} H
139/1032 Gardenia's Sceptile {G} H
140/1032 Gardenia's Shaymin {G} H
141/1032 Gardenia's Shiftry {G} H
142/1032 Gardenia's Tangrowth {G} H
143/1032 Gardenia's Torterra {G} H
144/1032 Gardenia's Venusaur {G} H
145/1032 Gardenia's Victreebel {G} H
146/1032 Gardenia's Vileplume {G} H
147/1032 Lucian's Alakazam {P} H
148/1032 Lucian's Azelf {P} H
149/1032 Lucian's Celebi {P} H
150/1032 Lucian's Cresselia {P} H
151/1032 Lucian's Deoxys {P} H (Attack Version)
152/1032 Lucian's Deoxys {P} H (Defense Version)
153/1032 Lucian's Deoxys {P} H (Normal Version)
154/1032 Lucian's Deoxys {P} H (Speed Version)
155/1032 Lucian's Exeggutor {P} H
156/1032 Lucian's Gallade {P} H
157/1032 Lucian's Gardevoir {P} H
158/1032 Lucian's Hypno {P} H
159/1032 Lucian's Jirachi {P} H
160/1032 Lucian's Jynx {P} H
161/1032 Lucian's Latias {P} H
162/1032 Lucian's Latios {P} H
163/1032 Lucian's Lugia {P} H
164/1032 Lucian's Medicham {P} H
165/1032 Lucian's Mesprit {P} H
166/1032 Lucian's Metagross {P} H
167/1032 Lucian's Mew {P} H
168/1032 Lucian's Mewtwo {P} H
169/1032 Lucian's Uxie {P} H
170/1032 Maylene's Blaziken {F} H
171/1032 Maylene's Exploud {C} H
172/1032 Maylene's Gallade {F} H
173/1032 Maylene's Gardevoir {P} H
174/1032 Maylene's Hariyama {F} H
175/1032 Maylene's Infernape {F} H
176/1032 Maylene's Machamp {F} H
177/1032 Maylene's Pidgeot {C} H
178/1032 Maylene's Politoed {W} H
179/1032 Maylene's Poliwrath {F} H
180/1032 Maylene's Primeape {F} H
181/1032 Maylene's Staraptor {C} H
182/1032 Roark's Aerodactyl {F} H
183/1032 Roark's Aggron {F} H
184/1032 Roark's Armaldo {F} H
185/1032 Roark's Bastiodon {F} H
186/1032 Roark's Cradily {F} H
187/1032 Roark's Golem {F} H
188/1032 Roark's Kabutops {F} H
189/1032 Roark's Omastar {F} H
190/1032 Roark's Pidgeot {C} H
191/1032 Roark's Probopass {F} H
192/1032 Roark's Rampardos {F} H
193/1032 Roark's Regirock {F} H
194/1032 Roark's Rhyperior {F} H
195/1032 Roark's Slaking {C} H
196/1032 Roark's Tyranitar {F} H
197/1032 Volkner's Ampharos {L} H
198/1032 Volkner's Blissey {C} H
199/1032 Volkner's Electivire {L} H
200/1032 Volkner's Luxray {L} H
201/1032 Volkner's Magnezone {L} H
202/1032 Volkner's Manectric {L} H
203/1032 Volkner's Porygon-Z {C} H
204/1032 Volkner's Raikou {L} H
205/1032 Volkner's Rotom {L} H
206/1032 Volkner's Salamence {C} H
207/1032 Volkner's Slaking {C} H
208/1032 Volkner's Zapdos {L} H

(Pokémon Rare)
209/1032 Aaron's Ariados {G} R
210/1032 Aaron's Kricketune {G} R
211/1032 Aaron's Ledian {G} R
212/1032 Aaron's Lopunny {C} R
213/1032 Aaron's Masquerain {G} R
214/1032 Aaron's Mothim {G} R
215/1032 Aaron's Mothim {G} R
216/1032 Aaron's Mothim {G} R
217/1032 Aaron's Ninjask {G} R
218/1032 Aaron's Parasect {G} R
219/1032 Aaron's Pinsir {G} R
220/1032 Aaron's Shedinja {G} R
221/1032 Aaron's Shuckle {G} R
222/1032 Aaron's Smeargle {C} R
223/1032 Aaron's Venomoth {G} R
224/1032 Aaron's Vespiquen {G} R
225/1032 Aaron's Wormadam {G} R (Plant Cloak)
226/1032 Aaron's Wormadam {G} R (Sandy Cloak)
227/1032 Aaron's Wormadam {G} R (Trash Cloak)
228/1032 Bertha's Camerupt {F} R
229/1032 Bertha's Claydol {F} R
230/1032 Bertha's Donphan {F} R
231/1032 Bertha's Gastrodon {F} R (East Sea)
232/1032 Bertha's Gastrodon {F} R (West Sea)
233/1032 Bertha's Mothim {G} R
234/1032 Bertha's Ninjask {G} R
235/1032 Bertha's Sandslash {F} R
236/1032 Bertha's Shedinja {G} R
237/1032 Bertha's Sudowoodo {F} R
238/1032 Bertha's Wormadam {F} R (Sandy Cloak)
239/1032 Byron's Bronzong {M} R
240/1032 Byron's Castform {C} R
241/1032 Byron's Ditto {C} R
242/1032 Byron's Forretress {M} R
243/1032 Byron's Kecleon {C} R
244/1032 Byron's Lucario {M} R
245/1032 Byron's Mawile {M} R
246/1032 Byron's Mothim {G} R
247/1032 Byron's Noctowl {C} R
248/1032 Byron's Persian {C} R
249/1032 Byron's Smeargle {C} R
250/1032 Byron's Spinda {C} R
251/1032 Byron's Stantler {C} R
252/1032 Byron's Steelix {M} R
253/1032 Byron's Ursaring {C} R
254/1032 Byron's Wigglytuff {C} R
255/1032 Byron's Wormadam {M} R (Trash Cloak)
256/1032 Candice's Abomasnow {W} R
257/1032 Candice's Ambipom {C} R
258/1032 Candice's Chansey {C} R
259/1032 Candice's Clefable {C} R
260/1032 Candice's Cloyster {W} R
261/1032 Candice's Dewgong {W} R
262/1032 Candice's Dodrio {C} R
263/1032 Candice's Fearow {C} R
264/1032 Candice's Froslass {W} R
265/1032 Candice's Glaceon {W} R
266/1032 Candice's Glalie {W} R
267/1032 Candice's Lapras {W} R
268/1032 Candice's Lickilicky {C} R
269/1032 Candice's Linoone {C} R
270/1032 Candice's Medicham {P} R
271/1032 Candice's Miltank {C} R
272/1032 Candice's Raticate {C} R
273/1032 Candice's Tauros {C} R
274/1032 Crasher Wake's Bibarel {W} R
275/1032 Crasher Wake's Cloyster {W} R
276/1032 Crasher Wake's Gastrodon {W} R (East Sea)
277/1032 Crasher Wake's Gastrodon {W} R (West Sea)
278/1032 Crasher Wake's Golduck {W} R
279/1032 Crasher Wake's Gorebyss {W} R
280/1032 Crasher Wake's Huntail {W} R
281/1032 Crasher Wake's Kingler {W} R
282/1032 Crasher Wake's Lanturn {W} R
283/1032 Crasher Wake's Masquerain {G} R
284/1032 Crasher Wake's Pelipper {W} R
285/1032 Crasher Wake's Purugly {C} R
286/1032 Crasher Wake's Quagsire {W} R
287/1032 Crasher Wake's Seaking {W} R
288/1032 Crasher Wake's Slowbro {W} R
289/1032 Crasher Wake's Slowking {W} R
290/1032 Crasher Wake's Starmie {W} R
291/1032 Crasher Wake's Tentacruel {W} R
292/1032 Crasher Wake's Vaporeon {W} R
293/1032 Crasher Wake's Whiscash {W} R
294/1032 Cynthia's Altaria {C} R
295/1032 Cynthia's Castform {C} R
296/1032 Cynthia's Donphan {F} R
297/1032 Cynthia's Flaaffy {L} R
298/1032 Cynthia's Gastrodon {F} R (West Sea)
299/1032 Cynthia's Gastrodon {W} R (East Sea)
300/1032 Cynthia's Grumpig {P} R
301/1032 Cynthia's Heracross {F} R
302/1032 Cynthia's Lanturn {W} R
303/1032 Cynthia's Lucario {M} R
304/1032 Cynthia's Manectric {L} R
305/1032 Cynthia's Mightyena {D} R
306/1032 Cynthia's Milotic {W} R
307/1032 Cynthia's Minun {L} R
308/1032 Cynthia's Muk {G} R
309/1032 Cynthia's Ninetales {R} R
310/1032 Cynthia's Plusle {L} R
311/1032 Cynthia's Purugly {C} R
312/1032 Cynthia's Roserade {G} R
313/1032 Cynthia's Seviper {G} R
314/1032 Cynthia's Spiritomb {D} R
315/1032 Cynthia's Swalot {G} R
316/1032 Cynthia's Wobbuffet {P} R
317/1032 Fantina's Cacturne {D} R
318/1032 Fantina's Chatot {C} R
319/1032 Fantina's Crawdaunt {D} R
320/1032 Fantina's Drapion {D} R
321/1032 Fantina's Drifblim {P} R
322/1032 Fantina's Farfetch'd {C} R
323/1032 Fantina's Froslass {P} R
324/1032 Fantina's Glalie {W} R
325/1032 Fantina's Mightyena {D} R
326/1032 Fantina's Miltank {C} R
327/1032 Fantina's Ninjask {G} R
328/1032 Fantina's Sableye {P} R
329/1032 Fantina's Sharpedo {D} R
330/1032 Fantina's Shedinja {P} R
331/1032 Fantina's Spiritomb {P} R
332/1032 Fantina's Stantler {C} R
333/1032 Fantina's Tauros {C} R
334/1032 Fantina's Umbreon {D} R
335/1032 Flint's Arcanine {R} R
336/1032 Flint's Delcatty {C} R
337/1032 Flint's Drifblim {P} R
338/1032 Flint's Dunsparce {C} R
339/1032 Flint's Flareon {R} R
340/1032 Flint's Houndoom {R} R
341/1032 Flint's Kecleon {C} R
342/1032 Flint's Lopunny {C} R
343/1032 Flint's Magcargo {R} R
344/1032 Flint's Magmar {R} R
345/1032 Flint's Ninetales {R} R
346/1032 Flint's Wigglytuff {C} R
347/1032 Flint's Zangoose {C} R
348/1032 Gardenia's Abomasnow {G} R
349/1032 Gardenia's Breloom {G} R
350/1032 Gardenia's Cacturne {G} R
351/1032 Gardenia's Cherrim {G} R
352/1032 Gardenia's Dunsparce {C} R
353/1032 Gardenia's Exeggutor {G} R
354/1032 Gardenia's Leafeon {G} R
355/1032 Gardenia's Mothim {G} R
356/1032 Gardenia's Parasect {G} R
357/1032 Gardenia's Roserade {G} R
358/1032 Gardenia's Sunflora {G} R
359/1032 Gardenia's Wormadam {G} R (Plant Cloak)
360/1032 Lucian's Bronzong {P} R
361/1032 Lucian's Chatot {C} R
362/1032 Lucian's Chimecho {P} R
363/1032 Lucian's Claydol {P} R
364/1032 Lucian's Espeon {P} R
365/1032 Lucian's Grumpig {P} R
366/1032 Lucian's Lunatone {P} R
367/1032 Lucian's Mr. Mime {P} R
368/1032 Lucian's Slowbro {P} R
369/1032 Lucian's Slowking {P} R
370/1032 Lucian's Solrock {P} R
371/1032 Lucian's Starmie {P} R
372/1032 Lucian's Wobbuffet {P} R
373/1032 Lucian's Xatu {P} R
374/1032 Maylene's Breloom {F} R
375/1032 Maylene's Clefable {C} R
376/1032 Maylene's Dodrio {C} R
377/1032 Maylene's Fearow {C} R
378/1032 Maylene's Furret {C} R
379/1032 Maylene's Hitmonchan {F} R
380/1032 Maylene's Hitmonlee {F} R
381/1032 Maylene's Hitmontop {F} R
382/1032 Maylene's Lucario {F} R
383/1032 Maylene's Medicham {F} R
384/1032 Maylene's Swellow {C} R
385/1032 Maylene's Toxicroak {F} R
386/1032 Maylene's Ursaring {C} R
387/1032 Roark's Furret {C} R
388/1032 Roark's Kangaskhan {C} R
389/1032 Roark's Linoone {C} R
390/1032 Roark's Lunatone {F} R
391/1032 Roark's Magcargo {F} R
392/1032 Roark's Noctowl {C} R
393/1032 Roark's Raticate {C} R
394/1032 Roark's Shuckle {F} R
395/1032 Roark's Solrock {F} R
396/1032 Roark's Spinda {C} R
397/1032 Roark's Steelix {M} R
398/1032 Roark's Sudowoodo {F} R
399/1032 Roark's Zangoose {C} R
400/1032 Volkner's Ambipom {C} R
401/1032 Volkner's Chansey {C} R
402/1032 Volkner's Chatot {C} R
403/1032 Volkner's Delcatty {C} R
404/1032 Volkner's Electabuzz {L} R
405/1032 Volkner's Electrode {L} R
406/1032 Volkner's Farfetch'd {C} R
407/1032 Volkner's Jolteon {L} R
408/1032 Volkner's Kangaskhan {C} R
409/1032 Volkner's Lanturn {L} R
410/1032 Volkner's Lickilicky {C} R
411/1032 Volkner's Minun {L} R
412/1032 Volkner's Octillery {W} R
413/1032 Volkner's Persian {C} R
414/1032 Volkner's Plusle {L} R
415/1032 Volkner's Raichu {L} R
416/1032 Volkner's Swellow {C} R

(Pokémon Uncommon)
417/1032 Aaron's Anorith {G} U
418/1032 Aaron's Cascoon {G} U
419/1032 Aaron's Heracross {G} U
420/1032 Aaron's Illumise {G} U
421/1032 Aaron's Kakuna {G} U
422/1032 Aaron's Kricketot {G} U
423/1032 Aaron's Metapod {G} U
424/1032 Aaron's Pineco {G} U
425/1032 Aaron's Scyther {G} U
426/1032 Aaron's Silcoon {G} U
427/1032 Aaron's Skorupi {G} U
428/1032 Aaron's Swablu {C} U
429/1032 Aaron's Volbeat {G} U
430/1032 Aaron's Yanma {G} U
431/1032 Bertha's Barboach {F} U
432/1032 Bertha's Dugtrio {F} U
433/1032 Bertha's Gabite {F} U
434/1032 Bertha's Gligar {F} U
435/1032 Bertha's Graveler {F} U
436/1032 Bertha's Grotle {G} U
437/1032 Bertha's Hippopotas {F} U
438/1032 Bertha's Marshtomp {F} U
439/1032 Bertha's Nidorina {G} U
440/1032 Bertha's Nidorino {G} U
441/1032 Bertha's Onix {F} U
442/1032 Bertha's Phanpy {F} U
443/1032 Bertha's Piloswine {F} U
444/1032 Bertha's Pupitar {F} U
445/1032 Bertha's Rhydon {F} U
446/1032 Bertha's Vibrava {F} U
447/1032 Bertha's Wooper {F} U
448/1032 Byron's Bronzor {M} U
449/1032 Byron's Jigglypuff {C} U
450/1032 Byron's Lairon {M} U
451/1032 Byron's Magneton {M} U
452/1032 Byron's Metang {M} U
453/1032 Byron's Nosepass {F} U
454/1032 Byron's Pineco {G} U
455/1032 Byron's Porygon2 {C} U
456/1032 Byron's Prinplup {W} U
457/1032 Byron's Scyther {G} U
458/1032 Byron's Shieldon {M} U
459/1032 Byron's Skarmory {M} U
460/1032 Byron's Staravia {C} U
461/1032 Candice's Clefairy {C} U
462/1032 Candice's Delibird {W} U
463/1032 Candice's Happiny {C} U
464/1032 Candice's Lickitung {C} U
465/1032 Candice's Meditite {P} U
466/1032 Candice's Piloswine {W} U
467/1032 Candice's Sealeo {W} U
468/1032 Candice's Smoochum {W} U
469/1032 Candice's Sneasel {W} U
470/1032 Candice's Snubbull {C} U
471/1032 Candice's Togetic {C} U
472/1032 Crasher Wake's Buizel {W} U
473/1032 Crasher Wake's Carvanha {W} U
474/1032 Crasher Wake's Chinchou {W} U
475/1032 Crasher Wake's Clamperl {W} U
476/1032 Crasher Wake's Corphish {W} U
477/1032 Crasher Wake's Corsola {W} U
478/1032 Crasher Wake's Croconaw {W} U
479/1032 Crasher Wake's Feebas {W} U
480/1032 Crasher Wake's Kabuto {W} U
481/1032 Crasher Wake's Lombre {W} U
482/1032 Crasher Wake's Luvdisc {W} U
483/1032 Crasher Wake's Magikarp {W} U
484/1032 Crasher Wake's Mantyke {W} U
485/1032 Crasher Wake's Marill {W} U
486/1032 Crasher Wake's Marshtomp {W} U
487/1032 Crasher Wake's Omanyte {W} U
488/1032 Crasher Wake's Poliwhirl {W} U
489/1032 Crasher Wake's Prinplup {W} U
490/1032 Crasher Wake's Qwilfish {W} U
491/1032 Crasher Wake's Relicanth {W} U
492/1032 Crasher Wake's Remoraid {W} U
493/1032 Crasher Wake's Seadra {W} U
494/1032 Crasher Wake's Sealeo {W} U
495/1032 Crasher Wake's Seel {W} U
496/1032 Crasher Wake's Tentacool {W} U
497/1032 Crasher Wake's Wailmer {W} U
498/1032 Crasher Wake's Wartortle {W} U
499/1032 Crasher Wake's Wingull {W} U
500/1032 Cynthia's Absol {D} U
501/1032 Cynthia's Charmeleon {R} U
502/1032 Cynthia's Chinchou {W} U
503/1032 Cynthia's Cranidos {F} U
504/1032 Cynthia's Dragonair {C} U
505/1032 Cynthia's Gabite {F} U
506/1032 Cynthia's Golbat {G} U
507/1032 Cynthia's Gulpin {G} U
508/1032 Cynthia's Haunter {G} U
509/1032 Cynthia's Kadabra {P} U
510/1032 Cynthia's Lairon {M} U
511/1032 Cynthia's Machoke {F} U
512/1032 Cynthia's Mantyke {W} U
513/1032 Cynthia's Mawile {M} U
514/1032 Cynthia's Munchlax {C} U
515/1032 Cynthia's Nuzleaf {G} U
516/1032 Cynthia's Onix {F} U
517/1032 Cynthia's Pikachu {L} U
518/1032 Cynthia's Rhydon {F} U
519/1032 Cynthia's Riolu {F} U
520/1032 Cynthia's Roselia {G} U
521/1032 Cynthia's Sableye {D} U
522/1032 Cynthia's Scyther {G} U
523/1032 Cynthia's Shuppet {P} U
524/1032 Cynthia's Skarmory {M} U
525/1032 Cynthia's Slugma {R} U
526/1032 Cynthia's Smoochum {P} U
527/1032 Cynthia's Vulpix {R} U
528/1032 Cynthia's Wynaut {P} U
529/1032 Fantina's Absol {D} U
530/1032 Fantina's Drifloon {P} U
531/1032 Fantina's Dusclops {P} U
532/1032 Fantina's Haunter {P} U
533/1032 Fantina's Houndour {D} U
534/1032 Fantina's Loudred {C} U
535/1032 Fantina's Misdreavus {P} U
536/1032 Fantina's Murkrow {D} U
537/1032 Fantina's Nuzleaf {D} U
538/1032 Fantina's Pupitar {F} U
539/1032 Fantina's Shuppet {P} U
540/1032 Fantina's Sneasel {D} U
541/1032 Fantina's Snubbull {C} U
542/1032 Fantina's Stunky {D} U
543/1032 Flint's Charmeleon {R} U
544/1032 Flint's Combusken {R} U
545/1032 Flint's Drifloon {P} U
546/1032 Flint's Jigglypuff {C} U
547/1032 Flint's Loudred {C} U
548/1032 Flint's Magby {R} U
549/1032 Flint's Monferno {R} U
550/1032 Flint's Munchlax {C} U
551/1032 Flint's Onix {F} U
552/1032 Flint's Ponyta {R} U
553/1032 Flint's Quilava {R} U
554/1032 Flint's Slugma {R} U
555/1032 Flint's Togetic {C} U
556/1032 Flint's Torkoal {R} U
557/1032 Gardenia's Bayleef {G} U
558/1032 Gardenia's Carnivine {G} U
559/1032 Gardenia's Cherubi {G} U
560/1032 Gardenia's Gloom {G} U
561/1032 Gardenia's Grotle {G} U
562/1032 Gardenia's Grovyle {G} U
563/1032 Gardenia's Ivysaur {G} U
564/1032 Gardenia's Lileep {G} U
565/1032 Gardenia's Lombre {G} U
566/1032 Gardenia's Nuzleaf {G} U
567/1032 Gardenia's Roselia {G} U
568/1032 Gardenia's Skiploom {G} U
569/1032 Gardenia's Tangela {G} U
570/1032 Gardenia's Tropius {G} U
571/1032 Gardenia's Weepinbell {G} U
572/1032 Lucian's Bronzor {P} U
573/1032 Lucian's Drowzee {P} U
574/1032 Lucian's Girafarig {P} U
575/1032 Lucian's Kadabra {P} U
576/1032 Lucian's Kirlia {P} U
577/1032 Lucian's Meditite {P} U
578/1032 Lucian's Metang {P} U
579/1032 Lucian's Smoochum {P} U
580/1032 Lucian's Spoink {P} U
581/1032 Lucian's Unown [L] {P} U
582/1032 Maylene's Clefairy {C} U
583/1032 Maylene's Combusken {F} U
584/1032 Maylene's Croagunk {F} U
585/1032 Maylene's Heracross {F} U
586/1032 Maylene's Kirlia {P} U
587/1032 Maylene's Loudred {C} U
588/1032 Maylene's Machoke {F} U
589/1032 Maylene's Makuhita {F} U
590/1032 Maylene's Mankey {F} U
591/1032 Maylene's Monferno {F} U
592/1032 Maylene's Pidgeotto {C} U
593/1032 Maylene's Poliwhirl {W} U
594/1032 Maylene's Staravia {C} U
595/1032 Maylene's Tyrogue {F} U
596/1032 Roark's Anorith {F} U
597/1032 Roark's Corsola {F} U
598/1032 Roark's Cranidos {F} U
599/1032 Roark's Graveler {F} U
600/1032 Roark's Kabuto {F} U
601/1032 Roark's Lairon {F} U
602/1032 Roark's Lileep {F} U
603/1032 Roark's Nosepass {F} U
604/1032 Roark's Omanyte {F} U
605/1032 Roark's Pidgeotto {C} U
606/1032 Roark's Pupitar {F} U
607/1032 Roark's Relicanth {F} U
608/1032 Roark's Rhydon {F} U
609/1032 Roark's Shieldon {F} U
610/1032 Roark's Slugma {R} U
611/1032 Roark's Vigoroth {C} U
612/1032 Volkner's Electrike {L} U
613/1032 Volkner's Elekid {L} U
614/1032 Volkner's Flaaffy {L} U
615/1032 Volkner's Happiny {C} U
616/1032 Volkner's Lickitung {C} U
617/1032 Volkner's Luxio {L} U
618/1032 Volkner's Magneton {L} U
619/1032 Volkner's Pachirisu {L} U
620/1032 Volkner's Pikachu {L} U
621/1032 Volkner's Porygon2 {C} U
622/1032 Volkner's Remoraid {W} U
623/1032 Volkner's Shelgon {C} U
624/1032 Volkner's Vigoroth {C} U
625/1032 Volkner's Voltorb {L} U

(Pokémon Common)
626/1032 Aaron's Buneary {C} C
627/1032 Aaron's Burmy {G} C (Plant Cloak)
628/1032 Aaron's Burmy {G} C (Sandy Cloak)
629/1032 Aaron's Burmy {G} C (Trash Cloak)
630/1032 Aaron's Caterpie {G} C
631/1032 Aaron's Combee {G} C
632/1032 Aaron's Ledyba {G} C
633/1032 Aaron's Nincada {G} C
634/1032 Aaron's Paras {G} C
635/1032 Aaron's Spinarak {G} C
636/1032 Aaron's Surskit {G} C
637/1032 Aaron's Venonat {G} C
638/1032 Aaron's Weedle {G} C
639/1032 Aaron's Wurmple {G} C
640/1032 Bertha's Baltoy {F} C
641/1032 Bertha's Bonsly {F} C
642/1032 Bertha's Burmy {G} C (Sandy Cloak)
643/1032 Bertha's Cubone {F} C
644/1032 Bertha's Diglett {F} C
645/1032 Bertha's Geodude {F} C
646/1032 Bertha's Gible {F} C
647/1032 Bertha's Larvitar {F} C
648/1032 Bertha's Mudkip {W} C
649/1032 Bertha's Nidoran♀ {G} C
650/1032 Bertha's Nidoran♂ {G} C
651/1032 Bertha's Nincada {F} C
652/1032 Bertha's Numel {F} C
653/1032 Bertha's Rhyhorn {F} C
654/1032 Bertha's Sandshrew {F} C
655/1032 Bertha's Shellos {W} C (East Sea)
656/1032 Bertha's Shellos {W} C (West Sea)
657/1032 Bertha's Swinub {F} C
658/1032 Bertha's Trapinch {F} C
659/1032 Bertha's Turtwig {G} C
660/1032 Byron's Aron {M} C
661/1032 Byron's Beldum {M} C
662/1032 Byron's Burmy {G} C (Trash Cloak)
663/1032 Byron's Hoothoot {C} C
664/1032 Byron's Igglybuff {C} C
665/1032 Byron's Magnemite {M} C
666/1032 Byron's Meowth {C} C
667/1032 Byron's Onix {F} C
668/1032 Byron's Piplup {W} C
669/1032 Byron's Porygon {C} C
670/1032 Byron's Riolu {F} C
671/1032 Byron's Starly {C} C
672/1032 Byron's Teddiursa {C} C
673/1032 Candice's Aipom {C} C
674/1032 Candice's Cleffa {C} C
675/1032 Candice's Doduo {C} C
676/1032 Candice's Eevee {C} C
677/1032 Candice's Rattata {C} C
678/1032 Candice's Seel {W} C
679/1032 Candice's Shellder {W} C
680/1032 Candice's Snorunt {W} C
681/1032 Candice's Snover {W} C
682/1032 Candice's Spearow {C} C
683/1032 Candice's Spheal {W} C
684/1032 Candice's Swinub {W} C
685/1032 Candice's Togepi {C} C
686/1032 Candice's Zigzagoon {C} C
687/1032 Crasher Wake's Azurill {C} C
688/1032 Crasher Wake's Barboach {W} C
689/1032 Crasher Wake's Bidoof {C} C
690/1032 Crasher Wake's Eevee {C} C
691/1032 Crasher Wake's Finneon {W} C
692/1032 Crasher Wake's Glameow {C} C
693/1032 Crasher Wake's Goldeen {W} C
694/1032 Crasher Wake's Horsea {W} C
695/1032 Crasher Wake's Krabby {W} C
696/1032 Crasher Wake's Lotad {W} C
697/1032 Crasher Wake's Mudkip {W} C
698/1032 Crasher Wake's Piplup {W} C
699/1032 Crasher Wake's Poliwag {W} C
700/1032 Crasher Wake's Psyduck {W} C
701/1032 Crasher Wake's Shellder {W} C
702/1032 Crasher Wake's Shellos {W} C (East Sea)
703/1032 Crasher Wake's Shellos {W} C (West Sea)
704/1032 Crasher Wake's Slowpoke {W} C
705/1032 Crasher Wake's Spheal {W} C
706/1032 Crasher Wake's Squirtle {W} C
707/1032 Crasher Wake's Staryu {W} C
708/1032 Crasher Wake's Surskit {W} C
709/1032 Crasher Wake's Totodile {W} C
710/1032 Crasher Wake's Wooper {W} C
711/1032 Cynthia's Abra {P} C
712/1032 Cynthia's Aron {M} C
713/1032 Cynthia's Budew {G} C
714/1032 Cynthia's Charmander {R} C
715/1032 Cynthia's Dratini {C} C
716/1032 Cynthia's Ekans {G} C
717/1032 Cynthia's Electrike {L} C
718/1032 Cynthia's Feebas {W} C
719/1032 Cynthia's Gastly {G} C
720/1032 Cynthia's Gible {F} C
721/1032 Cynthia's Glameow {C} C
722/1032 Cynthia's Grimer {G} C
723/1032 Cynthia's Koffing {G} C
724/1032 Cynthia's Machop {F} C
725/1032 Cynthia's Mareep {L} C
726/1032 Cynthia's Phanpy {F} C
727/1032 Cynthia's Pichu {L} C
728/1032 Cynthia's Poochyena {D} C
729/1032 Cynthia's Rhyhorn {F} C
730/1032 Cynthia's Seedot {G} C
731/1032 Cynthia's Shellos {W} C (East Sea)
732/1032 Cynthia's Shellos {W} C (West Sea)
733/1032 Cynthia's Spoink {P} C
734/1032 Cynthia's Swablu {C} C
735/1032 Cynthia's Zubat {G} C
736/1032 Fantina's Cacnea {G} C
737/1032 Fantina's Carvanha {D} C
738/1032 Fantina's Corphish {W} C
739/1032 Fantina's Duskull {P} C
740/1032 Fantina's Eevee {C} C
741/1032 Fantina's Gastly {P} C
742/1032 Fantina's Larvitar {F} C
743/1032 Fantina's Nincada {G} C
744/1032 Fantina's Poochyena {D} C
745/1032 Fantina's Seedot {G} C
746/1032 Fantina's Skorupi {G} C
747/1032 Fantina's Snorunt {W} C
748/1032 Fantina's Whismur {C} C
749/1032 Flint's Buneary {C} C
750/1032 Flint's Charmander {R} C
751/1032 Flint's Chimchar {R} C
752/1032 Flint's Cyndaquil {R} C
753/1032 Flint's Eevee {C} C
754/1032 Flint's Growlithe {R} C
755/1032 Flint's Houndour {R} C
756/1032 Flint's Igglybuff {C} C
757/1032 Flint's Numel {R} C
758/1032 Flint's Skitty {C} C
759/1032 Flint's Togepi {C} C
760/1032 Flint's Torchic {R} C
761/1032 Flint's Vulpix {R} C
762/1032 Flint's Whismur {C} C
763/1032 Gardenia's Bellsprout {G} C
764/1032 Gardenia's Budew {G} C
765/1032 Gardenia's Bulbasaur {G} C
766/1032 Gardenia's Burmy {G} C (Plant Cloak)
767/1032 Gardenia's Cacnea {G} C
768/1032 Gardenia's Chikorita {G} C
769/1032 Gardenia's Eevee {C} C
770/1032 Gardenia's Exeggcute {G} C
771/1032 Gardenia's Hoppip {G} C
772/1032 Gardenia's Lotad {G} C
773/1032 Gardenia's Oddish {G} C
774/1032 Gardenia's Paras {G} C
775/1032 Gardenia's Seedot {G} C
776/1032 Gardenia's Shroomish {G} C
777/1032 Gardenia's Snover {G} C
778/1032 Gardenia's Sunkern {G} C
779/1032 Gardenia's Treecko {G} C
780/1032 Gardenia's Turtwig {G} C
781/1032 Lucian's Abra {P} C
782/1032 Lucian's Baltoy {P} C
783/1032 Lucian's Beldum {P} C
784/1032 Lucian's Chingling {P} C
785/1032 Lucian's Eevee {C} C
786/1032 Lucian's Exeggcute {P} C
787/1032 Lucian's Mime Jr. {P} C
788/1032 Lucian's Natu {P} C
789/1032 Lucian's Ralts {P} C
790/1032 Lucian's Slowpoke {P} C
791/1032 Lucian's Staryu {W} C
792/1032 Lucian's Wynaut {P} C
793/1032 Maylene's Chimchar {R} C
794/1032 Maylene's Cleffa {C} C
795/1032 Maylene's Doduo {C} C
796/1032 Maylene's Machop {F} C
797/1032 Maylene's Meditite {F} C
798/1032 Maylene's Pidgey {C} C
799/1032 Maylene's Poliwag {W} C
800/1032 Maylene's Ralts {P} C
801/1032 Maylene's Riolu {F} C
802/1032 Maylene's Sentret {C} C
803/1032 Maylene's Shroomish {G} C
804/1032 Maylene's Spearow {C} C
805/1032 Maylene's Starly {C} C
806/1032 Maylene's Taillow {C} C
807/1032 Maylene's Teddiursa {C} C
808/1032 Maylene's Torchic {R} C
809/1032 Maylene's Whismur {C} C
810/1032 Roark's Aron {F} C
811/1032 Roark's Bonsly {F} C
812/1032 Roark's Geodude {F} C
813/1032 Roark's Hoothoot {C} C
814/1032 Roark's Larvitar {F} C
815/1032 Roark's Onix {F} C
816/1032 Roark's Pidgey {C} C
817/1032 Roark's Rattata {C} C
818/1032 Roark's Rhyhorn {F} C
819/1032 Roark's Sentret {C} C
820/1032 Roark's Slakoth {C} C
821/1032 Roark's Zigzagoon {C} C
822/1032 Volkner's Aipom {C} C
823/1032 Volkner's Bagon {C} C
824/1032 Volkner's Chinchou {L} C
825/1032 Volkner's Eevee {C} C
826/1032 Volkner's Magnemite {L} C
827/1032 Volkner's Mareep {L} C
828/1032 Volkner's Meowth {C} C
829/1032 Volkner's Pichu {L} C
830/1032 Volkner's Porygon {C} C
831/1032 Volkner's Shinx {L} C
832/1032 Volkner's Skitty {C} C
833/1032 Volkner's Slakoth {C} C
844/1032 Volkner's Taillow {C} C

(Trainer Rare)
835/1032 Aaron R
836/1032 Aaron Berry R
837/1032 Aaron's Bug Nets R
838/1032 Bertha R
839/1032 Bertha Berry R
840/1032 Bertha's Mud Flats R
841/1032 Byron R
842/1032 Byron Berry R
843/1032 Byron's Platform Ride R
844/1032 Candice R
845/1032 Candice Berry R
846/1032 Candice's Snowballs R
847/1032 Crasher Wake R
848/1032 Crasher Wake Berry R
849/1032 Crasher Wake's Water Level Switch R
850/1032 Cynthia R
851/1032 Cynthia Berry R
852/1032 Cynthia's Variety Roulette R
853/1032 Fantina R
854/1032 Fantina Berry R
855/1032 Fantina's Mystery Elevator R
856/1032 Flint R
857/1032 Flint Berry R
858/1032 Flint's Lava Ride R
859/1032 Gardenia R
860/1032 Gardenia Berry R
861/1032 Gardenia's Grass Cloak R
862/1032 Lucian R
863/1032 Lucian Berry R
864/1032 Lucian's Psychic Calling R
865/1032 Maylene R
866/1032 Maylene Berry R
867/1032 Maylene's Puzzle R
868/1032 Roark R
869/1032 Roark Berry R
870/1032 Roark's Safety Line R
871/1032 Volkner R
872/1032 Volkner Berry R
873/1032 Volkner's Gears R

(Trainer Uncommon)
874/1032 Aaron Cube 01 U
875/1032 Aaron Cube 02 U
876/1032 Aaron's Bug Call U
877/1032 Aaron's Fast-Growth Spray U
878/1032 Aaron's Private Grove U
879/1032 Aaron's Secret Technique U
880/1032 Aaron's Shield Dust U
881/1032 Aaron's Spray System U
882/1032 Aaron's Stadium U
883/1032 Aaron's Traps U
884/1032 Bertha Cube 01 U
885/1032 Bertha Cube 02 U
886/1032 Bertha's Earth Concert U
887/1032 Bertha's Muddy Gamble U
888/1032 Bertha's Muddy Pit U
889/1032 Bertha's Pierce Tool U
890/1032 Bertha's Secret Technique U
891/1032 Bertha's Stadium U
892/1032 Bertha's Thunder Rod U
893/1032 Bertha's Wisdom U
894/1032 Byron Cube 01 U
895/1032 Byron Cube 02 U
896/1032 Byron's Docks U
897/1032 Byron's Fossil Machine U
898/1032 Byron's Heirloom U
899/1032 Byron's Lifts U
900/1032 Byron's Metal Shield U
901/1032 Byron's Recycling Depot U
902/1032 Byron's Secret Technique U
903/1032 Candice Cube 01 U
904/1032 Candice Cube 02 U
905/1032 Candice's Antarctic Expedition U
906/1032 Candice's Arctic Call U
907/1032 Candice's Ice Sculpting U
908/1032 Candice's Igloo U
909/1032 Candice's Secret Technique U
910/1032 Candice's Temple U
911/1032 Candice's Winter Wear U
912/1032 Crasher Wake Cube 01 U
913/1032 Crasher Wake Cube 02 U
914/1032 Crasher Wake's Fight Tickets U
915/1032 Crasher Wake's Great Marsh U
916/1032 Crasher Wake's Lucha Ring U
917/1032 Crasher Wake's Mask U
918/1032 Crasher Wake's Secret Technique U
919/1032 Crasher Wake's Surfboard U
920/1032 Crasher Wake's Words U
921/1032 Cynthia Cube 01 U
922/1032 Cynthia Cube 02 U
923/1032 Cynthia's Aggression U
924/1032 Cynthia's Full Restore U
925/1032 Cynthia's Grandmother U
926/1032 Cynthia's Hairpiece U
927/1032 Cynthia's Odd Keystone U
928/1032 Cynthia's Secret U
929/1032 Cynthia's Secretpotion U
930/1032 Fantina Cube 01 U
931/1032 Fantina Cube 02 U
932/1032 Fantina's Eiffel Tower U
933/1032 Fantina's Elusive Curse U
934/1032 Fantina's Foreign Affairs U
935/1032 Fantina's Ghost Gamble U
936/1032 Fantina's Paris Trip U
937/1032 Fantina's Secret Technique U
938/1032 Fantina's Summon U
939/1032 Flint Cube 01 U
940/1032 Flint Cube 02 U
941/1032 Flint's Candle Lamp U
942/1032 Flint's Fire Shortage U
943/1032 Flint's Hot Coals U
944/1032 Flint's Lava Slots U
945/1032 Flint's Magma Generator U
946/1032 Flint's Secret Technique U
947/1032 Flint's Stadium U
948/1032 Flint's Volcanic Pit U
949/1032 Gardenia Cube 01 U
950/1032 Gardenia Cube 02 U
951/1032 Gardenia's Forest Patrol U
952/1032 Gardenia's Mantle U
953/1032 Gardenia's Miracle Seed U
954/1032 Gardenia's Private Glade U
955/1032 Gardenia's Secret Technique U
956/1032 Gardenia's Seed Shield U
957/1032 Gardenia's Sprinkler System U
958/1032 Lucian Cube 01 U
959/1032 Lucian Cube 02 U
960/1032 Lucian's Burn Spoon U
961/1032 Lucian's Confuse Spoon U
962/1032 Lucian's Enigma Box U
963/1032 Lucian's Paralyze Spoon U
964/1032 Lucian's Psychic Link U
965/1032 Lucian's Secret Technique U
966/1032 Lucian's Sleep Spoon U
967/1032 Lucian's Stadium U
968/1032 Maylene Cube 01 U
969/1032 Maylene Cube 02 U
970/1032 Maylene's Bandages U
971/1032 Maylene's Gloves U
972/1032 Maylene's Rope Ring U
973/1032 Maylene's Scuffle U
974/1032 Maylene's Secret Technique U
975/1032 Maylene's Training House U
976/1032 Maylene's Training Method U
977/1032 Roark Cube 01 U
978/1032 Roark Cube 02 U
979/1032 Roark's Clipboard U
980/1032 Roark's Coal Bag U
981/1032 Roark's Dangerous Journey U
982/1032 Roark's Family Gift U
983/1032 Roark's Headlamp U
984/1032 Roark's Mine U
985/1032 Roark's Secret Technique U
986/1032 Volkner Cube 01 U
987/1032 Volkner Cube 02 U
988/1032 Volkner's Blackout U
989/1032 Volkner's Circuit System U
990/1032 Volkner's Depression U
991/1032 Volkner's Lighthouse Call U
992/1032 Volkner's Reactor U
993/1032 Volkner's Rivalry U
994/1032 Volkner's Secret Technique U

(Trainer Common)
995/1032 Canalave City Gym C
996/1032 Eterna City Gym C
997/1032 Hearthome City Gym C
998/1032 Oreburgh City Gym C
999/1032 Pastoria City Gym C
1000/1032 Sinooh League Bug Field C
1001/1032 Sinooh League Fire Field C
1002/1032 Sinooh League Ground Field C
1003/1032 Sinooh League Psychic Field C
1004/1032 Sinooh League Variety Field C
1005/1032 Snowpoint City Gym C
1006/1032 Sunyshore City Gym C
1007/1032 Veilstone City Gym C

(Energy Rare)
1008/1032 Aaron's Energy R
1009/1032 Bertha's Energy R
1010/1032 Black Belt Energy R
1011/1032 Byron's Energy R
1012/1032 Candice's Energy R
1013/1032 Color Shield Energy R
1014/1032 Crasher Wake's Energy R
1015/1032 Cynthia's Energy R
1016/1032 Dead Battery Energy R
1017/1032 Dragon Pool Energy R
1018/1032 Fantina's Energy R
1019/1032 Flint's Energy R
1020/1032 Gardenia's Energy R
1021/1032 Long Vine Energy R
1022/1032 Lucian's Energy R
1023/1032 Maylene's Energy R
1024/1032 Mind Ball Energy R
1025/1032 Rainbow Feather Energy R
1026/1032 Roark's Energy R
1027/1032 Roast Energy R
1028/1032 Titanium Wall Energy R
1029/1032 Volkner's Energy R
1030/1032 Volt Current Energy R
1031/1032 Wave Pool Energy R
1032/1032 White Wall Energy R

(Pokémon-ex)
1033/1032 Aaron's Beedrill ex {G} ***
1034/1032 Aaron's Drapion ex {G} ***
1035/1032 Aaron's Scizor ex {G} ***
1036/1032 Aaron's Vespiquen ex {G} ***
1037/1032 Bertha's Golem ex {F} ***
1038/1032 Bertha's Hippowdon ex {F} ***
1039/1032 Bertha's Mamoswine ex {F} ***
1040/1032 Bertha's Sudowoodo ex {F} ***
1041/1032 Byron's Bastiodon ex {M} ***
1042/1032 Byron's Metagross ex {M} ***
1043/1032 Byron's Scizor ex {M} ***
1044/1032 Byron's Steelix ex {M} ***
1045/1032 Candice's Abomasnow ex {W} ***
1046/1032 Candice's Froslass ex {W} ***
1047/1032 Candice's Glaceon ex {W} ***
1048/1032 Candice's Jynx ex {W} ***
1049/1032 Crasher Wake's Floatzel ex {W} ***
1050/1032 Crasher Wake's Lanturn ex {W} ***
1051/1032 Crasher Wake's Tentacruel ex {W}***
1052/1032 Crasher Wake's Walrein ex {W} ***
1053/1032 Cynthia's Dragonite ex {C} ***
1054/1032 Cynthia's Garchomp ex {F} ***
1055/1032 Cynthia's Gastrodon ex {W} *** (East Sea)
1056/1032 Cynthia's Milotic ex {W} ***
1057/1032 Fantina's Banette ex {P} ***
1058/1032 Fantina's Dusknoir ex {P} ***
1059/1032 Fantina's Mismagius ex {P} ***
1060/1032 Fantina's Sableye ex {P} ***
1061/1032 Flint's Arcanine ex {R} ***
1062/1032 Flint's Infernape ex {R} ***
1063/1032 Flint's Magmortar ex {R} ***
1064/1032 Flint's Ninetales ex {R} ***
1065/1032 Gardenia's Exeggutor ex {G} ***
1066/1032 Gardenia's Leafeon ex {G} ***
1067/1032 Gardenia's Roserade ex {G} ***
1068/1032 Gardenia's Torterra ex {G} ***
1069/1032 Lucian's Bronzong ex {P} ***
1070/1032 Lucian's Chimecho ex {P} ***
1071/1032 Lucian's Gardevoir ex {P} ***
1072/1032 Lucian's Medicham ex {P} ***
1073/1032 Maylene's Breloom ex {F} ***
1074/1032 Maylene's Hitmontop ex {F} ***
1075/1032 Maylene's Lucario ex {F} ***
1076/1032 Maylene's Machamp ex {F} ***
1077/1032 Roark's Rampardos ex {F} ***
1078/1032 Roark's Regirock ex {F} ***
1079/1032 Roark's Relicanth ex {F} ***
1080/1032 Roark's Rhyperior ex {F} ***
1081/1032 Volkner's Electrode ex {L} ***
1082/1032 Volkner's Luxray ex {L} ***
1083/1032 Volkner's Minun ex {L} ***
1084/1032 Volkner's Plusle ex {L} ***

(Wizards Shining)
1085/1032 Aaron's Shining Dustox {G} ***
1086/1032 Bertha's Shining Dugtrio {F} ***
1087/1032 Byron's Shining Mawile {M} ***
1088/1032 Candice's Shining Delibird {W} ***
1089/1032 Crasher Wake's Shining Quagsire {W} ***
1090/1032 Cynthia's Shining Roserade {G} ***
1091/1032 Fantina's Shining Sableye {P} ***
1092/1032 Flint's Shining Camerupt {R} ***
1093/1032 Gardenia's Shining Tropius {G} ***
1094/1032 Lucian's Shining Alakazam {P} ***
1095/1032 Maylene's Shining Hitmonchan {F} ***
1096/1032 Roark's Shining Sudowoodo {F} ***
1097/1032 Volkner's Shining Ampharos {L} ***

(Crystal)
1098/1032 Aaron's Heracross {CRY} ***
1099/1032 Bertha's Quagsire {CRY} ***
1100/1032 Byron's Aggron {CRY} ***
1101/1032 Candice's Glalie {CRY} ***
1102/1032 Crasher Wake's Azumarill {CRY} ***
1103/1032 Cynthia's Lucario {CRY} ***
1104/1032 Fantina's Gengar {CRY} ***
1105/1032 Flint's Torkoal {CRY} ***
1106/1032 Gardenia's Sunflora {CRY} ***
1107/1032 Lucian's Girafarig {CRY} ***
1108/1032 Maylene's Hitmonlee {CRY} ***
1109/1032 Roark's Steelix {CRY} ***
1110/1032 Volkner's Manectric {CRY} ***

(Pokémon-*)
1111/1032 Aaron's Beautifly* {G} ***
1112/1032 Aaron's Kricketune* {G} ***
1113/1032 Bertha's Gliscor* {F} ***
1114/1032 Bertha's Whiscash* {F} ***
1115/1032 Byron's Bronzong* {M} ***
1116/1032 Byron's Skarmory* {M} ***
1117/1032 Candice's Lapras* {W} ***
1118/1032 Candice's Weavile* {W} ***
1119/1032 Crasher Wake's Bibarel* {W} ***
1120/1032 Crasher Wake's Gyarados* {W} ***
1121/1032 Cynthia's Snorlax* {C} ***
1122/1032 Cynthia's Spiritomb* {P} ***
1123/1032 Fantina's Drifblim* {P} ***
1124/1032 Fantina's Shedinja* {P} ***
1125/1032 Flint's Heatran* {R} ***
1126/1032 Flint's Rapidash* {R} ***
1127/1032 Gardenia's Breloom* {G} ***
1128/1032 Gardenia's Cherrim* {G} ***
1129/1032 Lucian's Gallade* {P} ***
1130/1032 Lucian's Mr. Mime* {P} ***
1131/1032 Maylene's Medicham* {F} ***
1132/1032 Maylene's Toxicroak* {F} ***
1133/1032 Roark's Golem* {F} ***
1134/1032 Roark's Rhyperior* {F} ***
1135/1032 Volkner's Magnezone* {L} ***
1136/1032 Volkner's Raichu* {L} ***

(Boxtopper)
1137/1032 Smog Castform {G} H

(Nonplayble Insert) (Card Not Shown)
11/17 Oak of Kanto

Sunflorazumarill
04/29/2007, 12:46 PM
Here are my first ideas for this set!

Gardenia’s Turtwig
Pokémon card Lv. 20 387
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Absorb Remove a number of damage counters from Gardenia’s Turtwig equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Gardenia’s Turtwig has fewer damage counters than that, remove all of them. 10
{C}{C} Sand Tomb The Defending Pokémon can’t retreat during your opponent’s next turn. 10

Gardenia’s Grotle
Pokémon card Lv. 35 #388
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Turtwig
Put Gardenia’s Grotle on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
{G}{G} Crunch Until the end of your next turn, all damage done to the Defending Pokémon is increased by 20 (after applying Weakness and Resistance). 30
{G}{C}{C} Shell Plant Flip a coin. If heads, this attack does 30 damage plus 20 more damage and during your opponent’s next turn, any damage done to Gardenia’s Grotle by attacks is reduced by 20 (after applying Weakness and Resistance). 30+

Gardenia’s Torterra
Pokémon card Lv. 50 #389
{G}
120 HP
Stage 2 Pokémon
Evolves from Gardenia’s Grotle
Put Gardenia’s Torterra on the Stage 1 card
Weakness: {R}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Spring Sandstorm Both a Spring counter and a Sand counter can be on the field at the same time. If a counter other than a Spring counter or a Sand counter is placed on the field, remove all Spring counters and Sand counters on the field before placing the new counter.
{G}{G} Seed Avalanche Flip a coin for each of your opponent’s Benched Pokémon. If heads, this attack does 20 damage to that Pokémon. If tails, discard an Energy card attached to that Pokémon. If all of the coins are either heads or tails, discard an Energy card attached to the Defending Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{G}{C}{C}{C}{C} Solarbeam 80

Flint’s Chimchar
Pokémon card Lv. 20 #390
{R}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Flare 10
{C}{C} Feint This attack’s damage isn’t affected by any Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. If the Defending Pokémon didn’t use an attack, Poké-Power, or Poké-Body that prevents all damage done to it during your opponent’s last turn, this attack does nothing. 30

Flint’s Monferno
Pokémon card Lv. 35 #391
{R}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Chimchar
Put Flint’s Monferno on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R}{R} Heat Wave Does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{R}{C}{C} Taunt If the Defending Pokémon attacked during your opponent's last turn, it can't use the attack it used during your opponent's next turn. 40

Flint’s Infernape
Pokémon card Lv. 50 #392
{R}
100 HP
Stage 2 Pokémon
Evolves from Flint’s Monferno
Put Flint’s Infernape on the Stage 1 card
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Sun Storm Both a Sun counter and a Storm counter can be on the field at the same time. If a counter other than a Sun counter or a Storm counter is placed on the field, remove all Sun counters and Storm counters on the field before placing the new counter.
{R}{R} Flame Vortex If there are more Energy cards attached to the Defending Pokémon than to Flint’s Infernape, the Defending Pokémon is now Burned and this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{R}{C}{C}{C}{C} Fire Blast Discard 2 {R} Energy cards attached to Flint’s Infernape or this attack does nothing. 100

Crasher Wake’s Piplup
Pokémon card Lv. 20 #393
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Bubble Bomb Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, Crasher Wake’s Piplup does 10 damage to itself. 20
{C}{C} Yawn Flip a coin. If heads, the Defending Pokémon is now Asleep. 20

Crasher Wake’s Prinplup
Pokémon card Lv. 35 #394
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Piplup
Put Crasher Wake’s Prinplup on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Dive Flip a coin. If heads, prevent all effects of attacks, including damage, done to Crasher Wake’s Prinplup during your opponent’s next turn. 30
{W}{C}{C} Aqua Beak Flip a coin. If heads, this attack does 30 damage plus 20 more damage and don’t apply Resistance. 30+

Crasher Wake’s Empoleon
Pokémon card Lv. 50 #395
{W}
110 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Prinplup
Put Crasher Wake’s Empoleon on the Stage 1 card
Weakness: {L}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéPOWER: Torrent Hail Both a Rain counter and a Hail counter can be on the field at the same time. If a counter other than a Rain counter or a Hail counter is placed on the field, remove all Rain counters and Hail counters on the field before placing the new counter.
{W}{W} Aquatic Rockets Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. If you chose a Defending Pokémon, flip a coin. If heads, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{W}{C}{C}{C}{C} Hydro Pump Does 60 damage plus 40 more damage for each {W} Energy attached to Crasher Wake’s Empoleon but not used to pay for this attack’s Energy cost. You can’t add more than 80 damage in this way. 60+

Carrington388
04/29/2007, 01:53 PM
Roark's Larvitar
50 HP {F}
Basic Pokémon

{F} Paralyzing Gaze Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
{C}{C} Horn Attack 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 19 #246

Roark's Pupitar
80 HP {F}
Stage 1 Pokémon (Evolves from Roark's Larvitar)

{C} Tackle 20
{F}{C} Hyper Beam If the Defending Pokémon has any Energy cards attached to it, flip a coin. If heads, choose 1 of them and discard it. 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 41 #247

Roark's Tyranitar
120 HP {F}
Stage 2 Pokémon (Evolves from Roark's Pupitar)

{F}{C} Electromark Put a Shock-wave marker on 1 of your opponent's Pokémon.
{F}{C} Hyper Claws If the Defending Pokémon is a Stage 2 Evolved Pokémon, this attack does 70 damage plus 20 more damage. 70+
{F}{F}{C} Shock-wave Choose 1 of your opponent's Pokémon that has any Shock-wave markers on it. That Pokémon is Knocked Out.
{F}{F}{F}{F} Rock Wrecker If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 80

Weakness: {G}
Resistance: {P} -30
Retreat Cost: {C}{C}{C}
Lv. 65 #248

Roark's Zangoose
70 HP {C}
Basic Pokémon

{C} Detect Flip a coin. If heads, prevent all effects of an attack, including damage, done to Zangoose during your opponent's next turn.
{C}{C}{C} Metal Claw 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 28 #335

Gardenia's Tropius
70 HP {G}
Basic Pokémon

Poké-POWER Tropical Heal
Once during your turn, when you put Tropius from your hand onto your Bench, you may remove all Special Conditions and special counters (ex. Imprison markers, Shock-wave markers) from your Pokémon.
{G} Grind This attack does 10 damage times the amount of Energy attached to Gardenia's Tropius. 10x

Weakness: {R}
Resistance: {F}{W} -30
Retreat Cost: {C}
Lv. 26 #357

Cynthia's Rayquaza
80 HP {C}
Basic Pokémon

Poké-BODY Rage Aura
If you have more Prize cards left than your opponent, ignore all {C} Energy necessary to use any of Cynthia's Rayquaza's attacks.
{W}{L} Special Circuit Choose 1 of your opponent's Pokémon. This attack does 30 damage to that Pokémon. If you chose a Pokémon that has any Poké-POWERs or Poké-BODies, this attack does 50 damage instead. Either way, don't apply Weakness and Resistance.
{W}{L}{C}{C} Sky-High Claws 60

Weakness: {W}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 55 #384

Sunflorazumarill
04/29/2007, 02:07 PM
Here are my next ideas for this set!

Bertha’s Turtwig
Pokémon card Lv. 18 #387
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Grass Protector If Bertha’s Turtwig has any Poison Energy cards attached to it, any damage done by attacks to Bertha’s Turtwig is reduced by 20 (before applying Weakness and Resistance).
{G} Leaf Poison The Defending Pokémon is now Poisoned. 10

Bertha’s Grotle
Pokémon card Lv. 33 #388
{G}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Turtwig
Put Bertha’s Grotle on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
{G}{G} Spreadshot Leaf Flip a coin. If heads, this attack does 20 damage to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.
{G}{C}{C} Pollen Gun Does 30 damage plus 20 more damage for each {G} Energy attached to Bertha’s Grotle but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 30+

Bertha’s Torterra
Pokémon card Lv. 48 #389
{F}
110 HP
Stage 2 Pokémon
Evolves from Bertha’s Grotle
Put Bertha’s Torterra on the Stage 1 card
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Shift Tremor When you play Bertha’s Torterra from your hand to evolve 1 of our Active Pokémon, you may put 2 damage counters on each of your opponent’s Benched Evolved Pokémon.
{G}{G} Poison Spore Flip a coin. If heads, the Defending Pokémon is now Poisoned and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{F}{F}{F} Magnitude Does 20 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Maylene’s Chimchar
Pokémon card Lv. 18 #390
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Fire Protector If Maylene’s Chimchar has any Burn Energy cards attached to it, any damage done by attacks to Maylene’s Chimchar is reduced by 20 (before applying Weakness and Resistance).
{R} Searing Flame The Defending Pokémon is now Burned. 10

Maylene’s Monferno
Pokémon card Lv. 33 #391
{F}
80 HP
Stage 1 Pokémon
Evolves from Maylene’s Chimchar
Put Maylene’s Monferno on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F}{F} Mach Punch Does 20 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{R}{C}{C} Flare Gun Does 30 damage plus 20 more damage for each {R} Energy attached to Maylene’s Monferno but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 30+

Maylene’s Infernape
Pokémon card Lv. 48 #392
{F}
110 HP
Stage 2 Pokémon
Evolves from Maylene’s Monferno
Put Maylene’s Infernape on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Enhance Rush When you play Maylene’s Infernape from your hand to evolve 1 of your Active Pokémon, you may place a Haste counter on each of your Pokémon in play (excluding Maylene’s Infernape).
{R}{R} Lava Plume Flip a coin. If heads, the Defending Pokémon is now Burned and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{F}{C}{C}{C}{C} Close Combat During your opponent’s next turn, all damage done by attacks to Maylene’s Infernape is increased by 40 (before Weakness and Resistance). 120

Byron’s Piplup
Pokémon card Lv. 18 #393
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Water Protector If Byron’s Piplup has any Freeze Energy cards attached to it, any damage done by attacks to Byron’s Piplup is reduced by 20 (before applying Weakness and Resistance).
{W} Sleep Bubble The Defending Pokémon is now Asleep. 10

Byron’s Prinplup
Pokémon card Lv. 33 #394
{W}
80 HP
Stage 1 Pokémon
Evolves from Byron’s Piplup
Put Byron’s Prinplup on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Splashback Flip a coin. If tails, Byron’s Prinplup can’t use this attack during your next turn. 50
{W}{C}{C} Water Gun Does 30 damage plus 20 more damage for each {W} Energy attached to Byron’s Prinplup but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 30+

Byron’s Empoleon
Pokémon card Lv. 48 #395
{M}
110 HP
Stage 2 Pokémon
Evolves from Byron’s Prinplup
Put Byron’s Empoleon on the Stage 1 card
Weakness: {L}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéPOWER: Shield Wall When you play Byron’s Empoleon from your hand to evolve 1 of your Active Pokémon, during your opponent’s next turn, any damage done to your Pokémon is reduced by 30 (before Weakness and Resistance).
{W}{W} Bubble Shower Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{M}{M}{C}{C} Steel Wing Flip a coin. If heads, all damage done by attacks to Byron’s Empoleon during your opponent’s next turn is reduced by 40 (after applying Weakness and Resistance). 60

Carrington388
04/29/2007, 02:50 PM
Gardenia's Lotad
50 HP {G}
Basic Pokémon

{C} Water Gun This attack does 10 damage plus 10 more damage for each {W} Energy card attached to Gardenia's Lotad but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 10+
{G} Lilypad Headbutt 20

Weakness: {G}
Resistance: {W} -30
Retreat Cost: none
Lv. 14 #270

Gardenia's Lombre
80 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Lotad)

{C}{C} Aqua Memory Choose an attack on one of your Benched {W} Pokémon. Aqua Memory copies that attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards). (Gardenia's Lombre's type remains Grass.) Gardenia's Lombre performs that attack.
{G}{G}{G} Pollen Gun This attack does 40 damage plus 20 more damage for each {G} Energy card attached to Gardenia's Lombre but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 40+

Weakness: {G}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 34 #271

Gardenia's Ludicolo
100 HP {G}
Stage 2 Pokémon (Evolves from Gardenia's Lombre)

Poké-BODY Overzealous
If your opponent has any Pokémon-ex in play, each of Gardenia's Ludicolo's attacks does 30 more damage to the Defending Pokémon.
{W}{C} Knock Off Choose 1 card from your opponent's hand without looking and discard it. 30
{G}{C}{C} Fire Punch 50

Weakness: {G}
Resistance: {W} -30
Retreat Cost: {C}{C}
Lv. 56 #272

Gardenia's Treecko
40 HP {G}
Basic Pokémon

{C} Pound 10
{G} Shining Claws Flip a coin. If heads, the Defending Pokémon is now Confused. 10

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 10 #252

Gardenia's Grovyle
70 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Treecko)

{C}{C} Scratch 20
{G}{C}{C} Agility Flip a coin. If heads, prevent all effects of an attack, including damage, done to Grovyle during your opponent's next turn. 30

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 23 #253

Gardenia's Sceptile
110 HP {P}
Stage 2 Pokémon (Evolves from Gardenia's Grovyle)

Poké-BODY Extra Liquid
Each player's Pokémon-ex can't use Poké-POWERs and pay {C} more to use an attack. Having additional copies of this power provides no additional effect.
{G}{G} Grass Knot This attack does 20 damage plus 10 more damage for each {C} in the Defending Pokémon's Retreat Cost. 20+
{G}{C}{C} Power Revenge This attack does 50 damage plus 10 more damage for each Prize your opponent has taken. 50+

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 47 #254

Sunflorazumarill
04/29/2007, 09:39 PM
Here are even more ideas for this set!

Gardenia’s Bulbasaur
Pokémon card Lv. 14 #001
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Slow Seed Place a Slow counter on the Defending Pokémon. While a Pokémon has a Slow counter on it, that Pokémon pays {C} more to retreat. A Pokémon cannot have more than 1 Slow counter on it at a time.
{C}{C} Razor Wind Flip a coin. If tails, this attack does nothing. 40

Gardenia’s Ivysaur
Pokémon card Lv. 32 #002
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Bulbasaur
Put Gardenia’s Ivysaur on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{G} Berserk Seed Place a Berserk counter on the Defending Pokémon. If your opponent tries to attack, you flip a coin. If heads, choose 1 attack on a Pokémon with a Berserk counter on it. That Pokémon uses that attack. A Berserk counter may be removed by any effect that removes all Special Conditions. 30
{G}{C}{C} Double-Edge Gardenia’s Ivysaur does 20 damage to itself. 60

Gardenia’s Venusaur
Pokémon card Lv. 50 #003
{G}
120 HP
Stage 2 Pokémon
Evolves from Gardenia’s Ivysaur
Put Gardenia’s Venusaur on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéPOWER: Leaf Restore Once during your turn (before you attack), you may search your discard pile for a {G} Energy card and put it on top of your deck. This power can’t be used if Gardenia’s Venusaur is affected by a Special Condition.
{G}{G} Chemical Spill Discard the top 5 cards of your deck. (If there are fewer than 5 cards in your deck, discard them all.) This attack does 30 damage for each {G} and Special Energy card discarded in this way. 30x
{G}{G}{C}{C} Leaf Storm Does 100 damage minus 20 damage for each time you have used this attack. 100-

Flint’s Torchic
Pokémon card Lv. 16 #255
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Fire Step Flip a coin. If heads, this attack does 10 damage plus 10 more damage and the Defending Pokémon is now Burned. 10+
{C}{C} Last Resort If Flint’s Torchic has more than 20 HP remaining, this attack does nothing. 40

Flint’s Combusken
Pokémon card Lv. 32 #256
{R}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Torchic
Put Flint’s Combusken on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R}{R} Searing Flame The Defending Pokémon is now Burned. 30
{R}{C}{C} Agility Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Flint’s Combusken. 30

Flint’s Blaziken
Pokémon card Lv. 48 #257
{R}
110 HP
Stage 2 Pokémon
Evolves from Flint’s Combusken
Put Flint’s Blaziken on the Stage 1 card
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Flare Spurt Once during your turn (before you attack), you may attach a {R} Energy card from your hand to your Active Pokémon. This power can't be used if Flint’s Blaziken is affected by a Special Condition.
{R}{R} Magma Blades Flip a coin. If heads, the Defending Pokémon is now Burned. Either way, this attack’s damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{R}{R}{C}{C} Brave Bird Flint’s Blaziken does 30 damage to itself. 100

Crasher Wake’s Mudkip
Pokémon card Lv. 16 #258
{W}
40 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 10 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{C}{C} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 10

Crasher Wake’s Marshtomp
Pokémon card Lv. 32 #259
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Mudkip
Put Crasher Wake’s Marshtomp on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{W}{W} Shallow Wave Flip a coin. If heads, this attack does 20 damage to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.
{W}{C}{C} Aqua Rend If the Defending Pokémon already has any damage counters on it, this attack does 40 damage plus 10 more damage for each {W} Energy attached to Crasher Wake’s Marshtomp. 40+

Crasher Wake’s Swampert
Pokémon card Lv. 48 #260
{W}
120 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Marshtomp
Put Crasher Wake’s Swampert on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Mega Whirlpool Once during your turn (before you attack), you may switch 1 of your opponent’s Benched Pokémon with 1 of the Defending Pokémon. Your opponent chooses the Benched Pokémon to switch. This power can’t be used if Crasher Wake’s Swampert is affected by a Special Condition.
{W}{W} Ice Crasher If the Defending Pokémon has 4 or more Energy cards attached to it, your opponent discards Energy cards from the Defending Pokémon until it has only 3 Energy cards attached to it. 40
{W}{W}{C}{C} Jet Tidal Flip a coin for each {W} Energy attached to Crasher Wake’s Swampert. This attack does 30 damage plus 20 more damage for each heads plus 10 more damage for each tails. 30+

Carrington388
04/30/2007, 10:02 AM
Gardenia's Chikorita
40 HP {F}
Basic Pokémon

{C} Sleep Powder The Defending Pokémon is now Asleep.
{C}{C} Tackle 20

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 11 #152

Gardenia's Bayleef
70 HP {F}
Stage 1 Pokémon (Evolves from Gardenia's Chikorita)

{G}{C} Poisonpowder Flip a coin. If heads, the Defending Pokémon is now Poisoned. 20
{C}{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 25 #153

Gardenia's Meganium
110 HP {G}
Stage 2 Pokémon (Evolves from Gardenia's Bayleef)

Poké-POWER Evolutionary Call
Once during your turn, when you play Gardenia's Meganium from your hand to evolve 1 of your Active Pokémon, you may search your deck for 3 of any combination of Basic Pokémon or Evolution cards. Show them to your opponent, then put them into your hand. Shuffle your deck afterward.
{G}{C} Eternia Reduction During your opponent's next turn, any damage done by attacks from the Defending Pokémon is reduced by 30 (before Weakness and Resistance). 40
{G}{C}{C} Mega Impact 60

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}{C}
Lv. 49 #154

Maylene's Spearow
40 HP {C}
Basic Pokémon

{C}{C} Sky Strike If Maylene's Spearow was damaged during your opponent's last turn, this attack's base damage is 40 instead of 10. 10

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 8 #21

Maylene's Fearow
70 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Spearow)

Poké-POWER Veilstone Sign
Once during your turn (before your attack), if Maylene's Fearow isn't affected by a Special Condition, you may search your deck for a Pokémon that has Maylene in its name, show it to your opponent, and put it into your hand. Shuffle your deck afterward. You can't use more than 1 Veilstone Sign Poké-POWER each turn.
{C}{C} Pierce 30
{C}{C}{C}{C} Hard Beak Flip a coin. If heads, this attack does 50 damage plus 10 more damage and don't apply Resistance for this attack. 50+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 20 #22

Aaron's Heracross
70 HP {G}
Basic Pokémon

Poké-BODY Shining Horn
As long as Aaron's Heracross is the only Pokémon you have in play, your opponent's Basic Pokémon can't attack.
{C} Dig Deep Search your discard pile for an Energy card. Show it to your opponent, then put it into your hand.
{G}{C} Extra Claws If the Defending Pokémon is a Pokémon-ex, this attack does 30 damage plus 20 more damage. 30+

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 23 #214

Sunflorazumarill
04/30/2007, 07:11 PM
Here are even more ideas from me!

Flint’s Charmander
Pokémon card Lv. 14 #004
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Flare 10
{C}{C} Razor Claw Flip a coin. If tails, this attack does nothing. 40

Flint’s Charmeleon
Pokémon card Lv. 32 #005
{R}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Charmander
Put Flint’s Charmeleon on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Dragon Rage 20
{R}{C}{C} Fire Fang Flip a coin. If heads, the Defending Pokémon is now Burned and can't attack during your opponent's next turn. 30

Flint’s Charizard
Pokémon card Lv. 50 #006
{R}
110 HP
Stage 2 Pokémon
Evolves from Flint’s Charmeleon
Put Flint’s Charizard on the Stage 1 card
Weakness: {W}
Resistance: {F} -30
Retreat cost: {C}{C}
PokéPOWER: Flame Charge Once during your turn (before you attack), you may search your deck for up to 3 {R} Energy cards and attach them to Flint’s Charizard. If you do, your turn ends. This power can’t be used if Flint’s Charizard is affected by a Special Condition.
{R}{R} Rotating Claws You may discard an Energy card attached to Flint’s Charizard. If you do, search your discard pile for an Energy card (excluding the one you discarded) and attach it to Flint’s Charizard. 40
{R}{R}{R}{C}{C} Magma Swirl Discard all {R} Energy cards attached to Flint’s Charizard and discard the top 3 cards of your opponent’s deck. 120

Maylene’s Torchic
Pokémon card Lv. 15 #255
{R}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Singe Flip a coin. If heads, the Defending Pokémon is now Burned. 10
{C}{C} Peck 20

Maylene’s Combusken
Pokémon card Lv. 30 #256
{F}
70 HP
Stage 1 Pokémon
Evolves from Maylene’s Torchic
Put Maylene’s Combusken on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F}{F} High Kick Flip a coin. If heads, choose 1 of your opponent’s Pokémon and this attack does 40 damage to it (Don’t apply Weakness and Resistance.) and prevent all damage done by attacks to Maylene’s Combusken during your opponent’s next turn. (Any other effects of attacks still happen.)
{R}{C}{C} Split Fire Punch Does 20 damage to each Defending Pokémon and flip a coin. If heads, each Defending Pokémon is now Burned.

Maylene’s Blaziken
Pokémon card Lv. 45 #257
{F}
100 HP
Stage 2 Pokémon
Evolves from Maylene’s Combusken
Put Maylene’s Blaziken on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Reversal Speed As long as Maylene’s Blaziken has any basic {R} Energy cards and/or any basic {F} Energy cards attached to it, Maylene’s Blaziken’s Retreat cost is 0.
{R}{R} Burn Flares Flip a coin. If heads, the Defending Pokémon is now Burned and during your next turn, all damage done by attacks to the Defending Pokémon is increased by 30 (before applying Weakness and Resistance). 30
{F}{F}{C}{C} Brick Break If the Defending Pokémon has a Poke-Body, ignore that Poke-Body until the end of your next turn. Apply this effect before doing damage. 70

Bertha’s Mudkip
Pokémon card Lv. 15 #258
{W}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Wave Splash 10
{C}{C} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Bertha’s Mudkip during your opponent’s next turn. 20

Bertha’s Marshtomp
Pokémon card Lv. 30 #259
{F}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Mudkip
Put Bertha’s Marshtomp on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F}{F} Mud Bomb Does 30 damage to each Defending Pokémon. If either Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
{W}{C}{C} Surf 40

Bertha’s Swampert
Pokémon card Lv. 45 #260
{F}
110 HP
Stage 2 Pokémon
Evolves from Bertha’s Marshtomp
Put Bertha’s Swampert on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Mud Pool As long as Bertha’s Swampert is your Active Pokémon, each player’s Benched Pokémon (excluding {F} Pokémon) can’t be moved from the Bench to the Active Pokémon position.
{W}{W} Tide Plunge Flip a coin. If heads, prevent all effects of attacks, including damage, done to Bertha’s Swampert during your opponent’s next turn and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{F}{C}{C} Mud Bricks Flip a coin for each {F} Energy attached to Bertha’s Swampert. For each heads, choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. You can’t do more than 80 damage to a Pokémon in this way. Don’t apply Weakness and Resistance.

Carrington388
04/30/2007, 07:48 PM
Maylene's Ralts
50 HP {P}
Basic Pokémon

{C} Calm Mind Remove 2 damage counters from Ralts.
{P}{C} Will-o'-the-Wisp 20

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 15 #280

Maylene's Kirlia
70 HP {P}
Stage 1 Pokémon (Evolves from Maylene's Ralts)

{P}{C} Flickering Flames The Defending Pokémon is now Asleep. 20
{P}{C}{C} Smack 40

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 21 #281

Maylene's Gardevoir
110 HP {P}
Stage 2 Pokémon (Evolves from Maylene's Kirlia)

Poké-POWER Imprison
Once during your turn (before your attack), if Maylene's Gardevoir is your Active Pokémon and not affected by a Special Condition, you may put an Imprison marker on 1 of your opponent's Pokémon. Any Pokémon that has an Imprison marker on it can't use any Poké-POWERs or Poké-BODies.
{P} Confusion Flip a coin. If heads, the Defending Pokémon is now Confused. 20
{P}{C}{C} Psy Ball You may move 1 {P} Energy card attached to Gardevoir ex to 1 of your Benched Pokémon. 50

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 48 #282

Maylene's Gallade
110 HP {F}
Stage 2 Pokémon (Evolves from Maylene's Kirlia)

Poké-BODY Dojo Charm
Any damage done to Maylene's Gallade by a {F} Pokémon (your own or your opponent's) is reduced by 20 (before Weakness and Resistance).
{C} Hypnosis The Defending Pokémon is now Asleep.
{F}{F}{F}{C} Aura Sphere This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effect on the Defending Pokémon. 50

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 53 #475

Maylene's Taillow
40 HP {C}
Basic Pokémon

{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 10 more damage. 10+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 9 #276

Maylene's Swellow
70 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Taillow)

Poké-BODY Extra Wing
The Retreat Cost of each of your Stage 2 Pokémon-ex is 0.
{C}{C} Agility Flip a coin. If heads, prevent all effects of attacks, including damage, done to Maylene's Swellow during your opponent's next turn. 30

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 30 #277

Sunflorazumarill
05/01/2007, 05:15 PM
Here are my next ideas for this set!

Crasher Wake’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {W} Energy card and Weather Cube [Rain] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Volkner’s Eevee, Flint’s Eevee, Lucian’s Eevee, Fantina’s Eevee, Gardenia’s Eevee, or Candice’s Eevee and switch it with Crasher Wake’s Eevee. (Any cards attached to Crasher Wake’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Crasher Wake’s Vaporeon
Pokémon card Lv. 36 #134
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Eevee
Put Crasher Wake’s Vaporeon on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Freeze Rend If Crasher Wake’s Vaporeon has any Freeze Energy cards attached to it, your opponent’s non-{W} Pokémon can’t use any Poké-Bodies.
{W} Rain Spray If there is a Rain counter on the field, this attack does 20 damage plus 10 more damage for each basic {W} Energy card in your hand and does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20+
{W}{C}{C} Tide Fang Flip a coin. If heads, discard an Energy card attached to the Defending Pokémon and the Defending Pokémon can't attack during your opponent's next turn. 30

Volkner’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {L} Energy card and Weather Cube [Storm] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Flint’s Eevee, Lucian’s Eevee, Fantina’s Eevee, Gardenia’s Eevee, or Candice’s Eevee and switch it with Volkner’s Eevee. (Any cards attached to Volkner’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Volkner’s Jolteon
Pokémon card Lv. 36 #135
{L}
70 HP
Stage 1 Pokémon
Evolves from Volkner’s Eevee
Put Volkner’s Jolteon on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: n/a
PokéBODY: Paralyze Field If Volkner’s Jolteon has any Paralyze Energy cards attached to it, your opponent can’t attach any Energy cards from his or her hand to his or her non-{L} Pokémon.
{L} Storm Burst If there is a Storm counter on the field, this attack does 20 damage plus 10 more damage for each of your {L} Pokémon in play and discard all Trainer cards attached to the Defending Pokémon (before doing damage). 20+
{L}{C}{C} Thunder Fang Flip a coin. If heads, the Defending Pokémon is now Paralyzed and can't attack during your opponent's next turn. 30

Flint’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {R} Energy card and Weather Cube [Sun] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Volkner’s Eevee, Lucian’s Eevee, Fantina’s Eevee, Gardenia’s Eevee, or Candice’s Eevee and switch it with Flint’s Eevee. (Any cards attached to Flint’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Flint’s Flareon
Pokémon card Lv. 36 #136
{R}
70 HP
Stage 1 Pokémon
Evolves from Flint’s Eevee
Put Flint’s Flareon on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Burn Disable If Flint’s Flareon has any Burn Energy cards attached to it, your opponent’s non-{R} Pokémon can’t use any Poké-Powers.
{R} Sun Surge If there is a Sun counter on the field, this attack does 20 damage plus 10 more damage for each {R} Energy attached to your Pokémon and discard an Energy card attached to each Defending Pokémon. 20+
{R}{C}{C} Fire Fang Flip a coin. If heads, the Defending Pokémon is now Burned and can't attack during your opponent's next turn. 30

Maylene’s Starly
Pokémon card Lv. 10 #396
{C}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: {F} 30
Retreat cost: n/a
{C} Razor Wind Flip a coin. If tails, this attack does nothing. 20

Maylene’s Staravia
Pokémon card Lv. 25 #397
{C}
70 HP
Stage 1 Pokémon
Evolves from Maylene’s Starly
Put Maylene’s Staravia on the Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: n/a
{C} Whirlwind Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 10
{C}{C}{C} Aerial Ace This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40

Maylene’s Staraptor
Pokémon card Lv. 40 #398
{C}
90 HP
Stage 2 Pokémon
Evolves from Maylene’s Staravia
Put Maylene’s Staraptor on the Stage 1 card
Weakness: {L}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Veilstone Speed The Retreat cost for each of your Pokémon with Maylene is name is reduced by {C}.
{C}{C}{C} Spinning Wing Attack Flip a coin until you get tails. This attack does 50 damage times the number of heads. 50x
{C}{C}{C}{C}{C} Close Combat During your opponent’s next turn, all damage done by attacks to Maylene’s Staraptor is increased by 40 (before applying Weakness and Resistance). 120

Carrington388
05/01/2007, 07:16 PM
Crasher Wake's Squirtle
40 HP {W}
Basic Pokémon

{W}{C} Bubblebeam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 7 #7

Crasher Wake's Wartortle
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Squirtle)

{W}{C} Aqua Ring Place a Regen counter on Crasher Wake's Wartortle. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{W}{W}{W} Aqua Tail 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 27 #8

Crasher Wake's Blastoise
110 HP {W}
Stage 2 Pokémon (Evolves from Crasher Wake's Wartortle)

Poké-BODY Shield Veil
Each of your Active Pokémon has no Weakness.
{W}{C} Enraged Linear Attack Choose 1 of your opponent's Pokémon. This attack does 10 damage for each damage counter on Crasher Wake's Blastoise and that Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
{W}{C}{C} Skull Bash 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 51 #9

Crasher Wake's Totodile
50 HP {W}
Basic Pokémon

{C} Scratch 10
{W}{C} Rage This attack does 10 damage plus 10 more damage for each damage counter on Crasher Wake's Totodile. 10+

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 12 #158

Crasher Wake's Croconaw
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Totodile)

{C} Scary Face Flip a coin. If heads, the Defending Pokémon can't attack or retreat during your opponent's next turn.
{W}{C}{C} Slash 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 30 #159

Crasher Wake's Feraligatr
120 HP {W}
Stage 2 Pokémon (Evolves from Crasher Wake's Croconaw)

Poké-BODY Pastoria Aura
Each of your Pokémon in play with Crasher Wake in its name does 10 more damage to the Defending Pokémon (before Weakness and Resistance).
{C}{C} Drag Off Before doing damage, you may choose 1 of your opponent's Benched Pokémon and switch it with 1 of the Defending Pokémon. Your opponent chooses the Defending Pokémon to switch. 20
{W}{W}{C} Sharp Fang 60

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 62 #160

Sunflorazumarill
05/02/2007, 10:19 PM
Here are my next ideas for this set!

Lucian’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {P} Energy card and Weather Cube [Night] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Volkner’s Eevee, Flint’s Eevee, Fantina’s Eevee, Gardenia’s Eevee, or Candice’s Eevee and switch it with Lucian’s Eevee. (Any cards attached to Lucian’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Lucian’s Espeon
Pokémon card Lv. 36 #196
{W}
70 HP
Stage 1 Pokémon
Evolves from Lucian’s Eevee
Put Lucian’s Espeon on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: n/a
PokéBODY: Sleep Lock If Lucian’s Espeon has any Sleep Energy cards attached to it, your opponent can’t attach any Pokémon Tool or Technical Machine cards from his or her hand to his or her non-{P} Pokémon.
{P} Night Psy If there is a Night counter on the field, this attack does 20 damage plus 10 more damage for each {P} Energy in your discard pile and each Defending Pokémon is now Confused. 20+
{P}{C}{C} Psychic Fang Flip a coin. If heads, the Defending Pokémon is now Confused and can't attack during your opponent's next turn. 30

Fantina’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {D} Energy card and Shadow Cube 06 and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Volkner’s Eevee, Flint’s Eevee, Lucian’s Eevee, Gardenia’s Eevee, or Candice’s Eevee and switch it with Fantina’s Eevee. (Any cards attached to Fantina’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Fantina’s Umbreon
Pokémon card Lv. 36 #197
{D}
80 HP
Stage 1 Pokémon
Evolves from Fantina’s Eevee
Put Fantina’s Umbreon on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Sleep Materald If Fantina’s Umbreon has any Sleep Energy cards attached to it, your can’t attach any Materia cards from his or her hand to his or her Pokémon or play any Chaos Emerald or Sol Emerald cards.
{D} Shadow Speed If there is a Shadowsky counter on the field, this attack does 20 damage plus 10 more damage for each {D} Energy attached to your opponent’s Pokémon and each Shadow counter on your opponent’s Pokémon. 20+
{D}{C}{C} Night Fang Flip a coin. If heads, the Defending Pokémon can't use any Poké-Powers or attack during your opponent's next turn. 30

Gardenia’s Eevee
Pokémon card Lv. 12 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {G} Energy card and Weather Cube [Spring] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Volkner’s Eevee, Flint’s Eevee, Lucian’s Eevee, Fantina’s Eevee, or Candice’s Eevee and switch it with Gardenia’s Eevee. (Any cards attached to Gardenia’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Gardenia’s Leafeon
Pokémon card Lv. 36 #470
{G}
70 HP
Stage 1 Pokémon
Evolves from Gardenia’s Eevee
Put Gardenia’s Leafeon on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: n/a
PokéBODY: Poison Autumn If Gardenia’s Leafeon has any Poison Energy cards attached to it, put 1 damage counter on each of your opponent’s Pokémon that has any {G} Energy attached to it between turns.
{G} Spring Plant If there is a Spring counter on the field, this attack does 20 damage plus 10 more damage for each {G} Pokémon in your hand and search your discard pile for 4 {G} Energy cards and attach them to your Pokémon. 20+
{G}{C}{C} Flower Fang Flip a coin. If heads, the Defending Pokémon is now Poisoned and can't attack during your opponent's next turn. 30

Candice’s Eevee
Pokémon card Lv. 10 #133
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Energy Weather Search your deck for a {W} Energy card and Weather Cube [Hail] and put them into your hand. Shuffle your deck afterward.
{C}{C} Evolution Switch Search your deck for Crasher Wake’s Eevee, Volkner’s Eevee, Flint’s Eevee, Lucian’s Eevee, Fantina’s Eevee, or Gardenia’s Eevee and switch it with Candice’s Eevee. (Any cards attached to Candice’s Eevee, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle your deck afterward.

Candice’s Glaceon
Pokémon card Lv. 36 #471
{W}
70 HP
Stage 1 Pokémon
Evolves from Candice’s Eevee
Put Candice’s Glaceon on the Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Freeze Heal If Candice’s Glaceon has any Freeze Energy cards attached to it, remove 1 damage counter from each of your Pokémon with any {W} Energy attached to it between turns.
{W} Hail Flurry If there is a Hail counter on the field, this attack does 20 damage plus 10 more damage for each basic {W} Energy card in your opponent’s hand and each Defending Pokémon can’t attack during your opponent’s next turn. 20+
{W}{C}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 30

Fantina’s Chatot
Pokémon card Lv. 10 #441
{C}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Tangled Feet If Fantina’s Chatot is Confused, whenever your opponent’s Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing.
{C} Taunt If the Defending Pokémon attacked during your opponent's last turn, it can't use the attack it used during your opponent's next turn. 10
{C}{C} Night Shade 20

Carrington388
05/03/2007, 07:10 AM
Crasher Wake's Mantyke
50 HP {W}
Baby Pokémon (Evolves into Crasher Wake's Mantine)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Double-Edge Crasher Wake's Mantyke does 10 damage to itself. 30

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 20 #458

Crasher Wake's Mantine
90 HP {W}
Basic Pokémon

Poké-POWER Power Circulation
Once during your turn (before your attack), if Crasher Wake's Mantine isn't affected by a Special Condition, you may search your discard pile for a basic Energy card, show it to your opponent, and put it on top of your deck. If you do, put 1 damage counter on Crasher Wake's Mantine.
{W} Spiral Drain Remove 1 damage counter from Crasher Wake's Mantine. 10
{W}{W}{W}{W} Hydro Cannon If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 60

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 40 #226

Fantina's Cacnea
50 HP {G}
Basic Pokémon

{G} Grass Knot This attack does 10 damage times the Defending Pokémon's Retreat Cost. 10x

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 22 #331

Fantina's Cacturne
80 HP {D}
Stage 1 Pokémon (Evolves from Fantina's Cacnea)

Poké-POWER Spike Storm
Once during your turn (before your attack), if Fantina's Cacturne is your Active Pokémon and isn't affected by a Special Condition, you may put 1 damage counter on 1 of your opponent's Pokémon that already has any damage counters on it.
{G} Triple Needle Choose 3 of your opponent's Pokémon. This attack does 10 damage to each of those Pokémon. Don't apply Weakness and Resistance.
{D}{C}{C} Light Punch 50

Weakness: {F}
Resistance: {W}{P} -30
Retreat Cost: {C}
Lv. 50 #332

Byron's Meowth
40 HP {C}
Basic Pokémon

{C} Feint Attack Choose 1 of your opponent's Pokémon. This attack does 10 damage to that Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on that Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 8 #52

Byron's Persian
80 HP {C}
Stage 1 Pokémon (Evolves from Byron's Meowth)

Poké-POWER Energy Collect Special
Once during your turn (before your attack), if Byron's Persian isn't affected by a Special Condition, you may flip 2 coins. If both are heads, choose a Special Energy card from your discard pile. Show it to your opponent, then put it into your hand.
{C}{C}{C} Critical Claw Flip a coin. If heads, this attack does 30 damage plus 30 more damage and don't apply Resistance for this attack. 30+
{C}{C}{C}{C}{C} Giga Impact If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #53

Sunflorazumarill
05/03/2007, 08:48 PM
Here are some more ideas for this set!

Gardenia’s Bellsprout
Pokémon card Lv. 15 #69
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Knock Off Choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon. (Do the damage before switching the Pokémon.) 10
{C}{C} Poison Whip The Defending Pokémon is now Poisoned. 10

Gardenia’s Weepinbell
Pokémon card Lv. 30 #70
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Bellsprout
Put Gardenia’s Weepinbell on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{G} Acid Rain Does 10 damage to every Benched Pokémon (yours and your opponent's). (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{G}{C}{C} Leaf Rush Choose 1 of your opponent’s Benched Pokémon and this attack does 30 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Gardenia’s Victreebel
Pokémon card Lv. 45 #71
{G}
120 HP
Stage 2 Pokémon
Evolves from Gardenia’s Weepinbell
Put Gardenia’s Victreebel on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Spring Pollen If there is a Spring counter on the field, if 1 of your Pokémon damaged by an opponent's attack (even if that Pokémon is Knocked Out), the Attacking Pokémon is now Confused.
{G}{G} Leaf Storm Does 80 damage minus 20 damage for each time you have used this attack. 80-
{G}{C}{C} Flower Fang Flip a coin. If heads, the Defending Pokémon is now Poisoned and can't attack during your opponent's next turn. 40

Flint’s Growlithe
Pokémon card Lv. 20 #58
{R}
60 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Ember Discard 1 {R} Energy card attached to Flint’s Growlithe or this attack does nothing. 20
{C}{C} Reversal Does 10 damage times the number of damage counters on Flint’s Growlithe. 10x

Flint’s Arcanine
Pokémon card Lv. 45 #89
{R}
100 HP
Stage 1 Pokémon
Evolves from Flint’s Growlithe
Put Flint’s Arcanine on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Sunlight Scorch If there is a Sun counter on the field, if 1 of your Pokémon damaged by an opponent's attack (even if that Pokémon is Knocked Out), the Attacking Pokémon is now Burned.
{R}{R} Fire Fang Flip a coin. If heads, the Defending Pokémon is now Burned and can't attack during your opponent's next turn. 30
{R}{C}{C} Flare Blitz Flint’s Arcanine does 40 damage to itself. 90

Candice’s Shellder
Pokémon card Lv. 10 #90
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 20 instead of 10. 10
{C}{C} Barrier Discard 1 Energy card attached to Candice’s Shellder or this attack does nothing. Prevent all effects of attacks, including damage, done to Candice’s Shellder during your opponent's next turn.

Candice’s Cloyster
Pokémon card Lv. 35 #91
{W}
80 HP
Stage 1 Pokémon
Evolves from Candice’s Shellder
Put Candice’s Cloyster on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Shell Wall As long as Candice’s Cloyster is your Active Pokémon, any damage done to your Pokémon with any {W} Energy attached to it by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{W}{W} Ice Burst Does 60 damage to each Defending Pokémon and each of your Active Pokémon does 20 damage to itself.
{W}{C}{C} Hydro Pump Does 40 damage plus 20 more damage for each {W} Energy attached to Candice’s Cloyster but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 40+

Volkner’s Voltorb
Pokémon card Lv. 15 #100
{L}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L} Shock Pulse Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Gyro Ball Does 20 damage times the number of {C} Energy in the Defending Pokémon’s Retreat cost more or less than Volkner’s Voltorb (after applying effects to the Retreat Cost). 20x

Volkner’s Electrode
Pokémon card Lv. 40 #101
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Voltorb
Put Volkner’s Electrode on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Mega Charge If Volkner’s Electrode has any Paralyze Energy cards attached to it, apply the effect of Volkner’s Electrode’s Charge Beam attack to each of your opponent’s Pokémon.
{L}{L} Love Cross Bolt If you have a Pokémon with Electra in its name as your Active Pokémon, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{L}{C}{C} Charge Beam During your next turn, each of Volkner’s Electrode’s attacks does 40 more damage to the Defending Pokémon (before applying Weakness and Resistance). 30

Carrington388
05/03/2007, 08:56 PM
Crasher Wake's Horsea
40 HP {W}
Basic Pokémon

{C} Tackle 10
{W}{C} Reverse Thrust Switch Crasher Wake's Horsea with 1 of your Benched Pokémon. 20

Weakness: {L}
Resistance: none
Retreat Cost: none
Lv. 10 #116

Crasher Wake's Seadra
70 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Horsea)

{C}{C} Smokescreen If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
{W}{C}{C} Razor Wing 40

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 32 #117

Crasher Wake's Kingdra
110 HP {W}
Stage 2 Pokémon (Evolves from Crasher Wake's Seadra)

Poké-BODY Extra Smoke
Any damage done to your Stage 2 Pokémon-ex by your opponent's attacks is reduced by 10 (before Weakness and Resistance).
{W}{C} Energy Link Search your discard pile for an Energy card and attach it to Crasher Wake's Kingdra. 30
{W}{C}{C} Protective Swirl Crasher Wake's Kingdra has no Weakness during your opponent's next turn. 60

Weakness: {C}
Resistance: none
Retreat Cost: {C}{C}
Lv. 59 #230

Candice's Togepi
50 HP {C}
Basic Pokémon

{C} Charm During your opponent's next turn, any damage done by attacks from the Defending Pokémon is reduced by 20 (before Weakness and Resistance).

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 18 #175

Candice's Togetic
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Togepi)

{C}{C} Snowpoint Copy Choose an attack on 1 of your opponent's Pokémon in play that has Candice in its name. Snowpoint Copy copies that attack except for its Energy cost. (You must still do anything else required for that attack.) Candice's Togetic performs that attack.
{C}{C} Wave Splash 30

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 35 #176

Candice's Togekiss
120 HP {C}
Stage 2 Pokémon (Evolves from Candice's Togetic)

Poké-BODY Snowpoint Armor
Any damage done to Candice's Togekiss by a {L} Pokémon is reduced by 10 for each {W} Energy card attached to it (before Weakness and Resistance).
{C}{C} Extremespeed Flip a coin. If heads, this attack does 20 damage plus 30 more damage. 20+
{C}{C}{C}{C}{C} Brave Bird Candice's Togekiss does 30 damage to itself. 90

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 60 #468

Sunflorazumarill
05/04/2007, 08:23 PM
Here are some more ideas from me!

Gardenia’s Oddish
Pokémon card Lv. 14 #43
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Sleep Powder The Defending Pokémon is now Asleep. 10
{C}{C} Lucky Chant During your opponent’s next 3 turns, if 1 of your opponent’s Pokémon uses an attack that does additional damage to your Pokémon, prevent all additional damage done by that attack.

Gardenia’s Gloom
Pokémon card Lv. 28 #44
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Oddish
Put Gardenia’s Gloom on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Poison Odor If Gardenia’s Gloom is your Active Pokémon and is damaged by an opponent's attack (even if Gardenia’s Gloom is Knocked Out), the Attacking Pokémon is now Poisoned.
{G}{C}{C} Leaf Shot Choose 1 of your opponent's Pokémon and this attack does 40 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.)

Gardenia’s Vileplume
Pokémon card Lv. 42 #45
{G}
110 HP
Stage 2 Pokémon
Evolves from Gardenia’s Gloom
Put Gardenia’s Vileplume on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Garden Shield As long as Gardenia’s Vileplume is your Active Pokémon, each of your Active {G} Pokémon can’t be affected by any Special Conditions or have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{G} Aromatherapy Remove 2 damage counters from all of your Pokémon.
{G}{C}{C} Grass Knot Does 30 damage for each {C} Energy in the Defending Pokémon’s Retreat cost (after applying effects to the Retreat Cost). 30x

Gardenia’s Bellossom
Pokémon card Lv. 42 #182
{G}
110 HP
Stage 2 Pokémon
Evolves from Gardenia’s Gloom
Put Gardenia’s Bellossom on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéPOWER: Grass Grow Once during your turn (before you attack), if Gardenia’s Bellossom is your Active Pokémon, you may search your deck for 2 {G} Energy cards and put it into your hand, Shuffle your deck afterward. This power can’t be used if Gardenia’s Bellossom is affected by a Special Condition.
{G} Flower Laser Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. Don’t apply Weakness and Resistance. Gardenia's Bellossom can't choose that Pokémon again as long as it remains in play (even Benching Gardenia's Bellossom won't allow it to choose that Pokémon again).
{G}{C}{C} Dual Razor Leaf Flip 2 coins. This attack does 40 damage times the number of heads to each Defending Pokémon.

Volkner’s Magnemite
Pokémon card Lv. 15 #81
{L}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Electra Shield If you have a Pokémon in play with Electra in its name, prevent all effects of attacks, other than damage, done to Volkner’s Magnemite.
{L} Plasma Flip a coin. If heads, search your discard pile for a {L} Energy card and attach it to Volkner’s Magnemite. 10

Volkner’s Magneton
Pokémon card Lv. 36 #82
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Magnemite
Put Volkner’s Magneton on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{C}{C} Linked Spark Choose 3 of your opponent’s Pokémon and this attack does 10 damage to each of them for each of your Pokémon with Magnemite, Magneton, or Magnezone in its name in play. Don’t apply Weakness and Resistance.
{L}{L}{L} Rising Plasma Flip a number of coins equal to the number of {L} Energy attached to Volkner’s Magneton. This attack does 40 damage times the number of heads. Discard 1 {L} Energy attached to Volkner’s Magneton for each heads. 40x

Volkner’s Magnezone
Pokémon card Lv. 48 #462
{L}
110 HP
Stage 2 Pokémon
Evolves from Volkner’s Magneton
Put Volkner’s Magnezone on the Stage 1 card
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}{C}
PokéBODY: Electra Storm If there is a Storm counter on the field, each of your Pokémon with Electra in its name can’t be affected by any Special Conditions and the Retreat cost of each of those Pokémon is 0.
{L} Mirror Coat If Volkner’s Magnezone is attacked during your opponent's next turn (even if Volkner’s Magnezone is Knocked Out), Volkner’s Magnezone attacks the Defending Pokémon for an equal amount of damage.
{L}{L}{L}{C}{C} Lightning Gun Flip a coin. If heads, all damage done by attacks to the Defending Pokémon during your next turn is increased by 40 (before applying Weakness and Resistance). If tails, this attack does nothing (not even damage.) 120

Lucian’s Staryu
Pokémon card Lv. 10 #120
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Dive Flip a coin. If heads, prevent all effects of attacks, including damage, done to Lucian’s Staryu during your opponent’s next turn. 10
{C}{C} Hypnoblast The Defending Pokémon is now Asleep. 10

Lucian’s Starmie
Pokémon card Lv. 35 #121
{P}
80 HP
Stage 1 Pokémon
Evolves from Lucian’s Staryu
Put Lucian’s Starmie on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Energy Shield Any damage done to Lucian’s Starmie by attacks from your opponent’s Pokémon with any Special Energy cards attached to it is reduced by 40 (after applying Weakness and Resistance).
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20
{P}{P} Maximum Psywave Does 10 damage times the number of Energy cards attached to the Defending Pokémon times the number of Energy cards attached to the Defending Pokémon. 10x

Carrington388
05/04/2007, 08:32 PM
Aaron's Smeargle
60 HP {C}
Basic Pokémon

{C} Collect Draw a card.
{C} Flickering Tail If the Defending Pokémon is a Pokémon-ex, this attack does 10 damage plus 10 more damage and the Defending Pokémon is now Asleep. 10+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 26 #235

Bertha's Wooper
40 HP {F}
Basic Pokémon

{C} Amnesia Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn.
{F}{C} Tail Slap 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 13 #194

Bertha's Quagsire
80 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Wooper)

Poké-POWER Dig Up
Once during your turn, when you play Bertha's Quagsire from your hand to evolve 1 of your Active Pokémon, you may search your discard pile for up to 2 Pokémon Tool cards, show them to your opponent, then put them into your hand.
{F} Mud-Slap 20
{F}{C}{C} Pump Out If Bertha's Quagsire has a Pokémon Tool attached to it, this attack does 50 damage plus 20 more damage. 50+

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 40 #195

Bertha's Trapinch
40 HP {F}
Basic Pokémon

{C} Gnaw 10
{F}{C} Dig 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 8 #328

Bertha's Vibrava
80 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Trapinch)

Poké-BODY Sand Wing
If Bertha's Vibrava has any {F} Energy cards attached to it, Bertha's Vibrava's Retreat Cost is 0.
{C}{C}{C} Quick Blow Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 29 #329

Bertha's Flygon
110 HP {F}
Stage 2 Pokémon (Evolves from Bertha's Vibrava)

Poké-BODY Sand Damage
As long as Bertha's Flygon is your Active Pokémon, put 1 damage counter on each of your opponent's Benched Basic Pokémon between turns. Having additional copies of this power provides no additional effect.
{W}{L} Thunder-Ice Fang Flip a coin. If heads, the Defending Pokémon cannot attack during your opponent's next turn and is now Paralyzed. If tails, the Defending Pokémon is now Asleep. 30
{P}{M}{C} Psychic Pulse This attack does 10 damage to each of your opponent's Benched Pokémon that has any damage counters on it. (Don't apply Weakness and Resistance for Benched Pokémon.) 80
{F}{F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 100

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 50 #330

Sunflorazumarill
05/05/2007, 08:48 PM
Here are my next ideas for this set!

Roark’s Cranidos
Pokémon card Lv. 25 #408
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Cranidos on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{C}{C} Thrash Flip a coin. If heads, this attack does 20 damage plus 20 more damage. If tails, Roark’s Cranidos does 10 damage to itself. 20+

Roark’s Rampardos
Pokémon card Lv. 45 #409
{F}
120 HP
Stage 2 Pokémon
Evolves from Roark’s Cranidos
Put Roark’s Rampardos on the Stage 1 card
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Ancient Cranium Whenever Roark’s Rampardos uses an attack, don’t apply Resistance for that attack.
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{C}{C} Stone Head Flip a coin until you get tails. This attack does 30 damage plus 30 more damage for each heads. 30+

Byron’s Shieldon
Pokémon card Lv. 25 #410
{M}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Shieldon on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
{M} Iron Head Flip a coin until you get tails. This attack does 20 damage times the number of heads. 20x
{C}{C} Taunt If the Defending Pokémon attacked during your opponent's last turn, it can't use the attack it used during your opponent's next turn. 20

Byron’s Bastiodon
Pokémon card Lv. 45 #411
{M}
120 HP
Stage 2 Pokémon
Evolves from Byron’s Shieldon
Put Byron’s Bastiodon on the Stage 1 card
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}{C}
PokéBODY: Metal Blockade As long as Byron’s Bastiodon is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance). You can’t use more than 1 Metal Blockade Poké-Body each turn.
{M}{M} Steel Drain Flip a coin for each {M} Energy attached to each of your Pokémon in play. Remove 1 damage counter from each of your Pokémon (including Byron’s Bastiodon) for each heads. 40
{M}{C}{C} Iron Shield During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance). (Benching Byron’s Bastiodon ends this effect.) 30

Maylene’s Riolu
Pokémon card Lv. 10 #447
{F}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Force Palm Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Bullet Punch Flip a coin. If heads, this attack does 10 damage plus 10 more damage and during your opponent’s next turn, any damage done to Maylene’s Riolu by attacks is reduced by 10 (after applying Weakness and Resistance). 10+

Maylene’s Lucario
Pokémon card Lv. 40 #448
{F}
90 HP
Stage 1 Pokémon
Evolves from Maylene’s Riolu
Put Maylene’s Lucario on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Dodging Perception Whenever Maylene’s Lucario would be damaged or affected by an opponent’s attack and already has at least 3 damage counters on it, flip a coin. If heads, prevent all effects of that attack, including damage, done to Maylene’s Lucario.
{F}{F} Brick Smash This attack’s damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{F}{C}{C} Drain Punch Remove a number of damage counters from Maylene’s Lucario equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Maylene’s Lucario has fewer damage counters than that, remove all of them. 40

Gardenia’s Budew
Pokémon card Lv. 5 #406
{G}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Gardenia’s Roselia
Put Gardenia’s Roselia on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{G} Energy Grow Search your deck for a basic Energy card and attach it to 1 of your {G} Pokémon. Shuffle your deck afterward.

Gardenia’s Roselia
Pokémon card Lv. 25 #315
{G}
70 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: React Thorns If Gardenia's Roselia is your Active Pokémon and is damaged by an opponent's attack (even if Gardenia's Roselia is Knocked Out), flip a coin. If heads, the Defending Pokémon is now Asleep, Confused, or Paralyzed.
{G} Synthesis Discard 1 {G} Energy card attached to Gardenia’s Roselia or this attack does nothing. Remove all damage counters from Gardenia’s Roselia.
{G}{C}{C} Grass Knot Does 20 damage plus 20 more damage for each {C} Energy in the Defending Pokémon's Retreat Cost (after applying effects to the Retreat Cost). 30+

Gardenia’s Roserade
Pokémon card Lv. 45 #407
{G}
110 HP
Stage 1 Pokémon
Evolves from Gardenia’s Roselia
Put Gardenia’s Roserade on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéPOWER: Energy Bouquet Once during your turn, when you play Gardenia’s Roserade from your hand to evolve 1 of your Pokémon, you may search your deck for up to 3 {G} Energy cards and attach them to your Pokémon in any way you like. Shuffle your deck afterward.
{C}{C}{C} Weather Ball If there is a Sun, Rain, Hail, Sand, Spring, Storm, Night, Shadowsky, Smog, or Wind counter on the field, apply Weakness and Resistance as if Gardenia’s Roserade was the same type as all Pokémon with Castform in its name in play (yours and your opponent’s). 40
{G}{G}{C}{C} Miraculous Flower Flip a coin. If heads, choose 2 Special Conditions. The Defending Pokémon is now affected by those Special Conditions (as long as it can be affected by both Special Conditions). 50

Carrington388
05/05/2007, 09:11 PM
Crasher Wake's Shellder
40 HP {W}
Basic Pokémon

{W} Shell Grab Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 14 #90

Crasher Wake's Cloyster
70 HP {W}
Stage 1 Pokémon (Evolves from Candice's Shellder)

Poké-BODY Solid Shell
Prevent all effects of attacks, including damage, done by your opponent's Pokémon to each of your Benched Pokémon with Crasher Wake in its name.
{W} Grind This attack does 10 damage plus 10 more damage for each Energy card attached to Crasher Wake's Cloyster. 10+
{C}{C}{C} Toxic Spike The Defending Pokémon is now Poisoned. 30

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 28 #91

Volkner's Mareep
40 HP {L}
Basic Pokémon

{C} Tail Whap 10

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 7 #179

Volkner's Flaaffy
70 HP {L}
Stage 1 Pokémon (Evolves from Volkner's Mareep)

{L}{C} Thundershock Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 30

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 21 #180

Volkner's Ampharos
120 HP {L}
Stage 2 Pokémon (Evolves from Volkner's Flaaffy)

Poké-BODY Sunystone Veil
Treat each Basic Pokémon and Evolution card in your deck, in your discard pile, in your hand, and in play (only your own) as a Pokémon that has Volkner in its name.
{C} Tail Slap 20
{L}{L}{C} Sunystone Circle This attack does 30 damage plus 20 more damage for each of your Pokémon in play with Volkner in its name. 30+

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}{C}
Lv. 56 #181

Aaron's Pinsir
70 HP {G}
Basic Pokémon

Poké-BODY Armor
If your opponent has 5 or more cards in his or her hand, any damage done to Aaron's Pinsir by an attack is reduced by 30 (after Weakness and Resistance).
{C} Bug-Elite Call Search your deck for a Pokémon that has Aaron in its name. Show it to your opponent, then put it into your hand. Shuffle your deck afterward.
{G}{C}{C} Guillotine 40

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 33 #127

Sunflorazumarill
05/06/2007, 01:06 PM
Here are my next ideas for this set!

Fantina’s Misdreavus
Pokémon card Lv. 25 #200
{P}
60 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
{P} Confuse Ray The Defending Pokémon is now Confused. 10
{P}{C}{C} Night Curse If there is a Night counter on the field, the Defending Pokémon can’t use any Poké-Powers or Poké-Bodies during your opponent’s next turn. 40

Fantina’s Mismagius
Pokémon card Lv. 40 #429
{P}
90 HP
Stage 1 Pokémon
Evolves from Fantina’s Misdreavus
Put Fantina’s Mismagius on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéPOWER: Shadow Spell Once during your turn (before you attack), if Fantina’s Mismagius is your Active Pokémon, you may use this power. Put 1 damage counter on each of your opponent’s Benched non-{P} Pokémon. This power can’t be used if Fantina’s Mismagius is affected by a Special Condition.
{P}{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Fantina’s Mismagius during your opponent’s next turn. 40
{P}{P}{C}{C} Mega Psywave Place a damage counter on each of your opponent's Pokémon for each damage counter on those Pokémon.

Crasher Wake’s Buizel
Pokémon card Lv. 15 #418
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 10 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{C}{C} Pursuit If the Defending Pokémon tries to retreat during your opponent's next turn, do 10 damage to it. (Don't apply Weakness and Resistance.) 20

Crasher Wake’s Floatzel
Pokémon card Lv. 40 #419
{W}
90 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Buizel
Put Crasher Wake’s Floatzel on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Ocean Speed If there is a Rain counter on the field, the Retreat cost for each of your Pokémon with Crasher Wake in its name is 0.
{W}{W} Splash Torrent Flip a coin for each {W} Energy attached to Crasher Wake’s Floatzel. For each heads, choose 1 of your opponent’s Benched Pokémon and this attack does 20 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{W}{C}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 40

Candice’s Snover
Pokémon card Lv. 20 #459
{W}
60 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Flowerpunch Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
{W}{W} Blizzard Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokémon. If tails, this attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30

Candice’s Abomasnow
Pokémon card Lv. 45 #460
{W}
100 HP
Stage 1 Pokémon
Evolves from Candice’s Snover
Put Candice’s Abomasnow on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}{C}
PokéBODY: Snow Warning As long as Candice’s Abomasnow is your Active Pokémon, there is always a Hail counter on the field. If a Sun, Rain, Sand, Spring, Storm, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Hail counter on the field.
{G}{G} Hail Pines If there is a Hail counter on the field, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{W}{W}{W} Avalanche If Candice's Abomasnow was damaged during your opponent's last turn, this attack does 60 damage plus 30 more damage. 60+

Volkner’s Shinx
Pokémon card Lv. 15 #403
{L}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Paralyze Reflect If Volkner's Shinx has any Paralyze Energy cards attached to it, if Volkner's Shinx is damaged by an opponent's attack (even if Volkner's Shinx is Knocked Out), flip a coin. If heads, the Defending Pokémon is now Paralyzed during your opponent's next turn.
{L} Shock Pulse Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10

Volkner’s Luxio
Pokémon card Lv. 30 #404
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Shinx
Put Volkner’s Luxio on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L}{L} Lightning Reverse If Magic Materia: Lightning is attached to Volkner’s Luxio, choose 1 of your opponent’s Benched Pokémon and this attack does 20 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) After doing damage, switch that Pokémon with the Defending Pokémon. 30
{L}{C}{C} Laser Pin Flip 3 coins for each of your opponent’s Pokémon. For each heads, this attack does 10 damage to that Pokémon. Each Defending Pokémon can’t retreat during your opponent’s next turn.

Volkner’s Luxray
Pokémon card Lv. 45 #405
{L}
110 HP
Stage 2 Pokémon
Evolves from Volkner’s Luxio
Put Volkner’s Luxray on the Stage 1 card
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéPOWER: Love Current Once during your turn (before you attack), you may search your deck for a Basic Pokémon with Electra in its name and put it on your Bench. Shuffle your deck afterward. This power can’t be used if Volkner’s Luxray is affected by a Special Condition.
{L} Electro Wall During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 30 (before applying Weakness and Resistance). (Benching Volkner’s Luxray ends this effect.)
{L}{L}{C}{C} Lightning Circuit This attack's damage isn't affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 60

Carrington388
05/06/2007, 01:31 PM
I'm calling for a halt on Volkner/Electra "love comboes" effective immediately. As far as they're concerned, it's promoting shipping and against Rule 11. If I see even one more combo between Volkner and Electra and just those two, I'll ask that all such comboes be removed from this set.
11. The Pokégym CaC forum is not a shipping community. If you think a certain pair would make a good couple, keep that thought to yourself and out of this thread. People are bound to disagree with you.

Volkner's Elekid
40 HP {F}
Baby Pokémon (Evolves into Volkner's Electabuzz)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Thunder Spear Choose 1 of your opponent's Pokémon. This attack does 10 damage to that Pokémon. Don't apply Weakness and Resistance.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 16 #239

Volkner's Electabuzz
90 HP {F}
Basic Pokémon

Poké-POWER Power of Evolution
Once during your turn (before your attack), if Electabuzz is an Evolved Pokémon and not affected by a Special Condition, you may draw a card from the bottom of your deck.
{L}{C} Swift This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 30

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 41 #125

Volkner's Electivire
120 HP {L}
Stage 1 Pokémon (Evolves from Volkner's Electabuzz)

Poké-BODY Motor Drive
If Volkner's Electivire has 4, 5, 6, or 7 damage counters on it, Volkner's Electivire's Retreat Cost is {C}. If Volkner's Electivire has 8 or more damage counters on it, Volkner's Electivire's Retreat Cost is 0.
{L}{L} Discharge Discard all {L} Energy cards attached to Volkner's Electivire or this attack does nothing. Flip a number of coins equal to the number of {L} Energy cards you discarded. This attack does 40 damage times the number of heads. 40x
{L}{L}{L}{L} Thunder Volkner's Electivire does 30 damage to itself. 100

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}{C}
Lv. 70 #466

Volkner's Bagon
50 HP {C}
Basic Pokémon

{W} Granite Head During your opponent's next turn, any damage done to Volkner's Bagon by an attack is reduced by 10 (before Weakness and Resistance). 10

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 20 #371

Volkner's Shelgon
80 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Bagon)

{C}{C} Headbutt 20
{W}{D}{C} Double-Edge Shelgon does 10 damage to itself. 50

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}
Lv. 38 #372

Volkner's Salamence
120 HP {C}
Stage 2 Pokémon (Evolves from Volkner's Shelgon)

Poké-POWER Type Shift
Once during your turn (before your attack), you may use this power. If you do, Volkner's Salamence's type is {L} until the end of your turn.
{W}{D}{C} Claw Swipe 60
{W}{W}{D}{D} Dual Stream You may do 40 damage instead of 70 to the Defending Pokémon. If you do, this attack does 30 damage to 1 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 70

Weakness: {W}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 66 #373

Sunflorazumarill
05/07/2007, 07:05 PM
Here are my next ideas for this set!

Aaron’s Skorupi
Pokémon card Lv. 15 #451
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
{G} Poison Sting The Defending Pokémon is now Poisoned. 10
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Aaron’s Drapion
Pokémon card Lv. 42 #452
{G}
90 HP
Stage 1 Pokémon
Evolves from Aaron’s Skorupi
Put Aaron’s Drapion on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}
PokéBODY: Scorpion Armor If an attack would do any additional damage to Aaron’s Drapion, that attack does no additional damage to Aaron’s Drapion. (Any other damage and effects of attacks still happen).
{G}{G} Toxic Cutters Does 20 damage to each Defending Pokémon and each Defending Pokémon is now Poisoned. Put 2 damage counters on each Defending Pokémon instead of 1 between turns (even if it was already Poisoned).
{G}{C}{C} X-Scissor 50

Bertha’s Hippopotas
Pokémon card Lv. 21 #449
{F}
60 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F} Sand-Attack If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. 10
{F}{C}{C} Double-Edge Bertha’s Hippopotas does 20 damage to itself. 50

Bertha’s Hippowdon
Pokémon card Lv. 48 #450
{F}
110 HP
Stage 1 Pokémon
Evolves from Bertha’s Hippopotas
Put Bertha’s Hippowdon on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Sand Flow As long as Bertha’s Hippowdon is your Active Pokémon, there is always a Sand counter on the field. If a Sun, Rain, Hail, Spring, Storm, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Sand counter on the field.
{F}{F} Sandstorm Surge If there is a Sand counter on the field, this attack does 10 damage to each of your opponent’s Benched Pokémon for each {F} Energy attached to Bertha’s Hippowdon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{F}{C}{C} Earthquake Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 80

Lucian’s Bronzor
Pokémon card Lv. 18 #436
{P}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P} Mirror Shield If Lucian's Bronzor becomes affected by a Special Condition during your opponent's next turn, (even if Lucian's Bronzor is Knocked Out), each Defending Pokémon is now affected by the same Special Condition.
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Lucian’s Bronzong
Pokémon card Lv. 45 #437
{P}
90 HP
Stage 1 Pokémon
Evolves from Lucian’s Bronzor
Put Lucian’s Bronzong on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Gravity Barrier If Magic Materia: Gravity is attached to Lucian’s Bronzong, each of your Pokémon in play can’t be affected by any Special Conditions and has no Weakness.
{P}{P} Psychic Wall During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance) for each {P} Energy attached to Lucian’s Bronzong. (Benching Lucian’s Bastiodon ends this effect.) 30
{P}{C}{C} Wide Psywave Does 20 damage to each Defending Pokémon for each Energy card attached to that Pokémon.

Cynthia’s Gible
Pokémon card Lv. 18 #443
{F}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
{P} Shadow Claw Flip a coin. If heads, this attack does 10 damage plus 10 more damage and don’t apply Resistance. 10+
{F}{C} Rock Tomb Pile Flip a coin. If heads, the Defending Pokémon can’t attack or retreat during your opponent’s next turn. 20

Cynthia’s Gabite
Pokémon card Lv. 36 #444
{F}
80 HP
Stage 1 Pokémon
Evolves from Cynthia’s Gible
Put Cynthia’s Gabite on the Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
{G}{W} Dragon Pulse Flip a coin. If heads, the Defending Pokémon is now Poisoned. Either way, flip another coin. If heads, the Defending Pokémon is now Asleep. 30
{F}{C}{C} Earth Scales If Magic Materia: Earth is attached to Cynthia’s Gabite, this attack does 30 damage to 2 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Cynthia’s Garchomp
Pokémon card Lv. 54 #445
{F}
120 HP
Stage 2 Pokémon
Evolves from Cynthia’s Gabite
Put Cynthia’s Garchomp on the Stage 1 card
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
PokéPOWER: Speed Return Once during your turn (before you attack), if Cynthia’s Garchomp is your Active Pokémon, you may search your discard pile for a basic Energy card and attach it to 1 of your Pokémon. This power can’t be used if Cynthia’s Garchomp is affected by a Special Condition.
{R}{L} Dragon Burst Discard all {R} or {L} Energy cards attached to Cynthia’s Garchomp or this attack does nothing. Flip a coin for each Energy card discarded in this way. This attack does 50 damage times the number of heads. 50x
{G}{F}{C}{C} Dragon Impact Flip a coin for each Energy card attached to Cynthia’s Garchomp. This attack does 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Carrington388
05/08/2007, 02:20 PM
Bertha's Nidoran♂
40 HP {G}
Basic Pokémon

{C} Peck 10
{G} Poison Horn Flip a coin. If heads, the Defending Pokémon is now Poisoned.

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 12 #32

Bertha's Nidorino
80 HP {G}
Stage 1 Pokémon (Evolves from Bertha's Nidoran♂ )

{G}{C} Rage This attack does 10 damage plus 10 more damage for each damage counter on Bertha's Nidorino. 10+
{C}{C}{C} Horn Drill 30

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 33 #33

Bertha's Nidoking
120 HP {F}
Stage 2 Pokémon (Evolves from Bertha's Nidorino)

Poké-POWER Invitation
Once during your turn (before your attack), if Bertha's Nidoking isn't affected by a Special Condition, you may search your deck for a Basic Pokémon or Evolution card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
{C}{C} Linear Attack Choose 1 of your opponent's Pokémon. This attack does 30 damage to that Pokémon. Don't apply Weakness and Resistance.
{F}{C}{C} Dark Horn You may discard a Basic Pokémon or Evoluion card from your hand. If you do, choose 1 of your opponent's Benched Pokémon and this attack does 20 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.) 60

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}{C}{C}
Lv. 54 #34

Bertha's Nidoran♀
40 HP {G}
Basic Pokémon

{C} Tail Whip Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn.
{C} Scratch 10

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 10 #29

Bertha's Nidorina
70 HP {G}
Stage 1 Pokémon (Evolves from Bertha's Nidoran♀ )

{C}{C} Poison Sting The Defending Pokémon is now Poisoned. 10
{G}{C}{C} Rear Kick 40

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 30 #30

Bertha's Nidoqueen
110 HP {F}
Stage 2 Pokémon (Evolves from Bertha's Nidorina)

Poké-POWER Invitation
Once during your turn (before your attack), if Bertha's Nidoqueen isn't affected by a Special Condition, you may search your deck for a Basic Pokémon or Evolution card, show it to your opponent, and put it into your hand. Shuffle your deck afterward.
{C}{C} Linear Attack Choose 1 of your opponent's Pokémon. This attack does 30 damage to that Pokémon. Don't apply Weakness and Resistance.
{F}{F}{C} Vengeance This attack does 50 damage plus 10 more damage for each Basic Pokémon and each Evolution card in your discard pile. You can't add more than 60 damage in this way. 50+

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 50 #31

Sunflorazumarill
05/09/2007, 05:30 PM
Here are my next ideas for this set!

Gardenia’s Cherubi
Pokémon card Lv. 15 #420
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Sleep Flower The Defending Pokémon is now Asleep. 10
{C}{C} Reflect If an attack damages Gardenia’s Cherubi during your opponent's next turn, reduce all damage done to Gardenia’s Cherubi by half (rounded up to the nearest 10). (Any other effects of attacks still happen.)

Gardenia’s Cherrim
Pokémon card Lv. 40 #421
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Cherubi
Put Gardenia’s Cherrim on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Endless Spring As long as Gardenia’s Cherrim is your Active Pokémon, there is always a Spring counter on the field. If a Sun, Rain, Hail, Sand, Storm, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Spring counter on the field.
{G}{G} Flower Surge If there is a Spring counter on the field, the Defending Pokémon is now Confused and Burned and this attack does 20 damage to each of your opponent’s Benched Basic Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{G}{C}{C} Super Spiral Drain Flip a coin until you get tails. For each heads, remove 2 damage counters from Gardenia’s Cherrim. 40

Flint’s Ponyta
Pokémon card Lv. 12 #77
{R}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Singe The Defending Pokémon is now Burned.
{C}{C} Bounce After your attack, you may switch Flint's Ponyta with 1 of your Benched Pokémon. 20

Flint’s Rapidash
Pokémon card Lv. 40 #78
{R}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Ponyta
Put Flint’s Rapidash on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Constant Sun As long as Flint’s Rapidash is your Active Pokémon, there is always a Sun counter on the field. If a Rain, Hail, Sand, Spring, Storm, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Sun counter on the field.
{R}{R} Scorch Wheel If there is a Sun counter on the field, this attack does 30 damage to each of your opponent’s Benched Pokémon-ex. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{R}{C}{C} Megahorn Flip a coin. If tails, this attack does nothing. 80

Crasher Wake’s Finneon
Pokémon card Lv. 12 #456
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Splash Flip a coin. If heads, this attack does 10 damage to your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{C}{C} U-Turn After your attack, you may switch Crasher Wake's Finneon with 1 of your Benched Pokémon. 20

Crasher Wake’s Lumineon
Pokémon card Lv. 36 #457
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Finneon
Put Crasher Wake’s Lumineon on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Hi Rain As long as Crasher Wake’s Lumineon is your Active Pokémon, there is always a Rain counter on the field. If a Sun, Hail, Sand, Spring, Storm, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Rain counter on the field.
{W}{W} Bright Rain If there is a Rain counter on the field, this attack does 30 damage to each of your opponent’s Benched Pokémon that has any Poké-Powers or Poké-Bodies. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{W}{C}{C} Light Freeze Flip 2 coins. If both are heads, the Defending Pokémon is now Paralyzed. If 1 is heads, the Defending Pokémon is now Asleep. If both are tails, the Defending Pokémon is now Confused. 30

Fantina’s Drifloon
Pokémon card Lv. 18 #425
{P}
50 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
{P} Shadow Bind The Defending Pokémon can’t retreat during your opponent’s next turn. 10
{C}{C} Speed Flight Flip 2 coins. If both are heads, prevent all effects of attacks, including damage, done to Fantina’s Drifloon during your opponent’s next turn. 20

Fantina’s Drifblim
Pokémon card Lv. 40 #426
{P}
90 HP
Stage 1 Pokémon
Evolves from Fantina’s Drifloon
Put Fantina’s Drifblim on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Forever Night As long as Fantina’s Drifblim is your Active Pokémon, there is always a Night counter on the field. If a Sun, Rain, Hail, Sand, Spring, Storm, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Night counter on the field.
{P}{P} Night Wave If there is a Night counter on the field, this attack does 30 damage to each of your opponent’s Benched {D} Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{P}{C}{C} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 30

Volkner’s Pachirisu
Pokémon card Lv. 24 #417
{L}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L} Laser Pin Flip 2 coins for each of your opponent’s Pokémon. For each heads, this attack does 10 damage to that Pokémon. Each Defending Pokémon can’t retreat during your opponent’s next turn.
{C}{C} Super Fang Does an amount of damage equal to half of the Defending Pokémon's remaining HP (rounded up to the nearest 10.) ?

Carrington388
05/09/2007, 10:29 PM
Flint's Cyndaquil
40 HP {R}
Basic Pokémon

{R}{C} Swift This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 30

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 14 #155

Flint's Quilava
70 HP {R}
Stage 1 Pokémon (Evolves from Flint's Cyndaquil)

{C}{C} Smash Kick 20
{R}{C}{C} Quick Attack Flip a coin. If heads, this attack does 30 damage plus 20 more damage. 30+

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 26 #156

Flint's Typhlosion
110 HP {R}
Stage 2 Pokémon (Evolves from Flint's Quilava)

Poké-POWER Shady Move
Once during your turn (before your attack), if Flint's Typhlosion is your Active Pokémon and isn't affected by a Special Condition, you may move 1 damage counter from either player's Pokémon to another Pokémon (your own or your opponent's).
{R}{C}{C} Burning Ball If Typhlosion has at least 2 {R} Energy cards attached to it, the Defending Pokémon is now Burned. 60
{R}{R}{R}{R} Blast Burn If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 70

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}
Lv. 48 #157

Cynthia's Charmander
50 HP {R}
Basic Pokémon

{C} Scratch 10
{R}{C} Bite 20

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 18 #4

Cynthia's Charmeleon
80 HP {R}
Stage 1 Pokémon (Evolves from Cynthia's Charmander)

{C}{C} Slash 20
{R}{C}{C} Fire Jolt Flip a coin. If tails, Cynthia's Charmeleon does 10 damage to itself. 50

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 40 #5

Cynthia's Charizard
120 HP {R}
Stage 2 Pokémon (Evolves from Cynthia's Charmeleon)

Poké-POWER Peal of Thunder
Once during your turn, when you play Cynthia's Charizard from your hand to evolve 1 of your Active Pokémon, you may look at the top 5 cards of your deck, choose as many Energy cards as you like, and attach them to 1 of your Pokémon. Discard the other cards.
{C} Pierce Nail Don't apply Resistance for this attack. 10
{R}{R}{R}{C} Massive Burn Discard all {R} Energy cards attached to Cynthia's Charizard or this attack does nothing. 120

Weakness: {W}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 73 #6

Sunflorazumarill
05/10/2007, 09:43 PM
Here are my next ideas for this set!

Volkner’s Pichu
Pokémon card Lv. 5 #172
{L}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Volkner’s Pikachu
Put Volkner’s Pikachu on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{L} Charge Energy Search your deck for a {L} Energy card and attach it to Volkner’s Pikachu. Shuffle your deck afterward. During your next turn, each of Volkner’s Pichu’s attacks does 30 more damage to the Defending Pokémon (before applying Weakness and Resistance) (even if Volkner’s Pichu evolves).

Volkner’s Pikachu
Pokémon card Lv. 20 #25
{L}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L} Discharge Discard all {L} Energy cards attached to Volkner’s Pikachu or this attack does nothing. Flip a number of coins equal to the number of {L} Energy cards you discarded. This attack does 30 damage times the number of heads. 30x
{C}{C} Light Screen If an attack damages Volkner’s Pikachu during your opponent's next turn, reduce all damage done to Volkner’s Pikachu by half (rounded up to the nearest 10). (Any other effects of attacks still happen.)

Volkner’s Raichu
Pokémon card Lv. 35 #26
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Pikachu
Put Volkner’s Raichu on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Thunder Screen If Volkner’s Raichu is evolved from an Evolved Pokémon, Volkner’s Raichu’s total HP is 110 instead of 80 and Volkner’s Raichu can’t be affected by any Special Conditons.
{L}{L} Mega Plasma Flip a coin until you get tails. For each heads, search your discard pile for a {L} Energy card and put it into your hand. 30
{L}{C}{C} Thunder Tail Does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Unless Volkner’s Raichu has any Paralyze Energy cards attached to it, Volkner’s Raichu can’t use this attack during your next turn. 40

Bertha’s Gible
Pokémon card Lv. 16 #443
{F}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
{F} Sandstorm Does 10 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{D}{C} Dark Bite Does 10 damage plus 10 damage times the number of {D} Energy attached to Bertha’s Gible. 10+

Bertha’s Gabite
Pokémon card Lv. 32 #444
{F}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Gible
Put Bertha’s Gabite on the Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
{W}{L} Twister Flip 2 coins. For each heads, choose 1 Energy card attached to the Defending Pokémon, if any, and discard it. If both are tails, this attack does nothing (not even damage). 30
{F}{F}{F} Rising Quicksand Flip a number of coins equal to the number of {F} Energy attached to Bertha’s Gabite. This attack does 40 damage times the number of heads. Discard 1 {F} Energy attached to Bertha’s Gabite for each heads. 40x

Bertha’s Garchomp
Pokémon card Lv. 48 #445
{F}
110 HP
Stage 2 Pokémon
Evolves from Bertha’s Gabite
Put Bertha’s Garchomp on the Stage 1 card
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
PokéBODY: Sand Evade If there is a Sand counter on the field, when 1 of your Pokémon would be damaged by your opponent's attack (after applying Weakness and Resistance), flip a coin. If heads, reduce that damage by 30.
{G}{R} Fire-Flower Fang Flip a coin. If heads, the Defending Pokémon cannot attack during your opponent's next turn and is now Burned. If tails, the Defending Pokémon is now Poisoned. 30
{F}{F}{C}{C} Earthquake Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 90

Lucian’s Beldum
Pokémon card Lv. 14 #376
{P}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{C}{C} Gyro Ball Does 20 damage times the number of {C} Energy in the Defending Pokémon’s Retreat cost more or less than Lucian’s Beldum (after applying effects to the Retreat Cost). 20x

Lucian’s Metang
Pokémon card Lv. 32 #376
{P}
80 HP
Stage 1 Pokémon
Evolves from Lucian’s Beldum
Put Lucian’s Metang on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{C}{C} Bullet Punch Flip a coin. If heads, this attack does 20 damage plus 20 more damage and during your opponent’s next turn, any damage done to Lucian’s Metang by attacks is reduced by 20 (after applying Weakness and Resistance). 20+
{P}{P}{P} Rising Energy Flip a number of coins equal to the number of {P} Energy attached to Lucian’s Metang. This attack does 40 damage times the number of heads. Discard 1 {P} Energy attached to Lucian’s Metang for each heads. 40x

Lucian’s Metagross
Pokémon card Lv. 50 #376
{P}
110 HP
Stage 2 Pokémon
Evolves from Lucian’s Metang
Put Lucian’s Metagross on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Tele Shield Any damage done to any of your Pokémon by your opponent’s attacks is reduced by 10 for each basic {P} Energy card attached to that Pokémon (after applying Weakness and Resistance). You can’t use more than 1 Tele Shield Poké-Bpdy each turn.
{P}{C}{C} Zen Headbutt Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 40
{P}{P}{C}{C} Psychic Charge Does 40 damage times the total number of {P} Energy attached to each of your {P} Pokémon in play. Then this attack does 30 damage to each of your {P} Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40x

Carrington388
05/11/2007, 10:36 AM
Lucian's Natu
40 HP {P}
Basic Pokémon

{P} Flop 10

Weakness: {D}
Resistance: {F} -30
Retreat Cost: none
Lv. 12 #177

Lucian's Xatu
70 HP {P}
Stage 1 Pokémon (Evolves from Lucian's Natu)

Poké-BODY Extra Feather
Each of your Stage 2 Pokémon-ex does 10 more damage to the Defending Pokémon by an attack (before Weakness and Resistance).
{C}{C} Wing Attack 20
{P}{C} Confuse Ray Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {D}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 30 #178

Lucian's Latias
80 HP {P}
Basic Pokémon

Poké-POWER Fellow Boost
Once during your turn (before your attack), if Lucian's Latias isn't affected by a Special Condition, you may attach a basic Energy card from your hand to 1 of your {P} Pokémon with Latias or Latios in its name. If you do, your turn ends.
{P}{C} Psychic This attack does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 10+
{R}{R}{D}{D} Power Crush If the Defending Pokémon is Knocked Out by this attack, discard 2 {R} Energy cards attached to Lucian's Latias. 90

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 43 #380

Lucian's Latios
80 HP {P}
Basic Pokémon

Poké-BODY Link Wing
The Retreat Cost for each of your {P} Pokémon with Latios or Latias in its name is 0.
{P}{C} Ice Barrier Prevent all effects of attacks, including damage, done to Lucian's Latios by your opponent's Pokémon-ex during your opponent's next turn.
{W}{W}{M}{M} Hydro Splash 60

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 45 #381

Cynthia's Feebas
30 HP {W}
Basic Pokémon

{W} Flail This attack does 10 damage times the number of damage counters on Cynthia's Feebas. 10x

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 3 #349

Cynthia's Milotic
90 HP {W}
Stage 1 Pokémon (Evolves from Cynthia's Feebas)

Poké-POWER Sharing
Once during your turn (before your attack), if Cynthia's Milotic isn't affected by a Special Condition, you may look at your opponent's hand. You may use the effect of a Supporter card you find there as the effect of this power. (The Supporter card remains in your opponent's hand.) You can't use more than 1 Sharing Poké-POWER each turn.
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{W}{W}{C} Flare 60

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 43 #350

Sunflorazumarill
05/12/2007, 09:10 PM
Here are some ideas from me for Roark!

Roark’s Geodude
Pokémon card Lv. 15 #74
{F}
40 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{C}{C} Explosion Roark’s Geodude does 60 damage to itself. 60

Roark’s Graveler
Pokémon card Lv. 30 #75
{F}
80 HP
Stage 1 Pokémon
Evolves from Roark’s Geodude
Put Roark’s Graveler on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20
{F}{C}{C} Targeted Tremor Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. Don’t apply Weakness and Resistance.

Roark’s Golem
Pokémon card Lv. 45 #76
{F}
120 HP
Stage 2 Pokémon
Evolves from Roark’s Graveler
Put Roark’s Golem on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Stone Mend Once during your turn (before you attack), if Roark’s Golem is your Active Pokémon, you may attach a {F} Energy card from your hand to 1 of your Active Pokémon, then remove 2 damage counters from that Pokémon. This power can’t be used if Roark’s Golem is affected by a Special Condition.
{F}{F} Rock Burst Flip a coin for each {F} Energy attached to Roark’s Golem. This attack does 30 damage times the number of heads and 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30x
{F}{F}{C}{C} Earthquake Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 90

Roark’s Aron
Pokémon card Lv. 15 #304
{F}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{F} Rock Hurl Don’t apply Resistance. 10
{C}{C} Metal Sound During your next turn, if any of your attacks does damage to the Defending Pokémon, that attack does 30 more damage (after applying Weakness and before Resistance).

Roark’s Lairon
Pokémon card Lv. 30 #305
{F}
80 HP
Stage 1 Pokémon
Evolves from Roark’s Aron
Put Roark’s Lairon on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
{F}{F} Mud Bomb Does 30 damage to each Defending Pokémon. If either Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
{F}{C}{C} Stone Edge Flip a coin. If heads, this attack does 30 damage plus 40 more damage. 30+

Roark’s Aggron
Pokémon card Lv. 45 #306
{F}
110 HP
Stage 2 Pokémon
Evolves from Roark’s Lairon
Put Roark’s Aggron on the Stage 1 card
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Metal Plating If Roark’s Aggron has any {M} Energy attached to it, any damage done to Roark’s Aggron by an attack is reduced by 30 (after applying Weakness and Resistance).
{F}{C}{C} Brick Smash This attack’s damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{F}{F}{C}{C} Mineral Breaker If the Defending Pokémon is a {F} or {M} Pokémon, this attack does 70 damage plus 20 more damage for each {F} and/or {M} Energy attached to Roark’s Aggron. 70+

Roark’s Rhyhorn
Pokémon card Lv. 30 #111
{F}
60 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F} Rock Polish Place a Haste counter on Roark’s Rhyhorn. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.
{F}{C}{C} Iron Tail If there are any {M} Energy cards attached to Roark’s Rhyhorn but not used to pay for this attack’s Energy cost, flip a coin. If heads, this attack does 30 damage plus 40 more damage. 30+

Roark’s Rhydon
Pokémon card Lv. 42 #112
{F}
90 HP
Stage 1 Pokémon
Evolves from Roark’s Rhyhorn
Put Roark’s Rhydon on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{F}{F} Crunch Until the end of your next turn, all damage done to the Defending Pokémon is increased by 20 (after applying Weakness and Resistance). 30
{F}{C}{C} Stone Crush Does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Roark’s Rhydon can’t use this attack during your next turn. 30

Roark’s Rhyperior
Pokémon card Lv. 54 #464
{F}
120 HP
Stage 2 Pokémon
Evolves from Roark’s Rhydon
Put Roark’s Rhyperior on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Protector As long as Roark’s Rhyperior is your Active Pokémon, any damage done to your {F} Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{F} Poison Jab You may do 30 damage minus 10 damage. If you do, the Defending Pokémon is now Poisoned. 30-
{F}{F}{F}{C}{C} Quarry Launcher Flip a coin for each of your opponent’s Benched Pokémon. If heads, this attack does 30 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 70

Carrington388
05/14/2007, 04:35 PM
Cynthia's Milotic ex
120 HP {W}
Stage 1 Pokémon (Evolves from Cynthia's Feebas)

Poké-BODY High-Level Scale
Prevent all effects of attacks other than damage done to Cynthia's Milotic ex by a Pokémon-ex or Pokémon-Lv.X (your own or your opponent's).
{W}{W} Aqua Jet 60
{W}{W}{W}{C}{C} Hydro Cannon If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 80

Weakness: {L}{G}
Resistance: none
Retreat Cost: {C}{C}
Lv. 84 #350
No, it's probably going to be quite awhile before Pokémon-Lv.X appear in a set like this one. And they're not going to displace Pokémon-ex when they finally do appear. In fact, you might be looking at something very evil indeed...

Flint's Ninetales ex
100 HP {R}
Stage 1 Pokémon (Evolves from Flint's Vulpix)

Poké-POWER Crystal-Star Power
If Flint's Ninetales ex is your Active Pokémon and not affected by a Special Condition, any damage done by Flint's Ninetales ex by an attack is increased for each Shining Pokémon, Pokémon-*, and Pokémon with a Poké-BODY named Crystal Type you have in play.
{C}{C} Dash Strike Ignore any effect that would prevent this attack's damage. 30
{R}{R}{R}{R} Fire Blast Discard 1 {R} Energy card attached to Flint's Ninetales ex or this attack does nothing. 160

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 77 #38
Sorry, that odd cross-mechanic card known as the {CRY)-type Shining Weavile ex (from the Weavile Single Pokémon set, and later as a stamped "SPECIAL" card in EX: Ranger) only counts as one Pokémon for the purposes of this Poké-POWER.

Roark
Trainer Card (Supporter)

Flip a coin. If heads, until the end of your next turn, any damage done by an attack (your own and your opponent's) to any of your Pokémon in play with Roark in its name is reduced by 30 (after Weakness and before Resistance).

Roark Berry
Trainer Card (Pokémon Tool)

Attach Roark Berry to 1 of your Pokémon with Roark in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Roark Berry. During that turn, treat all Special Energy cards that provide only {C} Energy as if they instead provided {F} Energy.

Roark's Safety Line
Trainer Card (Pokémon Tool)

Attach Roark's Safety Line to 1 of your Pokémon with Roark in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon tries to retreat, you may discard this card. If you do, ignore any effect that would prevent this Pokémon from retreating.

Roark Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Roark in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Roark Cube 02.
{F}{F}{C} Head Smash This Pokémon does 10 damage to itself. 50

Sunflorazumarill
05/14/2007, 09:32 PM
Here are some ideas for Crasher Wake!

Crasher Wake’s Poliwag
Pokémon card Lv. 15 #60
{W}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Ring Place a Regen counter on Crasher Wake's Poliwag. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{C}{C} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 10

Crasher Wake’s Poliwhirl
Pokémon card Lv. 30 #61
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Poliwag
Put Crasher Wake’s Poliwhirl on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W}{W} Sleep Bubble The Defending Pokémon is now Asleep. 30
{W}{C}{C} Wake-Up Slap If the Defending Pokémon was Asleep during your opponent's last turn, this attack's base damage is doubled. Then, the Defending Pokémon is no longer Paralyzed. 30

Crasher Wake’s Poliwrath
Pokémon card Lv. 45 #62
{W}
110 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Poliwhirl
Put Crasher Wake’s Poliwrath on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Watery Swirl If there is a Rain counter on the field, whenever 1 of your Active Pokémon damages a Defending Pokémon with an attack, that Defending Pokémon is now Confused.
{F}{F} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 30 (before Weakness and Resistance). 40
{W}{C}{C} Bubblebeam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40

Crasher Wake’s Politoed
Pokémon card Lv. 45 #186
{W}
110 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Poliwhirl
Put Crasher Wake’s Politoed on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Icy Defense If there is a Hail counter on the field, each of your Active Pokémon can’t have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{W}{W} Hyper Whirlpool Flip a coin until you get tails. For each heads, discard an Energy card attached to the Defending Pokémon. 40
{W}{C}{C} Aqua Jump Prevent all effects of attacks, including damage, done to Crasher Wake’s Politoed during your opponent’s next turn. Crasher Wake’s Politoed can’t attack during your next turn. 50

Crasher Wake’s Lotad
Pokémon card Lv. 15 #270
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: {W} -30
Retreat cost: {C}
{W} Fast Tide Place a Haste counter on Crasher Wake’s Lotad. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.
{G}{C} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Crasher Wake’s Lombre
Pokémon card Lv. 30 #271
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Lotad
Put Crasher Wake’s Lombre on the Basic Pokémon
Weakness: {L}
Resistance: {W} -30
Retreat cost: {C}
{W}{W} Slow Tide Place a Slow counter on the Defending Pokémon. While a Pokémon has a Slow counter on it, that Pokémon pays {C} more to retreat. A Pokémon cannot have more than 1 Slow counter on it at a time. 30
{G}{C}{C} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 40

Crasher Wake’s Ludicolo
Pokémon card Lv. 45 #272
{W}
120 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Lombre
Put Crasher Wake’s Ludicolo on the Stage 1 card
Weakness: {L}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Rain Lake In there is a Rain counter on the field, the Retreat cost of each of your opponent’s Pokémon is increased by {C}{C}.
{W}{W} Hydro Gravity Does 10 damage to each of your opponent’s Benched Pokémon times the number of {C} Energy in that Pokémon’s Retreat cost (after applying effects to the Retreat Cost). (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{G}{C}{C}{C} Zen Headbutt Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 60

Crasher Wake’s Staryu
Pokémon card Lv. 15 #120
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Star Confuse If Crasher Wake’s Staryu has any Freeze Energy cards attached to it, the Defending Pokémon is now Confused. 30

Crasher Wake’s Starmie
Pokémon card Lv. 35 #121
{W}
70 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Staryu
Put Crasher Wake’s Starmie on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Rain Tide If there is a Rain counter on the field, any damage done by Crasher Wake’s Starmie’s to your opponent’s Benched Pokémon is doubled.
{W}{W} Bubble Shower Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{C}{C}{C} Confuse Ray The Defending Pokémon is now Confused. 30

Carrington388
05/14/2007, 09:50 PM
Here's the first six of updated Energy cards, originally from Pokémon League Guys. In addition to Sinooh's gang, the Orange Crew have also been added for even more possibilities than before.

Black Belt Energy
Special Energy card
Provides {F} Energy

You may only attach Black Belt Energy to a Pokémon with Brock, Giovanni, Bruno, Chuck, Roxanne, Brawly, Danny, Luana, Roark, Maylene, or Bertha in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Roast Energy
Special Energy Card
Provides {R} Energy

You may only attach Roast Energy to a Pokémon with Blaine, Flannery, or Flint in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Long Vine Energy
Special Energy Card
Provides {G} Energy

You may only attach Long Vine Energy to a Pokémon with Erika, Koga, Janine, Bugsy, Jason, Gardenia, or Aaron in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Volt Current Energy
Special Energy Card
Provides {L} Energy

You may only attach Volt Current Energy to a Pokémon with Lt. Surge, Wattson, Rudy, or Volkner in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Mind Ball Energy
Special Energy Card
Provides {P} Energy

You may only attach Mind Ball Energy to a Pokémon with Sabrina, Agatha, Morty, Will, Tate & Liza, Phoebe, Luana, Fantina, or Lucian in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Wave Pool Energy
Special Energy Card
Provides {W} Energy

You may only attach Wave Pool Energy to a Pokémon with Misty, Lorelei, Pryce, Wallace, Juan, Glacia, Cissy, Crasher Wake, or Candice in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Sunflorazumarill
05/15/2007, 09:28 PM
Here are some more ideas for Lucian!

Lucian’s Abra
Pokémon card Lv. 15 #63
{P}
50 HP
Basic Pokémon
Weakness; {P}
Resistance: n/a
Retreat cost: {C}
{P} Trick Room Discard 1 {P} Energy card attached to Lucian's Abrs or this attack does nothing. Each Defending Pokémon with a Retreat Cost less than Lucian's Abra's can't attack during your opponent's next turn.
{C}{C} Rest Remove all damage counters and Special Conditions from Lucian’s Abra. Lucian’s Abra is now Asleep.

Lucian’s Kadabra
Pokémon card Lv. 30 #64
{P}
80 HP
Stage 1 Pokémon
Evolves from Lucian’s Abra
Put Lucian’s Kadabra on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P} Power Trick As long as Lucian’s Kadabra remains your Active Pokémon, the base damage for Lucian’s Kadabra’s Psycho Cut attack is 80 and Lucian’s Kadabra’s maximum HP is 50.
{P}{C}{C} Psycho Cut 50

Lucian’s Alakazam
Pokémon card Lv. 45 #65
{P}
110 HP
Stage 2 Pokémon
Evolves from Lucian’s Kadabra
Put Lucian’s Alakazam on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Energy Fall When you play Lucian’s Alakazam from your hand to evolve 1 of your Active Pokémon, you may attach all Energy cards in your hand to your Pokémon in any way you like. Then your opponent may attach all Energy cards in his or her hand to his or her Pokémon in any way he or she likes.
{P}{P} Surge Psywave Does 10 damage to each of your opponent’s Benched Pokémon for each Energy card attached to the Defending Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{P}{P}{C}{C} Psychic Shield Prevent all effects of attacks, including damage, done to Lucian’s Alakazam by your opponent’s Pokémon-ex during your opponent’s next turn. 60

Lucian’s Ralts
Pokémon card Lv. 15 #280
{P}
50 HP
Basic Pokémon
Weakness; {P}
Resistance: n/a
Retreat cost: {C}
{P} Psyshock Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Lucian’s Kirlia
Pokémon card Lv.30 #281
{P}
80 HP
Stage 1 Pokémon
Evolves from Lucian’s Ralts
Put Lucian’s Kirlia on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P}{P} X Confuse If the Defending Pokémon is a Pokémon-Lv.X, the Defending Pokémon is now Burned and Confused. 30
{P}{C}{C} Energy Trick If Lucian’s Kirlia has any Sleep Energy cards attached to it, the Defending Pokémon is now Asleep. If Lucian’s Kirlia has any Mind Ball Energy cards attached to it, the Defending Pokémon is now Confused. 40

Lucian’s Gardevoir
Pokémon card Lv. 45 #282
{P}
110 HP
Stage 2 Pokémon
Evolves from Lucian’s Kirlia
Put Lucian’s Gardevoir on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Energy Warp Once during your turn (before you attack), if Lucian’s Gardevoir is your Active Pokémon, you may search your discard pile for a basic Energy card and attach it to 1 of your Benched Pokémon. This power can’t be used if Lucian’s Gardevoir is affected by a Special Condition.
{P}{P} Extra Psy If the Defending Pokémon is a Pokémon-ex. This attack does 40 damage plus 20 more damage and the Defending Pokémon is now Confused. 40+
{P}{C}{C} Psychic Wave Does 50 damage plus 10 more damage for each Chaos Emerald, Sol Emerald, and Master Emerald card your opponent has played during the course of the game. 50+

Lucian’s Gallade
Pokémon card Lv. 45 #475
{P}
110 HP
Stage 2 Pokémon
Evolves from Lucian’s Kirlia
Put Lucian’s Gallade on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Gravity Pressure If Magic Materia: Gravity is attached to Lucian’s Gallade each player’s non-{P} Pokémon pays {C}{C} more to retreat. You can’t use more than 1 Gravity Pressure Poké-Body each turn.
{F}{F} Scissor Punch Flip 3 coins. For each heads, look at your opponent’s hand and choose either a Trainer card or Energy card there. Your opponent discards the card you chose. 30
{P}{C}{C} Psy Blades Does 20 damage to each of your opponent’s Benched Pokémon that has any Materia cards attached to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Lucian’s Meditite
Pokémon card Lv. 16 #307
{P}
40 HP
basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Force Palm Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{P} Super Psywave Choose 1 of your opponent's Pokémon. This attack does 10 damage times the number of Energy cards attached to it. Don't apply Weakness and Resistance.

Lucian’s Medicham
Pokémon card Lv. 40 #308
{P}
80 HP
Stage 1 Pokémon
Evolves from Lucian’s Meditite
Put Lucian’s Medicham on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Power Strength All damage done by Lucian’s Medicham’s attacks to any Pokémon is increased by 10 (before applying Weakness and Resistance) for each Energy attached to Lucian’s Medicham.
{F}{C} Drain Punch Remove a number of damage counters from Lucian’s Medicham equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance)(rounded up to the nearest 10). If Lucian’s Medicham has fewer damage counters than that, remove all of them. 20
{P}{C} Psychic Impact Does 10 damage to each of your own Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60
Because of Power Strength, Drain Punch will do at least 40 damage and Psychic Impact will do at least 80 damage with 30 damage being done to your Benched Pokémon.

Carrington388
05/15/2007, 09:34 PM
And here's the other six reprint Energy originally from Pokémon League Guys, only two of which are actually extended:

Dead Battery Energy
Special Energy Card
Provides {D} Energy

You may only attach Dead Battery Energy to a Pokémon with Karen or Sidney in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)
Yes, this card got a reprint even though there are no new Dark-type specialists. Whose idea was it NOT to include a Dark-type gym in Sinooh?

Titanium Wall Energy
Special Energy Card
Provides {M} Energy

You may only attach Titanium Wall Energy to a Pokémon with Jasmine, Steven, or Byron in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Color Shield Energy
Special Energy Card
Provides {RBW} Energy

You may only attach Color Shield Energy to a Pokémon with Giovanni, Gary, Danny, Rudy, Drake, or Cynthia in its name. Color Shield Energy provides all types (colors) of Energy but provides only 1 Energy at a time. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

White Wall Energy
Special Energy Card
Provides {C} Energy

You may only attach White Wall Energy to a Pokémon with Norman or Whitney in its name. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Rainbow Feather Energy
Special Energy Card
Provides {RBW} Energy

You may only attach Rainbow Feather Energy to a Pokémon with Falkner or Winona in its name. Rainbow Feather Energy provides all types (colors) of Energy but provides only 1 Energy at a time. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Dragon Pool Energy
Special Energy Card
Provides {RBW} Energy

You may only attach Dragon Pool Energy to a Pokémon with Lance, Clair, or Drake in its name. Dragon Pool Energy provides all types (colors) of Energy but provides only 1 Energy at a time. While attached, any damage done by this Pokémon is increased by 10 (after Weakness and before Resistance). (Doesn't count as a basic Energy card.)

Sunflorazumarill
05/16/2007, 07:23 PM
Here are my next ideas for Flint!

Flint’s Magby
Pokémon card Lv. 16 #240
{R}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Flint’s Magmar
Put Flint’s Magmar on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{R} Energy Singe You may attach a {R} Energy card from your hand to Flint’s Magby. If you do, the Defending Pokémon is now Burned. 10

Flint’s Magmar
Pokémon card Lv. 35 #126
{R}
90 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Evolutionary Burn Once during your turn, when you play Flint’s Magmar from your hand to evolve 1 of your Pokémon, you may use this power. The Defending Pokémon is now Burned.
{C} Barrier Discard 1 Energy card attached to Flint's Magmar or this attack does nothing. Prevent all effects of attacks, including damage, done to Flint's Magmar during your opponent's next turn.
{R}{C} Infinite Flares Flip a coin until you get tails. This attack does 20 damage times the number of heads. 20x

Flint’s Magmortar
Pokémon card Lv. 54 #267
{R}
120 HP
Stage 1 Pokémon
Evolves from Flint’s Magmar
Put Flint’s Magmortar on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Magma Barrier As long as Flint’s Magmortar is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{R}{R} Thermal Punch Discard a {R} Energy card attached to Flint’s Magmortar or this attack does nothing. The Defending Pokémon is now Burned. Put 4 damage counters instead of 2 on that Burned Pokémon between turns (even if it was already Burned). 40
{R}{R}{C}{C} Overheat Does 100 damage minus 20 damage for each time you have used this attack. 100-

Flint’s Slugma
Pokémon card Lv. 16 #218
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{R} Singe Flip a coin. If heads, the Defending Pokémon is now Burned. 10
{C}{C} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Flint’s Slugma during your opponent’s next turn. 20

Flint’s Magcargo
Pokémon card Lv. 40 #219
{R}
90 HP
Stage 1 Pokémon
Evolves from Flint’s Slugma
Put Flint’s Magcargo on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
{C}{C} Earth Power During your next turn, if an attack does damage to any of your opponent’s Pokémon (after applying Weakness and Resistance), that attack does 20 more damage. 20
{R}{R}{R} Lava Plume Flip a coin. If heads, the Defending Pokémon is now Burned and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Flint’s Houndour
Pokémon card Lv. 16 #228
{R}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{C} Embargo Discard an Energy card attached to Flint's Houndour or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn.
{R}{R} Fire Fang Flip a coin. If heads, the Defending Pokémon is now Burned and can't attack during your opponent's next turn. 10

Flint’s Houndoom
Pokémon card Lv. 38 #229
{R}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Houndour
Put Flint’s Houndoom on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Sun Flash If there is a Sun counter on the field, each of Flint’s Houndoom’s attacks do 10 more damage to your opponent’s Pokémon (before applying Weakness and Resistance.
{R}{R} Surge Flame Flip a coin. If heads, this attack does 20 damage to each of your opponent’s Benched Evolved Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{C}{C}{C} Thunder Fang Flip a coin. If heads, the Defending Pokémon is now Paralyzed and can't attack during your opponent's next turn. 30

Flint’s Buneary
Pokémon card Lv. 14 #427
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Low Kick 10
{C}{C} Agility Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Flint’s Buneary. 10

Flint’s Lopunny
Pokémon card Lv. 39 #428
{C}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Buneary
Flint’s Lopunny on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Special Coat If Flint's Lopunny becomes affected by a Special Condition (even if Flint's Lopunny is Knocked Out), the Attacking Pokémon is now affected by the same Special Condition.
{C} Mirror Coat If Flint's Lopunny is attacked during your opponent's next turn (even if Flint's Lopunny is Knocked Out), Flint's Lopunny attacks the Defending Pokémon for an equal amount of damage.
{C}{C}{C} Fire Punch The Defending Pokémon is now Burned. 40

Carrington388
05/16/2007, 07:28 PM
Rule 11 is meant to combat against speculation involving romantic relationships between unconfirmed couples, many of whom never even crossed paths. One person's Volkner/Electra desire could be a direct insult to another person's Volkner/Jasmine beliefs! That kind of speculation can lead to disputes, flame wars, and the like, given that people tend to have different beliefs on whom many people think are good couples. That's the reason Rule 11 exists--to protect everyone's beliefs from those that would believe otherwise, no matter how smart or sick and twisted the idea is.

However, if there's in-game evidence of a father-and-son relationship, such as Roark and his father Byron, it's impossible to dispute! If it can't be disputed, Rule 11 can't stop comboes between those people! I'd hate to see anyone stupid enough to try to dispute solid in-game evidence!

Roark's Spinda
60 HP {C}
Basic Pokémon

Poké-POWER The Son's Support
If Roark's Spinda is Benched, any damage done by your Active Pokémon with Byron in its name is increased by 30 (before Weakness and Resistance).
{C}{C} Copycat If Roark's Spinda was attacked during your opponent's last turn, do the final result of that attack to the Defending Pokémon.
{C}{C}{C} Dizzy Punch Flip a coin. If heads, the Defending Pokémon is now Confused. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 22 #327

Roark's Lunatone
70 HP {F}
Basic Pokémon

Poké-BODY Night Activity
If there is a Night counter on the field, Roark's Lunatone's Retreat Cost is 0 and any damage done by Roark's Lunatone by an attack is increased by 10 (before Weakness and Resistance).
{F}{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{F}{F}{F}{C} Rock Slide 60

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 31 #337

Roark's Solrock
70 HP {F}
Basic Pokémon

Poké-BODY Daytime Activity
If there is a Sun counter on the field, Roark's Solrock's Retreat Cost is 0 and any damage done to Roark's Solrock by an attack (your own or your opponent's) is reduced by 10 (before Weakness and Resistance).
{F}{F} Sandstorm This attack does 10 damage to every Benched Pokémon (your own and your opponent's). (Don't apply Weakness and Resistance for Benched Pokémon.) 20
{F}{F}{F}{C} Solarbeam 60

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 30 #338

Roark's Bonsly
40 HP {F}
Baby Pokémon (Evolves into Roark's Sudowoodo)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{F}{C} Rock Tomb The Defending Pokémon can't retreat during your opponent's next turn. 20

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 9 #438

Roark's Sudowoodo
100 HP {F}
Basic Pokémon

Poké-BODY Quick Play Stages
If Roark's Sudowoodo didn't evolve from Roark's Bonsly when put into play, Roark's Sudowoodo's total HP is 80 instead of 100. If Roark's Sudowoodo is an Evolved Pokémon, Roark's Sudowoodo pays {C}{C} less to retreat.
{F} Black Belt Wonder You can't use this attack unless Roark's Sudowoodo has any Black Belt Energy cards attached to it. 30
{F}{F}{F}{F}{C} Stone Edge 80

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 44 #185

Roark's Corsola
70 HP {F}
Basic Pokémon

Poké-BODY Coral Black Belt
If Roark's Corsola has any Black Belt Energy cards attached to it, any damage done to Roark's Corsola by an attack (your own or your opponent's) is reduced by 30 (before Weakness and Resistance).
{W} Aqua Ring Place a Regen counter on Roark's Corsola. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{F}{F}{C} Power Gem 50

Weakness: {M}
Resistance: none
Retreat Cost: {C}
Lv. 28 #222

Sunflorazumarill
05/17/2007, 07:28 PM
Here are some more ideas for Volkner and Cynthia! For the record, Volkner's Plusle's and Minun's Poké-Bodies reference Plusle and Minun belonging to other Electric-type users in addition to Electra.

Cynthia’s Mareep
Pokémon card Lv. 15 #179
{L}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} 30
Retreat cost: {C}
{L} Light Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Tackle 20

Cynthia’s Flaaffy
Pokémon card Lv. 30 #180
{L}
80 HP
Stage 1 Pokémon
Evolves from Cynthia’s Mareep
Put Cynthia’s Flaaffy on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L}{L} Wide Laser Flip 3 coins. This attack does 10 damage to each of your opponent’s Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{L}{C}{C} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 40

Cynthia’s Ampharos
Pokémon card Lv. 45 #181
{L}
110 HP
Stage 2 Pokémon
Evolves from Cynthia’s Flaaffy
Put Cynthia’s Ampharos on the Stage 1 card
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}{C}
PokéPOWER: X Storm Once during your turn, when you play Cynthia’s Ampharos from your hand to evolve 1 of your Pokémon, you may use this power. Put 2 damage counters on each of your opponent’s Pokémon-Lv.X.
{L}{L} Thunder Bomb Does 30 damage to each Defending Pokémon and flip a coin. If heads, this attack does 30 damage plus 10 more damage to each Defending Pokémon and each Defending Pokémon is now Paralyzed.
{L}{C}{C} Spectrum Bolt Does 20 damage to each of your opponent’s Benched Pokémon that is the same type as the Defending Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Volkner’s Electrike
Pokémon card Lv. 45 #308
{L}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L} Plasma Flip a coin. If heads, search your discard pile for a {L} Energy card and attach it to Volkner’s Electrike. 10
{C}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 10

Volkner’s Manectric
Pokémon card Lv. 40 #309
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Electrike
Put Volkner’s Manectric on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: n/a
PokéBODY: Storm Force As long as Volkner’s Manectric is your Active Pokémon, there is always a Storm counter on the field. If a Sun, Rain, Hail, Sand, Spring, Night, Shadowsky, Smog, or Wind counter is on the field, remove that counter and place a Storm counter on the field.
{L}{L} Storm Cannon If there is a Storm counter on the field, this attack does 30 damage to each of your opponent’s Benched Pokémon that has any Energy attached to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{L}{C}{C} Lightning Gun Flip a coin. If heads, all damage done by attacks to the Defending Pokémon during your next turn is increased by 40 (before Weakness and Resistance). If tails, this attack does nothing (not even damage.) 60

Volkner’s Plusle
Pokémon card Lv. 25 #311
{L}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Neutron Link If you have Electra’s Minun, Lt. Surge’s Plusle, or Wattson’s Minun in play, each of your Active Pokémon can’t be affected by any Special Conditions.
{C} Plus Spark Search your deck for 2 {L} Energy cards and put them into your hand. Shuffle your deck afterward.
{L}{C} Plus Proton Flip a coin for each {L} Energy card in your hand. This attack does 30 damage times the number of heads. 30x

Volkner’s Minun
Pokémon card Lv. 25 #312
{L}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Neutron Link If you have Electra’s Plusle, Lt. Surge’s Minun, or Wattson’s Plusle in play, each of your Active Pokémon can’t have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{C} Minus Spark Draw 2 cards. You may discard a {L} Energy card attached to Volkner’s Minun. If you do, draw 4 cards.
{L}{C} Minus Electron Flip a coin for each {L} Energy card in your discard pile. This attack does 30 damage times the number of heads. 30x

Volkner’s Aipom
Pokémon card Lv. 25 #190
{C}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Astonish Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 10
{C}{C} Pursuit If the Defending Pokémon tries to retreat during your opponent's next turn, do 20 damage to it. (Don't apply Weakness and Resistance.) 20

Volkner’s Ambipom
Pokémon card Lv. 40 #424
{C}
90 HP
Stage 1 Pokémon
Evolves from Volkner’s Aipom
Put Volkner’s Ambipom on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Technician The base damage of any attack done by Volkner’s Ambipom that is 30 or less is increased by 30.
{C} Nasty Plot Search your deck for any 1 card and put it into your hand. Shuffle your deck afterward.
{C}{C}{C}{C} Thunder Palm Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 40 damage plus 10 more damage for each {L} Energy attached to all of your Pokémon. 40+

Carrington388
05/17/2007, 08:06 PM
Gardenia's Shroomish
50 HP {G}
Basic Pokémon

{G}{G} Seed Bomb 30

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 18 #285

Gardenia's Breloom
90 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Shroomish)

{G} Worry Seed The Defending Pokémon cannot be Asleep as long as Gardenia's Breloom is your Active Pokémon. 10
{G} Long Vine Wonder You can't use this attack unless Gardenia's Breloom has any Long Vine Energy cards attached to it. 30
{F}{F} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 30 (before Weakness and Resistance). 40

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}{C}
Lv. 44 #286

Gardenia's Burmy (Plant Cloak)
50 HP {G}
Basic Pokémon

{G}{C} Hidden Power 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 14 #412

Gardenia's Wormadam (Plant Cloak)
90 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Burmy (Plant Cloak))

Poké-BODY Long Vine Skin
If Gardenia's Wormadam has any Long Vine Energy cards attached to it, Gardenia's Wormadam has no Resistance and can't be Burned.
{G}{G} Razor Leaf 30
{G}{G}{G}{G}{C} Leaf Storm This attack does 120 damage minus 20 damage for each time you have used this attack. 120-

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}{C}
Lv. 39 #413

Gardenia's Mothim
80 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Burmy)

Poké-POWER Grass Rescue
Once during your turn (before your attack), you may flip a coin. If heads, choose an Energy card that can provide {G} Energy while attached to a Pokémon that can be attached to a Pokémon with Gardenia in its name and put it into your hand.
{G}{C} Psychic This attack does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 10+
{G}{G}{G}{C}{C} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Gardenia's Mothim during your opponent's next turn. 60

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 33 #414

Gardenia
Trainer Card (Supporter)

Until the end of your turn, as many times as you like, you may attach a basic {G} Energy card from your hand to 1 of your Pokémon in play with Gardenia in its name.

Gardenia Berry
Trainer Card (Pokémon Tool)

Attach Gardenia Berry to 1 of your Pokémon with Gardenia in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Gardenia Berry. Until the end of your opponent's next turn after that, any damage done to this Pokémon by a {R} Pokémon is reduced by half (rounded up to the nearest 10) (before Weakness and Resistance).

Gardenia's Grass Cloak
Trainer Card (Pokémon Tool)

Attach Gardenia's Grass Cloak to 1 of your Pokémon with Gardenia in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

If the Defending Pokémon tries to attack this Pokémon, your opponent flips a coin. If heads, discard Gardenia's Grass Cloak. If tails, that attack does nothing.

Gardenia Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Gardenia in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Gardenia Cube 02.
{G}{G}{G} Energy Ball 50

Sunflorazumarill
05/18/2007, 07:04 PM
Here are some more ideas for Gardenia!

Gardenia’s Hoppip
Pokémon card Lv. 11 #187
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
{C} Bounce After your attack, you may switch Gardenia's Hoppip with 1 of your Benched Pokémon. 10
{G} Aromatherapy Remove 1 damage counter from all of your Pokémon.

Gardenia’s Skiploom
Pokémon card Lv. 28 #188
{G}
70 HP
Stage 1 Pokémon
Evolves from Gardenia’s Hoppip
Put Gardenia’s Skiploom on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
{C} Helping Hand Switch Gardenia's Skiploom with 1 of your Benched Pokémon. During your next turn, if that Pokémon's attack would do damage to the Defending Pokémon, that attack does 20 more damage (after Weakness and Resistance).
{G} Fire Flower The Defending Pokémon is now Burned. 10

Gardenia’s Jumpluff
Pokémon card Lv. 45 #189
{G}
100 HP
Stage 2 Pokémon
Evolves from Gardenia’s Skiploom
Put Gardenia’s Jumpluff on the Stage 1 card
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Cotton Barrier As long as Gardenia’s Jumpluff is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{C} U-Turn After your attack, you may switch Gardenia's Jumpluff with 1 of your Benched Pokémon. 20
{G} Spring Drain If there is a Spring counter on the field, this attack instead does 20 damage times the number of {G} Energy attached to Gardenia’s Jumpluff and remove 1 damage counter from each of your Pokémon for each {G} Energy attached to Gardenia’s Jumpluff. 30

Gardenia’s Sunkern
Pokémon card Lv. 10 #191
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Seed Bomb 10
{C}{C} Nature Power Choose an Energy card other than {C} attached to Gardenia’s Sunkern. Apply Weakness and Resistance as if Gardenia’s Sunkern was the same type as that Energy card. 20

Gardenia’s Sunflora
Pokémon card Lv. 40 #192
{G}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Sunkern
Put Gardenia’s Sunflora on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Spring Heal If there is a Spring counter on the field, remove 1 damage counter from each of your Pokémon between turns.
{G} Sun Pulse If there is a Sun counter on the field, this attack’s base damage is 40 instead of 20 and the Defending Pokémon is now Confused and Burned. 20
{G}{C}{C} Leaf Storm Does 80 damage minus 20 damage for each time you have used this attack. 80-

Gardenia’s Lileep
Pokémon card Lv. 30 #345
{G}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil or Root Fossil
Put Gardenia’s Lileep on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Gastro Acid As long as Gardenia's Lileep remains your Active Pokémon, the Defending Pokémon can't use any Poké-Bodies. 10
{C}{C} Wring Out Does 20 damage for each 30 HP the Defending Pokémon has remaining (rounded up to the nearest 30 HP). 20x

Gardenia’s Cradily
Pokémon card Lv. 45 #346
{G}
100 HP
Stage 2 Pokémon
Evolves from Gardenia’s Lileep
Put Gardenia’s Cradily on the Stage 1 card
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
{C}{C} Electro Wall During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 40 (before applying Weakness and Resistance). (Benching Gardenia’s Cradily ends this effect.)
{C}{C} Shadow Fence During your opponent’s next turn, if Gardenia’s Cradily would become affected by a Special Condition (even if Gardenia’s Cradily is Knocked Out), Gardenia’s Cradily is not affected by that Special Condition and instead each Defending Pokémon is now affected by that Special Condition.
{G}{G}{G} Energy Ball During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 50

Gardenia’s Snover
Pokémon card Lv. 15 #424
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{W} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{G}{G} Magical Leaf This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40

Gardenia’s Abomasnow
Pokémon card Lv. 40 #460
{G}
90 HP
Stage 1 Pokémon
Evolves from Gardenia’s Snover
Put Gardenia’s Abomasnow on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Climate Adapt All basic {G} and {W} Energy cards attached to Gardenia’s Abomasnow provide both {G} and {W} Energy but provides only 1 Energy at a time.
{W}{W} Freezing Breath Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Asleep. 30
{G}{G}{G} Giga Drain Remove a number of damage counters from Gardenia’s Abomasnow equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Gardenia’s Abomasnow has fewer damage counters than that, remove all of them. 60

Carrington388
05/18/2007, 07:17 PM
Maylene's Croagunk
50 HP {F}
Basic Pokémon

{G} Poison Sting Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
{F}{C} Vacuum Wave Flip a coin. If heads, this attack does 10 damage plus 20 more damage and don't apply Resistance. 10+

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 21 #453

Maylene's Toxicroak
90 HP {F}
Stage 1 Pokémon (Evolves from Maylene's Croagunk)

Poké-BODY Dry Skin
If there is a Sun counter on the field, put 1 damage counter on Maylene's Toxicroak between turns. If there is a Rain counter on the field, remove 1 damage counter from Maylene's Toxicroak between turns.
{F} Black Belt Wonder You can't use this attack unless Maylene's Toxicroak has any Black Belt Energy cards attached to it. 30
{F}{F}{F}{F} Dynamicpunch Flip a coin. If heads, the Defending Pokémon is now Confused; if tails, this attack does nothing (not even damage). 100

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 44 #454

Maylene's Whismur
50 HP {C}
Basic Pokémon

{C}{C} Dual Foundation Before doing damage, discard any Dual Stadium cards from play. If a card was discarded in this way, this attack does 20 damage plus 20 more damage. 20+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 18 #293

Maylene's Loudred
80 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Whismur)

{C}{C} Hyper Voice This attack does 20 damage to each Defending Pokémon.
{C}{C}{C} Extrasensory Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #294

Maylene's Exploud
120 HP {C}
Stage 2 Pokémon (Evolves from Maylene's Loudred)

Poké-POWER Black Belt Amplifier
If Maylene's Exploud has any Black Belt Energy cards attached to it, unless Maylene's Exploud is affected by a Special Condition, apply all effects of any attack Maylene's Exploud's can use, including damage, to each Defending Pokémon (if it didn't do so already).
{C}{C}{C} Crunch 40
{C}{C}{C}{C}{C} Giga Impact If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 68 #295
"Any attack Maylene's Exploud can use" increases the possible dual-hitting range for its attacks, should it have a Black Belt Energy card attached to it. For example, a Recall Dual Foundation when discarding a Dual Stadium will result in 40 damage to each Defending Pokémon in a 2-on-2 game, and Giga Impact will take off an Energy card from both targets in a 2-on-2 game with each taking 40 damage! Even Technical Machines get benefit from this power.

Maylene
Trainer Card (Supporter)

If any of your Pokémon in play with Maylene in its name attacks during this turn, any damage done by that attack is increased by 30 (after Weakness and before Resistance).

Maylene Berry
Trainer Card (Pokémon Tool)

Attach Maylene Berry to 1 of your Pokémon with Maylene in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Maylene Berry. Ignore Resistance for any damage done by this Pokémon during that turn.

Maylene's Puzzle
Trainer Card (Stadium Card)

If a player tries to attack an Active Pokémon with Maylene in its name, that player flips a coin. If heads, that attack is used normally. If tails, put a damage counter on Maylene's Puzzle and, unless there are 10 damage counters on Maylene's Puzzle, flip another coin. Keep flipping coins until either that player get heads or until there are 10 damage counters on Maylene's Puzzle. If there are 10 damage counters on Maylene's Puzzle, discard Maylene's Puzzle and that attack does nothing. If this card is discarded from play when there are 9 or fewer damage counters on it, remove those damage counters from play before discarding this card.

Maylene Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Maylene in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Maylene Cube 02.
{F}{F}{F}{F}{C} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 10 (before Weakness and Resistance). 70

Sunflorazumarill
05/20/2007, 03:29 PM
Here are some more ideas from me!

Gardenia’s Exeggcute
Pokémon card Lv. 16 #102
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Worry Seed The Defending Pokémon can't be Asleep as long as Gardenia's Exeggcute remains your Active Pokémon. 20
{C}{C} Gyro Ball Does 20 damage times the number of {C} Energy in the Defending Pokémon’s Retreat cost more or less than Gardenia’s Exeggcute (after applying effects to the Retreat Cost). 20x

Gardenia’s Exeggutor
Pokémon card Lv. 40 #103
{G}
90 HP
Stage 1 Pokémon
Evolves from Gardenia’s Exeggcute
Put Gardenia’s Exeggutor on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Solar Damage If there is a Sun counter on the field, put 1 damage counter on each Benched Pokémon (yours and your opponent’s) that has any Special Energy cards attached to it between turns.
{G}{G} Leaf Storm Does 80 damage minus 20 damage for each time you have used this attack. 80-
{P}{C}{C} Psychic Does 20 damage plus 20 more damage for each Energy card attached to the Defending Pokémon. 20+

Flint’s Numel
Pokémon card Lv. 16 #322
{R}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}
{F} Linear Attack Choose 1 of your opponent's Pokémon and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
{R}{R} Sun Cinder If there is a Sun counter on the field, the Defending Pokémon is now Burned and can’t retreat during your opponent’s next turn. 30

Flint’s Camerupt
Pokémon card Lv. 40 #323
{R}
90 HP
Stage 1 Pokémon
Evolves from Flint’s Numel
Put Flint’s Camerupt on the Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Geothermal Power If you have both Flint’s Camerupt and Bertha’s Camerupt in play, each basic Energy card attached to each of your Pokémon provide both its usual Energy type and {R} and {F}, but not 1 Energy at a time.
{R}{R} Magma Rift Flip a coin for each {R} and {F} Energy attached to Flint’s Camerupt. This attack does 10 damage plus 10 more damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{C}{C} Stone Rend If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 40

Crasher Wake’s Chinchou
Pokémon card Lv. 16 #170
{W}
40 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{L} Shock Pulse Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{W}{W} Rain Wave If there is a Rain counter on the field, this attack does 20 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Crasher Wake’s Lanturn
Pokémon card Lv. 40 #171
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Chinchou
Put Crasher Wake’s Lanturn on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Past-Shore Shield If you have both Crasher Wake’s Lanturn and Volkner’s Lanturn in play, each of your {W} and {L} Pokémon can’t be affected by any Special Conditions.
{W}{W} Hydroelectric Tail Flip a coin until you get tails for each {W} and {L} Energy attached to Crasher Wake’s Lanturn. This attack does 30 damage plus 10 more damage for each heads. 30+
{L}{C}{C} Stun Wave If the Defending Pokémon has a Poké-Body, that power stops working until the end of your next turn. 40

Fantina’s Houndour
Pokémon card Lv. 12 #228
{D}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{R} Singe Flip a coin. If heads, the Defending Pokémon is now Burned. 10
{D}{C} Crunch Until the end of your next turn, all damage done to the Defending Pokémon is increased by 20 (after applying Weakness and Resistance). 10

Fantina’s Houndoom
Pokémon card Lv. 36 #229
{D}
80 HP
Stage 1 Pokémon
Evolves from Fantina’s Houndour
Put Fantina’s Houndoom on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Dark Down As long as Fantina’s Houndoom is your Active Pokémon, there is always a Shadowsky counter on the field. If a Sun, Rain, Hail, Sand, Spring, Storm, Night, Smog, or Wind counter is on the field, remove that counter and place a Shadowsky counter on the field.
{D}{D} Shadow Surge If there is a Shadowsky counter on the field, this attack does 20 damage to each of your opponent’s Benched Pokémon that has any Shadow counters on it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{R}{C}{C} Fire Spin Discard 2 basic Energy cards attached to Fantina’s Houndom or this attack does nothing. 70

Fantina’s Absol
Pokémon card Lv. 32 #359
{D}
70 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{D} Me First Whenever the Defending Pokémon tries to attack during your opponent's next turn, Me First copies the chosen attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards), except any damage done by that attack is increased by an additional half (before Weakness and Resistance). Fantina's Absol performs that attack. If the Defending Pokémon is Knocked Out in this way, your opponent's turn is now over (he or she doesn't get to attack).
{D}{C}{C} Night Slash If the Defending Pokémon has any Resistances, this attack does 30 damage plus 30 more damage. 30+

Carrington388
05/20/2007, 08:02 PM
Fantina's Snorunt
50 HP {W}
Basic Pokémon

{W}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 15 #361

Fantina's Glalie
80 HP {W}
Stage 1 Pokémon (Evolves from Fantina's Snorunt)

Poké-POWER Freeze Protector
If Fantina's Glalie is Benched, your Active Pokémon can't have any Freeze counters placed on it.
{C}{C} Headbutt 20
{W}{W}{W}{W} Sheer Cold Flip a coin. If heads, each Defending Pokémon can't attack during your opponent's next turn. 70

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 38 #362

Fantina's Froslass
90 HP {P}
Stage 1 Pokémon (Evolves from Fantina's Snorunt)

Poké-BODY Otherworldly Mind Ball
Any Mind Ball Energy card attached to Fantina's Froslass provides 2 {P} Energy instead of 1.
{W}{C} Ice Shard Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+
{P}{P}{P}{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Fantina's Froslass during your opponent's next turn. 70

Weakness: {D}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 44 #478

Fantina's Rotom
70 HP {P}
Basic Pokémon

{P} Mind Ball Wonder You can't use this attack unless Fantina's Rotom has any Mind Ball Energy cards attached to it. 30
{L} Shock Wave This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 20
{P}{P}{P}{C} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 40

Weakness: {D}
Resistance: {F}{M} -30
Retreat Cost: {C}
Lv. 30 #479

Fantina's Farfetch'd
60 HP {C}
Basic Pokémon

Poké-POWER Ghost Resistance
If Fantina's Farfetch'd is Benched, any {C} Pokémon in play with a Weakness (your own or your opponent's) (excluding Pokémon with δ on its card), unless that Pokémon has Weakness to {W} or {C}, now have Resistance to {P} -30. If a Pokémon has a Dubious Disc Energy card attached to it, that Resistance is now {P} -60 instead.
{C}{C}{C} Air Cutter 30

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 23 #83
Only three Pokémon can possibly take advantage of the {P} -60 effect of this power, namely the Porygon family (Porygon, Porygon2, Porygon-Z). That's because they're the only ones you can attach a Dubious Disc Energy to.

Fantina
Trainer Card (Supporter)

Any {F} Resistance on any of your Pokémon with Fantina in its name is now {F} -60 as long as they remain in play.

Fantina Berry
Trainer Card (Pokémon Tool)

Attach Fantina Berry to 1 of your Pokémon with Fantina in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Fantina Berry. As long as this Pokémon remains in play, this Pokémon now has Resistance to {C} -30. If this Pokémon already had Resistance to {C} -30, it now has Resistance to {C} -60 instead.

Fantina's Mystery Elevator
Trainer Card (Supporter)

For the rest of your turn, you may retreat any of your Active Pokémon with Fantina in its name. (This doesn't count as your one retreat per turn.)

Fantina Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Fantina in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Fantina Cube 02.
{P}{P} Shadow Sneak Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+

Sunflorazumarill
05/20/2007, 09:59 PM
Here are even more ideas!

Lucian’s Exeggcute
Pokémon card Lv. 16 #102
{P}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P} Double Psybeam Flip a coin. If heads, this attack does 10 damage to each Defending Pokémon and each Defending Pokémon is now Confused.
{C}{C} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Lucian’s Exeggcute during your opponent’s next turn. 20

Lucian’s Exeggutor
Pokémon card Lv. 40 #103
{P}
90 HP
Stage 1 Pokémon
Evolves from Lucian’s Exeggcute
Put Lucian’s Exeggutor on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Deep Sleep As long any Lucian’s Exeggutor are in play, each player flips 2 coins for each of his or her Pokémon that is Asleep between turns. If either coin is tails, that Pokémon is still Asleep.
{P}{P} Dream Drain If the Defending Pokémon is Asleep, this attack's base damage is 50 instead of 30 and remove a number of damage counters from Lucian's Exeggutor equal to half the damage done to the Defending Pokémon. (after applying Weakness and Resistance) (rounded up to the nearest 10). If Lucian's Exeggutor has fewer damage counters than that, remove all of them. 30
{G}{C}{C} Sleep Powder The Defending Pokémon is now Asleep. 30

Bertha’s Numel
Pokémon card Lv. 16 #322
{F}
50 HP
Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}
{R} Singe Flip a coin. If heads, the Defending Pokémon is now Burned. 10
{F}{F} Sand Slide If there is a Sand counter on the field, the Defending Pokémon can’t attack or use any Poké-Powers during your opponent’s next turn. 30

Bertha’s Camerupt
Pokémon card Lv. 40 #323
{F}
90 HP
Stage 1 Pokémon
Evolves from Bertha’s Numel
Put Bertha’s Camerupt on the Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Geothermal Wall If you have both Bertha’s Camerupt and Flint’s Camerupt in play, any damage done to your {R} and {F} Pokémon by attacks is reduced by 10 (before applying Weakness and Resistance).
{F}{F} Tectonic Impact Flip a coin for each {R} and {F} Energy attached to Bertha’s Camerupt. The Defending Pokémon can’t attack or retreat for a number of your opponent’s turns equal to the number of heads. 30
{R}{C}{C} Searing Flame The Defending Pokémon is now Burned. 40

Volkner’s Chinchou
Pokémon card Lv. 16 #170
{L}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{L}{L} Storm Ion If there is a Storm counter on the field, during your opponent’s next turn, any damage done to Volkner’s Chinchou by attacks is reduced by 30 (after applying Weakness and Resistance). 30

Volkner’s Lanturn
Pokémon card Lv. 40 #171
{L}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Chinchou
Put Volkner’s Lanturn on the Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Past-Shore Charge If you have both Volkner’s Lanturn and Crasher Wake’s Lanturn in play, each basic {W} and {L} Energy card attached to your Active Pokémon provides {W}{W} and {L}{L} Energy.
{L}{L} Plasma Bubble Flip a coin for each {W} and {L} Energy attached to Volkner’s Lanturn. Discard all Trainer cards attached to a number of your opponent’s Pokémon equal to the number of heads. 30
{W}{C}{C} Whirlpool If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 40

Byron’s Bronzor
Pokémon card Lv. 16 #436
{M}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
{M} Mirror Shot If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. 10
{P}{C} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Byron’s Bronzong
Pokémon card Lv. 40 #437
{M}
80 HP
Stage 1 Pokémon
Evolves from Byron’s Bronzor
Put Byron’s Bronzong on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéBODY: Confuse Bell If Byron's Bronzong is your Active Pokémon and is damaged by an opponent's attack (even if Byron's Bronzong is Knocked Out), flip a coin. If heads, each Defending Pokémon is now Confused.
{M}{M} Flash Cannon During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 40
{P}{C}{C} Psychic Reversal Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 60

Byron’s Mawile
Pokémon card Lv. 30 #303
{M}
60 HP
basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéBODY: Intimidating Fang As long as Byron’s Mawile is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{M} Metal Crush You may discard a {M} Energy card attached to Byron’s Mawile. If you do, the Defending Pokémon is now Paralyzed. 10
{M}{C}{C} Iron Head Flip a coin until you get tails. This attack does 40 damage times the number of heads. 40x

Carrington388
05/21/2007, 09:01 AM
Byron's Magnemite
50 HP {M}
Basic Pokémon

Poké-BODY Magnet Rise
Prevent all damage done to Byron's Magnemite by attacks from {F} Pokémon. (Any other effects of attacks still happen.)
{M}{C} Magnet Bomb This attack's damage isn't affected by Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 20

Weakness: {R}
Resistance: {G}{M} -30
Retreat Cost: {C}
Lv. 20 #81

Byron's Magneton
80 HP {M}
Stage 1 Pokémon (Evolves from Byron's Magnemite)

Poké-BODY Magnet Rise
Prevent all damage done to Byron's Magneton by attacks from {F} Pokémon. (Any other effects of attacks still happen.)
{C}{C}{C} Tri Attack Flip 3 coins. This attack does 30 damage times the number of heads.
{M}{M}{M} Mirror Shot If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. 40

Weakness: {R}
Resistance: {G}{M} -30
Retreat Cost: {C}
Lv. 36 #82

Byron's Magnezone
120 HP {M}
Stage 2 Pokémon (Evolves from Byron's Magneton)

Poké-BODY Magnet Rise
Prevent all damage done to Byron's Magnezone by attacks from {F} Pokémon. (Any other effects of attacks still happen.)
{M} Titanium Wall Wonder You can't use this attack unless Byron's Magnezone has any Titanium Wall Energy cards attached to it. 30
{M}{M}{M}{M}{C} Gyro Ball This attack does 60 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Byron's Magnezone (after applying effects to the Retreat Cost). 60x

Weakness: {R}
Resistance: {G}{M} -30
Retreat Cost: {C}{C}{C}
Lv. 62 #462

Byron's Nosepass
60 HP {F}
Basic Pokémon

{M}{C} Rollout 20

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 24 #299

Byron's Probopass
100 HP {M}
Stage 1 Pokémon (Evolves from Byron's Nosepass)

Poké-BODY Titanium Wall Immunity
If Byron's Probopass has any Titanium Wall Energy cards attached to it, Byron's Probopass can't be Poisoned.
{M} Discharge Discard all {M} Energy cards attached to Byron's Probopass or this attack does nothing. Flip a number of coins equal to the number of {M} Energy cards you discarded. This attack does 30 damage times the number of heads. 30x
{M}{M}{M}{C} Flash Cannon During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 60

Weakness: {F}
Resistance: {G} -30
Retreat Cost: {C}{C}
Lv. 51 #476

Byron
Trainer Card (Supporter)

Until the end of your next turn, any damage done to any of your Pokémon in play with Byron in its name by an attack (your own or your opponent's) is reduced by 10 for each basic {M} Energy card attached to it (before Weakness and Resistance).

Byron Berry
Trainer Card (Pokémon Tool)

Attach Byron Berry to 1 of your Pokémon with Byron in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Byron Berry. After discarding this card, attach up to 2 of any combination of basic {M} Energy cards, Metal Energy cards, and Metal II Energy cards from your discard pile to this Pokémon. If you have fewer cards than that in your discard pile, attach all of them.

Byron's Platform Ride
Trainer Card

You can't play this card unless you have a Pokémon in play with Byron in its name. Choose 1 of your Pokémon in play. During your opponent's next turn, prevent all effects of an attack, including damage, done to that Pokémon.

Byron Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Byron in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Byron Cube 02.
{M}{M}{C} Gyro Ball This attack does 30 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than this Pokémon (after applying effects to the Retreat Cost). 30x

Sunflorazumarill
05/23/2007, 09:46 AM
Here are more ideas for Aaron!

Aaron’s Shuckle
Pokémon card Lv. 30 #213
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Multi Shell Any damage done to your Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance). You can’t use more than 1 Multi Shell Poké-Body each turn.
{G} Gastro Acid As long as Aaron's Shuckle remains your Active Pokémon, the Defending Pokémon can't use any Poké-Bodies. 10

Aaron’s Paras
Pokémon card Lv. 12 #46
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Stun Spore Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Pursuit If the Defending Pokémon tries to retreat during your opponent's next turn, do 10 damage to it. (Don't apply Weakness and Resistance.) 20

Aaron’s Parasect
Pokémon card Lv. 36 #47
{G}
80 HP
Stage 1 Pokémon
Evolves from Aaron’s Paras
Put Aaron’s Parasect on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Mushroom Barrier As long as Aaron’s Parasect is your Active Pokémon, prevent all effects of attacks, including damage, done to each of your Benched Pokémon.
{G}{G} Bug Bite If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, treat that card's effect as this attack's effect, then discard that Pokémon Tool. 40
{G}{C}{C} Grass Knot Does 30 damage for each {C} Energy in the Defending Pokémon’s Retreat cost (after applying effects to the Retreat Cost). 30x

Aaron’s Venonat
Pokémon card Lv. 12 #48
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
{P} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{G}{G} Poisonpowder The Defending Pokémon is now Poisoned. 20

Aaron’s Venomoth
Pokémon card Lv. 36 #49
{G}
80 HP
Stage 1 Pokémon
Evolves from Aaron’s Venonat
Put Aaron’s Venomoth on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Tinted Lens As long as Aaron's Venomoth isn't affected by a Special Condition, whenever Aaron's Venomoth uses an attack that has a base damage of 40 or less, that attack's base damage is increased by 10.
{G}{G} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 40
{P}{C}{C} Zen Headbutt Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 40

Aaron’s Combee
Pokémon card Lv. 15 #415
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
{C} Gust 10
{G} Honey Trap Switch 1 of your opponent's Benched Pokémon with 1 of the Defending Pokémon. Your opponent chooses the Defending Pokémon to switch. The new Defending Pokémon can't attack during your opponent's next turn.

Aaron’s Vespiquen
Pokémon card Lv. 40 #416
{G}
90 HP
Stage 1 Pokémon
Evolves from Aaron’s Combee
Put Aaron’s Vespiquen on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Materia Order If Aaron's Vespieuen has a Materia card attached to it, remove 2 damage counters from Aaron's Vespiqueen between turns.
{C}{C} Defend Order As long as Aaron's Vespiquen remains your Active Pokémon, all damage done to Aaron's Vespiquen by attacks is reduced by 30 (after applying Weakness and Resistance).
{G}{G} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Aaron’s Vespiquen during your opponent’s next turn. 40

Aaron’s Scyther
Pokémon card Lv. 30 #123
{G}
60 HP
Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
{G} Air Slash Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 10
{G}{C}{C} X-Scissor 40

Aaron’s Scizor
Pokémon card Lv. 45 #212
{G}
90 HP
Stage 1 Pokémon
Evolves from Aaron’s Scyther
Put Aaron’s Scizor on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéPOWER: Extra Slash Once during your turn (before you attack), if Aaron’s Scizor is your Active Pokémon, you may use this power. Put 1 damage counter on each of your opponent’s Benched Pokémon-ex. This power can’t be used if Aaron’s Scizor is affected by a Special Condition.
{C}{C} Night Slash If the Defending Pokémon has any Resistances, this attack does 30 damage plus 30 more damage. 30+
{G}{G}{C}{C} Hyper Scissors If the Defending Pokémon is a Stage 2 Evolved Pokémon, this attack does 70 damage plus 50 more damage. 70+

Carrington388
05/24/2007, 10:32 AM
Aaron's Caterpie
40 HP {G}
Basic Pokémon

{G}{C} Tackle 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 11 #10

Aaron's Metapod
80 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Caterpie)

Poké-BODY Tough Shell
Any damage done to Aaron's Metapod by an attack is reduced by 40 (after Weakness and before Resistance).
{G}{G}{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 32 #11

Aaron's Butterfree
120 HP {G}
Stage 2 Pokémon (Evolves from Aaron's Metapod)

Poké-BODY Long Vine Agility
If Aaron's Butterfree has any Long Vine Energy cards attached to it, Aaron's Butterfree's Retreat Cost is 0.
{C}{C} Tailwind Flip a coin. If tails, discard 1 Energy card attached to Aaron's Butterfree or this attack does nothing. Either way, during your next turn, the Retreat Cost of each of your Active Pokémon is 0.
{G}{G}{G}{G} U-Turn After your attack, you may switch Aaron's Butterfree with 1 of your Benched Pokémon. 70

Weakness: {R}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 63 #12

Aaron's Kricketot
50 HP {G}
Basic Pokémon

{C}{C} Tackle 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 20 #401

Aaron's Kricketune
90 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Kricketot)

Poké-POWER Swarm
If Aaron's Kricketune's remaining HP is 30 or less, unless Aaron's Kricketune is affected by a Special Condition, the base damage of any attack Aaron's Kricketune can use is increased by an additional half (rounded down to the nearest 10).
{G} Long Vine Wonder You can't use this attack unless Aaron's Kricketune has any Long Vine Energy cards attached to it. 30
{G}{G}{G}{G}{G} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 80

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 45 #402

Aaron
Trainer Card (Supporter)

For each of your Pokémon with Aaron in its name that can evolve, search your deck for an Evolution card that evolves from that Pokémon and attach it to that Pokémon. (This counts as evolving that Pokémon.). Shuffle your deck afterward.

Aaron Berry
Trainer Card (Pokémon Tool)

Attach Aaron Berry to 1 of your Pokémon with Aaron in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Aaron Berry. When you do, search your deck for an Evolution card with Aaron in its name. Show it to your opponent, then put it into your hand. Shuffle your deck afterward.

Aaron's Bug Nets
Trainer Card (Supporter)

Search your deck for up to 3 Basic Pokémon with Aaron in its name. Show them to your opponent, then put them into your hand. Shuffle your deck afterward.

Aaron Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Aaron in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Aaron Cube 02.
{G}{G}{G} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn. 40

Carrington388
05/26/2007, 02:03 PM
Flint's Onix
80 HP {F}
Basic Pokémon

{F} Rock Polish Until the end of your next turn, Flint's Onix's Retreat Cost is reduced by {C}.
{F}{F} Rock Throw 30

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 33 #95

Flint's Steelix
120 HP {M}
Stage 1 Pokémon (Evolves from Flint's Onix)

Poké-BODY Roast Armor
If Flint's Steelix has any Roast Energy cards attached to it, Flint's Steelix has no Weakness.
{F}{F}{C} Stone Edge 40
{M}{M}{M}{C} Iron Blast Discard 2 {M} Energy cards attached to Flint's Steelix or this attack does nothing. If you only discarded basic Energy cards in this way, this attack does 80 damage plus 30 more damage. 80+

Weakness: {R}
Resistance: {G}{L} -30
Retreat Cost: {C}{C}{C}
Lv. 59 #208

Flint's Drifloon
50 HP {P}
Basic Pokémon

Poké-BODY Sunny Speed
If there is a Sun counter on the field, Flint's Drifloon's Retreat Cost is 0.
{C}{C} Gust 20

Weakness: {D}
Resistance: {F}{C} -30
Retreat Cost: none
Lv. 20 #425

Flint's Drifblim
90 HP {P}
Stage 1 Pokémon (Evolves from Flint's Drifloon)

Poké-BODY Weight Alteration
If Flint's Drifblim has both a Pokémon Tool and a Technical Machine attached to it, Flint's Drifblim pays {C}{C} more to retreat. If Flint's Drifblim doesn't have either a Pokémon Tool or Technical Machine attached to it, Flint's Drifblim's Retreat Cost is 0.
{R} Roast Wonder You can't use this attack unless Flint's Drifblim has any Roast Energy cards attached to it. 30
{P}{P}{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Flint's Drifblim during your opponent's next turn. 40

Weakness: {D}
Resistance: {F}{C} -30
Retreat Cost: none
Lv. 46 #426

Flint's Dunsparce
60 HP {C}
Basic Pokémon

{C} Flint Fireseeker Flip a number of coins equal to the number of Pokémon you have in play with Flint in its name. For each heads, choose a {R} Energy card in your discard pile and attach it to 1 of your Pokémon in play with Flint in its name.
{R}{C} Burning Gaze Flip a coin. If heads, the Defending Pokémon is now Burned. 20
{R}{R}{R}{R} Fire Blast Discard 1 {R} Energy card attached to Flint's Dunsparce or this attack does nothing. 80

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 26 #206

Flint
Trainer Card (Supporter)

Choose 1 of your Pokémon in play with Flint in its name that has any {R} Energy cards attached to it. Discard all {R} Energy cards attached to that Pokémon or this attack does nothing. This card does 20 damage times the number of Energy cards discarded in this way and the Defending Pokémon is now Burned. If you discarded 2 or more Energy cards in this way, your turn is now over (you don't get to attack).

Flint Berry
Trainer Card (Pokémon Tool)

Attach Flint Berry to 1 of your Pokémon with Flint in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Flint Berry. During your opponent's next turn after that, if your opponent attacks this Pokémon, flip a coin. If heads, the Pokémon that attacked this Pokémon is now Burned.

Flint's Lava Ride
Trainer Card (Supporter)

You can't play this card unless you have a Pokémon in play with Flint in its name. Any of your Pokémon that are Burned are now no longer Burned. Until the end of your next turn, none of your Pokémon in play can be Burned.

Flint Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Flint in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Flint Cube 02.
{R}{R}{R}{R} Flare Blitz This Pokémon does 20 damage to itself. 90

Sunflorazumarill
05/27/2007, 08:55 AM
Here are some more ideas for Candice!

Candice’s Smoochum
Pokémon card Lv. 5 #238
{W}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Candice’s Jynx
Put Candice’s Jynx on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{W} Freeze Find Search your deck for a Freeze Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterward.

Candice’s Jynx
Pokémon card Lv. 35 #124
{W}
90 HP
Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Stages of Evolution As long as Candice's Jynx is an Evolved Pokémon, when you attach a {W} Energy card from your hand to Candice's Jynx, remove all Special Conditions and 2 damage counters from Candice's Jynx.
{W}{W} Freeze Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, discard all Trainer cards attached to the Defending Pokémon (before doing damage). 30
{P}{C}{C} Psychic Does 30 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 30+

Candice’s Sneasel
Pokémon card Lv. 30 #215
{W}
70 HP
Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
{D} Night Slash If the Defending Pokémon has any Resistances, this attack does 10 damage plus 30 more damage. 10+
{W}{C}{C} Powder Snow The Defending Pokémon is now Asleep. 30

Candice’s Weavile
Pokémon card Lv. 45 #461
{W}
100 HP
Stage 1 Pokémon
Evolves from Candice’s Sneasel
Put Candice’s Weavile on the Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: n/a
PokéPOWER: Support Search Once during your turn (before you attack), if Candice’s Weavile is your Active Pokémon, you may search your deck for a Trainer card and put it into your hand. Shuffle your deck afterward. This power can’t be used if Candice’s Weavile is affected by a Special Condition.
{W}{W} Ice Slash Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. Don’t apply Weakness and Resistance.
{D}{C}{C} Hurl Discard all Trainer cards attached to Candice's Weavile or this attack does nothing. This attack does 40 damage plus 30 more damage for each card discarded in this way. 40+

Candice’s Snorunt
Pokémon card Lv. 16 #361
{W}
40 HP
Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
{W} Powder Snow The Defending Pokémon is now Asleep. 10
{C}{C} Bite 20

Candice’s Glalie
Pokémon card Lv. 40 #362
{W}
80 HP
Stage 1 Pokémon
Evolves from Candice’s Snorunt
Put Candice’s Glalie on the Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Snow Guard If there is a Hail counter on the field, Candice's Glalie can't be affected by any Special Conditions or have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{W}{W} Avalanche If Candice's Glalie was damaged during your opponent's last turn, this attack does 40 damage plus 30 more damage. 40+
{W}{C}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 40

Candice’s Froslass
Pokémon card Lv. 40 #478
{W}
80 HP
Stage 1 Pokémon
Evolves from Candice’s Snorunt
Put Candice’s Froslass on the Basic Pokémon
Weakness: {M}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Snow Cloak If there is a Hail counter on the field, when 1 of your opponent’s Pokémon tries to attack Candice’s Froslass during your opponent's turn, your opponent flips a coin. If tails, that attack does nothing.
{W}{W} Icy Wind Flip a coin. If heads, this attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{P}{C}{C} Confuse Ray The Defending Pokémon is now Confused. 40

Candice’s Spheal
Pokémon card Lv. 16 #363
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Water Sport Until the end of your next turn, all damage done by {R} Pokémon is reduced by half.
{W}{W} Ice Blitz Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Confused. 20

Candice’s Sealeo
Pokémon card Lv. 32 364
{W}
80 HP
Stage 1 Pokémon
Evolves from Candice’s Spheal
Put Candice’s Sealeo on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
{W} Frigid Barrier Flip 2 coins. For each heads, during your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{W}{W} Freeze Drain Flip a coin. If heads, the Defending Pokémon is now Paralyzed and remove 3 damage counters from Candice’s Sealeo. 30

Candice’s Walrein
Pokémon card Lv. 48 #365
{W}
120 HP
Stage 2 Pokémon
Evolves from Candice’s Sealeo
Put Candice’s Walrein on the Stage 1 card
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Ice Body If there is a Hail counter on the field, remove 2 damage counters from Candice's Walrein between turns.
{W}{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 80 instead of 40. 40
{W}{W}{W} Arctic Rush If Magic Materia: Ice is attached to Candice’s Walrein, flip a coin for each {W} Energy attached to Candice’s Walrein. this attack does 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Carrington388
05/28/2007, 10:28 AM
Cynthia's Gastly
50 HP {G}
Basic Pokémon

Poké-BODY Bio Accel
If Magic Materia: Poison is attached to Cynthia's Gastly, Cynthia's Gastly's Retreat Cost is 0.
{G}{G} Wide Gas This attack does 20 damage to each Defending Pokémon.

Weakness: {P}
Resistance: {C} -30
Retreat Cost: none
Lv. 21 #92

Cynthia's Haunter
80 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Gastly)

{C} Lick Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{G}{G}{C} Toxic Claw The Defending Pokémon is now Poisoned. 30

Weakness: {P}
Resistance: {C} -30
Retreat Cost: none
Lv. 42 #93

Cynthia's Gengar
120 HP {G}
Stage 2 Pokémon (Evolves from Cynthia's Haunter)

Poké-POWER Toxic Smog
If there is a Smog counter on the field and Cynthia's Gengar isn't affected by a Special Condition, at the start of each player's turn, that player puts 1 damage counter on each of their Pokémon in play that isn't a {G} Pokémon whose Weakness is {P} (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name). Having additional copies of this power provides no additional effect.
{P} Color Shield Wonder You can't use this attack unless Cynthia's Gengar has any Color Shield Energy cards attached to it. 30
{G}{G}{G}{G} Acid Blast Discard all {G} Energy cards attached to Cynthia's Gengar or this attack does nothing. Flip a coin for each card discarded in this way. This attack does 50 damage times the number of heads. 50x

Weakness: {P}
Resistance: {C} -30
Retreat Cost: {C}
Lv. 73 #94

Cynthia's Chinchou
60 HP {W}
Basic Pokémon

{W}{C} Water Gun This attack does 20 damage plus 10 more damage for each {W} Energy card attached to Cynthia's Chinchou but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 20+

Weakness: {G}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 30 #170

Cynthia's Lanturn
100 HP {W}
Stage 1 Pokémon (Evolves from Cynthia's Chinchou)

Poké-BODY Color Shield Absorbing
If Cynthia's Lanturn has any Color Shield Energy cards attached to it, whenever an attack by a {L} or {W} Pokémon would damage Cynthia's Lanturn, that attack does no damage to Cynthia's Lanturn and remove a number of damage counters from Cynthia's Lanturn equal to one-quarter of the damage that would have been done to Cynthia's Lanturn in this way (before Weakness and Resistance) (rounded to the nearest 10).
{L}{L} Spark If your opponent has any Benched Pokémon, choose 1 of them and this attack does 20 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.) 20
{W}{W}{W}{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 100 instead of 50. 50

Weakness: {G}
Resistance: {M} -30
Retreat Cost: {C}{C}
Lv. 54 #171

Cynthia
Trainer Card (Supporter)

If you have a Pokémon in play with Cynthia in its name, look at the top 3 cards of your deck. If there are at least 6 different types (colors) other than {C} on those cards, show those three cards to your opponent, put them into your hand, and draw 4 more cards; if not, shuffle your deck.
Example: It's the symbols that count, no matter where they are on the card. If the first card is Cynthia's Lanturn, you'd have 4 types already ({W}, {L}, {G}, and {M}). If the next card was Cynthia's Gengar, {G} would repeat, and two more types would be added ({P} and {D}). This makes the 6 you need, so the third card would be irrelevant; you'd look anyway as per the text. You'd make it to all 8 if that third card was a Camerupt from the XD: Gale of Darkness sets.

Cynthia Berry
Trainer Card (Pokémon Tool)

Attach Cynthia Berry to 1 of your Pokémon with Cynthia in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Cynthia Berry. As long as this Pokémon remains play, all basic Energy cards attached to this Pokémon provide all types (colors) of basic Energy but only provide 1 Energy at a time.

Cynthia's Variety Roulette
Trainer Card (Veilstone Game Corner)

Set aside the top 7 cards of your deck, then flip 7 coins. For each heads, choose 1 card that was set aside. Show it to your opponent, then put it into your hand. Put any card that you didn't put into your hand in this way back onto the top of your deck in any order (don't look at them).

Cynthia Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Cynthia in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Cynthia Cube 02.
{C}{C} Me First Whenever the Defending Pokémon tries to attack during your opponent's next turn, Me First copies the chosen attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards), except any damage done by that attack is increased by an additional half (before Weakness and Resistance). This Pokémon performs that attack. If the Defending Pokémon is Knocked Out in this way, your opponent's turn is now over (he or she doesn't get to attack).

Sunflorazumarill
05/29/2007, 09:42 AM
Here are some more ideas for Fantina!

Fantina’s Gastly
Pokémon card Lv. 10 #92
{P}
30 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: n/a
{P} Nightmare The Defending Pokémon is now Asleep. 10
{C}{C} Payback If Fantina’s Gastly was damaged by an attack during your opponent’s last turn, this attack’s base damage is doubled. 20

Fantina’s Haunter
Pokémon card Lv. 29 #93
{P}
70 HP
Stage 1 Pokémon
Evolves from Fantina’s Gastly
Put Fantina’s Haunter on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: n/a
{P}{P} Psywave Does 20 damage times the number of Energy cards attached to the Defending Pokémon. 20x
{P}{C}{C} Shadow Claw Flip a coin. If heads, this attack does 30 damage plus 30 more damage and don’t apply Resistance. 30+

Fantina’s Gengar
Pokémon card Lv. 48 #94
{P}
110 HP
Stage 2 Pokémon
Evolves from Fantina’s Haunter
Put Fantina’s Gengar on the Stage 1 card
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéPOWER: Sleep Force Once during your turn (before your attack), if Fantina’s Gengar is your Active Pokémon, you may make the Defending Pokémon Asleep. This power can’t be used if Fantina’s Gengar is affected by a Special Condition.
{P}{P} Dream Drain If the Defending Pokémon is Asleep, this attack's base damage is 60 instead of 40 and remove a number of damage counters from Fantina’s Gengar equal to half the damage done to the Defending Pokémon. (after applying Weakness and Resistance) (rounded up to the nearest 10). If Fantina’s Gengar has fewer damage counters than that, remove all of them. 40
{C}{C}{C}{C} Dark Pulse Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 50

Fantina’s Duskull
Pokémon card Lv. 18 #355
{P}
40 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
{P} Shadow Fence During your opponent’s next turn, if Fantina’s Duskull would become affected by a Special Condition (even if Fantina’s Duskull is Knocked Out), Fantina’s Duskull is not affected by that Special Condition and instead the Attacking Pokémon is now affected by that Special Condition.
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Fantina’s Dusclops
Pokémon card Lv. 36 #355
{P}
80 HP
Stage 1 Pokémon
Evolves from Fantina’s Duskull
Put Fantina’s Dusclops on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Night Shield If there is a Night counter on the field, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance).
{P}{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Fantina’s Dusclops during your opponent’s next turn. 30
{P}{C}{C} Hypnotic Charge If Fantina’s Dusclops has any Sleep Energy cards attached to it, the Defending Pokémon is now Asleep and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Fantina’s Dusknoir
Pokémon card Lv. 54 #477
{P}
120 HP
Stage 2 Pokémon
Evolves from Fantina’s Dusclops
Put Fantina’s Dusknoir on the Stage 1 card
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Darkness Surge Once during your turn (before you attack), if Fantina’s Dusknoir is your Active Pokémon, you may put 2 damage counters on each of your opponent’s Pokémon that has a Fear counter on it. This power can’t be used if Fantina’s Dusknoir is affected by a Special Condition.
{P}{C}{C} Fright Confuse Flip a coin. If heads, the Defending Pokémon is now Confused and place a Fear counter on the Defending Pokémon. The base damage of an attack done by a Pokémon with a Fear counter on it is reduced by half (rounded down to the nearest 10) (before applying Weakness and Resistance). A Fear counter may be removed by any effect that removes all Special Conditions. 30
{P}{P}{C}{C} Gravity Crush If Magic Materia: Gravity is attached to Fantina’s Dusknoir, flip a coin for each {P} Energy attached to Fantina’s Dusknoir. This attack does 60 damage plus 30 more damage for each heads. 60+

Fantina’s Sableye
Pokémon card Lv. 30 #302
{P}
60 HP
Basic Pokémon
Weakness: n/a
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Night Fade If Fantina’s Sableye is Confused, whenever your opponent’s Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing to Fantina’s Sableye.
{P} Shadow Claw Flip a coin. If heads, this attack does 10 damage plus 30 more damage and don’t apply Resistance. 10+
{C}{C} Zen Headbutt Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 40

Fantina’s Spiritomb
Pokémon card Lv. 36 #442
{P}
80 HP
Basic Pokémon
Weakness: n/a
Resistance: {F} -30
Retreat cost: {C}{C}
PokéPOWER: Psychic Lock Once during your turn (before you attack), you may discard a {P} Energy card attached to Fantina’s Spiritomb. If you do, the Defending Pokémon (choose 1 if there are 2) can’t attack during your opponent’s next turn. This power can’t be used if Fantina’s Spiritomb is affected by a Special Condition.
{D}{C} Embargo Discard a {D} Energy card attached to Fantina's Spiritomb or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn. 30
{P}{C}{C} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 20

Carrington388
05/29/2007, 10:48 AM
Aaron's Heracross
70 HP {CRY}
Basic Pokémon

Poké-BODY Crystal Type
Whenever you attach a {G}, {F}, or {D} basic Energy card from your hand to Aaron's Heracross, Aaron's Heracross's type (color) changes to the type of that Energy card until the end of your turn.
{G}{D} Moonshine Horn Both Aaron's Heracross and the Defending Pokémon are now Confused (after doing damage). 40
{G}{G}{F}{F} Megahorn Charge Flip a coin. If heads, Aaron's Heracross does 20 damage to itself; if tails, this attack does nothing (not even damage). 120

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 26 #214

Bertha's Gliscor*
80 HP {F}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{F} Sand-Attack If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
{R}{L}{W}{C}{C} Mezase Pokémon Master Discard 1 {R} Energy card, 1 {L} Energy card, and 1 {W} Energy card attached to Bertha's Gliscor* or this attack does nothing. Flip a coin. If heads, the Defending Pokémon is now Paralyzed, Burned, and can't attack during your opponent's next turn, and put a Freeze counter on the Defending Pokémon. While a Pokémon has a Freeze counter, that Pokémon may not attack or retreat while Bertha's Gliscor* remains your Active Pokémon. A Freeze counter may be removed by any effect that removes all Special Conditions. 50

Weakness: {W}
Resistance: {F}{L} -30
Retreat Cost: {C}
Lv. 36 #472

Aaron's Kricketune*
80 HP {G}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{G}{G} Fury Cutter Flip 4 coins. This attack does 10 damage plus 10 more damage if exactly 1 is heads, or 20 more damage if exactly 2 are heads, or 40 more damage if exactly 3 are heads, or 80 more damage if all 4 are heads. 10+
{G}{G}{G}{C}{C} Ready Go! Return Aaron's Kricketune* to your hand. Attach all cards attached to Aaron's Kricketune* to the new Active Pokémon.

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 38 #401

Candice's Lapras*
100 HP {W}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{W}{W}{C} Sheer Delta Cold If the Defending Pokémon has δ on its card, the Defending Pokémon is Knocked Out.
{W}{W}{W}{C}{C} Battle Frontier Each player flips a coin equal to their remaining Prizes. If you got more heads than your opponent, this attack does 40 damage times the number of your heads, minus 40 damage for each of your opponent's heads. If your opponent got more heads than you, Candice's Lapras does 40 damage to itself for each of your opponent's heads minsu 40 damage for each of your heads. 40x-

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 55 #131

Gardenia's Breloom*
80 HP {G}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{F}{C} Wake-Up Slap If the Defending Pokémon is Asleep, this attack does 30 damage plus 30 more damage and that Pokémon is no longer Asleep. 30+
{G}{G}{G}{C}{C} Spurt! Attach all Energy cards in your discard pile to any of your Pokémon in play in any way you like, then discard all Energy cards attached to Gardenia's Breloom*. Gardenia's Breloom* can't use this attack again as long as it remains in play (even Benching Gardenia's Breloom* won't allow it to use this attack again).

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 39 #286

Maylene's Toxicroak*
80 HP {F}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{G}{G}{C} Toxic The Defending Pokémon is now Poisoned. Put 2 damage counters on it instead of 1 after each player's turn (even if it was already Poisoned). 30
{F}{F}{F}{C}{C} Together Choose 1 of your Benched Pokémon. As long as both Maylene's Toxicroak* and that Pokémon remains in play, Maylene's Toxicroak* may use that Pokémon's attacks as if it were its own and that Pokémon may use Maylene's Toxicroak*'s Toxic attack as if it was its own, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards). (Maylene's Toxicroak*'s type remains Fighting.) Maylene's Toxicroak* can't use this attack again as long as it remains in play (even Benching Maylene's Toxicroak* won't allow it to use this attack again).

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 37 #454
Heh, thought I'd finish the running gag two other sets started. You'll notice that each Pokémon-* second attack in this post bears the name of a Japanese anime opening theme song! Also note that the one on Bertha's Gliscor* was seen before (Drapion* in Evil), and was repeated to symbolize two different mixes as Japanese opening themes. On a side note, the running gag has now resulted in attacks bearing the names of all of the Japanese anime openings up to this point in time.

Sunflorazumarill
05/31/2007, 09:38 AM
Here are some more ideas for Bertha!

Bertha’s Geodude
Pokémon card Lv. 12 #74
{F}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{C}{C} Selfdestruct Does 10 damage to every Benched Pokémon (yours and your opponent’s) and Bertha’s Geodude does 50 damage to itself. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Bertha’s Graveler
Pokémon card Lv. 27 #75
{F}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Geodude
Put Bertha’s Graveler on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{F}{F} Rock Polish Place a Haste counter on Bertha’s Graveler and 2 of your Pokémon. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.
{F}{C}{C} Mud Bomb Does 30 damage to each Defending Pokémon. If either Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.

Bertha’s Golem
Pokémon card Lv. 42 #76
{F}
110 HP
Stage 2 Pokémon
Evolves from Bertha’s Graveler
Put Bertha’s Golem on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Bedrock Shell All damage done to Bertha’s Golem by attacks is reduced by 10 (after applying Weakness and Resistance) and Bertha’s Golem can’t be affected by any Special Conditions.
{F}{F} Hammer Arm Until the end of your opponent’s next turn, your opponent pays {C}{C}{C} more to retreat the Defending Pokémon. 40
{F}{F}{C}{C} Heavy Earthquake Does 10 damage to each of your opponent’s Benched Pokémon and 20 damage to each of your own Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 100

Bertha’s Larvitar
Pokémon card Lv. 15 #246
{F}
40 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F} Dig Under Choose 1 of your opponent’s Pokémon and this attack does 10 damage to it. Don’t apply Weakness and Resistance.
{C}{C} Iron Head Flip a coin until you get tails. This attack does 20 damage times the number of heads. 20x

Bertha’s Pupitar
Pokémon card Lv. 35 #247
{F}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Larvitar
Put Bertha’s Pupitar on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20
{F}{C}{C} Earthquake Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 60

Bertha’s Tyranitar
Pokémon card Lv. 55 #248
{D}
120 HP
Stage 2 Pokémon
Evolves from Bertha’s Pupitar
Put Bertha’s Tyranitar on the Stage 1 card
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Earth Change Once during your turn (before your attack), you may use this power. If you do, Bertha's Tyranitar's type is {F} until the end of your turn and it has a Resistance of {L} -30.
{F}{C}{C} Sand Impact Flip a coin. If heads, this attack does 10 damage to each of your opponent’s Benched Pokémon. If there is a Sand counter on the field, this attack does 20 damage to each of your opponent’s Benched Pokémon (no coins are flipped). (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{D}{D}{C}{C} Shadow Edge Flip a coin. If heads, this attack does 40 damage plus 60 more damage and don’t apply Resistance. 40+

Bertha’s Rhyhorn
Pokémon card Lv. 30 #111
{F}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{F} Counter If an attack damages Bertha’s Rhyhorn during your opponent’s next turn (even if Bertha’s Rhyhorn is Knocked Out), flip a coin. If heads, Bertha’s Rhyhorn attacks the Defending Pokémon for an equal amount of damage.
{F}{C}{C} Burrow Flip a coin. If heads, prevent all damage done by attacks to Bertha’s Rhyhorn during your opponent’s next turn. (Any other effects of attacks still happen.) 30

Bertha’s Rhydon
Pokémon card Lv. 45 #111
{F}
100 HP
Stage 1 Pokémon
Evolves from Bertha’s Rhyhorn
Put Bertha’s Rhydon on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Huge Armor Prevent all effects, including damage, done to Bertha’s Rhydon by your opponent’s attacks from his or her Basic Pokémon.
{F}{F} Forward Tremor Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{C}{C} Rock Breaker Flip a coin. If heads, choose 1 of your opponent’s Benched Pokémon and this attack does 40 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Bertha’s Rhyperior
Pokémon card Lv. 60 #464
{F}
120 HP
Stage 2 Pokémon
Evolves from Bertha’s Rhydon
Put Bertha’s Rhyperior on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Mega Plate If this power is active, Bertha's Rhyperior's total HP is 150 instead of 120. As long as Bertha’s Rhyperior is your Active Pokémon, prevent all damage from your opponent’s attacks that is 20 or less done to any of your Pokémon (after applying Weakness and Resistance).
{F}{F} Magnitude Does 10 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 50
{F}{F}{C}{C} Megaton Tail Flip a coin. If heads, the Defending Pokémon is now Paralyzed and discard an Energy card attached to the Defending Pokémon. If tails, this attack does nothing (not even damage). 100

Carrington388
05/31/2007, 10:34 AM
Roark's Energy
Special Energy Card
Provides {F}{F} Energy

You may only attach Roark's Energy to a Pokémon with Roark in its name. When you attach Roark's Energy from your hand to 1 of your Pokémon in play, flip a coin. If tails, do 10 damage to each of your own Benched Pokémon. Roark's Energy provides {F}{F} Energy. (Doesn't count as a basic Energy card.)

Gardenia's Energy
Special Energy Card
Provides {G}{G} Energy

You may only attach Gardenia's Energy to a Pokémon with Gardenia in its name. When you attach Gardenia's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, choose a Defending Pokémon and 1 of your Active Pokémon. That Active Pokémon is no longer Poisoned and that Defending Pokémon is now Poisoned. Gardenia's Energy provides {G}{G} Energy. (Doesn't count as a basic Energy card.)

Maylene's Energy
Special Energy Card
Provides {F}{F} Energy

You may only attach Maylene's Energy to a Pokémon with Maylene in its name. When you attach Maylene's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, choose a Defending Pokémon and that Pokémon is now Confused. Maylene's Energy provides {F}{F} Energy. (Doesn't count as a basic Energy card.)

Crasher Wake's Energy
Special Energy Card
Provides {W}{W} Energy

You may only attach Crasher Wake's Energy to a Pokémon with Crasher Wake in its name. When you attach Crasher Wake's Energy from your hand to 1 of your Pokémon in play, flip a coin. If tails, discard an Energy card (except this one) from this Pokémon. Crasher Wake's Energy provides {W}{W} Energy. (Doesn't count as a basic Energy card.)

Fantina's Energy
Special Energy Card
Provides {P}{P} Energy

You may only attach Fantina's Energy to a Pokémon with Fantina in its name. When you attach Fantina's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, the Defending Pokémon is now Asleep. Fantina's Energy provides {P}{P} Energy. (Doesn't count as a basic Energy card.)

Byron's Energy
Special Energy Card
Provides {M}{M} Energy

You may only attach Byron's Energy to a Pokémon with Byron in its name. Whenever the Pokémon Byron's Energy is attached to attacks, that attack does 10 more damage (before Weakness and Resistance). Byron's Energy provides {M}{M} Energy. (Doesn't count as a basic Energy card.

aade8
05/31/2007, 11:25 AM
I'd like to try my hand at this. If I duplicated, plesae just LMK, and I'll delete the post.

Lucian's Lugia
Lv. 61 #249
90 HP {P}

Poke-POWER Cerebral Force
Once during your turn, if Lugia is your active Pokemon, (before you attack) you may use this power. During your next turn, the base power of Lugia's Psycho Current attack is 100 instead of 40. If Lugia would be knocked out by your opponent's attack during your opponent's next turn, any damage done to the defending Pokemon during your next turn by your active Pokemon is increased by 50. If you use this power, your turn ends. This power can't be used if Lugia is affected by a special condition.
{P} Remote Viewing You may look at the top cards of both player's decks.
{P}{C} Psycho Current 40

Weakness: {L}
Resistance: {F}
Retreat Cost: {C}


Aaron's Swablu
Lv. 20 #333
50 HP {C}

{C} Call for Friends Search your deck for a basic Pokemon card, and put it on your bench.

{C}{C} Mega Fluff Flip a coin. If tails, this attack does nothing. 40

Weakness: {L}
Resistance: {F}
Retreat Cost:


Aaron's Altaria
Lv. 44 #334
90 HP {C}

Poke-POWER Heal Dance
Once during your turn (before you attack), you may use this power. Remove 2 damage counters from one of your Pokemon (if less than 2, remove all of them). If the Pokemon has Arron in its name, remove 3 damage counters instead. This power can't be used if Altaria has a special condition.

{C}{C} Fluff Guard Flip a coin. If heads, prevent all effects of attacks, including damage, done to Altaria during your opponent's next turn. 20

{L}{C}{C}{C} Dragon Swoop Flip a coin. If heads, the defending Pokemon is now paralyzed. If tails, Altaria does 20 damage to itself. 70

Weakness: {C}
Resistance: {F}
Retreat Cost: {C}


Fantina's Seedot
Lv. 9 #273
40 HP {G}

{G} Harden Flip a coin. If heads, prevent all effects of attacks, including damage, done to Seedot during your opponent's next turn.

{G}{C} Dark Aura Flip a coin. If heads, search your deck for a Pokemon card that evolves from Seedot, and put it on top of Seedot. 10

Weakness: {R}
Resistance:
Retreat Cost: {C}

Fantina's Nuzleaf
Lv. 28 #274
80 HP {D}

{D} Bide If a Pokemon damages Nuzleaf during your opponent's next turn, put damage counters on that Pokemon equal to double the damage done to Nuzleaf.

{D}{D}{C} Beat Down Does 30 damage plus 10 more damage for each damage counter on the defending Pokemon. 30

Weakness: {R}
Resistance: {P}
Retreat Cost: {C}


Fantina's Shiftry
Lv. 45 #275
110 HP {D}

Poke-BODY Hazard Blades
If your opponent attacks Shiftry, and does damage, put 2 damage counters on the attacking Pokemon.

{D}{G} Forest Haze Your opponent may not use any Poke-POWERS on his/her Pokemon during their next turn. 20

{D}{D}{C}{C} Wild Fans Flip a coin. If heads, this attack does 40 damage to one of your opponent's benched Pokemon. Shiftry does 20 damage to itself. 80

Weakness: {G}{F}
Resistance: {P}
Retreat Cost: {C}

Gardenia's Celebi
Lv. 39 #251
70 HP {G}

Poke-POWER Forest Murmurs
Once during your turn (before you attack), you may use this power. Flip a coin. If heads, choose one of your opponent's benched Pokemon and switch it with his/her active Pokemon. This power can't be used if Celebi has a special condition.

{G} Nature's Gift Remove 1 damage counter from all Pokemon in play (yours and your opponent's).

{G}{G} Vine Warp Choose one of your opponent's Pokemon. Put 3 damage counters on that Pokemon.

Weakness: {R}
Resistance: {W}
Retreat Cost:

Carrington388
05/31/2007, 01:06 PM
Candice's Energy
Special Energy Card
Provides {W}{W} Energy

You may only attach Candice's Energy to a Pokémon with Candice in its name. When you attach Candice's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, choose a Defending Pokémon and place a Freeze counter on it. While a Pokémon has a Freeze counter, that Pokémon may not attack or retreat while the Pokémon Candice's Energy is attached to remains your Active Pokémon. A Freeze counter may be removed by any effect that removes all Special Conditions. Candice's Energy provides {W}{W} Energy. (Doesn't count as a basic Energy card.)

Volkner's Energy
Special Energy Card
Provides {L}{L} Energy

You may only attach Volkner's Energy to a Pokémon with Volkner in its name. When you attach Volkner's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, choose a Defending Pokémon and that Pokémon is now Paralyzed; if tails, choose 1 of your Active Pokémon and that Pokémon is now Paralyzed. Volkner's Energy provides {L}{L} Energy. (Doesn't count as a basic Energy card.)

Aaron's Energy
Special Energy Card
Provides {G}{G} Energy

You may only attach Aaron's Energy to a Pokémon with Aaron in its name. When you attach Aaron's Energy from your hand to 1 of your Pokémon in play, flip a coin. If tails, choose a Defending Pokémon and 1 of your Active Pokémon. That Active Pokémon is now Poisoned and that Defending Pokémon is no longer Poisoned. Aaron's Energy provides {G}{G} Energy. (Doesn't count as a basic Energy card.)

Bertha's Energy
Special Energy Card
Provides {F}{F} Energy

You may only attach Bertha's Energy to a Pokémon with Bertha in its name. When you attach Bertha's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, do 10 damage to each of your opponent's Benched Pokémon. Bertha's Energy provides {F}{F} Energy. (Doesn't count as a basic Energy card.)

Flint's Energy
Special Energy Card
Provides {R}{R} Energy

You may only attach Flint's Energy to a Pokémon with Flint in its name. When you attach Flint's Energy from your hand to 1 of your Pokémon in play, flip a coin. If heads, choose a Defending Pokémon; if tails, choose 1 of your Active Pokémon. Place a Char counter on the Pokémon you chose. A Char counter requires the player whose Pokémon has the Char counter on it flip a coin after every turn. If tails, place 2 damage counters on that Pokémon. (Char counters stay on the Pokémon as long as it's in play.) Flint's Energy provides {R}{R} Energy. (Doesn't count as a basic Energy card.)

Lucian's Energy
Special Energy Card
Provides {P}{P} Energy

You may only attach Lucian's Energy to a Pokémon with Lucian in its name. When you attach Lucian's Energy from your hand to 1 of your Pokémon in play, flip a coin. If tails, choose 1 of your Active Pokémon and that Pokémon is now Confused. Lucian's Energy provides {P}{P} Energy. (Doesn't count as a basic Energy card.)

Cynthia's Energy
Special Energy Card
Provides {RBW}{RBW} Energy

You may only attach Cynthia's Energy to a Pokémon with Cynthia in its name. The Pokémon Cynthia's Energy is attached to gets +10 HP and pays {C} less to attack (ignore this effect if that attack's Energy cost would be 0 before or after applying this effect). Cynthia's Energy provides all types (colors) of basic Energy but provides only 2 Energy at a time. (Doesn't count as a basic Energy card.)

aade8
05/31/2007, 07:39 PM
Roark's Sentret
Lv. 14 #161
50 HP {C}

{C} Prop-UP You may look at your opponent's hand.

{C}{C} Tunneling Network Search your deck for a Pokemon card with 'Roark' in its name, and put it into your hand. 20

Weakness: {F}
Resistance:
Retreat Cost:


Roark's Furret
Lv. 33 #162
80 HP {C}

{C} Fury Swipes Flip 4 coins. This attack does 10 damage times the number of heads. 10x

{F}{F}{C} Digging Surprise Search your discard pile for a {F} energy card and attach it to one of your Pokemon with 'Roark' in its name. 50

Weakness: {F}
Resistance:
Retreat Cost:


Roark's Pidgey
Lv. 3 #16
40 HP {C}

{C} Spearhead Draw a card.

{C} Peck 10

Weakness: {L}
Resistance: {F}
Retreat Cost: {C}


Roark's Pidgeotto
Lv. 20 #17
70 HP {C}

Poke-BODY Overzelous
If your opponent has any Stage 2 evolution cards in play, each of Pidgeotto's attacks do 20 more damage to the defending Pokemon.

{C}{C} Wing Attack 40

{C}{C}{C} Wind Cyclone Flip a coin. If heads, put the defending Pokemon, and all cards attached to it, back into your opponent's hand, and discard all energy attached to Pidgeotto. 20

Weakness: {L}
Resistance: {F}
Retreat Cost: {C}


Roark's Pidgeot
Lv. 39 #18
90 HP {C}

Poke-POWER Windy Day
If your opponent attacks one of your Pokemon with 'Roark' in its name, you may discard 2 cards from your hand. If you do, prevent any damage from that attack. Other effects of the attack still happen. This power can't be used if Pidgeot has a special condition.

{C}{C}{C}{C} Atmospheric Plummit At the end of your opponent's next turn, put 8 damage counters on the defending Pokemon.

Weakness: {L}
Resistance: {F}
Retreat Cost: {C}


Fantina's Larvitar
Lv. 19 #246
60 HP {F}

{F} Rock-Head 20

Weakness: {G}
Resistance:
Retreat Cost: {C}


Fantina's Pupitar
Lv. 41 #247
90 HP {F}

{F}{D} Dark Shroud Flip a coin. If heads, prevent all damage done to Pupitar by your opponent's attacks during your opponent's next turn. If tails, prevent all effects of attacks, not including damage, done to Pupitar by your opponent's attacks during your opponent's next turn. 10

{F}{F}{F} Blasting Emergence Flip a coin. If tails, search your deck for a Fantina's Tyranitar card and put it on top of Fantina's Pupitar. If tails, this attack does nothing. 40

Weakness: {G}
Resistance:
Retreat Cost: {C}{C}


Fantina's Tyranitar
Lv. 69 #248
120 HP {D}

{D} Fortune Shift During your next turn, if an attack, Poke-POWER, Poke-BODY, Trainer card, or Stadium card requires a coin flip, you may choose to negate one coin flip and automatically designate it as a result of heads or tails.

{D}{D} Feinting Rampage Flip a coin. If heads, discard an energy card attached to the defending Pokemon. If tails, discard an energy card attached to Fantina's Tyranitar. 50

{D}{D}{F}{F}{C} Raging Shadows Flip a coin. If tails, this attack does nothing. 150

Weakness: {G}{F}
Resistance: {P}
Retreat Cost: {C}{C}{C}


Bertha's Onix
Lv. 37 #95
80 HP {F}

{F}{F} Rock Crush 30

Weakness: {G}
Resistance:
Retreat Cost: {C}{C}{C}


Bertha's Steelix
Lv. 53 #208
120 HP {F}

Poke-BODY Intimidating Armor
Your opponent's basic Pokemon can not attack or use any Poke-POWERS or Poke-BODIES.

{F}{F}{C} Rock Cannon Choose one of your opponent's Pokemon. This attack does 50 damage to that Pokemon.

{F}{F}{F}{F} Crunch Flip a coin. If heads, this attack does 70 damage plus 40 more damage. 70

Weakness: {R}{F}
Resistance: {G}{P}
Retreat Cost: {C}{C}{C}{C}

Back to back posts merged. The following information has been added:

Fantina's Shuppet
Lv. 24 #353
40 HP {P}

{P} Rigg Search your deck for a Trainer, Supporter, or Stadium card, and put it into your hand.

{P}{C} Irk Flip a coin. If tails, discard an energy card attached to the defending Pokemon. 10

Weakness: {D}
Resistance: {C}
Retreat Cost:


Fantina's Banette ex
100 HP {P}

Poke-POWER Grave-Robber
Once during your turn (before you attack), you may use this power. Search your discard pile for a Pokemon card, and put it into your hand. Or, search your discard pile for 2 Pokemon with 'Fantina' in their name, and put them into your hand. This power can't be used if Fantina's Banette ex has a special condition.

{P} Frisk If your opponent has any Pokemon-Tool cards in play, you may remove the tool from their Pokemon and attach it to Fantina's Banette ex 20

{P}{P}{P} Night Shade Put damage counters on the defending Pokemon equal to the amount of HP that Fantian's Banette ex has left.

Weakness: {D}
Resistance: {C}{F}
Retreat Cost: {C}


Roark's Relicanth ex
90 HP {F}

Poke-POWER Solid Company
Once during your turn (before you attack) you may use this power. Search your deck for a Pokemon card with 'Roark', or 'Byron' in its name, and put it in your hand. This power can't be used if Roark's Relicanth ex has a special condition.

{C}{C} Ancient Chant Flip a coin. If heads, choose one of your opponent's evolved Pokemon. Remove the highest evolution stage from that Pokemon, and shuffle it into your opponent's deck. 20
{F}{F}{F}{C} Wisdom Light Flip a coin. If heads, choose one of your Pokemon with 'Roark' or 'Byron' in its name, and shuffle that Pokemon, and all cards attached, into your deck. 60

Weakness: {L}{G}
Resistance: {W}
Retreat Cost: {C}{C}

Carrington388
05/31/2007, 09:36 PM
Oreburgh City Gym
Trainer Card (Stadium Card)

Once during a player's turn (before his or her attack), that player may attach a basic {F} Energy card from his or her hand to 1 of his or her Pokémon with Roark in its name. (This doesn't count as a player's 1 Energy attachment per turn.) Ignore this card's effect if a card named Dual Stadium is in play.

Eterna City Gym
Trainer Card (Stadium Card)

Any Resistance to {W} on a Pokémon with Gardenia in its name is now -60. Ignore this card's effect if a card named Dual Stadium is in play.

Veilstone City Gym
Trainer Card (Stadium Card)

Any Fighting Cube or Maylene Cube Technical Machine stays attached to a player's Pokémon with Maylene in its name in play until that player attaches another Technical Machine to that Pokémon. Ignore this card's effect if a card named Dual Stadium is in play.

Pastoria City Gym
Trainer Card (Stadium Card)

Each player's Pokémon with Crasher Wake in its name has no Weakness. Ignore this card's effect if a card named Dual Stadium is in play.

Hearthome City Gym
Trainer Card (Stadium Card)

Any Resistance to {C} on a Pokémon with Fantina in its name is now -60. Ignore this card's effect if a card named Dual Stadium is in play.

Canalave City Gym
Trainer Card (Stadium Card)

Any damage done to a Pokémon with Byron in its name by an attack is reduced by 10 for each basic {M} Energy card attached to it (before Weakness and Resistance). Ignore this card's effect if a card named Dual Stadium is in play.

aade8
05/31/2007, 10:47 PM
Sorry, forgot one in my last line...

Fantina's Banette
Lv. 50 #354
80 HP {P}

{P} Shadow Sneak If your opponent attacks Fantina's Banette during their next turn, put 4 damage counters on the attacking Pokemon.

{P}{P} Group Rhythm Search your deck for a Fantina's Banette card, and put it on your bench. While in play, that Pokemon counts as a 'Basic' Pokemon. Then, put 2 damage counters on the Pokemon. This attack does 20 damage plus 20 more damage for each Fantina's Banette in play. 20+

Weakness: {D}
Resistance: {C}
Retreat Cost:


Candice's Articuno
Lv. 52 #144
90 HP {W}

Poke-BODY Mirror Wall
If Candice's Articuno is attacked by the defending Pokemon, flip a coin. If heads, put damage counters on the defeding Pokemon equal to half the damage done to Articuno.

{W}{W}{W} Aurora Blast For each Pokemon that you have in play with 'Candice' in its name, you may put 1 damage counter on one of your opponent's benched Pokemon. 50

Weakness: {R}
Resistance: {F}
Retreat Cost: {C}


Crasher Wake's Lapras
Lv. 46 #131
100 HP {W}

{W} Whirlpool Flip a coin. If heads, discard the top card of your opponent's deck. 10

{W}{W}{C} Supersonic Surfing During your next turn, Crasher Wake's Lapras may retreat for free. 60

Weakness: {L}
Resistance:
Retreat Cost: {C}{C}{C}


Maylene's Poliwag
Lv. 9 #60
40 HP {W}

Poke-BODY Damp
If Poliwag would be damaged by your opponent's attack, and the attack does 40 damage or more, prevent that damage. All other effects of the attack still occur.

{W} Slap 10

Weakness: {G}
Resistance: {W}
Retreat Cost: {C}

Maylene's Poliwhirl
Lv. 26 #61
70 HP {W}

{C} Hypnosis The defending Pokemon is now asleep.

{W}{F} Wake-Up Slap If the defending Pokemon is asleep, this attack does 70 damage instead of 20. 20

Weakness: {G}
Resistance: {W}
Retreat Cost: {C}{C}


Maylene's Poliwrath
Lv. 51 #62
100 HP {F}

{W}{W} Brine Does 30 damage plus 10 more damage for each damage counter on the defending Pokemon.

{F}{F}{W}{C} Dynamic Punch Flip a coin. If heads, the defending Pokemon is now confused. If tails, Poliwrath does 20 damage to itself. 80

Weakness: {P}
Resistance: {W}
Retreat Cost: {C}{C}


Maylene's Politoad
Lv. 48 #186
130 HP {W}

Poke-BODY Rejuvinating Tempo
If your active Pokemon attacks, has any {W} energy cards attached to it, and Maylene's Politoad is on your bench, remove 2 damage counters from Maylene's Politoad.

{F}{C} Combat Genes If you have Maylene's Poliwrath in play, this attack does 20 damage plus 60 more damage. 20

{W}{W}{C}{C} Bubble Assault Flip a coin. If heads, the defending Pokemon is now paralyzed. 50

Weakness: {L}
Resistance: {W}
Retreat Cost: {C}{C}{C}


Lucian's Baltoy
Lv. 22 #343
50 HP {P}

{P}{C} Rapid Spin If Baltoy has a special condition, remove that condition, and the defending Pokemon now has that special condition. 20

Weakness: {P}
Resistance: {F}
Retreat Cost:


Lucian's Claydol
Lv. 55 #344
110 HP {P}

Poke-POWER Eerie Moan
Once during your turn (before you attack) you may use this power. During your opponent's next turn, any damage done to Claydol by the defending Pokemon is reduced by 20. Or, you may choose to negate all effects of your opponent's attacks, excluding damage, during your opponent's next turn. This power can't be used if Lucian's Claydol has a special condition.

{P}{P} Psybeam Flip a coin. If heads, the defending Pokemon is now confused. 30

{C}{C}{C}{C} Hyper Beam Flip a coin. If heads, discard an energy card attached to the defending Pokemon. 60

Weakness: {P}
Resistance: {F}
Retreat Cost: {C}{C}{C}


Cynthia's Snorlax*
Lv. 35 #143
90 HP {C}

{C}{C} Tipsy Flip a coin. If heads, the defending Pokemon is now confused. 20

{C}{C}{C}{C} Radiant Slam If the defending Pokemon is not a Pokemon ex or a Stage 2 evolved Pokemon, this attack does nothing. Discard Cynthia's Snorlax*, and all cards attached (does not count as a knocked out Pokemon). Then, discard the defending Pokemon, and all cards attached (also does not count as a knocked out Pokemon).

Weakness: {F}
Resistance:
Retreat Cost: {C}{C}{C}


Pokemon Tool Crasher Wake's Surfboard

You may only attach this tool to a Pokemon with 'Crasher Wake' in its name. If this tool should be attached to a Pokemon that does not have 'Crasher Wake' in its name, discard Crasher Wake's Surfboard.

While Crasher Wake's Surfboard is attached to a Pokemon, that Pokemon has free retreat cost.


Supporter Cynthia's Secret

Discard a Special Energy card from your hand. If you can not discard a Special Energy card, then this Supporter does nothing.

Search your deck for 3 Pokemon cards with 'Cynthia' in its name. Then, shuffle your deck afterwords.


Trainer Flint's Candle Lamp

Count the number of {R} energy attached to your active Pokemon. Then, draw cards from your deck equal to that amount. You may take as many Pokemon with 'Flint' in its name, and as many {R} energy cards from the cards you drew as you like, then discard the rest of the cards.


Supporter Gardenia's Miracle Seed

Discard a {G} energy card from your hand. If you can not, then this Supporter does nothing.

During your next turn, you may search your deck for a Stage 2 evolution card with 'Gardenia' in its name, and put it on your bench. While in play, this Pokemon counts as a 'Basic' Pokemon.


Pokemon Tool Maylene's Bandages

This tool may only be attached to a Pokemon that has 'Maylene' in its name, and also on to a Pokemon that has damage counters on it. If the Pokemon would not have 'Maylene' in its name, or have no damage counters on it, discard Maylene's Bandages.

At any time between turns, remove 1 damage counter from the Pokemon that Maylene's Bandages is attached to.


Pokemon Tool Lucian's Enigma Box

This tool can only be attached to a Pokemon with 'Lucian' in its name. If the Pokemon this is attached to would not have 'Lucian' in its name, discard Lucian's Enigma Box.

When the Pokemon this is attached to attacks, you may choose to use this attack instead of the Pokemon's written attacks.

{P} ??? Draw cards until you draw a Pokemon card with 'Lucian' in its name. The Pokemon using this attack may use the first attack printed on the drawn card, without paying the energy cost (all other requirments of the attack must be met).


Supporter Volkner's Circuit System

Take 2 basic {L} energy cards from your discard pile (all of them if there are less than 2) and attach them to your Pokemon in any way that you like. Put 1 damage counter on the Pokemon each {L} energy card is attached to in this way.


Stadium Byron's Lifts

If you choose to retreat your active, you pay the retreat cost written on your opponent's active Pokemon, and vice versa.


Stadium Roark's Mine

Each player may not have more than 2 Pokemon with 'Roark' in their name in play. Each Pokemon with 'Roark' in its name does 10 more damage when attacking, and takes 10 less damage when attacked by the defending Pokemon.

Back to back posts merged. The following information has been added:

If you don't want me to keep creating cards, then just say so...

Anyways...

Roark's Relicanth
Lv. 39 #369
70 HP {F}

{C}{C} Hibernate Remove 6 damage counters from Roark's Relicanth. Roark's Relicanth is now asleep.

{F}{F}{C} Ancient Awakening If Roark's Relicanth is not asleep, than this attack does nothing. If Roark's Relicanth was asleep, it is now awake. Roark's Relicanth does 10 damage to itself. 90

Weakness: {G}
Resistance:
Retreat Cost: {C}{C}

Carrington388
06/01/2007, 10:26 AM
Snowpoint City Gym
Trainer Card (Stadium Card)

Each Pokémon in play with Candice in its name gets +10 HP for each special counter (ex. Freeze, Fear) on it. Ignore this card's effect if a card named Dual Stadium is in play.

Sunyshore City Gym
Trainer Card (Stadium Card)

Pokémon with Volkner in its name cannot be Burned. Ignore this card's effect if a card named Dual Stadium is in play.

Sinooh League Bug Field
Trainer Card (Stadium Card)

Once during a player's turn (before that player's attack), if that player has any Pokémon in play with Aaron in its name that can evolve, that player may flip 2 coins. If both are heads, that player searches his or her deck for a card that evolves from that Pokémon and attaches it to that Pokémon. (This counts as evolving that Pokémon.) The player shuffles his or her deck afterward. Ignore this card's effect if a card named Dual Stadium is in play.

Sinooh League Ground Field
Trainer Card (Stadium Card)

Any Special Energy card attached to a Pokémon that doesn't have Bertha in its name that provides all types (colors) of Energy no longer provides {L} Energy. Ignore this card's effect if a card named Dual Stadium is in play.

Sinooh League Fire Field
Trainer Card (Stadium Card)

Put 3 damage counters instead of 2 on each Burned Pokémon between turns. Ignore this effect if the Burned Pokémon has Flint in its name or is a {R} Pokémon. Ignore this card's effect if a card named Dual Stadium is in play.

Sinooh League Psychic Field
Trainer Card (Stadium Card)

If a Pokémon with Lucian in its name is affected by a Special Condition, that Pokémon's Retreat Cost is 0. Ignore this card's effect if a card named Dual Stadium is in play.

Sinooh League Variety Field
Trainer Card (Stadium Card)

All basic Energy cards attached to a Pokémon with Cynthia in its name provides all types (colors) of Energy but provides only 1 Energy at a time. Ignore this card's effect if a card named Dual Stadium is in play.

aade8
06/01/2007, 04:07 PM
I fixed what you told me to Carrington, I hope that what is there is okay.


Aaron's Pineco
Lv. 11 #204
60 HP {G}

{G} Harden Remove one damage counter from Aaron's Pineco. During your opponent's next turn, any damage done to Pineco as a result of your opponent's attack is reduced by 10.

{G}{G}{C} Detonate Pineco does 60 damage to itself. 60

Weakness: {R}
Resistance:
Retreat Cost: {C}
#422/1028


Aaron's Forretress
Lv. 47 #205
90 HP {G}

Poke-POWER Spin-off
Once during your turn (before you attack), you may use this power. Flip a coin. If heads, you may switch Aaron's Forretress with one of your benched Pokemon. You may not use this power if Aaron's Forretress has a special condition.

{G}{G} Spikes and Thorns If either player retreats his/her active Pokemon, put 3 damage counters on that Pokemon. This effect lasts as long as Arron's Forretress is in play.

{G}{G}{M} Bug Rumble 60

Weakness: {R}
Resistance: {G}{P}
Retreat Cost: {C}{C}{C}
#8/1028


Aaron's Surskit
Lv. 7 #284
40 HP {G}

{G} Agility Flip a coin. If heads, prevent all effects of attacks, including damage, done to Aaron;s Surskit during your opponent's next turn.

Weakness: {R}
Resistance:
Retreat Cost:
633/1028


Byron's Scyther
Lv. 29 #123
60 HP {G}

{C} Quick Swipe 10

{G}{M} Cross and Resist Flip a coin. If heads, any damage done to any of your Byron's Scyther, Byron's Scizor, or Byron's Scizor ex is reduced by 30 during your opponent's next turn. If tails, this attack does 20 damage.

Weakness: {R}
Resistance: {F}
Retreat Cost: {C}
#455/1028


Byron's Scizor
Lv. 34 #212
80 HP {M}

{G} Focus Potential During your next turn, Byron's Scizor's 'Climactic Strike' attack's base damage is 150 instead of 80.

{M}{M}{M}{C} Climactic Strike 80

Weakness: {R}
Resistance: {G}{P}
Retreat Cost: {C}{C}
40/1028


Byron's Scizor ex
100 HP {M}

Poke-BODY Limber
Byron's Scizor ex can not be paralyzed.

{M}{M} Controlled Response During your opponent's next turn, if Byron's Scizor ex is attacked and damaged by your opponent's attack, the following effect applies: If the damage is 20 or less, put 2 damage counters on the attacking Pokemon; if the damage is less than 50 but greater than 20, put 3 damage counters on the attacking Pokemon; if the damage is 50 or more, put 6 damage counters on the attacking Pokemon.

{M}{M}{G} Rebellian Rush Does 20 damage, plus 20 more damage for each damage counter on Byron's Scizorex.

Weakness: {R}{F}
Resistance: {G}{P}
Retreat Cost: {C}
#1034/1028


Byron's Jirachi
Lv. 40 #385
70 HP {M}

{C}{C} Gift Remove 4 damage counters (all if there are less than 4) from one of your Pokemon.

{M}{M}{C}{C} Doom Desire At the end of your opponenet's next turn (even if Jirachi is knocked out), put 10 damage counters on the defending Pokemon.

Weakness: {R}
Resistance: {G}
Retreat Cost: {C}
#34/1028

Carrington388
06/01/2007, 05:33 PM
Byron's Spinda
60 HP {C}
Basic Pokémon

Poké-POWER The Father's Support
If Byron's Spinda is Benched, any damage done by your Active Pokémon with Roark in its name is increased by 30 (before Weakness and Resistance).
{C}{C} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 20
{C}{C}{C} Flail This attack does 10 damage times the number of damage counters on Byron's Spinda. 10x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 24 #327

Cynthia's Castform
60 HP {C}
Basic Pokémon

Poké-BODY Reactive Weather
Any React Energy cards attached to Cynthia's Castform provides the same type (color) of Energy as Cynthia's Castform's type (color).
{C} Hidden Power 10
{C}{C}{C} Weather Blast Discard all Energy cards attached to Cynthia's Castform that's the same type (color) of Energy as Cynthia's Castform's type (color) or this attack does nothing. This attack does 30 damage times the number of cards discarded in this way. 30x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 27 #351

Bertha's Shellos (West Sea)
50 HP {W}
Basic Pokémon

Poké-BODY Sticky Hold
Your opponent cannot discard any Trainer cards attached to Bertha's Shellos.
{F}{C} Mud-Slap 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 18 #422

Bertha's Gastrodon (West Sea)
90 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Shellos (West Sea))

Poké-BODY Storm Drain
If an attack from a {W} Pokémon (your own or your opponent's) would do damage to any of your Pokémon in play, that damage is instead done to Bertha's Gastrodon. Apply Weakness and Resistance.
{F} Mud Sport Until the end of your next turn, all damage done by {L} Pokémon is reduced by half.
{F}{F}{C} Mud Bomb Flip a coin. If heads, during your opponent's next turn, if the Defending Pokémon tries to attack, your opponent flips a coin. If that coin is tails, that attack does nothing. 40

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 47 #423

Bertha's Shellos (East Sea)
60 HP {W}
Basic Pokémon

Poké-BODY Storm Drain
If an attack from a {W} Pokémon (your own or your opponent's) would do damage to any of your Pokémon in play, that damage is instead done to Bertha's Shellos. Apply Weakness and Resistance.
{W}{C} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 22 #422

Bertha's Gastrodon (East Sea)
100 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Shellos (East Sea))

Poké-POWER Muddy Water Extra
If Bertha's Gastrodon uses its Muddy Water attack and isn't affected by a Special Condition, you may flip a coin. If heads, that attack does 40 damage plus 10 more damage for each -10 in Bertha's Gastrodon's Resistance to {L}. If tails, that attack's base damage is 10 instead of 40.
{W}{W}{C} Muddy Water If the Defending Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing. (This effect lasts until the Defending Pokémon is Benched or taken out of play.) 40
{F}{F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 80

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 53 #423

aade8
06/02/2007, 05:15 PM
Aaron's Masquerain
Lv. 35 #284
80 HP {G}

{G}{G} Sparkling Wind If your opponent has any Pokemon* in play, this attack does 30 damage plus 50 more damage. 30

{G}{G}{C} Grand Loop Flip a coin. If heads, this attack does 30 damage to each of your opponent's benched Pokemon. If tails, switch Aaron's Masquerain with one of your benched Pokemon. 20

Weakness: {R}
Resistance: {F}
Retreat Cost: {C}
#212/1028


Volkner's Zapdos
Lv. 52 #145
100 HP {L}

Poke-BODY Illumination
As long as Volkner's Zapdos is your active Pokemon, each play may play with the top card of their deck face-up.

{C} Rip Bolt Each player may discard the top card of his/her deck. 10

{L}{L}{C} Special Circuit Select one of your opponent's Pokemon. This attack does 30 damage to that Pokemon (don't apply weakness and resistance for benched Pokemon). If that Pokemon has any Poke-POWERS or Poke-BODIES, this attack's damage is 50 instead of 30.

Weakness:
Resistance: {F}
Retreat Cost: {C}{C}
#207/1028


Flint's Moltres
Lv. 61 #146
90 HP {R}

Poke-POWER Phoenix Flight
Once during your turn (before you attack) you may use this power. Put 1 damage counter on each of your Pokemon in play. If Flint's Moltres would be knocked out, you may not use this power. Shuffle all of your Pokemon with 'Flint' in their name, and all basic {R} energy cards in your discard pile into your deck. Then, discard Flint's Moltres and all cards attached (does not count as a knocked out Pokemon). This power can't be used if Flint's Moltres is affected by a special condition.

{R}{R}{C} Flame Shot Flip a coin. If heads, choose one of your opponent's Pokemon, and this attack does 60 damage to that Pokemon (do not apply weakness or resistance for benched Pokemon). If tails, this attack does 50 damage to the defending Pokemon.

Weakness: {W}
Resistance: {F}
Retreat Cost: {C}
#126/1028


Flint's Ho-oh
Lv. 70 #250
110 HP {R}

Poke-POWER Burning Wing
Once during your turn (before you attack) you may use this power. You may attach a basic {R} energy card from your hand to one of your Pokemon. Put 1 damage counter on that Pokemon. If that Pokemon is your active Pokemon, put 2 damage counters instead, and if it is not {R} type, that Pokemon is now burned. This power can't be used if Flint's Ho-oh is affected by a special condition.

{R}{R} Flamethrower Discard a {R} energy attached to Flint's Ho-oh. 40

{R}{R}{R}{C} Fire Surge Move all {R} energy attached to Flint's Ho-oh to your benched Pokemon in any way that you like. 70

Weakness: {W}{L}
Resistance: {F}
Retreat Cost: {C}{C}
#123/1028


Byron's Riolu
Lv. 19 #447
50 HP {F}

{C} Gang-Up Search your deck for a Pokemon card with 'Byron' in its name, or a {M} type Pokemon card, and put it into your hand. Shuffle your deck afterwords.

{F} Jump Kick 10

Weakness: {P}
Resistance:
Retreat Cost: {C}
#667/1028


Byron's Lucario
Lv. 58 #448
100 HP {M}

{M}{M} Armor Slam If Byron's Lucario doesn't have any special {M} energy cards attached to it, this attack does nothing. 60

{M}{M}{F} Focus Blast Choose one of your opponent's Pokemon. This attack does 60 damage to that Pokemon (don't apply weakness or resistance for benched Pokemon).

Weakness: {F}{P}
Resistance: {C}
Retreat Cost: {C}{C}
#243/1028


Candice's Regigigas
Lv. 72 #486
100 HP {C}

Poke-BODY Sluggish
Whenever you put Candice's Regigigas as your active Pokemon from your bench, Candice's Regigigas is now asleep.

{C}{C} Stomping Unawares Flip a coin. If heads, choose one of your opponent's Pokemon and this attack does 50 damage to that Pokemon. If tails, choose one of your Pokemon (not including Candice's Regigigas), and this attack does 50 damage to that Pokemon. (Do not apply weakness or resistance for either player's benched Pokemon.)

{C}{C}{C}{C}{C} Giga Boom Switch Candice's Regigigas with one of your benched Pokemon. 100

Weakness: {F}
Resistance:
Retreat Cost: {C}{C}{C}{C}
#48/1028


Candice's Regice
Lv. 48 #378
90 HP {W}

Poke-POWER Crystal Release
Once per turn (before you attack), you may use this power. Discard an energy attached to Candice's Regice. Remove all special conditions from your active Pokemon. This power can't be used if Candice's Regice is affected by a special condition.

{W}{W}{W}{C} Blizzard 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 benched Pokemon. (Don't apply weakness or resistance for either players benched Pokemon.) 60

Weakness: {R}{F}
Resistance: {W}
Retreat Cost: {C}{C}
#47/1028

Back to back posts merged. The following information has been added:

Pokemon Tool Fantina's Elusive Curse

This tool can only be attached to a Pokemon with 'Fantina' in its name. If the Pokemon this tool is attached to would not have 'Fantina' in its name, discard Fantina's Elusive Curse.

If the Pokemon this is attached to is your active Pokemon, at the beginning of each player's turn, flip a coin. If heads, your opponent must put 2 damage counters on one of his/her Pokemon. If tails, put 1 damage counter on one of your Pokemon.


Pokemon Tool Cynthia's Haripiece

If the Pokemon that this tool is attached to is your active Pokemon, and is damaged as a result of your opponent's attack, flip a coin. If heads, any damage from that attack is reduced by 20. If tails, discard Cynthia's Haripiece.


Supporter Candice's Ice Sculpting

Search your deck for up to 2 basic {W} energy cards. Then, flip a coin. If heads, attach those energy cards to a Pokemon, and then you may rearrange all energy cards attached to any of your Pokemon in play and place them as you like (all present energy must remain on the field).


Supporter Bertha's Wisdom

This supporter can only be played if you have a Pokemon card with 'Bertha' in its name on the field. If you play this card, and do not, then discard Bertha's Wisdom (still counts as a supporter being used).

You may discard a card from your hand, and then search your deck for up to 2 {F} type Pokemon cards, and put them into your hand. Or, you may search your discard pile for up to 2 {F} type Pokemon cards, and shuffle them into your deck.


Stadium Aaron's Private Grove

Each Pokemon with 'Aaron' in its name in play pays {C} less to attack. Additionally, all {R} Pokemon must pay {C} more to retreat.


Supporter Volkner's Depression

Draw 5 cards. If none of those cards is a Pokemon with 'Volkner' in its name, shuffle those cards back into your deck.


Supporter Roark's Dangerous Journey

Count the number of cards in your discard pile. Then, shuffle your discard pile into your deck. Draw from your deck the number of cards that were in your discard pile, and discard those cards.

Carrington388
06/02/2007, 08:26 PM
Roark's Rattata
40 HP {C}
Basic Pokémon

{C} Bite 10
{C}{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 8 #19

Roark's Raticate
80 HP {C}
Stage 1 Pokémon (Evolves from Roark's Rattata)

{C}{C}{C} Sucker Punch If the Defending Pokémon didn't do damage during your opponent's last turn, this attack does nothing; otherwise, flip a coin. If heads, this attack does 40 damage plus 20 more damage. 40+
{C}{C}{C}{C}{C} Last Resort You can't use this attack unless you have 2 or fewer Energy cards attached to Roark's Raticate. 100

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 34 #20

Roark's Slugma
50 HP {R}
Basic Pokémon

Poké-BODY Full Stop
If there is a Stop counter on Roark's Slugma, Roark's Slugma can't attack.
{R}{C} Ember Discard 1 {R} Energy card attached to Roark's Slugma or this attack does nothing. 30

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 14 #218
The Full Stop Poké-BODY is designed to stop all attacks and retreat. The Stop counter takes care of the retreat, hence why it only mentions stopping attack.

Roark's Magcargo
90 HP {F}
Stage 1 Pokémon (Evolves from Roark's Slugma)

{F}{C} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{R}{R}{C} Lava Plume Flip a coin. If heads, the Defending Pokémon is now Burned and this attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 40
{F}{F}{F}{F} Rock Slide 70

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}
Lv. 40 #219

Roark's Shuckle
50 HP {F}
Basic Pokémon

{F} Rock Polish Until the end of your next turn, Roark's Shuckle's Retreat Cost is reduced by {C}.
{C}{C}{C} Acupressure Flip a coin. If heads, during your next turn, any damage done by an attack from Roark's Shuckle increased by 20 (before Weakness and Resistance); if tails, during your opponent's next turn, any damage done to Roark's Shuckle by an attack is reduced by 20 (before Weakness and Resistance). 10

Weakness: {M}
Resistance: none
Retreat Cost: {C}{C}
Lv. 25 #213

Roark's Kangaskhan
80 HP {C}
Basic Pokémon

Poké-POWER Scrappy
If Roark's Kangaskhan isn't affected by a Special Condition, ignore Resistance whenever Roark's Kangaskhan attacks.
{C}{C}{C} Hammer Arm Until the end of your opponent's next turn, your opponent pays {C}{C}{C} more to retreat the Defending Pokémon. 30
{C}{C}{C}{C}{C} Double Hit Flip 2 coins. This attack does 50 damage times the number of heads. 50x

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 37 #115

Sunflorazumarill
06/03/2007, 09:29 AM
Here are three Burmy lines for this set!

Aaron’s Burmy (Plant Cloak)
Pokémon card Lv. 12 #412
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Plant Cloak If Aaron’s Burmy has any {G} Energy attached to it, prevent all effects of attacks, other than damage, done to Aaron’s Burmy by attacks from your opponent’s Pokémon.
{C} Pound 10

Aaron’s Wormadam (Plant Cloak)
Pokémon card Lv. 36 #413
{G}
70 HP
Stage 1 Pokémon
Evolves from Aaron’s Burmy (Plant Cloak)
Put Aaron’s Wormadam (Plant Cloak) on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéPOWER: Extra Search Once during your turn, when you play Aaron's Wormadam from your hand to evolve 1 of your Pokémon in play, you may search your deck for Aaron's Mothim and put it onto your Bench. Treat that Pokémon as if it were a Basic Pokémon. Shuffle your deck afterward.
{G}{G} Leaf Spin Flip a coin. If heads, the Defending Pokémon can’t retreat during your opponent’s next turn. 40
{G}{C}{C} Bug Attack Flip a coin for each of your Pokémon in play with Wormadam in its name (excluding this one). This attack does 30 damage plus 30 more damage for each heads. 30+

Aaron’s Mothim
Pokémon card Lv. 36 #414
{G}
70 HP
Stage 1 Pokémon
Evolves from Aaron’s Burmy
Put Aaron’s Mothim on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Rending Powder As long as Aaron’s Mothim is your Active Pokémon, your opponent can’t attach any Energy cards from his or her hand to his or her Basic Pokémon.
{G}{G} Signal Buzz Flip a coin for each Pokémon you have in play with Mothim in its name. This attack does 30 damage plus 20 more damage for each heads. If you get 1 or more heads, prevent all effects of attacks, including damage, done to any of your Pokémon with Mothim in its name during your opponent’s next turn. 30+
{G}{C}{C} Aerial Flight Flip a coin. If tails, this attack does no damage, but prevent all effects of attacks, including damage, done to Aaron’s Mothim during your opponent’s next turn. 50

Bertha’s Burmy (Sandy Cloak)
Pokémon card Lv. 12 #412
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Sandy Cloak If Bertha’s Burmy has any {F} Energy attached to it, prevent all effects of attacks, including damage, done to Bertha’s Burmy by attacks from your opponent’s Evolved Pokémon.
{C} Spinning Attack 10

Bertha’s Wormadam (Sandy Cloak)
Pokémon card Lv. 36 #413
{F}
70 HP
Stage 1 Pokémon
Evolves from Bertha’s Burmy (Sandy Cloak)
Put Bertha’s Wormadam (Sandy Cloak) on the Basic Pokémon
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}
PokéPOWER: Extra Search Once during your turn, when you play Bertha's Wormadam from your hand to evolve 1 of your Pokémon in play, you may search your deck for Bertha's Mothim and put it onto your Bench. Treat that Pokémon as if it were a Basic Pokémon. Shuffle your deck afterward.
{F}{F} Magnitude Does 10 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{G}{C}{C} Bug Attack Flip a coin for each of your Pokémon in play with Wormadam in its name (excluding this one). This attack does 30 damage plus 30 more damage for each heads. 30+

Bertha’s Mothim
Pokémon card Lv. 36 #414
{G}
70 HP
Stage 1 Pokémon
Evolves from Bertha’s Burmy
Put Bertha’s Mothim on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Rending Spores As long as Bertha’s Mothim is your Active Pokémon, your opponent’s Basic Pokémon can’t attack or use any Poké-Powers.
{G}{G} Signal Buzz Flip a coin for each Pokémon you have in play with Mothim in its name. This attack does 30 damage plus 20 more damage for each heads. If you get 1 or more heads, prevent all effects of attacks, including damage, done to any of your Pokémon with Mothim in its name during your opponent’s next turn. 30+
{G}{C}{C} Speed Flight Flip 2 coins. If both are heads, prevent all effects of attacks, including damage, done to Bertha’s Mothim during your opponent’s next turn. 50

Byron’s Burmy (Trash Cloak)
Pokémon card Lv. 12 #412
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Trash Cloak If Byron’s Burmy has any {M} Energy attached to it, prevent all effects of attacks, including damage, done to Byron’s Burmy by attacks from your opponent’s Pokémon-ex.
{C} Tackle 10

Byron’s Wormadam (Trash Cloak)
Pokémon card Lv. 36 #413
{M}
70 HP
Stage 1 Pokémon
Evolves from Byron’s Burmy (Trash Cloak)
Put Byron’s Wormadam (Trash Cloak) on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéPOWER: Extra Search Once during your turn, when you play Byron's Wormadam from your hand to evolve 1 of your Pokémon in play, you may search your deck for Byron's Mothim and put it onto your Bench. Treat that Pokémon as if it were a Basic Pokémon. Shuffle your deck afterward.
{M}{M} Lead Stun Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, the Defending Pokémon is now Poisoned. 30
{G}{C}{C} Bug Attack Flip a coin for each of your Pokémon in play with Wormadam in its name (excluding this one). This attack does 30 damage plus 30 more damage for each heads. 30+

Byron’s Mothim
Pokémon card Lv. 36 #414
{G}
70 HP
Stage 1 Pokémon
Evolves from Byron’s Burmy
Put Byron’s Mothim on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Rending Pollen As long as Byron’s Mothim is your Active Pokémon, your opponent’s Basic Pokémon can’t retreat or use any Poké-Bodies.
{G}{G} Signal Buzz Flip a coin for each Pokémon you have in play with Mothim in its name. This attack does 30 damage plus 20 more damage for each heads. If you get 1 or more heads, prevent all effects of attacks, including damage, done to any of your Pokémon with Mothim in its name during your opponent’s next turn. 30+
{G}{C}{C} Burn Spore Flip a coin. If heads, the Defending Pokémon is now Burned and Poisoned. If tails, the Defending Pokémon is now Poisoned. 30

Carrington388
06/04/2007, 09:31 PM
Gardenia's Paras
50 HP {G}
Basic Pokémon

{G}{C} X-Scissor 20

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 13 #46

Gardenia's Parasect
80 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Paras)

Poké-BODY Spore Whirlwind
If there is a Wind counter on the field, whenever Gardenia's Parasect attacks, you may flip a coin. If heads, choose a Special Condition or 1 of the following special counters and either this Pokémon is now affected by that Special Condition or place that special counter on the Defending Pokémon: Char counter, Freeze counter, Fear counter, Mini counter, Frog counter, Berserk counter, Imprison marker.
{C}{C}{C} Cross Poison Flip a coin. If heads, the Defending Pokémon is now Poisoned. 30
{G}{G}{G}{C}{C} Solarbeam 60

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}{C}
Lv. 36 #47

Gardenia's Dunsparce
60 HP {C}
Basic Pokémon

Poké-POWER Seed Planter
When you play Gardenia's Dunsparce from your hand, search your deck for a number of Basic Pokémon in play with Gardenia in its name equal to the number of Pokémon you can put into play in this way. Put those Basic Pokémon onto your Bench and shuffle your deck afterward.
{C}{C} Trump Card This attack does 10 damage times the total number of Energy attached to Gardenia's Dunsparce. 10x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 21 #206

Gardenia's Seedot
40 HP {G}
Basic Pokémon

{G} Worry Seed The Defending Pokémon cannot be Asleep as long as Gardenia's Seedot is your Active Pokémon. 10
{G}{C} Energy Ball 20

Weakness: {R}
Resistance: {W} -30
Retreat Cost: {C}
Lv. 10 #273

Gardenia's Nuzleaf
80 HP {G}
Stage 1 Pokémon (Evolves from Gardenia's Seedot)

{G} Leech Seed Unless all damage from this attack is prevented, remove 1 damage counter from Gardenia's Nuzleaf. 10
{G}{G}{C} Rotodisc Leaf Flip 3 coins. This attack does 30 damage times the number of heads. 30x

Weakness: {R}
Resistance: {W}{P} -30
Retreat Cost: {C}
Lv. 33 #274

Gardenia's Shiftry
110 HP {G}
Stage 2 Pokémon (Evolves from Gardenia's Nuzleaf)

Poké-BODY Solar Speedburst
If there is a Sun counter on the field, Gardenia's Shiftry's Retreat Cost is 0.
{G}{G} Grass Knot This attack does 20 damage plus 20 more damage for each {C} Energy in the Defending Pokémon's Retreat Cost (after applying effects to the Retreat Cost). 20+
{G}{G}{C}{C} Air Clear If there is a Sand, Smog, or Wind counter on the field, remove it before doing damage. 60

Weakness: {R}
Resistance: {W}{P} -30
Retreat Cost: {C}{C}
Lv. 56 #275

Sunflorazumarill
06/06/2007, 08:59 PM
Here are some more ideas for Aaron!

Aaron’s Yanma
Pokémon card Lv. 30 #193
{G}
70 HP
Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Switch Shock Whenever Aaron’s Yanma is switched with 1 of your Benched Pokémon, put 1 damage counter on the Defending Pokémon (choose 1 if there are 2).
{G} U-Turn After your attack, you may switch Aaron's Yanma with 1 of your Benched Pokémon. 10
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Aaron’s Yanmega
Pokémon card Lv. 45 #469
{G}
100 HP
Stage 1 Pokémon
Evolves from Aaron’s Yanma
Put Aaron’s Yanmega on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
PokéPOWER: Speed Shock When you play Aaron’s Yanmega from your hand to evolve 1 of your Active Pokémon, you may put 1 damage counter on each of your opponent’s Pokémon that doesn’t have a Retreat cost.
{G}{G} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Aaron’s Yanmega during your opponent’s next turn. 40
{G}{C}{C} Steel Wing If there are any {M} Energy cards attached to Aaron’s Yanmega, all damage done by attacks to Aaron’s Yanmega during your opponent’s next turn is reduced by 30 (after applying Weakness and Resistance). 50

Aaron’s Nincada
Pokémon card Lv. 12 #290
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {L} -30
Retreat cost: {C}
{G} Poison Grip The Defending Pokémon is now Poisoned and can’t retreat during your opponent’s next turn.
{C}{C} Claw Flip a coin. If tails, this attack does nothing. 30

Aaron’s Ninjask
Pokémon card Lv. 36 #291
{G}
80 HP
Stage 1 Pokémon
Evolves from Aaron’s Nincada
Put Aaron’s Ninjask on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
PokéBODY: Speed Force All damage done by attacks to each of your Aaron’s Shedinja in play from your opponent’s Pokémon is reduced by 30 (before applying Weakness and Resistance).
{G}{G} Bug Bite If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, treat that card's effect as this attack's effect, then discard that Pokémon Tool. 40
{G}{C}{C} X-Scissor 50

Aaron’s Shedinja
Pokémon card Lv. 36 #292
{G}
30 HP
Stage 1 Pokémon
Evolves from Aaron’s Nincada
Put Aaron’s Shedinja on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Power Curse If Aaron’s Shedinja is damaged or affected by an opponent’s attack, (even if Aaron’s Shedinja is Knocked Out), discard all Energy and Trainer cards attached to the Attacking Pokémon.
{G}{G} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 30

Fantina’s Nincada
Pokémon card Lv. 15 #290
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {L} -30
Retreat cost: {C}
{C} Scratch 10
{G}{C} Leech Life Remove a number of damage counters from Fantina’s Nincada equal to the damage done to the Defending Pokémon. If Fantina’s Nincada has fewer damage counters than that, remove all of them. 20

Fantina’s Ninjask
Pokémon card Lv. 36 #291
{G}
70 HP
Stage 1 Pokémon
Evolves from Fantina’s Nincada
Put Fantina’s Ninjask on the Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: n/a
{G} False Swipe Does an amount of damage equal to half of the Defending Pokémon's remaining HP (rounded up to the nearest 10.) ?
{C}{C} Spiral Blitz Flip 2 coins. If 1 or both are heads, this attack does 20 damage plus 40 more damage. 20+

Fantina’s Shedinja
Pokémon card Lv. 36 #292
{P}
30 HP
Stage 1 Pokémon
Evolves from Fantina’s Nincada
Put Fantina’s Shedinja on the Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Color Protector Prevent all effects of attacks, including damage, done to Fantina’s Shedinja by your opponent’s Pokémon that isn’t the same type (color) as Fantina’s Shedinja.
{P} Shadow Fence During your opponent’s next turn, if Fantina’s Shedinja would become affected by a Special Condition (even if Fantina’s Shedinja is Knocked Out), Fantina’s Shedinja is not affected by that Special Condition and instead the Attacking Pokémon is now affected by that Special Condition.
{C}{C} Night Slash If the Defending Pokémon has any Resistances, this attack does 20 damage plus 30 more damage. 20+

Carrington388
06/06/2007, 10:04 PM
Crasher Wake's Psyduck
50 HP {W}
Basic Pokémon

{W}{W} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 16 #54

Crasher Wake's Golduck
90 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Psyduck)

{P}{C} Zen Headbutt 30
{W}{W}{W}{W} Hydro Pump This attack does 60 damage plus 20 more damage for each {W} Energy card attached to Crasher Wake's Golduck but not used to pay for this attack's Energy cost. You can't add more than 40 damage in this way. 60+

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 42 #55

Crasher Wake's Goldeen
50 HP {W}
Basic Pokémon

{W}{W} Surf 30

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 15 #118

Crasher Wake's Seaking
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Goldeen)

{W}{C} Aqua Ring Place a Regen counter on Crasher Wake's Seaking. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{W}{W}{W}{C} Water Pulse The Defending Pokémon is now Confused. 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 37 #119

Crasher Wake's Tentacool
40 HP {W}
Basic Pokémon

{W} Poison Sting Flip a coin. If heads, the Defending Pokémon is now Poisoned. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 11 #72

Crasher Wake's Tentacruel
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Tentacool)

{W}{C} Toxic Spikes At any time during your opponent's next turn, if any of your opponent's Pokémon becomes Benched, flip a coin. If heads, put 2 damage counters on the new Active Pokémon. 20
{W}{W}{W}{C} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 100 instead of 50. 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 35 #73

Carrington388
06/08/2007, 07:29 AM
Fantina's Corphish
40 HP {W}
Basic Pokémon

{C}{C} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Fantina's Corphish during your opponent's next turn. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 9 #341

Fantina's Crawdaunt
80 HP {D}
Stage 1 Pokémon (Evolves from Fantina's Corphish)

Poké-POWER Blackshell
Any {P} Energy card attached to Fantina's Crawdaunt that doesn't provide all types (colors) of Energy instead provides {D} Energy.
{D}{C} Taunt If the Defending Pokémon attacked during your opponent's last turn, it can't use the attack it used during your opponent's next turn. 30
{D}{D}{D}{C} Dark Pulse Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 50

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}{C}
Lv. 35 #342

Fantina's Poochyena
50 HP {D}
Basic Pokémon

{C} Noise Chase You can't use this attack unless Fantina's Poochyena has any basic Energy cards attached to it. 20

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 17 #261
The restriction in the attack's usage is designed to deter attempts to use the attack for zero Energy by reducing the Energy cost to that point. Those copying the attack can also run into problems if nothing but Special Energy cards are attached.

Fantina's Mightyena
90 HP {D}
Stage 1 Pokémon (Evolves from Fantina's Poochyena)

Poké-BODY Intimidation Stare
Each Defending Pokémon pays {C} more to use an attack. If an attack's Energy cost would be 1 {C} in this way, that attack's Energy cost is 2 {C} instead.
{D}{D} Embargo Discard 1 {D} Energy card attached to Fantina's Mightyena or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn. 20
{D}{D}{D}{C} Dark Crunch This attack does 50 damage plus 10 more damage for each {D} Energy card attached to Fantina's Mightyena but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 50+

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 43 #262

Fantina's Carvanha
50 HP {D}
Basic Pokémon

{W}{C} Aqua Jet Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 14 #318

Fantina's Sharpedo
80 HP {D}
Stage 1 Pokémon (Evolves from Fantina's Carvanha)

Poké-BODY Low-Energy Shield
Ignore all effects of an attack done to Fantina's Sharpedo by an attack whose Energy cost is 0.
{W}{W}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 40
{D}{D}{D}{D}{C} Night Slash 80

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}{C}
Lv. 38 #319

Sunflorazumarill
06/08/2007, 07:58 PM
Here are some more ideas for Maylene!

Maylene’s Machop
Pokémon card Lv. 16 #285
{F}
40 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Submission Maylene’s Machop does 10 damage to itself. 30
{C}{C} Smash Punch Flip a coin. If tails, this attack does nothing. 30

Maylene’s Machoke
Pokémon card Lv. 34 #67
{F}
80 HP
Stage 1 Pokémon
Evolves from Maylene’s Machop
Put Maylene’s Machoke on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
{F}{F} Dynamicpunch Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, this attack does nothing (not even damage). 50
{F}{C}{C} Spiral Kick Flip a coin until you get tails. This attack does 40 damage times the number of heads. 40x

Maylene’s Machamp
Pokémon card Lv. 52 #68
{F}
120 HP
Stage 2 Pokémon
Evolves from Maylene’s Machoke
Put Maylene’s Machamp on the Stage 1 card
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: No Guard The damage of all attacks done by any Pokémon in play (yours and your opponent's) isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on any Pokémon in play.
{F}{C}{C} Elemental Punch If there are any {G}, {R}, {W}, and/or {L} Energy cards attached to Maylene’s Machamp, you may discard 1 of them. If you do, this attack does 50 damage plus 20 more damage and apply Weakness and Resistance as if Maylene’s Machamp is the same type as the Energy card you discarded. 50+
{F}{F}{C}{C} Quad Crush Flip 4 coins for each {F} Energy attached to Maylene’s Machamp. This attack does 20 damage plus 10 more damage for each heads. 20+

Maylene’s Meditite
Pokémon card Lv. 16 #307
{F}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F} Fling Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 10
{C}{C} Recover Discard an Energy card attached to Maylene's Meditite or this attack does nothing. Remove all damage counters from Maylene's Meditite.

Maylene’s Medicham
Pokémon card Lv. 36 #308
{F}
70 HP
Stage 1 Pokémon
Evolves from Maylene’s Meditite
Put Maylene’s Medicham on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Confuse Aura If Maylene’s Medicham has any Confuse Energy cards attached to it, whenever Maylene’s Medicham damages a Defending Pokémon with an attack, that Pokémon is now Confused.
{P}{P} Wide Psywave Does 20 damage to each Defending Pokémon for each Energy card attached to that Pokémon.
{F}{C}{C} High Jump Kick Flip a coin. If tails, this attack does no damage to the Defending Pokémon and Maylene’s Medicham does 20 damage to itself. 100

Maylene’s Shroomish
Pokémon card Lv. 12 #285
{G}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Spore The Defending Pokémon is now Asleep.
{C}{C} Wake-Up Slap If the Defending Pokémon was Asleep during your opponent's last turn, this attack's base damage is doubled. Then, the Defending Pokémon is no longer Paralyzed. 20

Maylene’s Breloom
Pokémon card Lv. 36 #286
{F}
80 HP
Stage 1 Pokémon
Evolves from Maylene’s Shroomish
Put Maylene’s Breloom on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Poison Heal If Maylene’s Breloom is affected by a Special Condition, remove 2 damage counters from Maylene’s Breloom between turns.
{F}{F} In-Fight Punch Flip a coin for each {F} Energy attached to Maylene’s Breloom. This attack does 60 damage times the number of heads. During your opponent’s next turn, all damage done by attacks to Maylene’s Breloom is increased by 10 (before applying Weakness and Resistance) for each heads. 60x
{G}{C}{C} Seed Bomb 50

Maylene’s Heracross
Pokémon card Lv. 30 #214
{F}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Guts If Maylene's Heracross is affected by a Special Condition, any damage done by Maylene's Heracross is doubled (before applying Weakness and Resistance).
{C}{C} Aerial Ace This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 30
{F}{C}{C} Revenge If Maylene’s Heracross was damaged by an attack during your opponent’s last turn, this attack’s base damage is doubled. 30

Carrington388
06/08/2007, 08:28 PM
Byron's Igglybuff
30 HP {C}
Baby Pokémon (Evolves into Byron's Jigglypuff)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Copycat If Byron's Igglybuff was attacked during your opponent's last turn, do the final result of that attack to the Defending Pokémon.

Weakness: none
Resistance: none
Retreat Cost: none
Lv. 2 #174

Byron's Jigglypuff
80 HP {C}
Basic Pokémon

Poké-BODY Quick Play Stages
If Byron's Jigglypuff didn't evolve from Byron's Igglybuff when put into play, Byron's Jigglypuff's total HP is 60 instead of 80. If Byron's Jigglypuff is an Evolved Pokémon, Byron's Jigglypuff can't be Asleep.
{C}{C} Gravity Until the end of your next turn, ignore any {F} Resistance and any effect that would reduce damage done to {F} Pokémon by 30 (after Weakness).
{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #39

Byron's Wigglytuff
120 HP {C}
Stage 1 Pokémon (Evolves fromn Byron's Jigglypuff)

Poké-POWER Sleepy Hide
If a Defending Pokémon attacks Byron's Wigglytuff, at the end of your opponent's turn, unless Byron's Wigglytuff was affected by a Special Condition at the time of the attack, your opponent flips a coin. If tails, the Pokémon that attacked Byron's Wigglytuff is now Asleep.
{C}{C} Gyro Ball This attack does 20 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Byron's Wigglytuff (after applying effects to the Retreat Cost). 20x
{C}{C}{C}{C} Wake-Up Slap If the Defending Pokémon is Asleep, this attack does 30 damage plus 30 more damage and that Pokémon is no longer Asleep. 30+

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 64 #40

Byron's Castform
60 HP {C}
Basic Pokémon

Poké-POWER Metallic Weather
If Byron's Castform isn't affected by a Special Condition, any damage done to your {M} Pokémon in play by a Pokémon whose type (color) is the same type as Byron's Castform's type (color) is reduced by 30 (before Weakness and Resistance).
{C}{C} Attack Break This attack does 40 damage minus 10 damage for each attack of its own the Defending Pokémon has. If the Defending Pokémon has no attacks of its own, this attack's base damage is 60 instead of 40. 40-

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 24 #351

Byron's Ditto
50 HP {C}
Basic Pokémon

Poké-BODY Metal Powder
Any damage done to Byron's Ditto by an attack (your own or your opponent's) is reduced by 20 (after Weakness and before Resistance).
Poké-POWER Quick Morph
Once during your turn (before your attack), if Byron's Ditto isn't affected by a Special Condition, you may choose a Defending Pokémon. If you do, Byron's Ditto's type (color), total HP, Weakness, Resistance, and whether or not it has δ on its card is now the same as the Pokémon you chose and Byron's Ditto has a copy of each of that Pokémon's attacks until either that Pokémon is Knocked Out or Byron's Ditto uses this power again.
{C} Pound 10

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 17 #132

Byron's Kecleon
60 HP {C}
Basic Pokémon

Poké-POWER Delta Colorswap
Once during your turn (before your attack), if Byron's Kecleon isn't affected by a Special Condition, you may choose 1 of your opponent's Pokémon in play with δ on its card. Switch that Pokémon's type (color) with Byron's Kecleon's type (color). This effect remains as long as both that Pokémon and Byron's Kecleon remain in play.
{C}{C} Shadow Sneak Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 22 #352

Carrington388
06/09/2007, 08:36 PM
Candice's Swinub
50 HP {W}
Basic Pokémon

{W} Ice Shard Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+

Weakness: {R}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 15 #220

Candice's Piloswine
80 HP {W}
Stage 1 Pokémon (Evolves from Candice's Swinub)

{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20
{W}{W}{C} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 40

Weakness: {R}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 36 #221

Candice's Mamoswine
120 HP {W}
Stage 2 Pokémon (Evolves from Candice's Piloswine)

Poké-BODY Snow Cloak
If there is a Hail counter on the field, when 1 of your opponent's Pokémon tries to attack Candice's Mamoswine during your opponent's turn, your opponent flips a coin. If tails, that attack does nothing.
{C}{C}{C} Snowpoint Search Search your deck for a Trainer card with Candice in its name. Show it to your opponent, then put it into your hand. Shuffle your deck afterward. If you found a Supporter card in this way, draw a card. If you found a Stadium card in this way, you may put that card into play.
{W}{W}{W}{W}{C} Blizzard Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokémon. If tails, this attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 80

Weakness: {R}
Resistance: {L} -30
Retreat Cost: {C}{C}{C}
Lv. 67 #473

Candice's Happiny
70 HP {C}
Baby Pokémon (Evolves into Candice's Chansey)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Paralyzing Kiss Discard 1 Energy card attached to Candice's Happiny or this attack does nothing. The Defending Pokémon is now Paralyzed.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 26 #440

Candice's Chansey
110 HP {C}
Basic Pokémon

Poké-BODY Quick-Play Dishonesty
If Candice's Chansey didn't evolve from Candice's Happiny when put into play, Candice's Chansey's total HP is 90 instead of 110.
{C}{C} Fling Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 20
{C}{C} Healing Wish If Candice's Chansey is Knocked Out during your opponent's next turn, remove all damage counters and Special Conditions from the new Active Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 41 #113

Candice's Blissey
120 HP {C}
Stage 1 Pokémon (Evolves from Candice's Chansey)

Poké-POWER Snowpoint Healing
If Candice's Blissey isn't affected by a Special Condition, remove 3 damage counters from each of your Pokémon with Candice in its name between turns. Having additional copies of this power provides no additional effect.
{C}{C} Gravity Until the end of your next turn, ignore any {F} Resistance and any effect that would reduce damage done to {F} Pokémon by 30 (after Weakness).
{C}{C}{C}{C}{C} Homing Egg Choose 1 of your opponent's Pokémon in play and this attack does 60 damage to it. Don't apply Weakness and Resistance.

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 66 #242

Sunflorazumarill
06/10/2007, 07:16 PM
Here’s some more ideas for Crasher Wake!

Crasher Wake’s Azurill
Pokémon card Lv. 5 #298
{C}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Crasher Wake’s Marill
Put Crasher Wake’s Marill on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Charm During your opponent's next turn, any damage done by attacks from the Defending Pokémon is reduced by 20 (before Weakness and Resistance).

Crasher Wake’s Marill
Pokémon card Lv. 20 #183
{W}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Ring Place a Regen counter on Crasher Wake's Marill. The end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{C}{C} Slam Tail If Crasher Wake’s Marill is an evolved Pokémon, this attack does 20 damage plus 20 more damage. 20+

Crasher Wake’s Azumarill
Pokémon card Lv. 40 #184
{W}
90 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Marill
Put Crasher Wake’s Azumarill on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Ice Sonic If Magic Materia: Ice is attached to Crasher Wake’s Azumarill, whenever Crasher Wake’s Azumarill damages a Defending Pokémon with an attack, each Defending Pokémon is now Confused.
{W} Water Disorient If the Defending Pokémon is Confused, this attack does 20 damage plus 30 more damage. 20+
{W}{C}{C} Aqua Tail 50

Crasher Wake’s Corsola
Pokémon card Lv. 25 #222
{W}
60 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{C}{C} Nature Power Choose an Energy card other than {C} attached to Crasher Wake’s Corsola. Apply Weakness and Resistance as if Crasher Wake’s Corsola was the same type as that Energy card. 20
{W}{W} Double Bubble Flip 2 coins. This attack does 20 damage times the number of heads. If either of the coins is heads, the Defending Pokémon is now Paralyzed. 20x

Crasher Wake’s Shellos (West Sea)
Pokémon card Lv. 20 #422
{W}
60 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Icy Wind Flip a coin. If heads, this attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 10
{C}{C} Amnesia Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn. 10

Crasher Wake’s Shellos (East Sea)
Pokémon card Lv. 15 #422
{W}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Recover Discard an Energy card attached to Crasher Wake's Shellos or this attack does nothing. Remove all damage counters from Crasher Wake's Shellos.

Crasher Wake’s Gastrodon (West Sea)
Pokémon card Lv. 40 #423
{W}
100 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Shellos (West Sea)
Put Crasher Wake’s Gastrodon (West Sea) on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: South Tide If you have Crasher Wake’s Gastrodon and Bertha’s Gastrodon in play and both have (West Sea) on their card, your opponent can’t attach any Pokémon Tool or Technical Machine cards to his or her Pokémon.
{F}{F} Rock Tomb Pile Flip a coin. If heads, the Defending Pokémon can't attack or retreat during your opponent's next turn. 40
{W}{W}{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 100 instead of 50. 50

Crasher Wake’s Gastrodon (East Sea)
Pokémon card Lv. 35 #423
{W}
90 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Shellos (East Sea)
Put Crasher Wake’s Gastrodon (East Sea) on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: North Tide If you have Crasher Wake’s Gastrodon and Bertha’s Gastrodon in play and both have (West Sea) on their card, your opponent can’t play any Supporter cards or Stadium cards.
{F}{F} Burrow Flip a coin. If heads, prevent all damage done by attacks to Crasher Wake’s Gastrodon during your opponent’s next turn. (Any other effects of attacks still happen.) 40
{W}{W}{W} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 60

Crasher Wake’s Bidoof
Pokémon card Lv. 15 #399
{C}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Water Sport Until the end of your next turn, all damage done by {R} Pokémon is reduced by half.
{C}{C} Spinning Tail Flip a coin. If heads, this attack does 10 damage to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Crasher Wake’s Bibarel
Pokémon card Lv. 40 #400
{W}
100 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Bidoof
Put Crasher Wake’s Bibarel on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Simple Whenever the effect of an attack done to Crasher Wake’s Bibarel (either by your or your opponent’s attacks) increases or reduces damage done to a Pokémon in play, the damage increased or reduced is doubled.
{W}{W} Water Trickery Flip a coin. If heads, each of Crasher Wake’s Bibarel’s attacks does 30 more damage to your opponent’s Pokémon (before applying Weakness and Resistance). If tails, all damage done by attacks to Crasher Wake’s Bibarel is increased by 20 (before applying Weakness and Resistance). 30
{W}{C}{C} Aqua Sonic Don’t apply Resistance. 50

Crasher Wake’s Surskit
Pokémon card Lv. 15 #283
{W}
50 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{G} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{W} Bubblebeam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10

Crasher Wake’s Masquerain
Pokémon card Lv. 35 #284
{G}
70 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Surskit
Put Crasher Wake’s Masquerain on the Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: n/a
{G}{G} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 40
{W}{W} Aqua Splash Flip a coin. If heads, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Carrington388
06/10/2007, 08:14 PM
Volkner's Meowth
50 HP {C}
Basic Pokémon

{C}{C} Slash 'n Go Flip a coin until you get tails. For each heads, choose 1 of your opponent's Pokémon in play and this attack does 10 damage to it. Don't apply Weakness and Resistance. You must choose at least 2 different Pokémon in this way unless either your opponent has only 1 Pokémon in play or you got only 1 heads.

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 17 #52

Volkner's Persian
90 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Meowth)

Poké-POWER Scrap Recovery
Once during your turn (before your attack, if there are any basic {L} Energy cards or any basic {M} Energy cards in your discard pile, you may flip a coin. If heads, choose a basic {L} Energy card or basic {M} Energy card from your discard pile and attach it to Volkner's Persian.
{L}{L} Shock Wave This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 40
{C}{C}{C}{C} Power Gem 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 42 #53

Volkner's Taillow
40 HP {C}
Basic Pokémon

{C} Peck 10
{C}{C}{C} Wingwave Flip a coin until you get tails. This attack does 10 damage to each Defending Pokémon form each heads.

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 8 #276

Volkner's Swellow
80 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Taillow)

Poké-BODY Strong Headwinds
If there is a Wind counter on the field, Volkner's Swellow's Retreat Cost is 0. If there is a Storm counter on the field, Volkner's Swellow's Retreat Cost is {C}{C}{C}.
{C}{C} Pluck If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, this attack's base damage is 50 instead of 20. Discard that Pokémon Tool afterward. 20
{L}{L}{L}{C} Volt Tackle Volkner's Swellow does 20 damage to itself. 90

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 33 #277

Volkner's Chatot
60 HP {C}
Basic Pokémon

Poké-BODY Tangled Feet
If Volkner's Chatot is Confused, whenever your opponent's Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing.
{C}{C} Nasty Plot Discard 1 Energy card attached to Volkner's Chatot or this attack does nothing. Any damage done by Volkner's Chatot by an attack during your next turn is increased by 40 (after Weakness and Resistance).
{C}{C}{C}{C} Hyper Voice This attack does 40 damage to each Defending Pokémon.

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 21 #441

Volkner's Kangaskhan
80 HP {C}
Basic Pokémon

Poké-POWER Dual-Stadium Stomp
If Dual Stadium is in play and Volkner's Kangaskhan isn't affected by a Special Condition, ignore all effects of any Stadium card in play.
{L}{L} Thunderpunch Flip a coin. If heads, this attack does 30 damage plus 10 more damage; if tails, this attack does 30 damage plus Volkner's Kangaskhan does 10 damage to itself. 30+
{C}{C}{C}{C} Double Hit Flip 2 coins. This attack does 40 damage times the number of heads. 40x

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 37 #115

Carrington388
06/11/2007, 08:20 PM
Aaron's Burmy (Sandy Cloak)
40 HP {G}
Basic Pokémon

Poké-POWER Switch-Form Evolution
If Burmy Shrub is in play and Aaron's Burmy uses that card's Poké-POWER, search your deck for an Evolution card that evolves from the Pokémon you chose in this way and attach it to that Pokémon. (This counts as evolving that Pokémon.) Shuffle your deck afterward.
{C} Headbutt 10

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 11 #412

Aaron's Wormadam (Sandy Cloak)
70 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Burmy (Sandy Cloak))

Poké-POWER Bug Lightning Draw
If Aaron's Wormadam is Benched, any damage done to any of your Pokémon in play with Aaron in its name by a {L} Pokémon is reduced by 20 (before Weakness and Resistance).
{F}{F} Terra Spin Ignore any effect that would modify the Defending Pokémon's Resistance when using this attack. 40
{G}{C}{C} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 30

Weakness: {R}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 34 #413

Aaron's Mothim
70 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Burmy)

Poké-POWER Extra Search
Once during your turn, when you play Aaron's Mothim from your hand to evolve 1 of your Pokémon in play, you may search your deck for Aaron's Wormadam and put it onto your Bench. Treat that Pokémon as if it were a Basic Pokémon. Shuffle your deck afterward.
{G}{G} Psychic This attack does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 10+
{G}{C}{C} U-Turn After your attack, you may switch Aaron's Mothim with 1 of your Benched Pokémon. 40

Weakness: {R}
Resistance: {F} -30
Retreat Cost: none
Lv. 35 #414

Aaron's Burmy (Trash Cloak)
40 HP {G}
Basic Pokémon

Poké-BODY Switch-Form Powerboost
If Burmy Shrub is in play and Aaron's Burmy uses that card's Poké-POWER, search your deck for a basic Energy card and attach it to the Pokémon you chose in this way. Shuffle your deck afterward.

{C} Hidden Power 10

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 11 #412

Aaron's Wormadam (Trash Cloak)
70 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Burmy (Trash Cloak))

Poké-POWER Bug Poison Shield
If Aaron's Wormadam is Benched, each of your Pokémon in play with Aaron in its name can't be Poisoned.
{M}{M} Copper Blast If the Defending Pokémon has a Weakness and damage done to it by a Pokémon whose type (color) is the same as that Pokémon Weakness is not doubled, this attack does 30 damage plus 30 more damage. 30+
{G}{C}{C} Flail This attack does 20 damage plus 10 more damage for each damage counter on Aaron's Wormadam. 20+

Weakness: {R}
Resistance: {G} -30
Retreat Cost: {C}
Lv. 34 #413

Aaron's Mothim
70 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Burmy)

Poké-BODY Moth Shield
If Aaron's Mothim is your Active Pokémon, prevent all effects of an attack other than damage done to your Benched Pokémon with Aaron in its name.
{G}{G} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 20
{G}{C}{C} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 30

Weakness: {R}
Resistance: {F} -30
Retreat Cost: none
Lv. 35 #414

Carrington388
06/13/2007, 08:58 AM
Bertha's Sandshrew
50 HP {F}
Basic Pokémon

{C} Poison Sting Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
{F} Swift This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 16 #27

Bertha's Sandslash
90 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Sandshrew)

Poké-POWER Resistance Rounder
If Bertha's Sandslash is Benched, if any of of your Pokémon in play that either has a Weakness and any damage done to it by a Pokémon whose type (color) is the same as that Pokémon's Weakness is doubled or has no Weakness ever has a Resistance that isn't a multiple of -30, round that Resistance up to the nearest multiple of -30.
{F}{F} Fury Cutter Flip 4 coins. This attack does 30 damage plus 10 more damage if exactly 1 is heads, or 20 more damage if exactly 2 are heads, or 40 more damage if exactly 3 are heads, or 80 more damage if all 4 are heads. 30+
{F}{F}{F}{C} Gyro Ball This attack does 50 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Bertha's Sandslash (after applying effects to the Retreat Cost). 50x

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 44 #28
An example of how Resistance Rounder works: A Resistance Gym would normally drop Resistance down to -10. However, Resistance Rounder rounds it back up on your side to -30.

Bertha's Bonsly
40 HP {F}
Baby Pokémon (Evolves into Bertha's Sudowoodo or Bertha's Sudowoodo ex)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.

{F}{C} Damage Drain Discard 1 {F} Energy card attached to Bertha's Bonsly or this attack does nothing. Remove all damage counters from Bertha's Bonsly.

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 11 #438

Bertha's Sudowoodo
100 HP {F}
Basic Pokémon

Poké-BODY Quick Play Stages
If Bertha's Sudowoodo didn't evolve from Bertha's Bonsly when put into play, Bertha's Sudowoodo's total HP is 80 instead of 100. If Bertha's Sudowoodo is an Evolved Pokémon, Bertha's Sudowoodo has no Weakness.
{F} Low Shot Flip a coin for each {C} in the Defending Pokémon's Retreat Cost. This attack does 30 damage times the number of heads. 30x
{F}{F}{F}{C}{C} Wood Hammer Bertha's Sudowoodo does 20 damage to itself. 100

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 50 #185

Bertha's Cubone
50 HP {F}
Basic Pokémon

{F} Slow Slash Place a Slow counter on the Defending Pokémon. While a Pokémon has a Slow counter on it, that Pokémon pays {C} more to retreat. A Pokémon cannot have more than 1 Slow counter on it at a time. 10
{F} Haste Slash Place a Haste counter on the Defending Pokémon. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time. 30

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 14 #104

Bertha's Marowak
80 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Cubone)

Poké-BODY Rock Head
Prevent all damage Bertha's Marowak does to itself.
{F}{C} Javebone Choose 1 of your opponent's Pokémon in play and this attack does 30 damage to it. Don't apply Weakness and Resistance.
{F}{F}{F}{F} Bone Rush Flip 5 coins. This attack does 30 damage times the number of heads. 30x

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 40 #105

Carrington388
06/14/2007, 10:42 AM
Flint's Skitty
50 HP {C}
Basic Pokémon

{C} Sing The Defending Pokémon is now Asleep.
{C}{C} Doubleslap Flip 2 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 16 #300

Flint's Delcatty
90 HP {C}
Stage 1 Pokémon (Evolves from Flint's Skitty)

Poké-BODY Normalize
Treat any Energy in the Energy cost of any attack Flint's Delcatty can use as if it was {C}.
{D}{D} Faint Attack This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on either Defending Pokémon. 30
{L}{L}{L}{L} Charge Beam During your next turn, each of Flint's Delcatty's attacks does 40 more damage to the Defending Pokémon (before applying Weakness and Resistance). 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 41 #301

Flint's Whismur
40 HP {C}
Basic Pokémon

{C} Pound 10
{C}{C} Sleep Talk You may use this attack only if Flint's Whismur is Asleep. Choose 1 of the Defending Pokémon's attacks. Sleep Talk copies that attack including its Energy cost (during this turn, all Energy attached to Flint's Whismur provides all types). (You must still do anything else required in order to use that attack.) (No matter what type the Defending Pokémon is, Flint's Whismur's type is still {C}.) Flint's Whismur performs that attack.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 10 #293

Flint's Loudred
80 HP {C}
Stage 1 Pokémon (Evolves from Flint's Whismur)

{C} Uproar No Pokémon can become Asleep until the end of your next turn. 20
{C}{C}{C} Hyper Voice This attack does 30 damage to each Defending Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 29 #294

Flint's Exploud
110 HP {C}
Stage 2 Pokémon (Evolves from Flint's Loudred)

Poké-POWER Extra Power
If Flint's Exploud has Flame Plate attached to it or if there is a Sun counter on the field, unless Flint's Exploud is affected by a Special Condition, any damage done by Flint's Exploud by an attack is increased by 20 (before Weakness and Resistance).
{R}{R} Fire Fang Flip a coin. If heads, the Defending Pokémon is now Burned and can't attack during your opponent's next turn. 30
{R}{R}{R}{R} Overheat This attack does 100 damage minus 20 damage for each time Flint's Exploud has used this attack. 100-

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 58 #295

Flint's Zangoose
70 HP {C}
Basic Pokémon

{C} Embargo Discard 1 Energy card attached to Flint's Zangoose or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn.
{C}{C}{C}{C} X-Scissor 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 31 #335

Carrington388
06/15/2007, 02:33 PM
Lucian's Chingling
40 HP {P}
Baby Pokémon (Evolves into Lucian's Chimecho or Lucian's Chimecho ex)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{P} Heal Chime Discard 1 {P} Energy card attached to Lucian's Chingling or this attack does nothing. Choose 1 of your Pokémon in play. Remove all damage counters, Special Conditions, and special counters (ex. Freeze, Fear) from it.

Weakness: none
Resistance: none
Retreat Cost: none
Lv. 7 #433

Lucian's Chimecho
80 HP {P}
Basic Pokémon

Poké-BODY Quick Play Stages
If Lucian's Chimecho didn't evolve from Lucian's Chingling when put into play, Lucian's Chimecho's total HP is 60 instead of 80. If Lucian's Chimecho is an Evolved Pokémon, no special counters (ex. Freeze, Fear) other than Haste counters and Regen counters may be placed on any of your Pokémon.
{P} Healing Wish If Lucian's Chimecho is Knocked Out during your opponent's next turn, remove all damage counters and Special Conditions from the new Active Pokémon.
{P}{P}{P} Extrasensory Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 40

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 35 #358
The evolved Pokémon effect of Quick Play Stages explicitly states special counters placed on Pokémon, such as Fear counters, Berserk counters, Imprison markers, and the like. Ones placed on the field, such as Sun counters and Waterlevel switches, aren't affected by the power.

Lucian's Wynaut
50 HP {P}
Baby Pokémon (Evolves into Lucian's Wobbuffet)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
Poké-BODY Lashback
If Lucian's Wynaut is damaged by an opponent's attack (even if Lucian's Wynaut is Knocked Out), this power does damage to the Pokémon that damaged Lucian's Wynaut equal to the damage done to Lucian's Wynaut (after Weakness and Resistance).

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 15 #360

Lucian's Wobbuffet
110 HP {P}
Basic Pokémon

Poké-BODY Quick Play Stages
If Lucian's Wobbuffet didn't evolve from Lucian's Wynaut when put into play, Lucian's Wobbuffet's total HP is 90 instead of 110. If Lucian's Wynaut is an Evolved Pokémon, Lucian's Wobbuffet pays {C}{C} less to retreat.
Poké-POWER Seal Trap
If Lucian's Wobbuffet is your Active Pokémon and not affected by a Special Condition, each player's Active Pokémon that doesn't have Wynaut or Wobbuffet in its name can't retreat.
{P}{C} Destiny Bond Discard 1 {P} Energy card attached to Lucian's Wobbuffet or this attack does nothing. If Lucian's Wobbuffet is Knocked Out during your opponent's next turn, Knock Out the Pokémon that Knocked Out Lucian's Wobbuffet.

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 47 #202

Lucian's Mime Jr.
40 HP {P}
Baby Pokémon (Evolves into Lucian's Mr. Mime)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
Poké-BODY Delta Shield
Each of your opponent's Pokémon with δ on its card can't attack any of your Baby Pokémon in play (including this one).

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 8 #439

Lucian's Mr. Mime
100 HP {P}
Basic Pokémon

Poké-BODY Quick Play Stages
If Lucian's Mr. Mime didn't evolve from Lucian's Mime Jr. when put into play, Lucian's Mr. Mime's total HP is 80 instead of 100. If Lucian's Mr. Mime is an Evolved Pokémon, whenever your opponent attacks Lucian's Mr. Mime with an attack that does damage, your opponent flips a coin. If tails, that attack's damage is reduced to 10 (after Weakness and Resistance).
{P}{C} Psychic This attack does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 10+
{P}{P}{C}{C} Magical Leaf This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 50

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 44 #122

Carrington388
06/16/2007, 03:00 PM
Cynthia's Shellos (West Sea)
50 HP {W}
Basic Pokémon

Poké-BODY Storm Drain
If an attack from a {W} Pokémon (your own or your opponent's) would do damage to any of your Pokémon in play, that damage is instead done to Cynthia's Shellos. Apply Weakness and Resistance.
{W}{C} Muddy Water If the Defending Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing. (This effect lasts until the Defending Pokémon is Benched or taken out of play.) 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 17 #422

Cynthia's Gastrodon (West Sea)
90 HP {F}
Stage 1 Pokémon (Evolves from Cynthia's Shellos (West Sea))

Poké-POWER West Gym Call
When you play Cynthia's Gastrodon from your hand to evolve 1 of your Active Pokémon, you may search your deck for a Basic Pokémon with Roark, Gardenia, Byron, or Candice in its name. If you do, show it to your opponent, then put it into your hand. Shuffle your deck afterward.
{F}{F} Mud Bomb Flip a coin. If heads, if the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If that coin is tails, that attack does nothing. 30
{F}{F}{F}{C}{C} Wingshot If the Defending Pokémon has Resistance to {F} and that Resistance is a multiple of -30, this attack does 50 damage plus 10 more damage for each -10 in that Pokémon's Resistance. If the Defending Pokémon has Resistance to {F} and that Resistance is not a multiple of -30, this attack does 50 damage plus 20 more damage for each -10 in that Pokémon's Resistance and don't apply Resistance for this attack. 50+

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 41 #423

Cynthia's Shellos (East Sea)
50 HP {W}
Basic Pokémon

Poké-BODY Sticky Hold
Your opponent cannot discard any Trainer cards attached to Cynthia's Shellos.
{W}{C} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 19 #422

Cynthia's Gastrodon (East Sea)
90 HP {W}
Stage 1 Pokémon (Evolves from Cynthia's Shellos (East Sea))

Poké-POWER East Gym Call
When you play Cynthia's Gastrodon from your hand to evolve 1 of your Active Pokémon, you may search your deck for a Basic Pokémon with Maylene, Crasher Wake, Fantina, or Volkner in its name. If you do, show it to your opponent, then put it into your hand. Shuffle your deck afterward.
{W}{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 60 instead of 30. 30
{W}{W}{W}{C}{C} Sproutdouse If the Defending Pokémon has Resistance to {W} and that Resistance is a multiple of -30, this attack does 50 damage plus 10 more damage for each -10 in that Pokémon's Resistance. If the Defending Pokémon has Resistance to {W} and that Resistance is not a multiple of -30, this attack does 50 damage plus 20 more damage for each -10 in that Pokémon's Resistance and don't apply Resistance for this attack. 50+

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 44 #423
About Wingshot and Sproutdouse: Resistance-altering effects do stack. For example, a {F} -60 would cause Wingshot to add 60 damage (there are two -30s in a -60), while a {W} -80 would cause Sproutdouse to add 160 damage (-80 is -10 short of three full -30s). The exact table of added damage for Resistances from 0 to -120: +0, +20, +40, +30, +80, +100, +60, +140, +160, +90, +200, +220, +120.

Cynthia's Plusle
60 HP {L}
Basic Pokémon

Poké-BODY Hoenn Fire
If Cynthia's Plusle has any {R} Energy attached to it and your opponent has any Pokémon with Roxanne, Brawly, Wattson, Flannery, Norman, Winona, Tate & Liza, Wallace, Juan, Sidney, Phoebe, Glacia, Drake, or Steven in its name in play, Cynthia's Plusle is both {L}{R} type.
{C}{C} Odd-Elite Cheer Switch Cynthia's Plusle with 1 of your Benched Pokémon. If that Pokémon has Aaron or Flint in its name, any damage done by that Pokémon by an attack during your next turn is increased by 30 (before Weakness and Resistance).
{L}{L}{R}{C} Positive Effect You may discard 1 {R} Energy card attached to Cynthia's Plusle. If you don't, flip a coin. If heads, place a Haste counter on the Defending Pokémon; if tails, place a Regen counter on the Defending Pokémon. 80

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 22 #311

Cynthia's Minun
60 HP {L}
Basic Pokémon

Poké-BODY Orange/Fiore Ice
If Cynthia's Minun has any {W} Energy attached to it and your opponent has any Pokémon with Cissy, Danny, Rudy, Luana, or Drake in its name or a Pokémon with a Poké-POWER with Assist in the power's name in play, Rocket's Minun is both {L}{W} type.
{C}{C} Even-Elite Cheer Switch Cynthia's Minun with 1 of your Benched Pokémon. If that Pokémon has Bertha or Lucian in its name, any damage done by that Pokémon by an attack during your next turn is increased by 30 (before Weakness and Resistance).
{L}{L}{W}{C} Negative Effect Discard 1 {W} Energy card attached to Cynthia's Minun or this attack does nothing. Flip a coin. If heads, place a Freeze counter on the Defending Pokémon; if tails, place a Fear counter on the Defending Pokémon. 50

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 22 #312

Sunflorazumarill
06/17/2007, 07:41 PM
Here are even more ideas for Crasher Wake!

Crasher Wake’s Relicanth
Pokémon card Lv. 32 #369
{W}
70 HP
Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
{W}{W} Mud Splash If your opponent has any Benched Pokémon, choose 1 of them and this attack does 30 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{F}{C}{C} Head Smash Crasher Wake’s Relicanth does 30 damage to itself. 70

Crasher Wake’s Magikarp
Pokémon card Lv. 10 #129
{W}
30 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Splash 10
{C}{C} Take Down Crasher Wake’s Magikarp does 10 damage to itself. 30

Crasher Wake’s Gyarados
Pokémon card Lv. 46 #130
{W}
100 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Magikarp
Put Crasher Wake’s Gyarados on the Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}{C}
PokéBODY: Intimidating Storm As long as Crasher Wake’s Gyarados is your Active Pokémon, if any 1 of your Pokémon is damaged by an opponent's attack (even if that Pokémon is Knocked Out), flip a coin. If heads, discard an Energy card attached to the Attacking Pokémon.
{W}{W} Bubble Shower Flip a coin. If heads, the Defending Pokémon is now Paralyzed and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{W}{C}{C} Aqua Tail 50

Crasher Wake’s Wooper
Pokémon card Lv. 16 #194
{W}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F} Mud-Slap 10
{W}{W} Hypnosplash The Defending Pokémon is now Asleep. 20

Crasher Wake’s Quagsire
Pokémon card Lv. 40 #195
{W}
90 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Wooper
Put Crashwe Wake’s Quagsire on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Mud Rain If there is a Rain counter or Sand counter on the field, whenever your opponent’s Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing to Crasher Wake’s Quagsire.
{F}{F} Mud Bomb Does 30 damage to each Defending Pokémon. If either Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
{W}{W}{W} Muddy Water If the Defending Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing. (This effect lasts until the Defending Pokémon is Benched or taken out of play.) 50

Crasher Wake’s Carvanha
Pokémon card Lv. 12 #318
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 20 instead of 10. 10
{C}{C} Assurance If the Defending Pokémon was already damaged or had damage counters put on it during this turn and your opponent’s last turn, this attack does 10 damage plus 20 more damage. 10+

Crasher Wake’s Sharpedo
Pokémon card Lv. 36 #319
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Carvanha
Put Crasher Wake’s Sharpedo on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Surging Splash Does 30 damage to each Defending Pokémon and flip a coin for each Defending Pokémon. For each heads, choose 1 of your opponent’s Benched Pokémon and this attack does 20 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{W}{C}{C} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 30 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Crasher Wake’s Remoraid
Pokémon card Lv. 14 #223
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{C}{C} Bullet Seed Flip 4 coins. This attack does 10 damage times the number of heads. 10x

Crasher Wake’s Octillery
Pokémon card Lv. 38 #224
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Remoraid
Put Crasher Wake’s Octillery on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Ink Bomber Flip a coin. If heads, this attack does 30 damage plus 30 more damage and if the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. 30+
{C}{C}{C} Gunk Shot Flip a coin. If heads, the Defending Pokémon is now Poisoned. 40

Crasher Wake’s Spheal
Pokémon card Lv. 18 #363
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Powder Snow The Defending Pokémon is now Asleep. 10
{W} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 10

Crasher Wake’s Sealeo
Pokémon card Lv. 32 #364
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Spheal
Put Crasher Wake’s Sealeo on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
{W}{W} Water Gun Does 30 damage plus 20 more damage for each {W} Energy attached to Crasher Wake’s Sealeo but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 30+
{W}{W}{W} Ice Throw If the Defending Pokémon is a {F} Pokémon, this attack's base damage is doubled. 50

Crasher Wake’s Walrein
Pokémon card Lv. 46 #365
{W}
120 HP
Stage 2 Pokémon
Evolves from Crasher Wake’s Sealeo
Put Crasher Wake’s Walrein on the Stage 1 card
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Damp Freeze If there is a Rain counter on the field, whenever 1 of your Pokémon damages a Defending Pokémon with an attack, flip a coin. If heads, that Pokémon is now Paralyzed.
{W}{W} Crunch Until the end of your next turn, all damage done to the Defending Pokémon is increased by 20 (after applying Weakness and Resistance). 40
{W}{W}{W}{W} Avalanche If Crasher Wake's Walrein was damaged during your opponent's last turn, this attack does 70 damage plus 40 more damage. 70+

Carrington388
06/18/2007, 10:16 AM
Roark's Headlamp
Trainer Card (Pokémon Tool)

Attach Roark's Headlamp to 1 of your Pokémon with Roark in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Any damage done by a {D} Pokémon that doesn't have Dark or Rocket in its name to this Pokémon is reduced by 30 (after Weakness and before Resistance). Any damage done by a {D} Pokémon with Dark or Rocket in its name to this Pokémon is reduced by 50 (before Weakness and Resistance).

Gardenia's Sprinkler System
Trainer Card (Supporter)

At the start of your turn, flip a coin. If heads, remove 2 damage counters from each of your {G} Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) and Pokémon with Gardenia in its name. This effect remains in play until you get tails.

Maylene's Training Method
Trainer Card

Search your deck for an Energy card and attach it to 1 of your Pokémon with Maylene in its name, then put 1 damage counter on that Pokémon. Shuffle your deck afterward.

Crasher Wake's Mask
Trainer Card (Pokémon Tool)

Attach Crasher Wake's Mask to 1 of your Pokémon with Crasher Wake in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon attacks a Pokémon with δ on its card or a {D} Pokémon with Dark or Rocket in its name, flip a coin. If heads, that attack does 60 more damage (after Weakness and before Resistance). If tails, this Pokémon does 20 damage to itself.

Fantina's Ghost Gamble
Trainer Card (Veilstone Game Corner)

Flip a coin until you get tails. For each heads, search your deck for a basic {P} Energy card and attach it to 1 of your Pokémon with Fantina in its name. Shuffle your deck afterward. You can't play another Veilstone Game Corner card for the rest of this turn.

Byron's Metal Shield
Trainer Card (Stadium Card)

Pokémon with Resistance to {G} that's a multiple of -30 and Pokémon with Byron in its name can't be Poisoned.

Sunflorazumarill
06/19/2007, 08:06 PM
Here are some Fossil Pokémon for this set!

Cynthia’s Cranidos
Pokémon card Lv. 24 #408
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Cynthia’s Cranidos on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{F} Surprise Attack Flip a coin. If tails, this attack does nothing. 30
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Cynthia’s Cranidos during your opponent’s next turn. 30

Cynthia’s Rampardos
Pokémon card Lv. 42 #409
{F}
110 HP
Stage 2 Pokémon
Evolves from Cynthia’s Cranidos
Put Cynthia’s Rampardos on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Extra Destruct If Magic Materia: Destruct is attached to Cynthia’s Rampardos, Cynthia’s Rampardos pays {C} less to use each attack on that card (minimum of 1 {C}).
{F}{F} Stone Rend If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 30
{F}{C}{C} Head Crush Cynthia’s Rampardos does 20 damage to itself. This attack’s damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 70

Roark’s Shieldon
Pokémon card Lv. 24 #410
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Shieldon on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{F} Metal Sound During your next turn, if any of your attacks does damage to the Defending Pokémon, that attack does 30 more damage (after applying Weakness and before Resistance).
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Roark’s Shieldon during your opponent’s next turn. 30

Roark’s Bastiodon
Pokémon card Lv. 42 #411
{F}
110 HP
Stage 2 Pokémon
Evolves from Roark’s Shieldon
Put Roark’s Bastiodon on the Stage 1 card
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Extra Shield If Magic Materia: Barrier is attached to Roark’s Bastiodon, Roark’s Bastiodon pays {C} less to use each attack on that card.
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{M}{C}{C} Metallic Ram Flip a coin. If heads, during your opponent’s next turn, any damage done to Roark’s Bastiodon by attacks is reduced by 50 (after applying Weakness and Resistance). 40

Roark’s Omanyte
Pokémon card Lv. 24 #138
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Omanyte on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20

Roark’s Omastar
Pokémon card Lv. 42 #139
{F}
110 HP
Stage 2 Pokémon
Evolves from Roark’s Omanyte
Put Roark’s Omastar on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Ancient Flash Once during your turn, when you play Roark’s Omastar from your hand to evolve 1 of your Pokémon, you may discard an Energy card attached to 1 of your opponent’s Pokémon.
{W}{W} Water Gun Does 20 damage plus 30 more damage for each {W} Energy attached to Roark’s Omastar but not used to pay for this attack’s Energy cost. You can’t add more than 60 damage in this way. 20+
{F}{F}{F} Ancient Barrier During your opponent’s next turn, prevent all damage done to any of your Pokémon in play by attacks from your opponent’s Pokémon-ex. (Any other effects of attacks still happen.) 50

Roark’s Kabuto
Pokémon card Lv. 24 #140
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Kabuto on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{W} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 10 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20
{F}{F} Mud Shot Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 30

Roark’s Kabutops
Pokémon card Lv. 42 #141
{F}
100 HP
Stage 2 Pokémon
Evolves from Roark’s Kabuto
Put Roark’s Kabutops on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Burst Scythe Once during your turn, when you play Roark’s Kabutops from your hand to evolve your Active Pokémon, you may put 3 damage counters on 1 of your opponent’s Pokémon.
{W}{W} Icy Wind Flip a coin. If heads, this attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{F}{F}{F} Stone Edge Flip a coin. If heads, this attack does 40 damage plus 60 more damage. 40+

Roark’s Lileep
Pokémon card Lv. 24 #345
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Lileep on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{G} Poison Spurt Diacard a {G} Energy card attached to Roark’s Lileep or this attack does nothing. The Defending Pokémon is now Poisoned. 20
{F}{F} Rock Polish Place a Haste counter on Roark’s Lileep and 2 of your other Pokémon. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.

Roark’s Cradily
Pokémon card Lv. 42 #346
{F}
120 HP
Stage 2 Pokémon
Evolves from Roark’s Lileep
Put Roark’s Cradily on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Spongy Quarry As long as Roark's Cradily is your Active Pokémon, after each turn, remove 2 damage counters from each of your Pokémon in play whose Basic Pokémon card is Mysterious Fossil, Root Fossil, Claw Fossil, Skull Fossil, Shield Fossil, or Buried Fossil.
{G}{G} Mega Drain Remove a number of damage counters from Roark’s Cradily equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Roark’s Cradily has fewer damage counters than that, remove all of them. 40
{F}{F}{F} Mud Bomb Does 50 damage to each Defending Pokémon. If either Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.

Roark’s Anorith
Pokémon card Lv. 24 #347
{F}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Anorith on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{G} Poison Claws Flip a coin. If heads, the Defending Pokémon is now Poisoned. 20
{F}{F} Sand-Attack If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. 30

Roark’s Armaldo
Pokémon card Lv. 42 #348
{F}
110 HP
Stage 2 Pokémon
Evolves from Roark’s Anorith
Put Roark’s Armaldo on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Jagged Quarry As long as Roark's Armaldo is your Active Pokémon, if any 1 of your Pokémon whose Basic Pokémon card is Mysterious Fossil, Root Fossil, Claw Fossil, Skull Fossil, Shield Fossil, or Buried Fossil is damaged by an opponent's attack, put 2 damage counters on the Attacking Pokémon.
{G}{G} Fury Cutter Flip 4 coins. This attack does 30 damage plus 10 more damage if exactly 1 is heads, or 20 more damage if exactly 2 are heads, or 40 more damage if exactly 3 are heads, or 80 more damage if all 4 are heads. 30+
{F}{F}{F} Stone Tumble Discard a {F} Energy card attached to Roark’s Armaldo or this attack does nothing. This attack does 40 damage to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Carrington388
06/19/2007, 09:24 PM
Candice's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Candice in its name can use this attack instead of their own.
{W}{W}{W} Icicle Crash Discard 1, 2, 3, or 4 {W} Energy cards attached to this Pokémon or this attack does nothing. This attack does 20 damage times the number of Energy cards discarded in this way. Do this attack's damage to each Defending Pokémon.

Volkner's Blackout
Trainer Card (Supporter)

For each of your Pokémon in play with Volkner in its name, you may either switch a basic {L} Energy card attached to that Pokémon for a basic {D} Energy card from your deck or shuffle all Energy cards attached to that Pokémon into your deck. If you switched any Energy cards in this way, shuffle your deck afterward.

Aaron's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Aaron in its name can use this attack instead of their own.
{G}{G}{C} Bugswarm This attack does 20 damage times the number of Pokémon in play (your own or your opponent's) with Aaron in its name. 20x

Bertha's Thunder Rod
Trainer Card (Pokémon Tool)

Attach Bertha's Thunder Rod to 1 of your Pokémon with Bertha in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Any damage done by a {L} Pokémon to any of your Pokémon in play with Bertha in its name is instead done to this Pokémon (before Weakness and Resistance).
If you equip this on a {L} -30 Resistance Pokémon with the backup of a benched Bertha's Gliscor and a Bertha's Stadium in play. Not only would {L} attacks do nothing to all of the other Bertha Pokémon, but total damage would have to be 130 or more to actually dent that Pokémon's armor (-30 base, boosted to -60 by Bertha's Gliscor, then to -120 by Bertha's Stadium).

Flint's Fire Shortage
Trainer Card

You can't play this card unless you have a Pokémon with Flint in its name in play and you have less than 3 cards that provide {R} Energy to all of your Pokémon with Flint in its name. Flip a coin. If heads, search your deck for 10 basic {R} Energy cards and attach them to each of your Pokémon in play with Flint in its name in any way you choose. You can't play another Flint's Fire Shortage during this turn and your next 2 turns.
For the record, it's not three cards per Flint Pokémon, it's three cards combined for all Flint Pokémon.

Lucian's Psychic Link
Trainer Card (Supporter)

For the rest of this turn, any of your Pokémon with Lucian in its name may use any attack on any of your Pokémon in play with a basic {P} Energy card attached to it, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).

Cynthia's Aggression
Trainer Card (Supporter)

Until the end of your next turn, any damage done by any of your Pokémon with Cynthia in its name to any of your opponent's Pokémon with Galactic in its name is increased by 70 (after Weakness and before Resistance).

Sunflorazumarill
06/21/2007, 04:40 PM
Here are some more ideas for Roark and Byron!

Roark’s Nosepass
Pokémon card Lv. 24 #299
{F}
60 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Magna Resonance As long as Roark’s Nosepass is your Active Pokémon, whenever a Defending Pokémon retreats, put 1 damage counter on that Pokémon when it goes to the Bench.
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{C}{C} Thunder Wave Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Roark’s Probopass
Pokémon card Lv. 45 #476
{F}
100 HP
Stage 1 Pokémon
Evolves from Roark’s Nosepass
Put Roark’s Probopass on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Sand Pull If there is a Sand counter on the field, each Defending Pokémon can’t use any Poké-Powers or Poké-Bodies.
{F}{F} Magnitude Does 20 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{F}{F}{C}{C} Terra Stone Does 30 damage to 1 of your opponent’s Benched Pokémon that has the highest number of Energy cards attached to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Roark’s Onix
Pokémon card Lv. 32 #95
{F}
80 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{F} Mud Sport Until the end of your next turn, all damage done by {L} Pokémon is reduced by half.
{F}{C}{C} Rock Tomb Pile Flip a coin. If heads, the Defending Pokémon can’t attack or retreat during your opponent’s next turn. 30

Roark’s Steelix
Pokémon card Lv. 46 #208
{M}
120 HP
Stage 1 Pokémon
Evolves from Roark’s Onix
Put Roark’s Steelix on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Metal Stone If you have Byron's Steelix in play, Roark's Steelix is both {F}{M} type and attacks from Roark's Steelix and Byron's Steelix do 20 more damage to the Defending Pokemon (before applying Weakness and Resistance).
{F}{F} Forward Tremor Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{M}{M}{C}{C} Flash Cannon During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 60

Byron’s Onix
Pokémon card Lv. 32 #95
{F}
80 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{F}{C}{C} Earthquake Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 50

Byron’s Steelix
Pokémon card Lv. 46 #208
{M}
120 HP
Stage 1 Pokémon
Evolves from Byron’s Onix
Put Byron’s Steelix on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Rock Iron If you have Roark's Steelix in play, Byron's Steelix is both {F}{M} type and all damage done by attacks to Byron's Steelix and Roark's Steelix is reduced by 10 (before applying Weakness and Resistance).
{F}{F} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{M}{M}{C}{C} Iron Flail Flip a coin for each {M} Energy attached to Byron’s Steelix. This attack does 30 damage plus 10 more damage for each heads and 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30+

Byron’s Aron
Pokémon card Lv. 16 #304
{M}
40 HP
Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
{F} Rock Throw 10
{M}{C} Iron Tail Flip a coin. If heads, this attack does 20 damage plus 10 more damage. 20+

Byron’s Lairon
Pokémon card Lv. 32 #305
{M}
80 HP
Stage 1 Pokémon
Evolves from Byron’s Aron
Put Byron’s Lairon on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
{M}{M} Steel Stamp Flip a coin. If heads, this attack does 30 damage plus 20 more damage and the Defending Pokémon is now Paralyzed. 30+
{F}{C}{C} Rock Pile The Defending Pokémon can’t attack during your opponent’s next turn. 30

Byron’s Aggron
Pokémon card Lv. 48 #306
{M}
120 HP
Stage 2 Pokémon
Evolves from Byron’s Lairon
Put Byron’s Aggron on the Stage 1 card
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Mineral Power You may attach Magic Materia: Earth to Byron's Aggron. If Magic Materia: Earth is attached to Byron's Aggron, Byron's Aggron is both {F}{M} type and its retreat cost is reduced by {C}{C}{C}.
{F}{F} Sandstorm Does 10 damage to every Benched Pokémon (yours and your opponent’s). (Don’t apply Weakness and Resistance for Benched Pokémon.) 50
{M}{C}{C} Metal Burst If Byron’s Aggron was damaged during your opponent's last turn, this attack does twice that attack's base damage.

Byron’s Beldum
Pokémon card Lv. 16 #374
{M}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
{P} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{M}{C} Steel Ball Put 1 damage counter on the Defending Pokémon plus 1 more damage counter for each damage counter on Byron’s Beldum.

Byron’s Metang
Pokémon card Lv. 33 #375
{M}
80 HP
Stage 1 Pokémon
Evolves from Byron’s Beldum
Put Byron’s Metang on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
{P}{C} Psywave Does 20 damage times the number of Energy cards attached to the Defending Pokémon. 20x
{M}{C}{C} Iron Compress Flip a coin. If heads, discard an Energy card attached to the Defending Pokémon. If tails, the Defending Pokémon is now Paralyzed. 30

Byron’s Metagross
Pokémon card Lv. 50 #376
{M}
110 HP
Stage 2 Pokémon
Evolves from Byron’s Metang
Put Byron’s Metagross on the Stage 1 card
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéBODY: Intimidating Metal As long as Byron’s Metagross is your Active Pokémon, any damage done to your Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{P}{P} Psychic Does 20 damage plus 20 more damage for each Energy card attached to the Defending Pokémon. 20+
{M}{M}{C}{C} Metallic Impact Flip a coin. If heads, this attack does 50 damage plus 40 more damage and the Defending Pokémon can’t attack or retreat during your opponent’s next turn. 50+

Carrington388
06/25/2007, 06:41 PM
Aaron's Spinarak
50 HP {G}
Basic Pokémon

{G} Shadow Sneak Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 17 #167

Aaron's Ariados
90 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Spinarak)

Poké-POWER Poison Boost
If Aaron's Ariados is Benched, each of your Pokémon in play that doesn't have δ on its card that references the Special Condition Poisoned gets +20 HP. Having multiple copies of this power provides no additional effect.
{G}{C} Poison Jab Flip a coin. If heads, the Defending Pokémon is now Poisoned. 20
{G}{G}{G}{G} Bug Bite If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, treat that card's effect as this attack's effect, then discard that Pokémon Tool. 50

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 42 #168
The Poison Boost power covers not only those with Poison-causing attacks but also those that specifically block Poison and the like (i.e. Aquapolis Scizor).

Aaron's Buneary
40 HP {C}
Basic Pokémon

{C}{C} Jump Kick Flip a coin. If heads, this attack does no damage to the Defending Pokémon and Aaron's Buneary does 10 damage to itself. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 9 #427

Aaron's Lopunny
80 HP {C}
Stage 1 Pokémon (Evolves from Aaron's Buneary)

Poké-BODY Klutz
You can't attach any Pokémon Tool card to Aaron's Lopunny. If Aaron's Lopunny has a Pokémon Tool card attached to it, return that card to your hand.
{C}{C}{C} Dizzy Punch Flip a coin. If heads, the Defending Pokémon is now Confused. 30
{C}{C}{C}{C}{C} Grass Knot This attack does 40 damage plus 10 more damage for each {C} Energy in the Defending Pokémon's Retreat Cost (after applying effects to the Retreat Cost). 40+

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 34 #428

Byron's Hoothoot
40 HP {C}
Basic Pokémon

{C}{C} Extrasensory Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 20

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 10 #163

Byron's Noctowl
80 HP {C}
Stage 1 Pokémon (Evolves from Byron's Hoothoot)

Poké-BODY Lightning Armor
Any damage done to Byron's Noctowl by an attack by a {L} Pokémon is reduced by 10 for each {M} Energy card attached to Byron's Noctowl (before Weakness and Resistance).
{M}{M} Steel Wing Unless Byron's Noctowl has no {M} Energy cards attached to it, all damage done by attacks to Byron's Noctowl during your opponent's next turn is reduced by 30 (after applying Weakness and Resistance). 30
{C}{C}{C}{C} Sky Attack Flip a coin. If tails, this attack does nothing. 90

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 35 #164
The first part of Steel Wing's effect is meant for those copying the attack. If they don't need to pay the Energy cost of 2 {M}, they'll actually need at least 1 {M} to take advantage of the effect.

Carrington388
06/29/2007, 12:19 PM
Byron's Smeargle
70 HP {C}
Basic Pokémon

Poké-BODY Technician
The base damage of any attack done by Byron's Smeargle that is 30 or less is increased by 30.
Poké-POWER Canalave Palette
If Byron's Smeargle isn't affected by a Special Condition, Byron's Smeargle has a copy of each attack on each player's Pokémon in play with Byron in its name (your own or your opponent's), including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).
{C}{C} Sketchoff Choose 1 of the Defending Pokémon's attacks. As long as Byron's Smeargle remains in play, treat this attack as if it were that attack instead, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #235

Byron's Stantler
70 HP {C}
Basic Pokémon

{C}{C} Me First Whenever the Defending Pokémon tries to attack during your opponent's next turn, Me First copies the chosen attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards), except any damage done by that attack is increased by an additional half (before Weakness and Resistance). This Pokémon performs that attack. If the Defending Pokémon is Knocked Out in this way, your opponent's turn is now over (he or she doesn't get to attack).
{C}{C}{C}{C} Giga Impact If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 34 #234

Byron's Teddiursa
50 HP {C}
Basic Pokémon

{C}{C} Fury Swipes Flip 2 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 20 #216

Byron's Ursaring
80 HP {C}
Stage 1 Pokémon (Evolves from Byron's Teddiursa)

Poké-BODY Quick Feet
If Byron's Ursaring is affected by a Special Condition, Byron's Ursaring's Retreat Cost is 0.
{C}{C} Fling Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 20
{C}{C}{C}{C} Hammer Arm Until the end of your opponent's next turn, your opponent pays {C}{C}{C} more to retreat the Defending Pokémon. 50


Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 38 #217

Candice's Aipom
40 HP {C}
Basic Pokémon

{C}{C} Hidden Power 20

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 8 #190

Candice's Ambipom
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Aipom)

Poké-BODY Double Hit Magic
If Candice's Ambipom has a Double Hit Energy card attached to it, the Energy cost of any attack Candice's Ambipom can use is {C}, except for Candice's Ambipom's Last Resort attack.
{C}{C} Swift This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 30
{C}{C}{C}{C}{C} Last Resort You can't use this attack unless you have 2 or fewer Energy cards attached to Candice's Ambipom. 100

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 32 #424

Carrington388
07/03/2007, 10:01 PM
Candice's Cleffa
40 HP {C}
Baby Pokémon (Evolves into Candice's Clefairy)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Snowpoint Draw Flip a coin for each of your Pokémon in play with Candice in its name. Draw 2 cards for each heads.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 10 #173

Candice's Clefiary
80 HP {C}
Basic Pokémon

Poké-BODY Quick-Play Dishonesty
If Candice's Clefairy didn't evolve from Candice's Cleffa when put into play, Candice's Clefairy's total HP is 60 instead of 80.
{C}{C} Gravity Until the end of your next turn, ignore any {F} Resistance and any effect that would reduce damage done to {F} Pokémon by 30 (after Weakness).
{C}{C}{C} Meteor Mash Flip 2 coins. This attack does 30 damage times the number of heads. 30x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 31 #35

Candice's Clefable
110 HP {C}
Stage 1 Pokémon (Evolves from Candice's Clefairy)

Poké-POWER Frozen-Ally Protection
If Candice's Clefable is Benched, any damage done to any of your Pokémon in play with a Freeze counter on it is reduced to 10 (after Weakness and Resistance).
{C} Healing Wish If Candice's Clefable is Knocked Out during your opponent's next turn, remove all damage counters and Special Conditions from the new Active Pokémon.
{W}{W}{C}{C} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 57 #36

Crasher Wake's Slowpoke
50 HP {W}
Basic Pokémon

Poké-POWER Coin Evolution
Once during your turn (before your attack), you may discard 1 Energy card from Crasher Wake's Slowpoke. If you do, flip a coin. If heads, search your deck for Crasher Wake's Slowking; if tails, search your deck for Crasher Wake's Slowbro. Attach the card you found in this way to Crasher Wake's Slowpoke. (This counts as evolving Crasher Wake's Slowpoke.) Shuffle your deck afterward.
{W}{C} Water Gun This attack does 20 damage plus 10 more damage for each {W} Energy card attached to Crasher Wake's Slowpoke but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 20+

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 20 #79
Yes, attaching Slowking to heads and Slowbro to tails is intentional. Slowking has its Shellder on the head. Slowbro has its Shellder on the tail. Now do you see the correlation it has with a standard coin? Of course, some crafty player might try sneaking a double-headed coin and get Slowking every time...

Crasher Wake's Slowbro
90 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Slowpoke)

Poké-POWER Lucky Tails
Whenever a player gets tails on a coin flip and Crasher Wake's Slowbro isn't already affected by a Special Condition, remove 1 damage counter from Crasher Wake's Slowbro.
{P}{C} Zen Headbutt 30
{W}{W}{W}{C} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 90 instead of 50. 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 38 #80

Crasher Wake's Slowking
90 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Slowpoke)

Poké-POWER Lucky Heads
Whenever a player gets heads on a coin flip and Crasher Wake's Slowking isn't already affected by a Special Condition, remove 1 damage counter from Crasher Wake's Slowking.
{P}{C} Zen Headbutt 30
{W}{W}{W}{C} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 60

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 42 #199

Carrington388
07/09/2007, 02:41 PM
Cynthia's Heracross
70 HP {F}
Basic Pokémon

{F}{C} Reversal This attack does 10 damage plus 10 more damage for each damage counter on Cynthia's Heracross. 10+
{F}{F}{F}{F} Close Combat Until the end of your next turn, all damage done by attacks to this Pokémon is increased by 40 (before applying Weakness and Resistance). 120

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 30 #214

Bertha's Sudowoodo ex
150 HP {F}
Basic Pokémon

Poké-BODY Quick Play Stages
If Bertha's Sudowoodo ex didn't evolve from Bertha's Bonsly when put into play, Bertha's Sudowoodo ex's total HP is 130 instead of 150. If Bertha's Sudowoodo ex is an Evolved Pokémon, all basic Energy cards attached to Bertha's Sudowoodo ex now provide 2 Energy instead of 1 and provides all types (colors) of Energy but only 2 Energy at a time.
Poké-POWER S-Elite Mimic
If Bertha's Sudowoodo ex is your Active Pokémon and not affected by a Special Condition, Bertha's Sudowoodo ex can use any attack on any Pokémon in play (your own or your opponent's) with Bertha, Aaron, Flint, Lucian, or Cynthia in its name, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).
{F}{F}{F}{F} Rock Wrecker If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 100

Weakness: {W}{M}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 93 #185

Crasher Wake's Tentacruel ex
120 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Tentacool)

Poké-BODY Toxin Aura
If Crasher Wake's Tentacruel ex has any {G} Energy cards attached to it, Crasher Wake's Tentacruel ex can't be Poisoned. If Crasher Wake's Tentacruel ex has any {P} Energy cards attached to it and is Poisoned, place 2 more damage counters on Crasher Wake's Tentacruel ex between turns (even if it was already Poisoned).
{W}{W}{C} Wring Out This attack does 30 damage for each 40 HP the Defending Pokémon has remaining (rounded up to the nearest 40 damage). 30x
{W}{W}{W}{W}{W} Crasher Wave Discard 2 {W} Energy cards attached to Crasher Wake's Tentacruel ex or this attack does nothing. This attack does 120 damage to each Defending Pokémon.

Weakness: {L}{P}
Resistance: none
Retreat Cost: {C}
Lv. 73 #73

Cynthia's Dragonite ex
150 HP {C}
Stage 2 Pokémon (Evolves from Cynthia's Dragonair)

Poké-BODY Champion Skin
If there is a Cynthia's Energy card attached to Cynthia's Dragonite ex, all basic Energy cards attached to Cynthia's Dragonite ex provide all types (colors) of Energy but provide only 1 Energy at a time.
{R} Flamethrower Discard 1 {R} Energy card attached to Cynthia's Dragonite ex or this attack does nothing. 70
{F}{F}{L}{L} Dragon Rush 120

Weakness: {W}{C}
Resistance: {F} -30
Retreat Cost: {C}{C}{C}
Lv. 100 #149

Cynthia's Gastrodon ex (East Sea)
140 HP {W}
Stage 1 Pokémon (Evolves from Cynthia's Shellos (East Sea))

Poké-POWER Mud Blanket-ex
If Cynthia's Gastrodon ex is Benched, any damage done to each of your Pokémon-ex in play (excluding those with δ on its card and {D} Pokémon with Dark or Rocket in its name) other than Cynthia's Gastrodon ex by a {L} Pokémon is reduced by 50 (before Weakness and Resistance).
{F} Mud Toss Don't apply Resistance for this attack. 50
{W}{W}{W}{W} Torrent Falls Flip a coin until you get tails. For each heads, choose 1 of your opponent's Pokémon and flip another coin. If that coin is heads, this attack does 80 damage to that Pokémon. Don't apply Weakness and Resistance.

Weakness: {G}{G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 91 #423

Lucian's Chimecho ex
110 HP {P}
Basic Pokémon

Poké-POWER Slow-Play Chime
When you play Lucian's Chimecho ex from your hand to evolve 1 of your Pokémon, remove all damage counters and Special Conditions from each of your other Pokémon in play with Lucian in its name.
{C}{C}{C} Last Resort You can't use this attack unless you have 2 or fewer Energy cards attached to Lucian's Chimecho ex. 90
{P}{P}{P}{P} Cut-Blast Screech This attack does 60 damage to each of your opponent's Pokémon in play. This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on that Pokémon. If a Stadium card named Dual Stadium is in play, ignore all effects of any Stadium card in play when using this attack. Lucian's Chimecho ex can't use this attack during your next turn.

Weakness: {D}{G}
Resistance: none
Retreat Cost: {C}
Lv. 64 #358

Carrington388
07/13/2007, 08:37 PM
Candice's Doduo
50 HP {C}
Basic Pokémon

{C}{C} Double Hit Flip 2 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 16 #84

Candice's Dodrio
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Doduo)

Poké-POWER Snowpoint Cold Shield
If an effect would place a Freeze counter on any of your Pokémon with Candice in its name, unless Candice's Dodrio is affected by a Special Condition, flip a coin. If heads, ignore that effect.
{W} Haze Until the end of your next turn, ignore any effect of an attack that would cause a Pokémon's attack to do more or less than that attack's base damage (before Weakness and Resistance).
{C}{C}{C} Tripledrill Choose 3 of your opponent's Pokémon in play (at least 1 of them must be a Defending Pokémon). This attack does 30 damage to each of those Pokémon. Don't apply Weakness and Resistance.

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 34 #85

Candice's Spearow
40 HP {C}
Basic Pokémon

{C} Pursuit If the Defending Pokémon tries to retreat during your opponent's next turn, do 10 damage to it. (Don't apply Weakness and Resistance.) 10

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 9 #21

Candice's Fearow
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Spearow)

Poké-BODY Freezetrained
Candice's Fearow can't have a Freeze counter on it.
{C}{C}{C} Pluck If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, this attack's base damage is 60 instead of 30. Discard that Pokémon Tool afterward. 30
{W}{W}{C}{C} Ice Wing Candice's Fearow can use this attack even if it has a Freeze counter on it. If Candice's Fearow has a Freeze counter on it, this attack does 50 damage plus 80 more damage and remove the Freeze counter from Candice's Fearow. If a special counter was removed in this way, Candice's Fearow can't attack during your next turn. 50+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 31 #22
The only way you can get the effect of Ice Wing to work is to have the power disabled and put a Freeze counter on Candice's Fearow.

Candice's Lickitung
70 HP {C}
Basic Pokémon

{C}{C} Knock Off Choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon. (Do the damage before switching the Pokémon.) 20
{C}{C}{C}{C} Rollout If Candice's Lickitung has a Rollout Energy card attached to it, this attack's base damage is 70 instead of 40. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 27 #108

Candice's Lickilicky
110 HP {C}
Stage 1 Pokémon (Evolves from Candice's Lickitung)

Poké-POWER No-Taste Eater
If Candice's Lickilicky isn't affected by a Special Condition, you may attach any Pokémon Tool card to Candice's Lickilicky and you may attach as many Pokémon Tool cards as you like to it. If this power is not active or if Candice's Lickilicky becomes affected by a Special Condition, choose a Pokémon Tool card attached to Candice's Lickilicky and discard all Pokémon Tool cards attached to Candice's Lickilicky other than that card.
{C}{C} Gyro Ball This attack does 20 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Candice's Lickilicky (after applying effects to the Retreat Cost). 20x
{W}{W}{W}{C} Blizzard Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokémon. If tails, this attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 60

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 53 #463

Carrington388
07/18/2007, 08:36 AM
Candice's Zigzagoon
40 HP {C}
Basic Pokémon

{C}{C} Pin Missile Flip 4 coins. This attack does 10 damage times the number of heads. 10x

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 8 #263

Candice's Linoone
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Zigzagoon)

Poké-BODY Gluttony
Ignore any effect that would prevent a Pokémon Tool with Berry in its name from being discarded from Candice's Linoone (excluding an effect on that Pokémon Tool).
{W}{W}{C} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40
{C}{C}{C}{C}{C} Giga Impact If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 30 #264

Candice's Rattata
40 HP {C}
Basic Pokémon

{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 9 #19

Candice's Raticate
80 HP {C}
Stage 1 Pokémon (Evolves from Candice's Rattata)

Poké-BODY Balance Issues
If Candice's Raticate's Retreat Cost isn't 1 {C}, any damage done by Candice's Raticate by an attack is reduced by 10 for each {C} in Candice's Raticate's Retreat Cost more or less than 1 {C} (before Weakness and Resistance).
{C}{C}{C} Sucker Punch If the Defending Pokémon didn't do damage during your opponent's last turn, this attack does nothing; otherwise, flip a coin. If heads, this attack does 40 damage plus 20 more damage. 40+
{W}{W}{W}{C}{C} Blizzard Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokémon. If tails, this attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 70

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 32 #20

Candice's Tauros
70 HP {C}
Basic Pokémon

Poké-POWER Anger Point
If Candice's Tauros is damaged by an attack whose damage is higher than that attack's base damage (before Weakness and Resistance), during your next turn, unless Candice's Tauros is affected by a Special Condition, any damage done by any of Candice's Tauros's attacks is increased by 30 (before Weakness and Resistance).
{C}{C}{C} Giga Impact If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 20
{W}{W}{W} Ice Horn Discard 1 {W} Energy card attached to Candice's Tauros or this attack does nothing. Don't apply Weakness or Resistance for this attack. 60

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 27 #128

Candice's Miltank
70 HP {C}
Basic Pokémon

Poké-POWER Scrappy
If Candice's Miltank isn't affected by a Special Condition, ignore Resistance whenever Candice's Miltank attacks.
{W}{W} Ice Milk Discard 1 {W} Energy card attached to Candice's Miltank or this attack does nothing. Choose 1 of your Pokémon in play and remove all damage counters from it. If that Pokémon is Burned or has a Char counter on it, remove that effect.
{C}{C}{C}{C} Wake-Up Slap If the Defending Pokémon is Asleep, this attack does 50 damage plus 50 more damage and that Pokémon is no longer Asleep. 50+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 26 #241

Carrington388
07/22/2007, 09:23 AM
Crasher Wake's Barboach
50 HP {W}
Basic Pokémon

{W}{C} Aqua Tail 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 18 #339

Crasher Wake's Whiscash
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Barboach)

Poké-POWER Pastoria Mud
If Crasher Wake's Whiscash is Benched, each of your Pokémon in play with Crasher Wake in its name whose Weakness is {L} instead has Weakness to {G}.
{F}{C} Mud Bomb Flip a coin. If heads, during your opponent's next turn, if the Defending Pokémon tries to attack, your opponent flips a coin. If that coin is tails, that attack does nothing. 20
{W}{W}{W}{W} Wavecrash Discard 1, 2, 3, or 4 {W} Energy cards attached to Crasher Wake's Whiscash or this attack does nothing. This attack does 30 damage to each Defending Pokémon plus 20 more damage for each card discarded in this way. This attack does 10 damage to each of your opponent's Benched Pokémon for each card discarded in this way. (Don't apply Weakness and Resistance for Benched Pokémon.)

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 35 #340

Cynthia's Phanpy
50 HP {F}
Basic Pokémon

{C} Natural Gift You can't use this attack if Cynthia's Phanpy doesn't have a Pokémon Tool with Berry in its name attached to it. After doing damage, discard that Pokémon Tool. 30
{F}{F} Rollout 30

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 15 #231

Cynthia's Donphan
90 HP {F}
Stage 1 Pokémon (Evolves from Cynthia's Phanpy)

Poké-POWER Sensitive Sniffer
Once during your turn (before your attack), if Cynthia's Donphan isn't affected by a Special Condition, you may flip a coin. If heads, choose a Trainer card (excluding Stadium cards and cards with Secret Machine on its card) and put it into your hand.
{F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 60
{C}{C}{C}{C}{C} Stadium Crash If there is a Stadium card in play, this attack does 50 damage plus 30 more damage. If that card is Dual Stadium, this attack instead does 50 damage plus 70 more damage. Either way, discard any Stadium card from play. 50+

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 40 #232

Cynthia's Spoink
40 HP {P}
Basic Pokémon

{C}{C} Power Gem 20

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 8 #325

Cynthia's Grumpig
80 HP {P}
Stage 1 Pokémon (Evolves from Cynthia's Spoink)

Poké-POWER Psyrecycle
If an effect would cause a Pokémon Tool attached to Cynthia's Grumpig to be discarded, unless Cynthia's Grumpig is affected by a Special Condition, you may flip a coin. If heads, discard 1 basic {P} Energy card attached to Cynthia's Grumpig instead of that Pokémon Tool.
{C}{C} Payback If Cynthia's Grumpig was damaged by an attack during your opponent's last turn, this attack's base damage is doubled. 40
{P}{P}{P}{P} Psychic Trickery Discard 3 {P} Energy cards attached to Cynthia's Grumpig or this attack does nothing. Move all Energy cards, damage counters, and special counters (ex. Freeze, Fear) on each of your opponent's Pokémon to each of your opponent's Pokémon in any way you choose.

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 34 #326

Carrington388
07/26/2007, 08:51 AM
Cynthia's Electrike
50 HP {L}
Basic Pokémon

{L} Thunder Fang Flip a coin. If heads, the Defending Pokémon is now Paralyzed and can't attack during your opponent's next turn. 10

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 17 #309

Cynthia's Manectric
80 HP {L}
Stage 1 Pokémon (Evolves from Cynthia's Electrike)

Poké-BODY Static
If Cynthia's Manectric is damaged by an attack (your own or your opponent's), flip a coin. If heads, the Pokémon that damaged Cynthia's Manectric is now Paralyzed.
{C}{C} Crunch 30
{L}{L}{L} Thunder Roll Roll 2 6-sided dice. This attack does -20 damage plus 10 damage for each of the total value of the dice. -20+

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 38 #310
You're not seeing things--Thunder Roll's base damage is negative! Given that the total value of two dice can't have a value of less than 2, you'll need at least 3 to do damage. The average damage will be 50, since the average value of two dice is 7.

Cynthia's Poochyena
50 HP {D}
Basic Pokémon

{C}{C} Astonish Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 20

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 15 #261

Cynthia's Mightyena
80 HP {D}
Stage 1 Pokémon (Evolves from Cynthia's Poochyena)

Poké-BODY Quick Feet
If Cynthia's Mightyena is affected by a Special Condition, Cynthia's Mightyena's Retreat Cost is 0.
{D}{C} Sucker Punch If the Defending Pokémon didn't do damage during your opponent's last turn, this attack does nothing; otherwise, flip a coin. If heads, this attack does 30 damage plus 20 more damage. 30+
{D}{D}{D}{D} Dark Crunch This attack does 60 damage plus 10 more damage for each {D} Energy card attached to Cynthia's Mightyena but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 60+

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 34 #262

Cynthia's Grimer
50 HP {G}
Basic Pokémon

{G} Poison Gas The Defending Pokémon is now Poisoned.

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 19 #88

Cynthia's Muk
90 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Grimer)

Poké-BODY Sticky Hold
Your opponent cannot discard any Trainer cards attached to Cynthia's Muk.
{G}{C} Acid Slip Choose 1 of your opponent's Benched Pokémon in play and flip a coin. If heads, this attack does 20 damage to that Pokémon and, if that Pokémon has any Energy cards attached to it, choose 1 of them and discard it; if tails, this attack does nothing.
{G}{G}{G}{G}{C} Gunk Shot Flip a coin. If heads, the Defending Pokémon is now Poisoned. 80

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 42 #89

Carrington388
07/30/2007, 09:46 AM
Cynthia's Vulpix
40 HP {R}
Basic Pokémon

{C} Roar Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon, if any.
{R} Ember Discard 1 {R} Energy card attached to Cynthia's Vulpix or this attack does nothing. 30

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 10 #37

Cynthia's Ninetales
80 HP {R}
Stage 1 Pokémon (Evolves from Cynthia's Vulpix)

Poké-POWER League Defense
If Cynthia's Ninetales is Benched, each of your cards in play, in your deck, and in your discard pile and any of your Prize cards with Aaron, Bertha, Flint, Lucian, or Cynthia in its name can't be treated as a card with δ on its card.
{C}{C} Energy Ball During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 10
{R}{R}{R}{R} Flare Blitz Cynthia's Ninetales does 10 damage to itself. 80

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 33 #38

Cynthia's Glameow
40 HP {C}
Basic Pokémon

{C} Fake Out The Defending Pokémon can't attack or retreat during your opponent's next turn. This attack can't be used again as long as Cynthia's Glameow stays in play (even putting Cynthia's Glameow on the Bench won't let you use it again). 40
{C} Scratch 10

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 9 #431

Cynthia's Purugly
80 HP {C}
Stage 1 Pokémon (Evolves from Cynthia's Glameow)

Poké-BODY League Hide
If Cynthia's Purugly is damaged by an attack by a Pokémon in play with Aaron, Bertha, Lucian, Flint, or Cynthia in its name (your own and your opponent's), that damage is reduced by 20 less than half (before Weaness and Resistance).
{C}{C} Captivate Discard 1 Energy card attached to Cynthia's Purugly or this attack does nothing. Any damage done by the Defending Pokémon during your opponent's next turn is reduced by half (rounded down to the nearest 10) (before Weakness and Resistance). 20
{C}{C}{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #432
Just for the record, the effects of both League Hide and Captivate are on Cynthia's Purugly, so you can use them in either order. It's preferable to apply League Hide first, since applying Captivate first would bring the 20 less than half effect in at the end and thus reducing the overall potential.

Cynthia's Gulpin
50 HP {G}
Basic Pokémon

{G} Poison Gas The Defending Pokémon is now Poisoned. 10

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 14 #316

Cynthia's Swalot
90 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Gulpin)

Poké-BODY League Stomach
You may attach any Pokémon Tool, Technical Machine, or Energy card that can be attached to a Pokémon with Aaron, Bertha, Flint, or Lucian in its name to Cynthia's Swalot.
{G} Gastro Acid As long as Cynthia's Swalot remains your Active Pokémon, the Defending Pokémon can't use any Poké-Bodies. 10
{G}{G}{G}{C}{C} League Upchuck Discard all Pokémon Tool, Technical Machine, and Energy cards that can be attached to a Pokémon with Aaron, Bertha, Flint, or Lucian in its name from Cynthia's Swalot. This attack does 50 damage plus 30 more damage for each card discarded in this way. 50+

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 46 #317

Sunflorazumarill
08/01/2007, 07:39 PM
TERRIBLY SORRY FOR SUCH A LONG WAIT, BUT I HAVE BEEN WORKING ON SOMETHING BIG! I HAVE FINISHED IT AND WILL NOW TRY TO GET BACK INTO POSTING MORE IDEAS! Here are some more ideas from me!

Bertha’s Swinub
Pokémon card Lv. 15 #220
{F}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{W} Ice Shard Flip a coin. If heads, this attack does 10 damage plus 10 more damage and don't apply Resistance. 10+
{F}{F} Dig Under Choose 1 of your opponent’s Pokémon and this attack does 10 damage to it. Don’t apply Weakness and Resistance.

Bertha’s Piloswine
Pokémon card Lv. 33 #221
{F}
90 HP
Stage 1 Pokémon
Evolves from Bertha’s Swinub
Put Bertha’s Piloswine on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Thick Coat Any damage done to Bertha’s Piloswine by attacks from {R} Pokémon and {W} Pokémon is reduced by 30 (before applying Weakness and Resistance).
{W}{W} Icicle Spear Flip 4 coins. This attack does 20 damages times the number of heads. 20x
{F}{F}{F} Stone Rend If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 50

Bertha’s Mamoswine
Pokémon card Lv. 51 #473
{F}
120 HP
Stage 2 Pokémon
Evolves from Bertha’s Piloswine
Put Bertha’s Mamoswine on the Stage 1 card
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Earth Stomp Once during your turn (before your attack), you may flip a coin. If heads, put 1 damage counter on each of your opponent’s Benched Pokémon that doesn’t have any damage counters on it. This power can’t be used if Bertha’s Mamoswine is affected by a Special Condition.
{W}{W} Polar Tusk You may discard a card from your hand. If you do, this attack does 40 damage plus 30 more damage and don’t apply Resistance. 40+
{F}{F}{F} Quake Rift Flip 3 coins. This attack does 10 damage times the number of heads to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Bertha’s Barboach
Pokémon card Lv. 15 #339
{F}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{F}{F} Mud Spurt Choose 1 of your opponent’s Pokémon and this attack does 20 damage to it. Don’t apply Weakness, Resistance, or Poké-Bodies.

Bertha’s Whiscash
Pokémon card Lv. 39 #340
{F}
90 HP
Stage 1 Pokémon
Evolves from Bertha’s Barboach
Put Bertha’s Whiscash on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Mud Pack As long as Bertha’s Whiscash is your Active Pokémon, prevent all damage done to all of your Pokémon in play by {L} Pokémon. (Any other effects of attacks still happen.)
{W}{W} Whirlpool If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 30
{F}{F}{F} Tremor Drive Flip a coin for each {F} Pokémon you have in play. This attack does 50 damage plus 30 more damage for each heads. 50+

Bertha’s Baltoy
Pokémon card Lv. 15 #343
{F}
50 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{P} Hypnoblast The Defending Pokémon is now Asleep. 10
{F}{F} Mud Slap 30

Bertha’s Claydol
Pokémon card Lv. 39 #344
{F}
90 HP
Stage 1 Pokémon
Evolves from Bertha’s Baltoy
Put Bertha’s Claydol on the Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
PokéBODY: Psychic Lift Damage done to all of your Pokémon in play by attacks from {F} Pokémon is reduced by 30 (before applying Weakness and Resistance). You can’t use more than 1 Psychic Lift Poké-Body each turn.
{P}{P} Psychic Does 30 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 30+
{F}{F}{F} Earth Power During your next turn, if an attack does damage to any of your opponent’s Pokémon (after applying Weakness and Resistance), that attack does 20 more damage. 50

Bertha’s Diglett
Pokémon card Lv. 12 #50
{F}
40 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F} Dig 10
{C}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.

Bertha’s Dugtrio
Pokémon card Lv. 36 #51
{F}
80 HP
Stage 1 Pokémon
Evolves from Bertha’s Diglett
Put Bertha’s Dugtrio on the Basic Pokmon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Bertha’s Dugtrio during your opponent’s next turn. 40
{F}{C}{C} Deep Burrow Choose 1 of your opponent’s Pokémon and this attack does 60 damage to it. Don’t apply Weakness and Resistance. Bertha’s Dugtrio can’t attack during your next turn.

Carrington388
08/03/2007, 11:35 AM
Cynthia's Budew
40 HP {G}
Baby Pokémon (Evolves into Cynthia's Roselia)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{G} Toxic Bud Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 7 #406

Cynthia's Roselia
90 HP {G}
Basic Pokémon

Poké-BODY Quick Play Stages
If Cynthia's Roselia didn't evolve from Cynthia's Budew when put into play, Cynthia's Roselia's total HP is 70 instead of 90. If Cynthia's Roselia is an Evolved Pokémon, Cynthia's Roselia can't be Confused.
{G} Toxic Spikes At any time during your opponent's next turn, if any of your opponent's Pokémon becomes Benched, flip a coin. If heads, put 2 damage counters on the new Active Pokémon. 10
{G}{G}{C} Lucky Rose Your opponent flips 2 coins. If exactly 1 is heads, the Defending Pokémon is now Burned. If both are tails, the Defending Pokémon is now Poisoned. If both are heads, this attack's base damage is 20 instead of 40. 40

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 38 #315

Cynthia's Roserade
110 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Roselia)

Poké-POWER Energy Toxin
Whenever an effect of any of Cynthia's Roserade's attacks would cause the Defending Pokémon to become Poisoned, unless Cynthia's Roserade is affected by a Special Condition, you may discard 1 {G} Energy card attached to Cynthia's Roserade. If you do, place an additional 2 damage counters on the Pokémon that became Poisoned in this way after each player's turn (even if that Pokémon was already Poisoned).
{C}{C} Weather Flash If there is a Sun, Rain, Hail, Sand, Spring, Storm, Night, Smog, or Wind counter on the field, if there is an Energy card attached to Cynthia's Roserade whose type (color) is the same as Cynthia's Roserade's type (color) would be if it had Castform in its name (excluding Special Energy cards that provide more than 1 type of Energy), this attack's base damage is 50 instead of 20.
{G}{G}{G}{G} Poison Jab Flip a coin. If heads, the Defending Pokémon is now Poisoned. 70

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 59 #407
Note that Shadowsky counters are not referenced in Weather Flash. That's because Shadowsky doesn't actually change a Castform's type--one printed as {C} would remain {C}, while one printed as {W} would remain {W}, and so on and so forth.

Cynthia's Seviper
70 HP {G}
Basic Pokémon

Poké-BODY Fang Array
Cynthia's Seviper may use any attack in play with Fang in its name (your own and your opponent's), including its Energy cost and anything else required in order to use that attack (such as discarding Energy cards).
{G}{C} Wring Out This attack does 10 damage for each 15 HP the Defending Pokémon has remaining (rounded up to the nearest 10 damage and up to the nearest 10 HP). 10x
{G}{G}{G}{C} Rapidfire Sludge Flip a coin until you get tails. This attack does 40 damage plus 10 more damage for each heads. Unless you got no heads, the Defending Pokémon is now Poisoned. 40+

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 27 #336

Cynthia's Wynaut
50 HP {P}
Baby Pokémon (Evolves into Cynthia's Wobbuffet)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
Poké-POWER Freeze Gaze
If Cynthia's Wynaut is your Active Pokémon and not affected by a Special Condition, your opponent's Pokémon in play can't retreat.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 16 #360

Cynthia's Wobbuffet
100 HP {P}
Basic Pokémon

Poké-BODY Quick Play Stages
If Cynthia's Wobbuffet didn't evolve from Cynthia's Wynaut when put into play, Cynthia's Wobbuffet's total HP is 80 instead of 100. If Cynthia's Wobbuffet is an Evolved Pokémon, you may attach any Technical Machine to Cynthia's Wobbuffet.
Poké-POWER Strikes Back
Whenever your opponent's attack damages Cynthia's Wobbuffet (even if Cynthia's Wobbuffet is Knocked Out), if Cynthia's Wobbuffet isn't affected by a Special Condition when your opponent attacks, this power does 10 damage to the attacking Pokémon. Don't apply Weakness and Resistance.
{P} Confusion The Defending Pokémon is now Confused.

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 52 #202

Carrington388
08/07/2007, 02:13 PM
Fantina's Miltank
70 HP {C}
Basic Pokémon

Poké-POWER Bovine Combo
If Fantina's Miltank and Fantina's Tauros are your Active Pokémon and not affected by a Special Condition, any damage done to Fantina's Miltank by an attack (your own or your opponent's) is reduced by 20 (after Weakness and before Resistance).
{C} Captivate Discard 1 Energy card attached to Fantina's Miltank or this attack does nothing. Any damage done by the Defending Pokémon during your opponent's next turn is reduced by half (rounded down to the nearest 10) (before Weakness and Resistance).
{P}{P}{C} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 31 #241

Fantina's Tauros
70 HP {C}
Basic Pokémon

Poké-POWER Bovine Combo
If Fantina's Tauros and Fantina's Miltank are your Active Pokémon and not affected by a Special Condition, any damage done by Fantina's Tauros by an attack is increased by 20 (after Weakness and before Resistance).
{C} Scary Face Flip a coin. If heads, the Defending Pokémon can't attack or retreat during your opponent's next turn.
{D}{D}{C} Payback If Fantina's Tauros was damaged by an attack during your opponent's last turn, this attack's base damage is doubled. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 29 #128

Fantina's Stantler
70 HP {C}
Basic Pokémon

{P} Spite If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, discard all of them. If tails, discard one of them.
{P}{P}{P} Illusion Ray If an effect on either Fantina's Stantler or the Defending Pokémon would cause this attack to do nothing, ignore that effect and this attack does 40 damage plus 30 more damage. 40+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 30 #234

Flint's Igglybuff
30 HP {C}
Baby Pokémon (Evolves into Flint's Jigglypuff)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Copycat If Flint's Igglybuff was attacked during your opponent's last turn, do the final result of that attack to the Defending Pokémon.

Weakness: none
Resistance: none
Retreat Cost: none
Lv. 4 #174

Flint's Jigglypuff
80 HP {C}
Basic Pokémon

Poké-BODY Quick Play Stages
If Flint's Jigglypuff didn't evolve from Flint's Igglybuff when put into play, Flint's Jigglypuff's total HP is 60 instead of 80. If Flint's Jigglypuff is an Evolved Pokémon and is your Active Pokémon, Flint's Jigglypuff can't be Asleep and the Special Condition Asleep can't be removed by evolving, devolving, or placing a Pokémon-Lv.X card on an Asleep Pokémon.
{C} Pound 10
{R}{R}{C} Flamethrower Discard 1 {R} Energy card attached to Flint's Jigglypuff or this attack does nothing. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 35 #39

Flint's Wigglytuff
120 HP {C}
Stage 1 Pokémon (Evolves from Flint's Jigglypuff)

Poké-BODY Tonedeaf
Flint's Wigglytuff can't be Asleep. The Special Condition Asleep can't be removed by evolving, devolving, or placing a Pokémon-Lv.X card on an Asleep Pokémon.
{C} Fake Tears During your next turn, if any of your attacks does damage to the Defending Pokémon, that attack does 30 more damage (after Weakness and before Resistance).
{R}{R}{R}{R} Fire Blast Discard 1 {R} Energy card attached to Flint's Wigglytuff or this attack does nothing. 80

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 69 #40

Carrington388
08/08/2007, 10:47 AM
Flint's Kecleon
60 HP {C}
Basic Pokémon

Poké-BODY Easy Blend
If all of your Benched Pokémon are the same type (color), Flint's Kecleon's type (color) is now that type (color).
{C}{C} Shadow Sneak Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+
{R}{R}{C} Fire Punch 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 26 #352
On Easy Blend: All types have to match in order to change Flint's Kecleon's type. For example, if your Bench is only {W}-type, Flint's Kecleon is now {W}-type; however, if just one of those Benched Pokémon is a dual-type {W}{P}, Flint's Kecleon is {C}-type. If the entire Bench has the same dual-types, Flint's Kecleon copies that as well--let's say the entire Bench is filled with dual-type {G}{P} Exeggutors and Gengars. This will trigger Easy Blend and make Flint's Kecleon {G}{P} as well!

Lucian's Spoink
50 HP {P}
Basic Pokémon

{P} Zen Headbutt Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 10

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 15 #325

Lucian's Grumpig
90 HP {P}
Stage 1 Pokémon (Evolves from Lucian's Spoink)

{P}{C}{C} Magic Coat If an attack from the Defending Pokémon makes Lucian's Grumpig affected by a Special Condition during your opponent's next turn, Lucian's Grumpig isn't affected by that Special Condition and instead the Defending Pokémon is. 30
{P}{P}{P}{P} Psychic Pegging If the Defending Pokémon has Lucian in its name, this attack does nothing (not even damage). If the Defending Pokémon has Will in its name, this attack does 60 damage minus 50 damage. If the Defending Pokémon has Tate & Liza in its name, this attack does 60 damage minus 40 damage. If the Defending Pokémon has Sabrina in its name, this attack does 60 damage minus 30 damage. If the Defending Pokémon has Eusine in its name, this attack does 60 damage minus 20 damage. If the Defending Pokémon has Luana in its name, this attack does 60 damage minus 10 damage. 60-

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 41 #326

Maylene's Cleffa
40 HP {C}
Baby Pokémon (Evolves into Maylene's Clefairy)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Sing The Defending Pokémon is now Asleep.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 8 #173

Maylene's Clefairy
90 HP {C}
Basic Pokémon

Poké-BODY Quick Play Stages
If Maylene's Clefairy didn't evolve from Maylene's Cleffa when put into play, Maylene's Clefairy's total HP is 70 instead of 90. If Maylene's Clefairy is an Evolved Pokémon and is your Active Pokémon, Maylene's Clefairy can't be Confused and the Special Condition Confused can't be removed by evolving, devolving, or placing a Pokémon-Lv.X card on a Confused Pokémon.
{F} Rock Smash 20
{C}{C} Healing Wish If Maylene's Clefairy is Knocked Out during your opponent's next turn, remove all damage counters and Special Conditions from the new Active Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 37 #35

Maylene's Clefable
120 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Clefairy)

Poké-BODY Magic Guard
Whenever your opponent attacks Maylene's Clefable, if that attack does no damage to Maylene's Clefable, that attack does nothing.
{F}{F}{C} Drain Punch Remove a number of damage counters from Maylene's Clefable equal to half the damage done to the Defending Pokémon (after applying Weakness and Resistance) (rounded up to the nearest 10). If Maylene's Clefable has fewer damage counters than that, remove all of them. 40
{F}{F}{F}{F} Shatter Punch Ignore any effect (excluding Resistance) that would reduce this attack's damage. 60

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 76 #36

Carrington388
08/09/2007, 09:02 AM
Maylene's Doduo
40 HP {C}
Basic Pokémon

{C} Double Hit Flip 2 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 8 #84

Maylene's Dodrio
80 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Doduo)

Poké-POWER Veilstone Reel
If Maylene's Dodrio is Benched, each of your Active Pokémon with Maylene in its name pay {C}{C} less to retreat.
{F} Pummel Beak If the Defending Pokémon's Resistance is {F} and damage reduced by Resistance is a multiple of -30, this attack does 20 damage plus 20 more damage. If the Defending Pokémon's Resistance is {F} and damage reduced by Resistance is not a multiple of -30, this attack does 20 damage plus 60 more damage. 20+
{C}{C}{C} Pluck If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, this attack's base damage is 60 instead of 30. Discard that Pokémon Tool afterward. 30

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 33 #85

Maylene's Sentret
50 HP {C}
Basic Pokémon

{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 13 #161

Maylene's Furret
80 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Sentret)

Poké-BODY Veilstone Reaction
If Maylene's Furret has a React Energy and a Maylene's Energy card attached to it, any React Energy card attached to Maylene's Furret provides {F} Energy instead of {C}.
{F}{F} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 10 (before Weakness and Resistance). 30
{C}{C}{C}{C} Tool Whack Choose 2 of your opponent's Pokémon in play with Pokémon Tools attached to it. This attack does 30 damage to each of those Pokémon and, if you did damage to 2 Pokémon in this way, switch those Pokémon Tools. Don't apply Weakness and Resistance for this attack.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 38 #162

Maylene's Teddiursa
50 HP {C}
Basic Pokémon

{C} Feint Attack Choose 1 of your opponent's Pokémon. This attack does 10 damage to that Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on that Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 18 #216

Maylene's Ursaring
90 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Teddiursa)

Poké-BODY Berry Protect
If Maylene's Ursaring has a Pokémon Tool with Berry in its name attached to it, ignore any effect (excluding those on that Pokémon Tool) that would discard that card.
{C}{C} Faint Attack This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 30
{F}{F}{F}{F} Hammer Arm Until the end of your opponent's next turn, your opponent pays {C}{C}{C} more to retreat the Defending Pokémon. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 43 #217

Carrington388
08/10/2007, 10:50 AM
Roark's Hoothoot
50 HP {C}
Basic Pokémon

{C} Façade If Roark's Hoothoot is affected by a Special Condition, this attack does 10 damage plus 10 more damage. 10+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 16 #163

Roark's Noctowl
90 HP {C}
Stage 1 Pokémon (Evolves from Roark's Hoothoot)

Poké-POWER Rock Mover
Once during your turn (before your attack), if Roark's Noctowl isn't affected by a Special Condition, you may flip a coin. If heads, you may move basic {F} Energy cards attached to 1 of your Pokémon in play with Roark in its name to another of your Pokémon with Roark in its name as often as you like.
{F}{F} Rock Slash Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 30
{C}{C}{C}{C} Wing Attack 60

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 40 #164

Volkner's Happiny
60 HP {C}
Baby Pokémon (Evolves into Volkner's Chansey)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Gravity Until the end of your next turn, ignore any {F} Resistance and any effect that would reduce damage done to {F} Pokémon by 30 (after Weakness).

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 22 #440

Volkner's Chansey
120 HP {C}
Basic Pokémon

Poké-BODY Quick Play Stages
If Volkner's Chansey didn't evolve from Volkner's Happiny when put into play, Volkner's Chansey's total HP is 100 instead of 120. If Volkner's Chansey is an Evolved Pokémon and is Benched, whenever 1 of your Active Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) is affected by a Special Condition, you may flip a coin for that Pokémon at the start of your turn. If heads, remove all Special Conditions from that Pokémon.
{C}{C} Metronome Flip a coin. If heads, choose 1 of the Defending Pokémon's attacks. 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 Pokémon is, Volkner's Chansey's type is still {C}.) Volkner's Chansey performs that attack.
{L}{C} Thunder Wave Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 44 #113

Volkner's Blissey
120 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Chansey)

Poké-BODY Reactive Egg
If exactly 1 React Energy card is attached to Volkner's Blissey, Volkner's Blissey's total HP is 150 instead of 120. If 2 or more React Energy cards are attached to Volkner's Blissey, Volkner's Blissey's total HP is 180 instead of 120.
{C}{C} Heal Bell Remove all Special Conditions from each of your Pokémon in play (including this one).
{L}{L}{L} Charge Beam During your next turn, each of Volkner's Blissey's attacks does 40 more damage to the Defending Pokémon (before applying Weakness and Resistance). 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 66 #242

Volkner's Farfetch'd
60 HP {C}
Basic Pokémon

{L}{L} Thunder Slash If the Defending Pokémon is a Basic Pokémon, the Defending Pokémon is now Paralyzed. Volkner's Farfetch'd can't use Thunder Slash during your next turn. 40
{C}{C}{C} Air Slash Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 40

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 23 #83

Sunflorazumarill
08/10/2007, 05:00 PM
Here are some more ideas for Cynthia!

Cynthia’s Riolu
Pokémon card Lv. 15 #447
{F}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{C} Iron Defense Flip a coin. If heads, prevent all effects of an attack, including damage, done to Cynthia’s Riolu during your opponent's next turn.
{F}{C} High Jump Kick Flip a coin. If tails, this attack does no damage to the Defending Pokémon and Cynthia’s Riolu does 20 damage to itself. 50

Cynthia’s Lucario
Pokémon card Lv. 45 #448
{M}
90 HP
Stage 1 Pokémon
Evolves from Cynthia’s Riolu
Put Cynthia’s Lucario on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéPOWER: Luster Aura When you play Cynthia’s Lucario from your hand to evolve 1 of your Pokémon, you may return an Energy card attached to 1 of your opponent’s Pokémon to his or her hand.
{M}{M} Metallic Speed Does 10 damage plus 20 more damage for each {M} Energy attached to Cynthia’s Lucario. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 10+
{F}{C}{C} Dynamicpunch Flip a coin. If heads, the Defending Pokémon is now Confused. If tails, this attack does nothing (not even damage). 70

Cynthia’s Scyther
Pokémon card Lv. 30 #123
{G}
60 HP
Basic Pokémon
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
{G} Blade Surge Does 10 damage to each of your opponent’s Benched Pokémon for each damage counter on Cynthia’s Scyther. (Don’t apply Weakness and Resistance for Benched Pokémon.) You can’t do more than 20 damage in this way to any of your opponent’s Benched Pokémon. 10
{G}{C}{C} U-Turn After your attack, you may switch Cynthia's Scyther with 1 of your Benched Pokémon. 40

Cynthia’s Scizor
Pokémon card Lv. 42 #212
{M}
90 HP
Stage 1 Pokémon
Evolves from Cynthia’s Scyther
Put Cynthia’s Scizor on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéBODY: Wind Blade If there is a Wind counter on the field, you may put 1 damage counter on each of your opponent’s Benched Evolved Pokémon between turns. You can’t use more than 1 Wind Blade Poké-Body each turn.
{M}{C} Iron Counter During your opponent’s next turn, if an attack damages Cynthia’s Scizor (even if Cynthia’s Scizor is Knocked Out), put 5 damage counters on the Attacking Pokémon. 30
{M}{C}{C}{C} Scissor Blade Don’t apply Resistance. 60

Cynthia’s Slugma
Pokémon card Lv. 14 #218
{R}
40 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
{C} Recover Discard an Energy card attached to Cynthia's Slugma or this attack does nothing. Remove all damage counters from Cynthia's Slugma.
{R}{C} Singe Flip a coin. If heads, the Defending Pokémon is now Burned. 20

Cynthia’s Magcargo
Pokémon card Lv. 38 #219
{R}
80 HP
Stage 1 Pokémon
Evolves from Cynthia’s Slugma
Put Cynthia’s Magcargo on the Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Intense Fire If there is a Sun counter on the field, put 1 damage counter on each non-{R} Pokémon (yours and your opponent’s) between turns. You can’t use more than 1 Intense Sun Poké-Body each turn.
{R}{R} Magma Spin Flip a coin for each Pokémon in play (yours and your opponent’s). If heads, this attack does 40 damage to that Pokémon. Don’t apply Weakness and Resistance.
{R}{C}{C} Heat Flame Don’t apply Resistance. 50

Cynthia’s Mantyke
Pokémon card Lv. 10 #458
{W}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Cynthia’s Mantine
Put Cynthia’s Mantine on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{W} Double Hypnosplash Each Defending Pokémon is now Asleep. 10

Cynthia’s Mantine
Pokémon card Lv. 36 #226
{W}
80 HP
Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
PokéPOWER: Aqua Bullet Once during your turn (before you attack), if Cynthia’s Mantine is an Evolved Pokémon, you may put 1 damage counter on 1 of your opponent’s Pokémon that has {W} Weakness. This power can’t be used if Cynthia’s Mantine is affected by a Special Condition.
{W}{W} Tidal Shower Does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Flip a coin. If tails, Cynthia’s Mantine can’t use this attack during your next turn. 30
{C}{C}{C} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 30

Cynthia’s Smoochum
Pokémon card Lv. 8 #238
{P}
40 HP
Baby Pokémon
Baby Pokémon counts as a Basic Pokémon
Evolves into Cynthia’s Jynx
Put Cynthia’s Jynx on the Baby Pokémon
Weakness: n/a
Resistance: n/a
Retreat cost: {C}
If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{P} Double Confusion Each Defending Pokémon is now Confused. 10

Cynthia’s Jynx
Pokémon card Lv. 32 #124
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Gravity Floor If Magic Materia: Gravity is attached to Cynthia’s Jynx, each Pokémon in play (yours and your opponent’s) with less than 2 Energy attached to it can’t attack.
{P} Super Psywave Choose 1 of your opponent's Pokémon. This attack does 10 damage times the number of Energy cards attached to it. Don't apply Weakness and Resistance.
{W}{C}{C} Ice Shard Flip a coin. If heads, this attack does 20 damage plus 40 more damage and don't apply Resistance. 20+

Cynthia’s Sableye
Pokémon card Lv. 30 #302
{D}
60 HP
Basic Pokémon
Weakness: n/a
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Night Barrier If Magic Materia: Barrier is attached to Cynthia’s Sableye, prevent all effects of attacks, including damage, done to your Active Pokémon by your opponent’s Pokémon-Lv.X.
{C} Detect Flip a coin. If heads, prevent all effects of an attack, including damage, done to Cynthia’s Sableye during your opponent's next turn.
{P}{D} Shadow Wrap If the Defending Pokémon retreats during your opponent's next turn, the new Defending Pokémon is now Confused. 30

Cynthia’s Spiritomb
Pokémon card Lv. 36 #442
{D}
80 HP
Basic Pokémon
Weakness: n/a
Resistance: {P} -30
Retreat cost: {C}{C}
PokéPOWER: Imprison Pulse Once during your turn (before you attack), if Cynthia’s Spiritomb is on your Bench, you may use this power. Each Active Pokémon can’t attack until the end of your opponent’s next turn.
{D}{C} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 30 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.
{P}{C}{C} Confuse Ray The Defending Pokémon is now Confused. 20

Carrington388
08/10/2007, 10:59 PM
Roark's Zigzagoon
40 HP {C}
Basic Pokémon

Poké-POWER Item Fetcher
Once during your turn (before your attack, if Roark's Zigzagoon isn't affected by a Special Condition, you may choose any Trainer card in your discard pile (except Supporter cards) and flip a coin. If heads, shuffle that card into your deck.
{C} Headbutt 10

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 9 #263

Roark's Linoone
80 HP {C}
Stage 1 Pokémon (Evolves from Roark's Zigzagoon)

Poké-BODY Berry Dash
If Roark's Linoone has a Pokémon Tool with Berry in its name attached to it, Roark's Linoone's Retreat Cost is 0.
{C} Fury Swipes Flip 3 coins. This attack does 10 damage times the number of heads. 10x
{F} Rockrunner Don't apply Resistance for this attack. 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 32 #264

Aaron's Volbeat
70 HP {G}
Basic Pokémon

Poké-POWER Romantic Defense
If Aaron's Volbeat and Aaron's Illumise are your Active Pokémon and not affected by a Special Condition, any damage done to your Active Pokémon by an attack (your own or your opponent's) is reduced by 20 (before Weakness and Resistance).
{C}{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+
{G}{G}{G} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 40

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 28 #313

Aaron's Illumise
70 HP {G}
Basic Pokémon

Poké-POWER Romantic Offense
If Aaron's Illumise and Aaron's Volbeat are your Active Pokémon and not affected by a Special Condition, any damage done by your Active Pokémon by an attack is increased by 20 (before Weakness and Resistance).
{C}{C} Quick Attack Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+
{G}{G}{G} U-Turn After your attack, you may switch Aaron's Illumise with 1 of your Benched Pokémon. 40

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 26 #314

Byron's Skarmory
70 HP {M}
Basic Pokémon

{C}{C} Brave Bird Byron's Skarmory does 10 damage to itself. 40
{M}{M} Flash Cannon During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 40

Weakness: {R}
Resitance: {F}{G} -30
Retreat Cost: {C}{C}
Lv. 27 #227

Crasher Wake's Luvdisc
60 HP {W}
Basic Pokémon

{W}{C} Aqua Ring Place a Regen counter on Crasher Wake's Luvdisc. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{W}{W}{W}{W} Waterfall 60

Weakness: {L}
Resistance: none
Retreat Cost: none
Lv. 23 #370

Sunflorazumarill
08/11/2007, 08:41 AM
Here are some Legendary Pokémon for this set!

Volkner’s Raikou
Pokémon card Lv. 48 #243
{L}
80 HP
Basic Pokémon
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Rushing Storm If there is a Storm counter on the field, the Retreat cost for each of your {L} Pokémon (excluding Pokémon-ex) is reduced by {C}{C}. You can’t use more than 1 Rushing Storm Poké-Body each turn.
{L}{L} Pressure Laser Flip a coin for each Energy card attached to the Defending Pokémon. This attack does 30 damage plus 20 more damage for each heads. 30+
{L}{C}{C} Lightning Gun Flip a coin. If heads, all damage done by attacks to the Defending Pokémon during your next turn is increased by 40 (before Weakness and Resistance). If tails, this attack does nothing (not even damage.) 50

Flint’s Entei
Pokémon card Lv. 48 #244
{R}
80 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Energy Sun If there is a Sun counter on the field, each of your {R} Pokémon in play does 20 more damage to the Defending Pokémon (before Weakness and Resistance). You can’t use more than 1 Energy Sun Poké-Body each turn.
{R}{R} Rising Fire Flip a coin for each damage counter on the Defending Pokémon. This attack does 30 damage plus 10 more damage for each heads. 30+
{R}{C}{C} Lava Plume Flip a coin. If heads, the Defending Pokémon is now Burned and this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Crasher Wake’s Suicune
Pokémon card Lv. 48 #245
{W}
80 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Rain Protect If there is a Rain counter on the field, any damage done to your {W} Pokémon by an attack is reduced by 20 (before applying Weakness and Resistance). You can’t use more than 1 Rain Armor Poké-Body each turn.
{W}{W} Aurora Splash Flip a coin for each card in your opponent’s hand. This attack does 30 damage plus 20 more damage for each heads. 30+
{W}{C}{C} Mega Typhoon Flip a coin. If heads, this attack does 10 damage to every Benched Pokémon (yours and your opponent’s). Don’t apply Weakness and Resistance for Benched Pokémon. 40

Gardenia’s Shaymin
Pokémon card Lv. 42 #492
{G}
70 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Flower Garden As long as Gardenia’s Shaymin is your Active Pokémon, each Pokémon in play can’t have any Special Counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{G}{G} Energy Ball During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 30
{G}{C}{C} Dissipating Plant Remove all damage counters from each of your Active Pokémon. This attack does 10 damage times the number of damage counters removed in this way. 10x

Lucian’s Cresselia
Pokémon card Lv. 42 #488
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Crescent Shield As long as Lucian’s Cresselia is your Active Pokémon, any damage done to your Pokémon by an attack from a Basic Pokémon is reduced by 20 (after applying Weakness and Resistance).
{P}{P} Psychic Does 30 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 30+
{P}{C}{C} Lunar Cannon Flip a coin. If heads, the Defending Pokémon is now Confused and all damage done to Lucian’s Cresselia during your opponent’s next turn is reduced by 30 (before applying Weakness and Resistance). 30

Fantina’s Darkrai
Pokémon card Lv. 42 #491
{D}
70 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Black Fold As long as Fantina’s Darkrai is your Active Pokémon, put 1 damage counter on each of your opponent’s Pokémon that has any Special counters (ex: Freeze, Fear) on it between turns.
{D}{D} Dark Pulse Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 30
{D}{C}{C} Dark Nightmare Flip a coin. If heads, the Defending Pokémon is now Asleep and all damage done to the Defending Pokémon during your opponent’s next turn is increased by 30 (before applying Weakness and Resistance). 30

Bertha’s Groudon
Pokémon card Lv. 60 #383
{F}
90 HP
Basic Pokémon
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Hard Fissure When you play Bertha’s Groudon from your hand as your Active Pokémon, you may discard a Special Energy card, if any, attached to 1 of your opponent’s Benched Pokémon.
{F}{F} Earth Power During your next turn, if an attack does damage to any of your opponent’s Pokémon (after applying Weakness and Resistance), that attack does 20 more damage. 30
{F}{F}{C}{C} Continental Lift Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Flip a coin. If tails, Bertha’s Groudon does 20 damage to itself. 60

Byron’s Dialga
Pokémon card Lv. 60 #483
{M}
90 HP
Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéPOWER: Time Reverse Once during your turn (before you attack), you may choose an Energy card that your opponent attached to 1 of his or her Pokémon during his or her last turn and return it to his or her hand. This power can’t be used if Byron’s Dialga is affected by a Special Condition.
{G}{R} Flaming Solarbeam Flip a coin. If heads, the Defending Pokémon is now Burned and Confused. If tails, the Defending Pokémon is now either Burned or Confused (your choice). 20
{M}{M}{C}{C} Diamond Crush Flip a coin for each type of basic Energy attached to Byron’s Dialga. This attack does 40 damage plus 20 more damage for each heads and discard the top card of your opponent’s deck for each heads. 40+

Bertha’s Regigigas
Pokémon card Lv. 60 #486
{C}
120 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}{C}
PokéBODY: Power Reserve As long as you have 3 or less Evolved Pokémon in play, Bertha’s Regigigas’s total HP is 90 instead of 120 and any damage done by Bertha’s Regigigas to your opponent’s Pokémon is reduced by 30 (before applying Weakness and Resistance.)
{C}{C} Crushing Tectonics Flip a coin. If heads, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon. 40
{C}{C}{C}{C} Building Crush All damage done by attacks to the Defending Pokémon during your next turn is increased by 40 (before applying Weakness and Resistance). 60

Carrington388
08/11/2007, 02:35 PM
Fantina's Whismur
40 HP {C}
Basic Pokémon

{C}{C} Hyper Voice This attack does 20 damage to each Defending Pokémon.

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 11 #293

Fantina's Loudred
80 HP {C}
Stage 1 Pokémon (Evolves from Fantina's Whismur)

Poké-POWER Hearthome Amplification
If Fantina's Loudred has a Fantina's Energy card attached to it, any damage done by Fantina's Loudred by an attack is increased by 20 (before Weakness and Resistance).
{P}{C} Astonish Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 32 #294

Fantina's Exploud
110 HP {C}
Stage 2 Pokémon (Evolves from Fantina's Loudred)

Poké-BODY Volume Shield
Any damage done to Fantina's Exploud by an attack is reduced by 10 for each Energy card attached to it (after Weakness and before Resistance).
Poké-BODY Shock Defense
If Fantina's Exploud has any {L} Energy cards attached to it, Fantina's Exploud can't have any Shock-wave markers placed on it.
Poké-POWER Stored Playlist
If Fantina's Exploud isn't affected by a Special Condition, Fantina's Exploud can use any attack, Poké-POWER, or Poké-BODY from any Pokémon card attached to it. (You still have to pay for that attack's Energy cost.)
{P}{P}{C} Shadow Ball If the Defending Pokémon has any Energy cards attached to it, choose and discard 2 of them. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 53 #295

Crasher Wake's Qwilfish
60 HP {W}
Basic Pokémon

Poké-BODY Ecohide
If Crasher Wake's Qwilfish has any basic {G} Energy cards attached to it, Crasher Wake's Qwilfish can't be Poisoned. If Crasher Wake's Qwilfish has any basic {P} Energy cards attached to it and is Poisoned, for each damage counter you'd place on Crasher Wake's Qwilfish in this way between turns, place 2 damage counters on Crasher Wake's Qwilfish instead.
{C}{C} Rapid Needle Discard all Energy cards attached to Crasher Wake's Qwilfish or this attack does nothing. For each card discarded in this way, flip a coin until you get tails. For each heads, place 1 damage counter on 1 of your opponent's Pokémon.
{W}{W}{W} Hydro Cannon If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 30+

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 27 #211

Cynthia's Absol
70 HP {D}
Basic Pokémon

Poké-POWER Disaster Predict
Once during your turn (before your attack), if Cynthia's Absol isn't affected by a Special Condition, you may write down the name of any of your Pokémon in play (including this one) on a slip of paper. (Your opponent can't see the paper.) At the start of your next turn, reveal the paper to your opponent. If that Pokémon was Knocked Out during your opponent's turn before revealing the paper, draw 3 cards.
{D}{C} Sucker Punch If the Defending Pokémon didn't do damage during your opponent's last turn, this attack does nothing; otherwise, flip a coin. If heads, this attack does 30 damage plus 20 more damage. 30+
{C}{C}{C}{C} Psycho Cut 50

Weakness: {F}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 31 #359

Cynthia's Mawile
70 HP {M}
Basic Pokémon

Poké-BODY Metal Seal
If Magic Materia: Seal is attached to Cynthia's Mawile, prevent all effects of attacks, including damage, done to your Active Pokémon by any of your opponent's Pokémon that has a Weakness and damage done to it by a Pokémon whose type (color) is the same as that Pokémon Weakness is not doubled and by any of your opponent's Pokémon that has a Resistance and that amount isn't a multiple of -30.
{C} Protect Flip a coin. If heads, prevent all effects of an attack, including damage, done to Cynthia's Mawile during your opponent's next turn.
{M}{C} Lead Wrap If the Defending Pokémon retreats during your opponent's next turn, the new Defending Pokémon is now Poisoned. 30

Weakness: {R}
Resistance: {G} -30
Retreat Cost: {C}
Lv. 29 #303

Carrington388
08/12/2007, 01:54 PM
Cynthia's Skarmory
70 HP {M}
Basic Pokémon

Poké-BODY Resistance Armor
Any damage done to Cynthia's Skarmory by an attack by a Pokémon whose type (color) is the same as Cynthia's Skarmory's Resistance is reduced by 30 (after Weakness and before Resistance).
{C}{C} Air Cutter 30
{M}{M}{M}{C} Lead Feathers Flip a coin. If heads, this attack does 50 damage plus 20 more damage; if tails, this attack does 50 damage and the Defending Pokémon is now Poisoned. 50+

Weakness: {R}
Resistance: {F}{G} -30
Retreat Cost: {C}
Lv. 29 #227

Lucian's Girafarig
70 HP {P}
Basic Pokémon

{P}{C} Guard Swap Choose a Defending Pokémon. As long as Lucian's Girafarig and that Pokémon remain in play, switch that Pokémon's total HP with Lucian's Girafarig's total HP.
{C}{C}{C} Double Hit Flip 2 coins. This attack does 30 damage times the number of heads. 30x

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 26 #203

Lucian's Unown L [L]
50 HP {P}
Basic Pokémon (You may have up to 4 Pokémon in your deck with Unown in its name.)

Poké-POWER LEARNING [Learning]
When you play Lucian's Unown from your hand, choose 1 of the Defending Pokémon's attacks. As long as Lucian's Unown remains in play, Lucian's Unown can use that attack, including its Energy costs and anything else required to use that attack (such as discarding Energy cards).
{P}{C} Hidden Power 20

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 12 #201

Byron's Porygon
40 HP {C}
Basic Pokémon

{C} Conversion 1 If the Defending Pokémon has a Weakness, change it to a type of your choice other than {C}.
{C} Discharge Discard all Energy cards attached to Byron's Porygon or this attack does nothing. Flip a number of coins equal to the number of Energy cards you discarded. This attack does 30 damage times the number of heads. 30x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 8 #137

Byron's Porygon2
80 HP {C}
Stage 1 Pokémon (Evolves from Byron's Porygon)

Poké-BODY Up-Grade Spread
If Up-Grade Energy is attached to Byron's Porygon2, apply all effects of that Energy card to each of your Active Pokémon.
{C} Conversion 2 Change Byron's Porygon2's Resistance to a type other than {C}. If Byron's Porygon2 doesn't have a Resistance when this attack is used, Byron's Porygon2's Resistance is now {C} -30 before applying this attack's effect.
{C}{C}{C} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 33 #233

Byron's Porygon-Z
110 HP {C}
Stage 2 Pokémon (Evolves from Byron's Porygon2)

Poké-BODY Dubious Disc Extra
If Dubious Disc Energy is attached to Byron's Porygon-Z, Byron's Porygon-Z's Resistance is now {P} -60.
{C} Conversion Z Change Byron's Porygon-Z's type (color) to the Defending Pokémon's type (color).
{M}{M}{C}{C} Iron Tail Flip a coin. If heads, this attack does 50 damage plus 20 more damage. 50+

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 58 #474

Carrington388
08/13/2007, 03:54 PM
Candice's Snubbull
50 HP {C}
Basic Pokémon

{C} Scary Face Flip a coin. If heads, the Defending Pokémon can't attack or retreat during your opponent's next turn.
{C}{C} Bite 20

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 18 #209

Candice's Granbull
90 HP {C}
Stage 1 Pokémon (Evolves from Candice's Snubbull)

Poké-BODY Quick Feet
If Candice's Granbull is affected by a Special Condition, Candice's Granbull's Retreat Cost is 0.
{C} Intimidating Glance Flip a coin. If tails, this attack does no damage to the Defending Pokémon and switch the Defending Pokémon with 1 of your opponent's Benched Pokémon. Your opponent chooses the Benched Pokémon to switch. 20
{W}{W}{W} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 40

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 42 #210

Aaron's Weedle
40 HP {G}
Basic Pokémon

{C} Jab 10
{G} Spiked String Until the end of your next turn, if the Defending Pokémon becomes Benched, put 2 damage counters on that Pokémon. Aaron's Weedle can't use Spiked String during your next turn.

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 7 #13

Aaron's Kakuna
80 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Weedle)

Poké-POWER Damage Evolution
Once during your turn (before your attack), if Aaron's Kakuna isn't affected by a Special Condition, you may use this power. If you do, flip a coin for each 20 HP Aaron's Kakuna has remaining (rounded up to the nearest 20 HP). If all are heads, search your deck for an Evolution card that evolves from Aaron's Kakuna and attach it to Aaron's Kakuna. (This counts as evolving Aaron's Kakuna.)
{G}{G} Pin Missile Flip 4 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 35 #14

Aaron's Beedrill
120 HP {G}
Stage 2 Pokémon (Evolves from Aaron's Kakuna)

{G} Superiority Strike You can't use this attack unless the Defending Pokémon has Vespiquen in its name and isn't Aaron's Vespiquen. 50
{G}{C} Toxic Spikes At any time during your opponent's next turn, if any of your opponent's Pokémon becomes Benched, flip a coin. If heads, put 2 damage counters on the new Active Pokémon. 20
{G}{G}{G}{G} Super Swarm Flip a coin for each Pokémon you have in play with Beedrill in its name (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name). This attack does 50 damage times the number of heads. 50x

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 73 #15

Aaron's Beedrill ex
150 HP {G}
Stage 2 Pokémon (Evolves from Aaron's Kakuna)

Poké-POWER Bee Access
Aaron's Beedrill ex has a copy of each attack on each of your Benched Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) with Weedle, Kakuna, Beedrill, Combee, or Vespiquen in its name, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).
{G}{G} Poison Jab Flip a coin. If heads, the Defending Pokémon is now Poisoned. 50
{G}{G}{G}{C} Responsibility Order This attack does 40 damage times the number of attacks in play Aaron's Beedrill ex has a copy of. 40x

Weakness: {R}{P}
Resistance: none
Retreat Cost: {C}
Lv. 94 #15
On Responsibility Order, at least 80 damage is guaranteed since it will always have Poison Jab and Responsibility Order regardless of conditions, such as attacks provided via Bee Access as well as secret technique Supporters and certain Stadiums.

Sunflorazumarill
08/14/2007, 03:06 PM
Here are some more of Lucian’s Legendaries!

Lucian’s Uxie
Pokémon card Lv. 42 #480
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Cosmic Link If Lucian’s Mespirit or Lucian’s Azelf is in play, when Lucian’s Uxie damages a Defending Pokémon with an attack, flip a coin. If heads, the Defending Pokémon is now Paralyzed.
{P} Starlight Barrier If Lucian’s Uxie has any {G} or {L} Energy attached to it, during your opponent’s next turn, any damage done to your Lucian’s Uxie by attacks is reduced by 50 (before applying Weakness and Resistance). 10
{P}{C}{C} Psychic Shield Prevent all effects of attacks, including damage, done to Lucian’s Uxie by your opponent’s Pokémon-ex during your opponent’s next turn. 30

Lucian’s Mespirit
Pokémon card Lv. 42 #481
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Cosmic Link If Lucian’s Uxie or Lucian’s Azelf is in play, when Lucian’s Mespirit damages a Defending Pokémon with an attack, flip a coin. If heads, the Defending Pokémon is now Asleep.
{P} Starlight Excel If Lucian’s Mespirit has any {W} and {P} Energy attached to it, discard an Energy card attached to the Defending Pokémon and your opponent can’t play any Trainer cards during his or her next turn. 10
{P}{C}{C} Imprison As long as Lucian's Mespirit remains your Active Pokémon, the Defending Pokémon can't retreat. 30

Lucian’s Azelf
Pokémon card Lv. 42 #482
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Cosmic Link If Lucian’s Uxie or Lucian’s Mespirit is in play, when Lucian’s Uxie damages a Defending Pokémon with an attack, flip a coin. If heads, the Defending Pokémon is now Confused.
{P} Starlight Ray If Lucian’s Azelf has any {R} or {F} Energy attached to it, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{P}{C}{C} Energy Crush Does 20 damage plus 10 more damage for each Energy attached to all of your opponent’s Pokémon. 20+

Lucian’s Celebi
Pokémon card Lv. 36 #251
{P}
60 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{G} Sleep Powder The Defending Pokémon is now Asleep. 10
{P}{C}{C} Gravity Surge If Magic Materia: Gravity is attached to Lucian’s Celebi, this attack does an amount of damage equal to one-quarter of the Defending Pokémon's remaining HP (rounded up to the nearest 10) to each of your opponent’s Benched Pokémon. 40

Lucian’s Jirachi
Pokémon card Lv. 36 #385
{P}
60 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{C}{C} Gravity Until the end of your next turn, ignore any {F} Resistance and any effect that would reduce damage done to {F} Pokémon by 30 (after Weakness).
{P}{C}{C} Night Star If there is a Night counter on the field, choose 1 of your opponent’s Benched Pokémon and this attack does 30 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Lucian’s Deoxys (Normal)
Pokémon card Lv. 48 #386
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Form Change Once during your turn (before your attack), you may search your deck for another Lucian’s Deoxys and switch it with Lucian’s Deoxys. (Any cards attached to Lucian’s Deoxys, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) If you do, put Lucian’s Deoxys on top of your deck. Shuffle your deck afterward. You can’t use more than 1 Form Change Poké-Power each turn.
{P} Space Charge Discard a {P} Energy card attached to Lucian’s Deoxys or this attack does nothing. The Defending Pokémon is now Burned and Confused. 10
{P}{C}{C} Meteor Smash If the Defending Pokémon has any Poké-Bodies, this attack does 40 damage plus 20 more damage and ignore those Poké-Bodies until the end of your next turn. 40+

Lucian’s Deoxys (Attack)
Pokémon card Lv. 48 #386
{P}
70 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Form Change Once during your turn (before your attack), you may search your deck for another Lucian’s Deoxys and switch it with Lucian’s Deoxys. (Any cards attached to Lucian’s Deoxys, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) If you do, put Lucian’s Deoxys on top of your deck. Shuffle your deck afterward. You can’t use more than 1 Form Change Poké-Power each turn.
{P} Wide Pulse Flip a coin. If heads, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10
{P}{C}{C} Cosmic Press During your next turn, each of Lucian’s Deoxys’s attacks does 10 more damage to your opponent’s Pokémon for each {P} Energy attached to Lucian’s Deoxys. 30

Lucian’s Deoxys (Defense)
Pokémon card Lv. 48 #386
{P}
80 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Form Change Once during your turn (before your attack), you may search your deck for another Lucian’s Deoxys and switch it with Lucian’s Deoxys. (Any cards attached to Lucian’s Deoxys, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) If you do, put Lucian’s Deoxys on top of your deck. Shuffle your deck afterward. You can’t use more than 1 Form Change Poké-Power each turn.
{P} Reflected Burst During your opponent’s next turn, if an attack damages Lucian’s Deoxys (even if Lucian’s Deoxys is Knocked Out), put 3 damage counters on each Defending Pokémon.
{P}{C}{C} Flash Barrier During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 10 (before applying Weakness and Resistance) for each {P} Energy attached to Lucian’s Deoxys. 30

Lucian’s Deoxys (Speed)
Pokémon card Lv. 48 #386
{P}
60 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: n/a
PokéPOWER: Form Change Once during your turn (before your attack), you may search your deck for another Lucian’s Deoxys and switch it with Lucian’s Deoxys. (Any cards attached to Lucian’s Deoxys, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) If you do, put Lucian’s Deoxys on top of your deck. Shuffle your deck afterward. You can’t use more than 1 Form Change Poké-Power each turn.
{P} Psycho Speed Place a Haste counter on 1 of your Pokémon for each {P} Energy attached to Lucian’s Deoxys. A Pokémon cannot have more than 1 Haste counter on it at a time. 10
{P}{C}{C} Rushing Surge Flip a coin for each Haste counter in play. This attack does 30 damage plus 40 more damage for each heads. 30+

Carrington388
08/15/2007, 03:03 PM
Aaron's Wurmple
40 HP {G}
Basic Pokémon

{G} Scalding String Flip a coin. If heads, the Defending Pokémon is now Burned. 10

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 10 #265

Aaron's Silcoon
80 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Wurmple)

Poké-BODY Sleepy Hide
If Aaron's Silcoon is damaged by an attack (even if Aaron's Silcoon is Knocked Out), flip a coin. If heads, the Pokémon that damaged Aaron's Silcoon is now Asleep.
{G}{G} Absorb Remove a number of damage counters from Aaron's Silcoon equal to half the damage done to the Defending Pokémon (rounded down to the nearest 10). If Aaron's Silcoon has fewer damage counters than that, remove all of them. 30

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 33 #266

Aaron's Beautifly
120 HP {G}
Stage 2 Pokémon (Evolves from Aaron's Silcoon)

Poké-BODY Defense Spores
Any damage done to Aaron's Beautifly by an attack (your own or your opponent's) is reduced by 10 for each {G} Energy card attached to it (before Weakness and Resistance).
{G}{C} Natural Gift You can't use this attack if Aaron's Beautifly doesn't have a Pokémon Tool with Berry in its name attached to it. After doing damage, discard that Pokémon Tool. 40
{G}{G}{G}{C} U-Turn After your attack, you may switch Aaron's Beautifly with 1 of your Benched Pokémon. 60

Weakness: {R}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 59 #267

Aaron's Cascoon
80 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Wurmple)

Poké-BODY Sulfur Hide
If Aaron's Cascoon is damaged by an attack (even if Aaron's Cascoon is Knocked Out), flip a coin. If heads, the Pokémon that damaged Aaron's Cascoon is now Burned.
{G}{G} Confusion Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}{C}
Lv. 31 #268

Aaron's Dustox
110 HP {G}
Stage 2 Pokémon (Evolves from Aaron's Silcoon)

Poké-BODY Offense Spores
Any damage done by Aaron's Dustox by an attack is increased by 10 for each {G} Energy card attached to it but not used to pay for that attack's Energy cost (before Weakness and Resistance).
{G}{C} Hidden Power 30
{G}{G}{G}{C} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 50

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 55 #269

Cynthia's Munchlax
70 HP {C}
Baby Pokémon (Evolves into Cynthia's Snorlax)

If your Active Pokémon is a Baby Pokémon and your opponent announces an attack, your opponent flips a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Garbage Search Flip a coin. If heads, search your discard pile for any Trainer card (excluding Stadium cards). Show it to your opponent, then put it into your hand.

Weakness: none
Resistance: none
Retreat Cost: {C}{C}
Lv. 28 #446

Cynthia's Snorlax
120 HP {C}
Basic Pokémon

Poké-BODY Quick Play Stages
If Cynthia's Snorlax didn't evolve from Cynthia's Munchlax when put into play, Cynthia's Snorlax's total HP is 100 instead of 120. If Cynthia's Snorlax is an evolved Pokémon, you may attach any Pokémon Tool with Berry in its name to Cynthia's Snorlax.
Poké-POWER Supersleepyhead
If Cynthia's Snorlax isn't affected by a Special Condition other than Asleep, Cynthia's Snorlax is always Asleep. While Cynthia's Snorlax is Asleep, it may attack or retreat as if it wasn't Asleep.
{C}{C} Sleep Tackle If Cynthia's Snorlax is Asleep, this attack does 20 damage plus 20 more damage. 20+
{C}{C}{C}{C} Giga Impact If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 30

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}{C}{C}
Lv. 60 #143

Cynthia's Onix
80 HP {F}
Basic Pokémon

{F}{F} Rock Polish Place a Haste counter on Cynthia's Onix and 2 of your other Pokémon. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.
{F}{F} Stone Cartwheel Flip a coin. If heads, this attack does 20 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) If any of your opponent's Benched Pokémon was damaged in this way, Cynthia's Onix can't use this attack during your next turn. 30

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}{C}
Lv. 32 #95

Cynthia's Steelix
110 HP {M}
Stage 1 Pokémon (Evolves from Cynthia's Onix)

Poké-BODY Metal Hide
Cynthia's Steelix can't be Poisoned.
{M}{M}{C} Gyro Ball This attack does 30 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Cynthia's Steelix (after applying effects to the Retreat Cost). 30x
{M}{M}{M}{C}{C} Silver Slammer Discard 1 {M} Energy card attached to Cynthia's Steelix or this attack does nothing. If you discarded a basic Energy card in this way, this attack does 60 damage plus 20 more damage. 60+

Weakness: {R}
Resistance: {G}{L} -30
Retreat Cost: {C}{C}{C}{C}
Lv. 54 #208

Carrington388
08/16/2007, 03:31 PM
Byron's Starly
40 HP {C}
Basic Pokémon

{C} Astonish Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 10

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 7 #396

Byron's Staravia
80 HP {C}
Stage 1 Pokémon (Evolves from Byron's Starly)

{C}{C} Whirlwind Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 20
{C}{C}{C}{C} Brave Bird Byron's Staravia does 20 damage to itself. 70

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 30 #397

Byron's Staraptor
110 HP {C}
Stage 2 Pokémon (Evolves from Byron's Staravia)

Poké-BODY Basic-Special Alloy
If Byron's Staraptor has both a basic {M} Energy card and either a Metal Energy or a Metal Energy II card attached to it, any damage done to Byron's Staraptor by an attack (your own or your opponent's) is reduced by 10 for each basic {M} Energy card attached to it (before Weakness and Resistance).
{M}{M} Steel Wing Unless Byron's Staraptor has no {M} Energy cards attached to it, all damage done by attacks to Byron's Staraptor during your opponent's next turn is reduced by 30 (after applying Weakness and Resistance). 40
{M}{M}{M}{C}{C} Mercury Droppings Discard 1, 2, or 3 {M} Energy cards attached to Byron's Staraptor or this attack does nothing. For each card chosen in this way, choose 1 of your opponent's in play and this attack does 40 damage to it. Don't apply Weakness and Resistance. If that Pokémon is a Defending Pokémon, that Pokémon is now Poisoned.

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 53 #398

Crasher Wake's Feebas
30 HP {W}
Basic Pokémon

Poké-POWER Lucha Flop
If Crasher Wake's Feebas has a Pokémon Tool or Technical Machine with Crasher Wake in its name attached to it, unless Crasher Wake's Feebas is affected by a Special Condition, any damage done by Crasher Wake's Feebas by an attack is increased by 20 (before Weakness and Resistance).
{W} Splash 10

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 4 #349

Crasher Wake's Milotic
100 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Feebas)

{W}{C} Aqua Ring Place a Regen counter on Crasher Wake's Milotic. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.
{W}{W}{W} Hydro Smash Flip a coin for each Energy card attached to the Defending Pokémon. This attack does 40 damage plus 20 more damage for each heads. 40+

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 50 #350

Lucian's Girafarig
70 HP {CRY}
Basic Pokémon

Poké-BODY Crystal Type
Whenever you attach a {P}, {L}, or {F} basic Energy card from your hand to Lucian's Girafarig, Lucian's Girafarig's type (color) changes to the type of that Energy card until the end of your turn.
{P}{L} Static Psy Discard 1 {L} Energy card attached to Lucian's Girafarig or this attack does nothing. The Defending Pokémon is now Paralyzed. 20
{P}{P}{F}{C} Rough Tail You may have this attack do 40 damage plus 30 more damage. If you do, switch Lucian's Girafarig with 1 of your Benched Pokémon. Your opponent chooses the Benched Pokémon to switch. 40+

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 25 #203

Sunflorazumarill
08/18/2007, 11:29 AM
Here are some more ideas for Crasher Wake!

Crasher Wake’s Palkia
Pokémon card Lv. 60 #484
{W}
90 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Space Fold Once during your turn (before you attack), you may flip a coin. If heads, return all Technical Machine cards attached to your opponent’s Pokémon to his or her hand. This power can’t be used if Byron’s Dialga is affected by a Special Condition.
{W}{L} Frozen Spark Flip a coin. If heads, the Defending Pokémon is now either Asleep or Paralyzed (your choice). If tails, the Defending Pokémon is now either Asleep or Confused (your choice). 20
{W}{W}{C}{C} Hydro Pump Does 60 damage plus 20 more damage for each {W} Energy attached to Crasher Wake’s Palkia but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 60+

Crasher Wake’s Kyogre
Pokémon card Lv. 60 #382
{W}
90 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Tsunami Rush When you play Crasher Wake’s Kyogre from your hand as your Active Pokémon, you may discard all Pokémon Tool cards attached to 1 of your opponent’s Benched Pokémon.
{W}{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 60 instead of 30. 30
{W}{W}{C}{C} Ocean Crest Does 10 damage to every Benched Pokémon (yours and your opponent’s) for each special counter (ex: Freeze, Fear) on Crasher Wake’s Kyogre. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Crasher Wake’s Manaphy
Pokémon card Lv. 36 #490
{W}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Ocean Shield As long as Crasher Wake’s Manaphy is your Active Pokémon, any damage done to your {W} Pokémon by your opponent’s Evolved Pokémon is reduced by 20 (before applying Weakness and Resistance).
{W} Aquatic Rope Does 10 damage for each {C} Energy in the Defending Pokémon’s Retreat cost (after applying effects to the Retreat Cost) for each {W} Energy attached to Crasher Wake’s Manaphy. 10x
{W}{C}{C} Crystal Beam Flip a coin. If heads, your opponent can't attach Energy cards to the Defending Pokémon during his or her next turn. 30

Crasher Wake’s Phione
Pokémon card Lv. 36 #489
{W}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Sea Barrier As long as Crasher Wake’s Phione is your Active Pokémon, each of your {W} Pokémon can’t have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{W} Super Icy Wind Flip 2 coins. This attack does 10 damage to each of your opponent’s Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{W}{C}{C} Hypnosplash The Defending Pokémon is now Asleep. 30

Crasher Wake’s Wailmer
Pokémon card Lv. 20 #320
{W}
90 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}{C}
{W} Dive Flip a coin. If heads, prevent all effects of attacks, including damage, done to Crasher Wake’s Wailmer during your opponent’s next turn. 10
{W}{C}{C} Bounce After your attack, you may switch Crasher Wake's Wailmer with 1 of your Benched Pokémon. 30

Crasher Wake’s Wailord
Pokémon card Lv. 42 #321
{W}
120 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Wailmer
Put Crasher Wake’s Wailord on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}{C}{C}{C}
PokéPOWER: Energy Spout When you play Crasher Wake’s Wailord from your hand to evolve 1 of your Pokémon, you may search your discard pile for up to 2 {W} Energy cards and attach them to Crasher Wake’s Wailord.
{W}{W} Whirlpool If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 30
{W}{C}{C}{C}{C} Ocean Spout Flip a coin for each {W} Energy attached to Crasher Wake’s Wailord. This attack does 60 damage plus 40 more damage for each heads. Crasher Wake’s Wailord can’t attack during your next turn. 40+

Crasher Wake’s Corphish
Pokémon card Lv. 12 #341
{W}
40 HP
Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W} Sleep Bubble The Defending Pokémon is now Asleep. 10
{C}{C} Mud Sport Until the end of your next turn, all damage done by {L} Pokémon is reduced by half.

Crasher Wake’s Crawdaunt
Pokémon card Lv. 39 #342
{W}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Corphish
Put Crasher Wake’s Crawdaunt on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
{W}{W} Aqua Sludge Flip a coin for each {W} Energy attached to Crasher Wake’s Crawdaunt. This attack does 20 damage plus 20 more damage for each heads. If you get 1 or more heads, the Defending Pokémon is now Poisoned. 20+
{W}{C}{C} Hydro Scissors Does 50 damage plus 20 more damage for each Weakness on the Defending Pokémon. 50+

Crasher Wake’s Omanyte
Pokémon card Lv. 18 #138
{W}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Mysterious Fossil on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{F} Rock Hurl Don’t apply Resistance. 20
{W}{W} Aurora Beam 40

Crasher Wake’s Omastar
Pokémon card Lv. 42 #139
{W}
110 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Omanyte
Put Crasher Wake’s Omastar on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Spikes During your opponent’s turn, whenever 1 of your opponent’s Benched Pokémon becomes his or her Active Pokémon, Crasher Wake’s Omastar does 20 damage to it. (Don’t apply Weakness and Resistance.)
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Crasher Wake’s Omastar during your opponent’s next turn. 40
{W}{W}{W} Hydro Switch Choose 1 of your opponent’s Benched Pokémon and switch it with the Defending Pokémon. Discard an Energy card attached to the new Defending Pokémon (after doing damage). 40

Crasher Wake’s Kabuto
Pokémon card Lv. 18 #140
{W}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Mysterious Fossil on the Basic Pokémon
Weakness: {G}
Resistance: n/a
Retreat cost: {C}
{F} Dig 20
{W}{W} Bubblebeam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40

Crasher Wake’s Kabutops
Pokémon card Lv. 42 #141
{W}
110 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Kabuto
Put Crasher Wake’s Kabutops on the Stage 1 card
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Hyper Cutter Damage done by Crasher Wake’s Kabutops can’t be reduced by any effects of attacks, Poké-Powers, Poké-Bodies, Trainer cards, Energy cards, or any other means.
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to Crasher Wake’s Kabutops during your opponent’s next turn. 40
{W}{W}{W} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 40 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Carrington388
08/19/2007, 09:50 AM
Cynthia's Aron
50 HP {M}
Basic Pokémon

Poké-POWER Rock Feeder
Once during your turn (before your attack), if Cynthia's Aron isn't affected by a Special Condition, you may discard 1 {F} Energy card attached to Cynthia's Aron. If you do, remove all damage counters from Cynthia's Aron.
{M} Mud-Slap 20

Weakness: {F}
Resistance: {G} -30
Retreat Cost: {C}
Lv. 14 #304

Cynthia's Lairon
80 HP {M}
Stage 1 Pokémon (Evolves from Cynthia's Aron)

{M}{C} Metal Claw 30
{M}{M}{M} Helmet Headbutt Discard 1 {M} Energy card attached to Cynthia's Lairon or this attack does nothing. Flip a coin. If heads, this attack does 50 damage plus 30 more damage. 50+

Weakness: {F}
Resistance: {G} -30
Retreat Cost: {C}{C}
Lv. 34 #305

Cynthia's Aggron
120 HP {M}
Stage 2 Pokémon (Evolves from Cynthia's Lairon)

Poké-BODY Rock Regen
If Cynthia's Aggron has a Regen counter on it, when removing damage counters in this way, remove 1 more damage counter from Cynthia's Aggron for each {F} Energy card attached to it.
{M}{M} Metal Burst If Cynthia's Aggron was damaged during your opponent's last turn, this attack does twice that attack's base damage.
{M}{M}{M}{M} Lead Slash Flip a coin. If heads, the Defending Pokémon is now Poisoned. Put 2 damage counters on the Defending Pokémon instead of 1 after each player's turn (even if it was already Poisoned). 70

Weakness: {F}
Resistance: {G} -30
Retreat Cost: {C}{C}{C}
Lv. 64 #306

Cynthia's Abra
40 HP {P}
Basic Pokémon

Poké-POWER Evolution Order
If Cynthia's Abra is Benched, a Stage 2 Pokémon can't evolve from any Pokémon other than a Stage 1 Pokémon (even if an effect says otherwise).
{P} Knock Off Choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon. (Do the damage before switching the Pokémon.) 10

Weakness: {D}
Resistance: none
Retreat Cost: none
Lv. 8 #63

Cynthia's Kadabra
80 HP {P}
Stage 1 Pokémon (Evolves from Cynthia's Abra)

{P} Miracle Eye During your next turn, ignore Resistance whenever a {P} Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) attacks a {D} Pokémon with Resistance to {P} (excluding Pokémon with δ on its card).
{P}{P}{C} Psycho Cut 40

Weakness: {D}
Resistance: none
Retreat Cost: none
Lv. 30 #64

Cynthia's Alakazam
120 HP {P}
Stage 2 Pokémon (Evolves from Cynthia's Kadabra)

Poké-POWER PSI Boost
Any damage done by Cynthia's Alakazam by an attack is increased by 20 for each of your Stage 2 Pokémon in play (including this one) that evolved from a Stage 1 Pokémon (after Weakness and before Resistance).
{P}{C} Guard Swap Choose a Defending Pokémon. As long as Cynthia's Alakazam and that Pokémon remain in play, switch that Pokémon's total HP with Cynthia's Alakazam's total HP.
{P}{P}{P}{P} Skip-Stage Psy If the Defending Pokémon is a Stage 2 Evolved Pokémon and does not have a Stage 1 Pokémon attached to it, this attack does 70 damage plus 50 more damage. 70+

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 65 #65

Carrington388
08/20/2007, 07:33 PM
Cynthia's Machop
40 HP {F}
Basic Pokémon

{F}{F} Low Kick This attack does 20 damage for each {C} in the Defending Pokémon's Retreat Cost. 20x

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 11 #66

Cynthia's Machoke
80 HP {F}
Stage 1 Pokémon (Evolves from Cynthia's Machop)

Poké-BODY Energy Belt
If this power is active, any damage done by Cynthia's Machoke by an attack that is 90 or more (after Weakness and Resistance) is reduced to 80.
{C} Punch 10
{F}{C}{C} Vital Throw This attack damages the Defending Pokémon during your next turn. This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on the Defending Pokémon. 40

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 32 #67

Cynthia's Machamp
110 HP {F}
Stage 2 Pokémon (Evolves from Cynthia's Machoke)

Poké-BODY Reactive Costs
If React Energy is attached to Cynthia's Machamp, Cynthia's Machamp pays {F} less to use its Energy Bean attack for each Special Energy card (excluding React Energy) attached to it. If Energy Bean's Energy cost would be 0 in this way, Energy Bean's Energy cost is now {F}.
{F} Revenge If Cynthia's Machamp was damaged by an attack during your opponent's last turn, this attack's base damage is doubled. 30
{F}{F}{F}{F} Energy Bean Discard 1, 2, 3, or 4 {F} Energy cards attached to Cynthia's Machamp or this attack does nothing. This attack does 40 damage times the number of cards discarded in this way. 40x

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 57 #68

Cynthia's Rhyhorn
50 HP {F}
Basic Pokémon

{F}{F} Rise Topple If there is a Stadium card in play, discard it before doing damage. 30

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 15 #111

Cynthia's Rhydon
90 HP {F}
Stage 1 Pokémon (Evolves from Cynthia's Rhyhorn)

Poké-POWER Converter Drill
Whenever an attack by a {L} Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) damages Cynthia's Rhydon, unless Cynthia's Rhydon is affected by a Special Condition, remove all Special Conditions from Cynthia's Rhydon.
{C} Horn Attack 10
{F}{C}{C} Magnitude This attack does 20 damage to every Benched Pokémon (your own and your opponent's). (Don't apply Weakness and Resistance for Benched Pokémon.) 30

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 38 #112

Cynthia's Rhyperior
120 HP {F}
Stage 2 Pokémon (Evolves from Cynthia's Rhydon)

Poké-BODY Solid Rock
Any damage done by attacks to Cynthia's Rhyperior from any Pokémon that are the same type as Cynthia's Rhyperior's Weakness is reduced by 40 (after applying Weakness and Resistance).
{F} Rock Wrecker If the Defending Pokémon has any Energy cards attached to it, choose 1 of them and discard it. 10
{F}{F}{F}{F} Earth Blast Flip a coin for each {F} Energy card attached to Cynthia's Rhyperior. Discard 1 {F} Energy card attached to Cynthia's Rhyperior for each heads or this attack does nothing. This attack does 50 damage times the number of heads. 50x

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}{C}{C}
Lv. 71 #464

Carrington388
08/21/2007, 01:06 PM
Cynthia's Zubat
40 HP {G}
Basic Pokémon

{C}{C} Air Cutter 20

Weakness: {P}
Resistance: {F} -30
Retreat Cost: none
Lv. 9 #41

Cynthia's Golbat
80 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Zubat)

{G} Confuse Ray The Defending Pokémon is now Confused. 10
{C}{C}{C} Air Slash Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 40

Weakness: {P}
Resistance: {F} -30
Retreat Cost: none
Lv. 31 #42

Cynthia's Crobat
110 HP {G}
Stage 2 Pokémon (Evolves from Cynthia's Golbat)

Poké-BODY Sonar Interference
Cynthia's Crobat's maximum HP is reduced by 10 for each basic {P} Energy card attached to it.
{C}{C} Cross Fang This attack does 30 damage times the number of {C} in Cynthia's Crobat's Retreat Cost. 30x
{G}{G}{G} Acid Blast This attack does 50 damage plus 10 more damage for each {G} Energy card attached to Cynthia's Crobat but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 50+

Weakness: {P}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 53 #169
Cross Fang is one case where a Haste counter can be a detriment. Any effect that reduces Retreat Cost or sets the Retreat Cost to zero makes Cross Fang pretty much useless. Provided no retreat-lowering effects are in play, Cross Fang's lowest possible damage is 30 because of the default 1 {C} Retreat.

Cynthia's Seedot
50 HP {G}
Basic Pokémon

{C}{C} Nature Power Choose an Energy card other than {C} attached to Cynthia's Seedot. Apply Weakness and Resistance as if Cynthia's Seedot was the same type as that Energy card. 20

Weakness: {R}
Resistance: none
Retreat Cost: {C}
Lv. 13 #273

Cynthia's Nuzleaf
80 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Seedot)

{G} Worry Seed The Defending Pokémon cannot be Asleep as long as Cynthia's Nuzleaf is your Active Pokémon. 10
{D}{D}{C} Torment The Defending Pokémon can't use the attack it used during your opponent's last turn until the end of your next turn. 20

Weakness: {R}
Resistance: {P} -30
Retreat Cost: {C}
Lv. 36 #274

Cynthia's Shiftry
120 HP {G}
Stage 2 Pokémon (Evolves from Cynthia's Nuzleaf)

Poké-BODY Solar Speedster
If there is a Sun counter on the field, Cynthia's Shiftry's Retreat Cost is 0.
{D}{C} Feint Attack Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-POWERs, Poké-BODies, or any other effects on that Pokémon.
{G}{G}{G} Leaf Storm This attack does 70 damage minus 10 damage for each time you have used this attack. 70-

Weakness: {R}
Resistance: {P} -30
Retreat Cost: {C}{C}
Lv. 69 #275

Sunflorazumarill
08/22/2007, 06:11 PM
Here are some more ideas for this set!

Lucian’s Slowpoke
Pokémon card Lv. 14 #79
{P}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{W} Bubble Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 10
{P}{P} Psybeam Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Lucian’s Slowbro
Pokémon card Lv. 42 #80
{P}
100 HP
Stage 1 Pokémon
Evolves from Lucian’s Slowpoke
Put Lucian’s Slowbro on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Special Shield Any damage done to Lucian’s Slowbro by attacks from your opponent’s Pokémon that has any Special Energy cards attached to it is reduced by 40 (after applying Weakness and Resistance).
{W}{W} Aqua Splash Flip a coin. If heads, this attack does 10 damage to your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{P}{P}{P} Psychic Shell Flip a coin for each Pokémon with Shellder or Cloyster in its name. This attack does 50 damage plus 10 more damage for each Pokémon with Shellder or Cloyster in its name plus 20 more damage for each heads. 50+

Lucian’s Slowking
Pokémon card Lv. 42 #199
{P}
100 HP
Stage 1 Pokémon
Evolves from Lucian’s Slowpoke
Put Lucian’s Slowking on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Energy Barrier If Lucian’s Slowking has any Special Energy cards attached to it, any damage done to your Active Pokémon by an opponent’s attack is reduced by 20 (before applying Weakness and Resistance).
{W}{W} Aqua Spray Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. Don’t apply Weakness and Resistance.
{P}{P}{P} Shell Kinesis Flip a coin for each Pokémon with Shellder or Cloyster in its name. This attack does 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Gardenia’s Carnivine
Pokémon card Lv. 24 #455
{G}
70 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{G} Magical Leaf This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{G}{C}{C} Flytrap Spring Flip a coin. If heads, return an Energy card attached to the Defending Pokémon to your opponent’s hand. 30

Gardenia’s Cacnea
Pokémon card Lv. 15 #331
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G} Poison Needle The Defending Pokémon is now Poisoned.
{C}{C} Payback If Gardenia’s Cacnea was damaged by an attack during your opponent’s last turn, this attack’s base damage is doubled. 20

Gardenia’s Cacturne
Pokémon card Lv. 39 #332
{G}
90 HP
Stage 1 Pokémon
Evolves from Gardenia’s Cacnea
Put Gardenia’s Cacturne on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{G} Super Spiral Drain Flip a coin until you get tails. For each heads, remove 2 damage counters from Gardenia’s Cacturne. 30
{G}{C}{C} Darkspine You may discard a {D} Energy card attached to Gardenia’s Cacturne. If you do, this attack does 20 damage to each of your opponent’s Benched Pokémon.) (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Gardenia’s Tangela
Pokémon card Lv. 30 #114
{G}
70 HP
Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Spike Vine As long as Gardenia’s Tangela is your Active Pokémon, whenever 1 of the Defending Pokémon moves to the Bench, flip a coin until you get tails. Put 1 damage counter on that Pokémon for each heads.
{G} Knock Off Choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon. (Do the damage before switching the Pokémon.) 10
{G}{C}{C} Vine Whip 40

Gardenia’s Tangrowth
Pokémon card Lv. 54 #465
{G}
120 HP
Stage 1 Pokémon
Evolves from Gardenia’s Tangela
Put Gardenia’s Tangrowth on the Basic Pokémon
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéBODY: Leaf Guard If there is a Spring counter on the field, Gardenia’s Tangrowth can’t be affected by any Special Conditions or have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{G}{G} Multiple Powder Discard a {G} Energy card attached to Gardenia’s Tangrowth or this attack does nothing. Choose a Special Condition. The Defending Pokémon is now affected by that Special Condition. 40
{G}{G}{C}{C} Vine Storm Flip a coin for each of your opponent’s Pokémon. If heads, this attack does 40 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

Flint’s Torkoal
Pokémon card Lv. 30 #324
{R}
70 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
{R} Fire Pool Flip a coin. If heads each Defending Pokémon can’t attack or retreat during your opponent’s next turn. 10
{R}{C}{C} Coal Burst You may discard a {R} Energy card attached to Flint’s Torkoal. If you do, the Defending Pokémon is now Burned and discard an Energy card attached to the Defending Pokémon.) 30

Flint’s Togepi
Pokémon card Lv. 12 #175
{C}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C}{C} Fire Give Search your discard pile for a {R} Energy card and attach it to 1 of your Pokémon. 10

Flint’s Togetic
Pokémon card Lv. 28 #176
{C}
80 HP
Stage 1 Pokémon
Evolves from Flint’s Togepi
Put Flint’s Togetic on the Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
{C} Fire Copy Flip a coin. If heads, choose an attack on 1 of your opponent's {R} Pokémon in play. Fire Copy copies that attack except for its Energy cost. (You must still do anything else required for that attack.) Flint's Togetic performs that attack.
{C}{C}{C} Last Resort You can't use this attack unless you have 2 or fewer Energy cards attached to Flint's Togetic. 80

Flint’s Togekiss
Pokémon card Lv. 42 #468
{C}
110 HP
Stage 2 Pokémon
Evolves from Flint’s Togetic
Put Flint’s Togekiss on the Stage 1 card
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Heat Down As long as Flint’s Togekiss is your Active Pokémon, any damage done to your Pokémon by a {R} Pokémon’s attack is reduced by 20 (before applying Weakness and Resistance).
{C}{C} Horizontal Turn Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) You may switch Flint’s Togekiss with 1 of your Benched Pokémon. 20
{C}{C}{C}{C} Fire Parallel Remove 1 damage counter from each of your Pokémon for each {R} Energy attached to Flint’s Togekiss. 40

Carrington388
08/24/2007, 02:55 PM
Cynthia's Shuppet
50 HP {P}
Basic Pokémon

{C}{C} Embargo Discard 1 Energy card attached to Cynthia's Shuppet or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn. 10

Weakness: {D}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 16 #353

Cynthia's Banette
90 HP {P}
Stage 1 Pokémon (Evolves from Cynthia's Shuppet)

Poké-POWER Evolution Grudge
Whenver a player tries to evolve 1 of their Pokémon in play, unless Cynthia's Banette is affected by a Special Condition, that player flips a coin. If tails, that player can't play that Evolution card during that turn. Only apply 1 Evolution Grudge Poké-POWER whenever a Pokémon tries to evolve.
{P}{P} Shadow Sneak Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+
{P}{C}{C} Torment The Defending Pokémon can't use the attack it used during your opponent's last turn until the end of your next turn. 20

Weakness: {D}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 40 #354

Cynthia's Koffing
40 HP {G}
Basic Pokémon

{G} Assurance If the Defending Pokémon was already damaged or had damage counters put on it during this turn and your opponent's last turn, this attack does 10 damage plus 10 more damage. 10+

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 10 #109

Cynthia's Weezing
80 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Koffing)

Poké-POWER Evolution Vent
Whenver a player tries to evolve 1 of their Pokémon in play, unless Cynthia's Banette is affected by a Special Condition, that player flips a coin. If tails, this power does 10 damage to that Pokémon (after that Pokémon evolves) and, if that Pokémon is an Active Pokémon, that Pokémon is now Poisoned. Only apply 1 Evolution Vent Poké-POWER whenever a Pokémon tries to evolve.
{G}{G} Double Hit Flip 2 coins. This attack does 30 damage times the number of heads.
{G}{G}{G}{G}{G} Gaseous Explosion This attack does 70 damage to each other Pokémon in play (your own and your opponent's). Don't apply Weakness and Resistance for this attack. Cynthia's Weezing is now Knocked Out.

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 34 #110

Fantina's Snubbull
50 HP {C}
Basic Pokémon

{C}{C} Rage This attack does 10 damage times the number of damage counters on Fantina's Snubbull. 10x

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 13 #209

Fantina's Granbull
90 HP {C}
Stage 1 Pokémon (Evolves from Fantina's Snubbull)

Poké-POWER Evolutionary Scare
Whenver a player tries to evolve 1 of their Pokémon in play, unless Cynthia's Banette is affected by a Special Condition, that player flips a coin. If tails, place a Fear counter on that Pokémon (after it evolves). The base damage of an attack done by a Pokémon with a Fear counter on it is reduced by half (rounded down to the nearest 10) (before applying Weakness and Resistance). A Fear counter may be removed by any effect that removes all Special Conditions. Only apply 1 Evolutionary Scare Poké-POWER whenever a Pokémon tries to evolve.
{P}{C} Lick Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20
{P}{P}{C}{C} Shadow Jaw If the Defending Pokémon is affected by a Special Condition, this attack does 50 damage plus 40 more damage and remove all Special Conditions from the Defending Pokémon. 50+

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 37 #210

Carrington388
08/27/2007, 03:48 PM
Maylene's Pidgey
40 HP {C}
Basic Pokémon

{C} Whirlwind Your opponent switches the Defending Pokémon with 1 of his or her Benched Pokémon. (Do the damage before switching the Pokémon.) 10

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 6 #16

Maylene's Pidgeotto
80 HP {C}
Stage 1 Pokémon (Evolves from Maylene's Pidgey)

{C}{C} Tailwind Flip a coin. If tails, discard 1 Energy card attached to Maylene's Pidgeotto or this attack does nothing. Either way, during your next turn, the Retreat Cost of each of your Active Pokémon is 0.
{C}{C}{C}{C} Air Slash Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 60

Weakness: {L}
Resistance: {F} -30
Retreat Cost: none
Lv. 30 #17

Maylene's Pidgeot
110 HP {C}
Stage 2 Pokémon (Evolves from Maylene's Pidgeotto)

Poké-POWER Force Throw
Whenever using Maylene's Pidgeot's Juggle Clutch attack, unless Maylene's Pidgeot is affected by a Special Condition when it attacks, you may discard 2 {F} Energy cards attached to Maylene's Pidgeot. If you do, place 1 damage counter on the Pokémon you move a card to for each card moved to it.
{C}{C} Roost Discard 1 Energy card attached to Maylene's Pidgeot or this attack does nothing. Remove all damage counters from Maylene's Pidgeot. During your opponent's next turn, Maylene's Pidgeot Weakness is {F} and has no Resistance.
{F}{F}{F}{C} Juggle Clutch You may move any number of Energy cards, Pokémon Tools, and Technical Machines attached to the Defending Pokémon to another of your opponent's Pokémon in play in any way you choose. If you do, this attack does 70 damage minus 10 damage for each card moved in this way. 70-

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 53 #18

Maylene's Makuhita
60 HP {F}
Basic Pokémon

{C} Bullet Punch Flip a coin. If heads, this attack does 10 damage plus 20 more damage. 10+
{F}{F}{C} Arm Thrust Flip 5 coins. This attack does 20 damage times the number of heads. 20x

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 24 #296

Maylene's Hariyama
100 HP {F}
Stage 1 Pokémon (Evolves from Maylene's Makuhita)

Poké-BODY Reactive Coat
If Maylene's Hariyama has any React Energy cards attached to it, any damage done to Maylene's Hariyama by a {R} or {W} Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) is reduced by 10 less than half (rounded up to the nearest 10) (before Weakness and Resistance).
{F}{C} Force Palm Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 40
{F}{F}{F} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 10 (before Weakness and Resistance). 50

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 48 #297

Maylene's Mankey
50 HP {F}
Basic Pokémon

{F} Karate Chop This attack does 30 damage minus 10 damage for each damage counter on Maylene's Mankey. 30-

Weakness: {P}
Resistance: none
Retreat Cost: none
Lv. 15 #56

Maylene's Primeape
90 HP {F}
Stage 1 Pokémon (Evolves from Maylene's Mankey)

{F} Assurance If the Defending Pokémon was already damaged or had damage counters put on it during this turn and your opponent's last turn, this attack does 10 damage plus 10 more damage. 10+
{F}{F}{F} Close Combat Until the end of your next turn, all damage done by attacks to this Pokémon is increased by 40 (before applying Weakness and Resistance). 80

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 40 #57

Carrington388
09/01/2007, 10:54 AM
Byron's Skarmory*
80 HP {M}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{M}{C} Steel Wing Unless Byron's Skarmory* has no {M} Energy cards attached to it, all damage done by attacks to Byron's Skarmory* during your opponent's next turn is reduced by 30 (after applying Weakness and Resistance). 20
{M}{M}{M}{M} Junky Weight Count the number of cards in your opponent's deck without looking at them, then count the number of cards in your opponent's discard pile. If your opponent has more cards in his or her discard pile than in his or her deck, this attack does 60 damage plus 120 more damage, then shuffle your opponent's discard pile into his or her deck. 60+

Weakness: {R}
Resistance: {G}{F} -30
Retreat Cost: {C}{C}
Lv. 38 #227

Crasher Wake's Bibarel*
80 HP {W}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{W}{C} Water Gun This attack does 20 damage plus 10 more damage for each {W} Energy card attached to Crasher Wake's Bibarel* but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 20+
{W}{W}{W}{W} Craggy Waves Count the number of cards in your opponent's deck without looking at them, then count the number of cards in your opponent's discard pile. If your opponent has more cards in his or her deck than in his or her discard pile, this attack does 60 damage plus 120 more damage, then discard a number of cards from your opponent's deck equal to half of his or her deck (rounded down to the nearest card). 60+

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 36 #400

Fantina's Shedinja*
30 HP {P}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{P}{C} Spite If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, discard all of them. If tails, discard one of them. 10
{P}{P}{P}{P} Catalonian Gaze Count the number of cards in each player's hand (don't look at your opponent's hand). If there are more cards in your opponent's hand than in your hand, this attack does 50 damage plus 100 more damage, then your opponent shuffles his or her hand into his or her deck. 50+

Weakness: {D}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 62 #292

Flint's Rapidash*
80 HP {R}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{R}{C} Ember Discard 1 {R} Energy card attached to Flint's Rapidash* or this attack does nothing. 30+
{R}{R}{R}{R} Sicilian Leap Count the number of cards in each player's hand (don't look at your opponent's hand). If there are more cards in your hand than in your opponent's hand, this attack does 50 damage plus 100 more damage, then shuffle your hand into your deck. 50+

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 40 #78

Lucian's Mr. Mime*
70 HP {P}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{P}{C} Guard Swap Choose a Defending Pokémon. As long as Lucian's Mr. Mime* and that Pokémon remain in play, switch that Pokémon's total HP with Lucian's Mr. Mime*'s total HP.
{P}{P}{P}{P} Height Psy If the Defending Pokémon has a Height or Length, this attack instead does 30 damage for each 1' or .3 m in the Defending Pokémon's Height or Length (rounded up to the nearest 1' or .3 m). 60

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 33 #122

Roark's Golem*
90 HP {F}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{F}{C} Rock Polish Place a Haste counter on Roark's Golem* and 2 of your other Pokémon. While a Pokémon has a Haste counter on it, that Pokémon pays {C} less to retreat. A Pokémon cannot have more than 1 Haste counter on it at a time.
{F}{F}{F}{F} Weight Rock If the Defending Pokémon has a Weight, this attack instead does 10 damage for each 10 kg or 22 lbs. in that Pokémon's Weight (rounded up to the nearest 10 kg or 22 lbs.). 60

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}{C}
Lv. 43 #76

Volkner's Magnezone*
90 HP {L}
Basic Pokémon (You can't have more than 1 Pokémon-* in your deck.)

{L}{C} Thundershock Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 30
{L}{L}{L}{L} Experience Bolt Discard all {L} Energy cards attached to Volkner's Magnezone* or this attack does nothing. Add up all the levels (ex. Lv. 8, Lv. 44) on each of your opponent's Pokémon in play. If a Pokémon doesn't have a level, treat its level as if it was 25. If a Pokémon is a Pokémon-Lv.X, treat its level as if it was 256. This attack does damage equal to the total of the levels divided by 3 and rounded up to the nearest 10 (before Weakness and Resistance. ?÷

Weakness: {F}
Resistance: {G}{M} -30
Retreat Cost: {C}{C}{C}
Lv. 47 #462
No, you're not seeing things. That really is a division symbol you see on Experience Bolt. How the attack works is this: Let's say your opponent has two Promo 27 Pikachu, each Lv. 5. You're up to 10. Add on two Pokémon from EX: Ruby & Sapphire without levels printed on them. Each of them count for 25, you're up to 60. Then add a Cynthia's Dragonite ex (Lv. 100), that takes you up to 160. Finally, let's add a Magmortar Lv.X for good measure. The 256 from that Pokémon brings the total up to 416. Divide that by 3, and you get 138⅔. Round that up to the nearest 10, and your final damage is 140.

Sunflorazumarill
09/03/2007, 04:01 PM
Here are some more ideas for this set!

Candice’s Delibird
Pokémon card Lv. 27 #225
{W}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
{W}{W} Ice Gift Flip 3 coins. If exactly 1 is heads, this attack does 40 damage. If exactly 2 are heads, put 2 damage counters on each of your opponent’s Pokémon. If all three are heads, place a Freeze counter on each Defending Pokémon.
{W}{C}{C} Ice Shard Flip a coin. If heads, this attack does 30 damage plus 20 more damage and don't apply Resistance. 30+

Roark’s Aerodactyl
Pokémon card Lv. 39 #142
{F}
80 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Roark’s Aerodactyl on the Basic Pokémon
Weakness: {W}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Rock Pressure If Roark's Aerodactyl is your Active Pokémon and is damaged by an opponent's attack (even if Roark's Aerodactyl is Knocked Out), flip a coin. If heads, put 3 damage counters on 1 of your opponent's Pokémon.
{F}{F} Stone Wings Choose 2 of your opponent's Pokémon. This attack does 30 damage to each of them. Don't apply Weakness and Resistance.
{F}{C}{C} Giga Impact If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 40

Fantina’s Murkrow
Pokémon card Lv. 24 #198
{D}
60 HP
Basic Pokémon
Weakness: {L}
Resistance: {P} -30
Retreat cost: n/a
{D} Nasty Plot Search your deck for any 1 card and put it into your hand. Shuffle your deck afterward.
{D}{C}{C} Embargo Discard a {D} Energy card attached to Fantina's Murkrow or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn. 40

Fantina’s Honchkrow
Pokémon card Lv. 40 #430
{D}
90 HP
Stage 1 Pokémon
Evolves from Fantina’s Murkrow
Put Fantina’s Honchkrow on the Basic Pokémon
Weakness: {L}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Super Luck If there are no Special Energy cards attached to Fantina’s Honchkrow, whenever Fantina’s Honchkrow attacks, flip a coin. If heads, that attack does 30 more damage to the Defending Pokémon.
{D}{D} Feint Attack Choose 1 of your opponent’s Pokémon. This attack does 40 damage to that Pokémon. This attack’s damage isn’t affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.
{D}{C}{C} Drill Peck 50

Fantina’s Sneasel
Pokémon card Lv. 24 #215
{D}
60 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: n/a
{W} Icy Wind Flip a coin. If heads, this attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 10
{D}{D} Torment Choose 1 attack from each Defending Pokémon. As long as Fantina's Sneasel remains your Active Pokémon, those Pokémon can't use those attacks. 10

Fantina’s Weavile
Pokémon card Lv. 40 #461
{D}
90 HP
Stage 1 Pokémon
Evolves from Fantina’s Sneasel
Put Fantina’s Weavile on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Claw Blades If Fantina's Weavile is your Active Pokémon and is damaged by an opponent's attack (even if Fantina's Weavile is Knocked Out), flip a coin. If heads, put 3 damage counters on the Attacking Pokémon.
{D}{D} Dark Pulse Flip a coin. If heads, the Defending Pokémon can’t attack during your opponent’s next turn. 40
{W}{C}{C} Ice Shard Flip a coin. If heads, this attack does 30 damage plus 30 more damage and don't apply Resistance. 30+

Roark’s Regirock
Pokémon card Lv. 48 #377
{F}
90 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokePOWER: Stone Release Once during your turn (before you attack), you may discard an Energy card attached to Roark's Regirock. If you do, put 1 damage counter on each Defending Pokémon. This power can't be used if Roark's Regirock is affected by a special condition.
{F}{F}{C}{C} Rock Slide If your opponent has any Benched Pokémon, choose up to 3 of them and this attack does 20 damage to each of them. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Byron’s Registeel
Pokémon card Lv. 48 #379
{M}
90 HP
Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
PokePOWER: Metallic Release Once during your turn (before you attack), you may discard an Energy card attached to Byron's Registeel. If you do, the Defending Pokémon (choose 1 if there are 2) is now Confused. This power can't be used if Bryon's Registeel is affected by a special condition.
{M}{M}{C}{C} Flash Cannon During your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 30 more damage. 50

Flint’s Heatran
Pokémon card Lv. 54 #485
{R}
90 HP
Basic Pokémon
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Fire Veil If Flint's Heatran is your Active Pokémon and is damaged by an opponent's attack (even if Flint's Heatran is Knocked Out), the Attacking Pokémon is now Burned.
{R}{R} Linear Flame This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{R}{R}{C}{C} Fire Ravage Flip a coin until you get tails. For each heads, discard an Energy card attached to the Defending Pokémon. If the first coin is tails, discard 2 Energy cards attached to Flint’s Heatran. 60

Byron’s Heatran
Pokémon card Lv. 54 #485
{M}
90 HP
Basic Pokémon
Weakness: {F}
Resistance: {G} -30
Retreat cost: {C}{C}{C}
PokéBODY: Molten Steel As long as Byron’s Heatran is your Active Pokémon, whenever 1 of your opponent’s Pokémon attacks, flip a coin. If heads, put 2 damage counters on that Pokémon.
{R}{R} Flare Gun Does 30 damage plus 20 more damage for each {R} Energy attached to Byron’s Heatran but not used to pay for this attack’s Energy cost. You can’t add more than 40 damage in this way. 30+
{M}{M}{C}{C} Metal Drive Does 50 damage plus 10 more damage for each damage counter on the Defending Pokémon. 50+

Fantina’s Giratina
Pokémon card Lv. 60 #487
{P}
90 HP
Basic Pokémon
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}{C}
PokéPOWER: Switch Force Once during your turn (before you attack), you may flip a coin. If heads, your opponent’s Pokémon can’t use any Poké-Powers during your opponent’s next turn. This power can’t be used if Fantina’s Giratina is affected by a Special Condition.
{P}{D} Dark Block You may discard a {D} Energy card attached to Fantina’s Giratina. If you do, the Defending Pokémon is now Paralyzed and discard an Energy card attached to the Defending Pokémon. 30
{P}{P}{C}{C} Shadow Reverse Flip a coin for each of your opponent’s {P} and {D} Pokémon. If heads, this attack does 30 damage to that Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Lucian’s Mewtwo
Pokémon card Lv. 60 #150
{P}
80 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Force Pressure As long as Lucian’s Mewtwo is your Active Pokémon, each of your opponent’s Evolved Pokémon can’t use any Poké-Bodies.
{P} Me First Whenever the Defending Pokémon tries to attack during your opponent's next turn, Me First copies the chosen attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards), except any damage done by that attack is increased by an additional half (before Weakness and Resistance). Lucian's Mewtwo performs that attack. If the Defending Pokémon is Knocked Out in this way, your opponent's turn is now over (he or she doesn't get to attack).
{P}{C}{C} Aura Sphere This attack's damage isn't affected by Weakness, Resistance, Poké-Powerss, Poké-Bodies, or any other effect on the Defending Pokémon. 40

Carrington388
09/05/2007, 08:48 PM
Bertha's Shining Dugtrio
70 HP {F}
Basic Pokémon (You can't have more than 1 Bertha's Shining Dugtrio in your deck.)

{F}{L} Thunder Fissure Discard 1 {F} Energy card attached to Bertha's Shining Dugtrio or this attack does nothing. This attack does 30 damage for each -30 in Bertha's Shining Dugtrio's Resistance to {L} (rounded down to the nearest -30 Resistance). 30x
{F}{F}{R}{R} Magma Magnitude Discard all {R} Energy cards attached to Bertha's Shining Dugtrio or this attack does nothing. This attack does 60 damage times the number of cards discarded in this way. 60x

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 30 #51

Byron's Shining Mawile
60 HP {M}
Basic Pokémon (You can't have more than 1 Byron's Shining Mawile in your deck.)

{M}{D} Black Fang Flip a number of coins equal to the number of {D} Energy attached to Byron's Shining Mawile. This attack does 30 damage plus 10 more damage for each heads. 30+
{M}{M}{L}{L} Thunder Jaw Flip a coin. If heads, discard 1 {L} Energy card attached to Byron's Shining Mawile (or this attack does nothing) and the Defending Pokémon is now Paralyzed; if tails, discard 1 {M} Energy card attached to Byron's Shining Mawile (or this attack does nothing) and the Defending Pokémon is now Poisoned. 50

Weakness: {R}
Resistance: {G} -30
Retreat Cost: {C}
Lv. 26 #303

Crasher Wake's Shining Quagsire
70 HP {W}
Basic Pokémon (You can't have more than 1 Crasher Wake's Shining Quagsire in your deck.)

{W}{F} Muddy Tide Flip a coin. If tails, each of your opponent's Pokémon with Weakness to {L} has no Weakness until the end of your next turn. 30
{W}{W}{G}{G} Tropical Blast If there is a Sun counter on the field, don't apply Resistance for this attack. If there is a Spring counter on the field, this attack does 40 damage plus 10 more damage for each {G} Energy card attached to Crasher Wake's Shining Quagsire but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 40+

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 29 #195

Fantina's Shining Sableye
60 HP {P}
Basic Pokémon (You can't have more than 1 Fantina's Shining Sableye in your deck.)

{P}{D} Helldice Roll 3 dice. Your opponent places a number of damage counters on each of your Pokémon in play equal to half the total value of the dice rounded down in any way he or she likes. You place a number of damage counters on each of your opponent's Pokémon in play equal to half the total value of the dice rounded up in any way you like.
{P}{P}{M}{M} Field-Condition Ray Discard 1 {P} Energy card and 1 {M} Energy card attached to Fantina's Shining Sableye or this attack does nothing. Count the number of special counters that were placed on the field (ex. Pre-Emptive counter, Waterlevel switch). This attack does 40 damage times that number of counters. 40x

Weakness: none
Resistance: {F}{P} -30
Retreat Cost: {C}
Lv. 24 #302

Flint's Torkoal
70 HP {CRY}
Basic Pokémon

Poké-BODY Crystal Type
Whenever you attach a {R}, {D}, or {W} basic Energy card from your hand to Flint's Torkoal, Flint's Torkoal's type (color) changes to the type of that Energy card until the end of your turn.
{R}{W} Steam Defense If your opponent tries to attack Flint's Torkoal during his or her next turn, your opponent flips a coin. If tails and if that attack does damage, that attack's damage is reduced by half (rounded up to the nearest 10) and don't apply Weakness for that attack.
{R}{R}{D}{D} Hellcoals This attack does 20 damage to each of your opponent's Benched Pokémon whose type (color) is the same as Flint's Torkoal's type (color). (Don't apply Weakness and Resistance for Benched Pokémon.)

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 28 #324

Gardenia's Private Glade
Trainer Card (Stadium Card)

Each Pokémon in play with Gardenia in its name in play gets +10 HP and any attacks done by those Pokémon is increased by 10 (before Weakness and Resistance). Ignore these effects if a card named Dual Stadium is in play.

Carrington388
09/09/2007, 09:17 PM
Maylene's Gloves
Trainer Card (Pokémon Tool)

Attach Maylene's Gloves to 1 of your Pokémon with Maylene in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Once during your turn (before your attack), you may discard Maylene's Gloves. If you do and if the Pokémon Maylene's Gloves was attached to does damage by an attack during this turn, any damage done by that attack is increased by 10 for each {F} Energy card attached to it (after Weakness and before Resistance).

Crasher Wake's Lucha Ring
Trainer Card (Stadium Card)

If all Active Pokémon are {W} Pokémon (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name), any damage done by those Pokémon by an attack is increased by 30 (before Weakness and Resistance).

Fantina's Foreign Affairs
Trainer Card (Supporter)

You can't play this card unless you have a Pokémon in play with Fantina in its name. Count the number of Pokémon you have in play that has an owner in its name, excluding those with Roark, Gardenia, Maylene, Crasher Wake, Fantina, Byron, Candice, Volkner, Aaron, Bertha, Flint, Lucian, Cynthia, or Galactic in its name. Flip a coin for each of those Pokémon. Draw 2 cards for each heads.

Byron's Recycling Depot
Trainer Card (Stadium Card)

Whenever a basic {M} Energy card, a Metal Energy card, a Metal II Energy card, a Dark Metal Energy card, or a Shiny Black Energy card is discarded (excluding those discarded whenever a Pokémon is Knocked Out), that player instead shuffles that card into his or her deck.

Candice's Igloo
Trainer Card (Stadium Card)

Put 1 damage counter instead of 2 on each Burned Pokémon with Candice in its name between turns.

Aaron's Spray System
Trainer Card (Supporter)

Flip a coin. If heads, remove all Special Conditions from each of your Pokémon in play with Aaron in its name; if tails, remove the Special Conditions Poisoned and Burned from each of your Pokémon in play with Aaron in its name.

Bertha's Muddy Gamble
Trainer Card (Veilstone Game Corner)

Flip 3 coins. If exactly 2 are heads, during your opponent's next turn, prevent all damage done by a {L} Pokémon to each of your Pokémon with Bertha in its name (any other effects of attacks still happen). If all 3 are heads, during your opponent's next turn, prevent all effects of attacks, including damage, done by a {L} Pokémon to each of your Pokémon with Bertha in its name. If all 3 are tails, until the end of your next turn, each of your Pokémon in play with Bertha in its name has no Resistance. You can't play any more Trainer cards this turn.

Flint's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Flint in its name can use this attack instead of their own.
{R}{R}{C} Heatpack If the Defending Pokémon is Burned, this attack does 40 damage plus 30 more damage and the Defending Pokémon is no longer Burned. 40+

Lucian's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Lucian in its name can use this attack instead of their own.
{P}{P} Mystery Psy Choose a Special Condition other than Poisoned and flip a coin. If heads, the Defending Pokémon is now affected by that Special Condition. 20

Carrington388
09/11/2007, 09:17 PM
Roark's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Roark in its name can use this attack instead of their own.
{F}{C} Granite Cannon Flip a coin for each {F} Energy card attached to this Pokémon. For each heads, discard 1 {F} Energy card attached to this Pokémon or this attack does nothing. This attack does 40 damage times the number of heads. 40x

Roark's Family Gift
Trainer Card

Choose 1 of your Pokémon in play with Roark in its name. Take all Energy cards, Pokémon Tool cards, and Technical Machine cards attached to it that can be attached to a Pokémon with Byron in its name and attach them to your Pokémon in play with Byron in its name in any way you choose. If you have no Pokémon in play with Byron in its name, discard those cards.

Roark's Clipboard
Trainer Card (Supporter)

If any of your Pokémon with Roark in its name attacks during this turn, that attack's Energy cost is {C}. You can't play any more Trainer cards during this turn.

Gardenia's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Gardenia in its name can use this attack instead of their own.
{G}{G} Spring Bloom Remove 1 damage counter from each of your Pokémon in play with Gardenia in its name for each {G} Energy card attached to it. If there is a Spring counter on the field, remove 2 damage counters instead of 1 for each {G} Energy card attached to a Pokémon.

Gardenia's Forest Patrol
Trainer Card (Supporter)

Flip a coin until you get tails. For each heads, choose a {G} Pokémon in play whose Weakness is not {R}, whose Resistance is not {W} -30, has δ on its card, or is a {D} Pokémon with Dark or Rocket in its name. Put 1 damage counter on that Pokémon. If you got 3 or more heads in this way, your turn is now over (you don't get to attack).

Gardenia's Seed Shield
Trainer Card (Pokémon Tool)

Attach Gardenia's Seed Shield to 1 of your Pokémon with Gardenia in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

If the Pokémon Gardenia's Seed Shield is attached to would become affected by a Special Condition, flip a coin. If heads, that Pokémon is not affected by that Special Condition, then discard Gardenia's Seed Shield.

MegaVelocibot
09/15/2007, 08:10 PM
I would like to reserve cards #922 through #925. Can I reserve just those cards?

Carrington388
09/16/2007, 12:28 PM
You got the job. Check that PM I've sent you, that will tell you just how the cards are to go down. Personally, that's a load off my back since we've got an odd amount of owners (13) in this set...

Maylene's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Maylene in its name can use this attack instead of their own.
{F}{F} Size Smash Count this Pokémon's Basic Pokémon card and any Evolution and Pokémon-Lv.X cards attached to it, then flip a coin. If heads, this attack does 40 damage times the number of Pokémon cards on this Pokémon.
No, there are no Pokémon-Lv.X in this set, but that doesn't mean there can't be a Pokémon-Lv.X card for Maylene (or any other owner in this set) in a future set, possibly closer to the end of the generation.

Maylene's Rope Ring
Trainer Card (Stadium Card)

If a Pokémon with Maylene in its name attacks, if that player did not retreat a Pokémon during this turn, that attack does 10 more damage (before Weakness and Resistance).

Maylene's Scuffle
Trainer Card

Flip a coin for each {F} Energy attached to your Pokémon in play with Maylene in its name. This card does 10 damage times the number of heads. Treat this card's damage as if it was done by your Active Pokémon (choose 1 if there are 2). Your turn is over now (you don't get to attack).

Crasher Wake's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Crasher Wake in its name can use this attack instead of their own.
{W}{W} Wave Thrash Discard 1 {W} Energy attached to this Pokémon for each Defending Pokémon or this attack does nothing. This attack does 40 damage to each Defending Pokémon. After doing damage, switch each Defending Pokémon with 1 of your opponent's Benched Pokémon. Your opponent chooses the Benched Pokémon to switch.

Crasher Wake's Great Marsh
Trainer Card (Stadium Card)

A Pokémon with Crasher Wake in its name can't be Poisoned. Each {G} Energy card attached to 1 of your Pokémon in play with Crasher Wake in its name provides both {G} Energy and {W} Energy but provides only 1 Energy at a time. A player can't attach a {P} Energy card to a Pokémon with Crasher Wake in its name unless that Pokémon has an attack whose Energy costs include at least 1 {P} Energy.

Crasher Wake's Fight Tickets
Trainer Card

You can't play this card if you don't have an Active Pokémon with Crasher Wake in its name. If your Active Pokémon with Crasher Wake in its name attacks during this turn and does damage, remove 1 damage counter from each of your Benched Pokémon that doesn't have Crasher Wake in its name and 3 damage counters from each of your Benched Pokémon with Crasher Wake in its name.

MegaVelocibot
09/16/2007, 03:31 PM
Cynthia's SecretPotion
Trainer Card

If any of your opponent's Pokémon in play have Psyduck in their name, you may choose any number of Pokemon in play with Psyduck in their name, as well as any cards attached to those Pokemon, and put them face down next to the Defending Pokémon. (This does not count as Knocking Out those Pokémon.) You may not remove all of your opponent's Pokemon in play in this way. (These cards are not in play or in your opponent's hand.)

~-o-~

Cynthia's Full Restore
Trainer Card

Choose 1 of your Pokémon in play with Cynthia in its name, and search your deck for a Pokémon that evolves from that Pokémon. If you cannot find any Pokémon that evolve from the Pokémon you chose, you may show the contents of your deck to your opponent. If you do, you may remove all damage counters, and any other counters from the Pokémon you chose.

~-o-~

Cynthia's Odd Keystone (50 HP)
Trainer Card

Play Cynthia's Odd Keystone as if it were a (C) Pokémon. (Cynthia's Odd Keystone counts as a Trainer card as well, but if Cynthia's Odd Keystone is Knocked Out, this counts as a Knocked Out Pokémon.) Cynthia's Odd Keystone can't be affected by any Special Conditions and can't retreat. At any time during your turn before your attack, you may discard Cynthia's Odd Keystone from play. (This doesn't count as a Knocked Out Pokémon.)

Poke-Body Unsealed Curse
During your opponent's turn, if Cynthia's Odd Keystone would be Knocked Out by damage from an opponent's attack, flip a coin. If heads, you may search your deck for a Pokémon named Cynthia's Spiritomb, and attach it to Cynthia's Odd Keystone. (This counts as evolving Cynthia's Odd Keystone.) If you do, remove all damage counters from Cynthia's Odd Keystone, and Cynthia's Odd Keystone is not Knocked Out. If tails, each of your opponent's Active Pokemon are now Poisoned, and cannot retreat during your opponent's next turn.


~-o-~

Cynthia's Grandmother
Supporter Card

Search your deck for an Evolution card with Cynthia in its name. If you have a Pokémon in play that evolves into this card, you may place the card you searched for on that Pokémon. (This counts as evolving that Pokémon.) You may discard an Energy card attached to the Pokémon you just evolved. If you do, remove four damage counters from that Pokémon (all of them if there are less than 4).

scizor3
09/17/2007, 06:34 PM
hey, can I do the byron's scizor ex line?

Carrington388
09/17/2007, 07:42 PM
No, that line's already been done. You can see it here. (http://www.pokegym.net/forums/showpost.php?p=858871&postcount=70)

Fantina's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Fantina in its name can use this attack instead of their own.
{P}{P}{C} Trainer Lure Shuffle your hand into your deck. Then search your deck for 3 of any combination of the following kinds of Trainer cards: Stadium cards, Pokémon Tools, Technical Machines, Supporters. Show them to your opponent, then put them into your hand. Shuffle your deck afterward.

Fantina's Summon
Trainer Card (Supporter)

Flip 2 coins. For each heads, choose a Trainer card (excluding Supporter cards) with Fantina in its from your discard pile. Show it to your opponent, then put it into your hand.

Fantina's Eiffel Tower
Trainer Card (Stadium Card)

Once during a player's turn (before attacking), that player may choose 1 of their Basic Pokémon with Fantina in its name in play and switch it with a Basic Pokémon with Fantina in its name in his or her discard pile. Any cards attached to that Pokémon, damage counters, Special Conditions, and effects on it are now on the new Pokémon.

Byron's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Byron in its name can use this attack instead of their own.
{M}{M}{M}{C} Steel Barrier Discard 3 {M} Energy cards attached to this Pokémon or this attack does nothing. Prevent all effects of an attack, including damage, done to your Pokémon in play during your opponent's next turn.

Byron's Heirloom
Trainer Card

Choose 1 of your Pokémon in play with Byron in its name. Take all Energy cards, Pokémon Tool cards, and Technical Machine cards attached to it that can be attached to a Pokémon with Roark in its name and attach them to your Pokémon in play with Roark in its name in any way you choose. If you have no Pokémon in play with Roark in its name, discard those cards.

Byron's Docks
Trainer Card (Stadium Card)

Any damage done to a Pokémon with Byron in its name by a {W} Pokémon is reduced by 20 for each basic {M} Energy cardattached to it; by 30 for each Metal Energy or Metal II Energy card attached to it; or by 10 for any other Energy card that provides {M} Energy attached to it. (Reduce the damage after applying Weakness and before applying Resistance.)

Carrington388
09/19/2007, 08:36 PM
Candice's Winter Wear
Trainer Card (Supporter)

Until the end of your opponent's next turn, any damage done by a {R} Pokémon (your own and your opponent's) to any of your Pokémon in play with Candice in its name is reduced by 10 less than half (rounded up to the nearest 10) (after Weakness and before Resistance).

Candice's Temple
Trainer Card (Stadium Card)

Once during a player's turn (before attacking), that player may attach up to 3 {W} Energy cards from their discard pile to their Pokémon in play with Candice in its name in any way they choose. This effect can't be used if a Stadium card named Dual Stadium is in play.

Candice's Arctic Call
Trainer Card

Remove all special counters (ex. Char counter, Shock-wave marker) from each of your Pokémon in play with Candice in its name.

Volkner's Lighthouse Call
Trainer Card

Discard 1 other card from your hand when you play this card or this card does nothing. Flip a coin. If heads, search your deck for 5 of any combination of basic {L} Energy cards, basic {M} Energy cards, and Basic Pokémon cards with Volkner or Jasmine in its name. If tails, search your deck for 2 of any combination of those cards. Either way, show them to your opponent. Your opponent chooses 1 of those cards. Discard that card, then put the others into your hand.
This effect is actually in reference to Jasmine appearing in Sunyshore City during the events of Diamond/Pearl.

Volkner's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Volkner in its name can use this attack instead of their own.
{L}{C} Bright Lights, Strange Sights Until the end of your next turn, whenever a Pokémon tries to attack, that player flips a coin. If tails, that attack does nothing.

Volkner's Rivalry
Trainer Card (Supporter)

Remove 1 damage counter from each of your Pokémon in play that doesn't have Volkner or Electra in its name. Remove 2 damage counters from each of your Pokémon with Volkner in its name. If there are fewer damage counters than that on a Pokémon, remove all of them. Place 1 damage counter on each of your Pokémon in play with Electra in its name.

Carrington388
09/24/2007, 04:42 PM
Aaron's Traps
Trainer Card (Stadium Card)

Whenever a player plays a non-{G} Pokémon that doesn't have Aaron in its name, a {G} Pokémon with δ on its card, or a {G} Pokémon that is a {D} Pokémon with Dark or Rocket in its name, that player flips a coin until he or she gets heads. Place 1 damage counter on that Pokémon for each tails.

Aaron's Fast-Growth Spray
Trainer Card (Supporter)

For each of your Pokémon in play with Aaron in its name that can evolve, flip a coin. If heads, search your deck for an Evolution card that evolves from that Pokémon and attach it to that Pokémon. This counts as evolving that Pokémon. Shuffle your deck afterward. If the new Pokémon can evolve, flip another coin and repeat this effect if you get heads. If you evolved 2 or fewer Pokémon in this way, your turn is over now (you don't get to attack).

Aaron's Shield Dust
Trainer Card (Pokémon Tool)

Attach Aaron's Shield Dust to 1 of your Pokémon with Aaron in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon would be damaged by an attack that has any other effects other than damage, flip a coin. If heads, prevent all effects of that attack other than damage done to this Pokémon.

Bertha's Secret Technique
Trainer Card (Supporter)

During this turn, each of your Pokémon in play with Bertha in its name can use this attack instead of their own.
{F}{F} Powermud If this Pokémon's Resistance is {L} that is a multiple of -30, this attack does 30 damage plus 20 more damage. Ignore this effect if this Pokémon has a Weakness and any damage done to it by a Pokémon whose type (color) is the same as that Pokémon's Weakness is not doubled.

Bertha's Pierce Tool
Trainer Card (Pokémon Tool)

Attach Bertha's Pierce Tool to 1 of your Pokémon with Bertha in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

If the Defending Pokémon has a Weakness and any damage done to it by a Pokémon whose type (color) is the same as that Pokémon's Weakness is not doubled, any damage done by this Pokémon by an attack is doubled (after Weakness and before Resistance). If the Defending Pokémon has a Resistance and that Resistance isn't a multiple of -30, don't apply Resistance when this Pokémon attacks.

Bertha's Muddy Pit
Trainer Card (Stadium Card)

Once during a player's turn (before a player's attack), that player may switch 2 of the other cards in his or her hand for a Trainer card (excluding Stadium cards) with Bertha in its name from his or her discard pile.

Sunflorazumarill
09/25/2007, 07:26 PM
Here are some more ideas for this set!

Volkner’s Porygon
Pokémon card Lv. 15 #137
{C}
50 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Energy Coat Any damage done to Volkner’s Porygon by attacks from your opponent’s Pokémon with more Energy attached to it than Volkner’s Porygon is reduced by 20 (after applying Weakness and Resistance).
{C} Agility Flip a coin. If heads, during your opponent’s next turn, prevent all effects of attacks, including damage, done to Volkner’s Porygon. 10

Volkner’s Porygon2
Pokémon card Lv. 30 #233
{C}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Porygon
Put Volkner’s Porygon2 on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Embargo Discard an Energy card attached to Volkner's Porygon2 or this attack does nothing. The Defending Pokémon can't use any Pokémon Tool cards attached to it during your opponent's next turn. 10
{C}{C}{C} Super Tri Attack Flip 3 coins. This attack does 20 damage times the number of heads to each Defending Pokémon.

Volkner’s Porygon-Z
Pokémon card Lv. 45 #474
{C}
110 HP
Stage 2 Pokémon
Evolves from Volkner’s Porygon2
Put Volkner’s Porygon-Z on the Stage 1 card
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéPOWER: Energy Coat Once during your turn (before you attack), you may choose a basic Energy card attached to Volkner’s Porygon-Z. Volkner’s Porygon-Z is now the same type Energy card until the end of your turn.
{C} Trick Room Each Defending Pokémon with a Retreat Cost less than Volkner's Porygon-Z's can't attack during your opponent's next turn.
{C}{C}{C}{C} Hyper Tri Attack Flip 3 coins. This attack does 30 damage times the number of heads and 10 damage times the number of heads to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30x

Volkner’s Slakoth
Pokémon card Lv. 12 #287
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Pound 10
{C}{C} Amnesia Choose 1 of the Defending Pokémon's attacks. That Pokémon can't use that attack during your opponent's next turn. 10

Volkner’s Vigoroth
Pokémon card Lv. 30 #288
{C}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Slakoth
Put Volkner’s Vigoroth on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}
{C}{C} Thrash Flip a coin. If heads, this attack does 30 damage plus 20 more damage. If tails, Volkner’s Vigoroth does 10 damage to itself. 30+
{C}{C}{C} Knock Over You may discard any Stadium card in play. 30

Volkner’s Slaking
Pokémon card Lv. 48 #289
{C}
120 HP
Stage 2 Pokémon
Evolves from Volkner’s Vigoroth
Put Volkner’s Slaking on the Stage 1 card
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}{C}
PokéBODY: Truancy Defense If Volkner’s Slaking doesn’t attack during this turn, during your opponent’s next turn, any damage done to Volkner’s Slaking by attacks is reduced by 40 (after applying Weakness and Resistance).
{C}{C}{C} Thunderpunch Flip a coin. If heads, this attack does 50 damage plus 40 more damage; if tails, this attack does 50 damage and Volkner's Slaking does 20 damage to itself. 50+
{C}{C}{C}{C} Façade If Volkner’s Slaking is affected by a Special Condition, this attack does 50 damage plus 50 more damage. 50+

Roark’s Slakoth
Pokémon card Lv. 12 #287
{C}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{C} Scratch 10
{C}{C} Yawn The Defending Pokémon is now Asleep. 10

Roark’s Vigoroth
Pokémon card Lv. 30 #288
{C}
80 HP
Stage 1 Pokémon
Evolves from Roark’s Slakoth
Put Roark’s Vigoroth on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}
{C}{C} Night Slash If the Defending Pokémon has any Resistances, this attack does 20 damage plus 20 more damage. 30+
{C}{C}{C} Rage Does 20 damage plus 10 more damage for each damage counter on Roark’s Vigoroth. 20+

Roark’s Slaking
Pokémon card Lv. 48 #289
{C}
120 HP
Stage 2 Pokémon
Evolves from Roark’s Vigoroth
Put Roark’s Slaking on the Stage 1 card
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}{C}
PokéBODY: Truancy Offense If Roark’s Slaking doesn’t attack during this turn, during your next turn, each of Roark’s Slaking’s attacks does 40 more damage to the Defending Pokémon (before applying Weakness and Resistance.)
{C}{C}{C} Hammer Arm Until the end of your opponent’s next turn, your opponent pays {C}{C}{C} more to retreat the Defending Pokémon. 40
{C}{C}{C}{C} Hurl Discard all Trainer cards attached to Roark's Slaking or this attack does nothing. This attack does 50 damage plus 40 more damage for each card discarded in this way. 50+

Carrington388
09/26/2007, 10:37 AM
Flint's Hot Coals
Trainer Card (Stadium Card)

Any damage done by a Burned Pokémon with Flint in its name is increased by 40 (before Weakness and Resistance).

Flint's Lava Slots
Trainer Card (Veilstone Game Corner)

Flip 3 coins. If exactly 1 is heads, choose 1 of your Active Pokémon and that Pokémon is now Burned. If exactly 2 are heads, choose a Defending Pokémon and this card does 20 damage to it. Treat this damage as if it was done by a {R} Pokémon. If all 3 are heads, each Defending Pokémon is now Burned. If all 3 are tails, this card does 20 damage to each of your Active Pokémon. Treat this damage as if it was done by a {R} Pokémon. You can't play another Veilstone Game Corner card during this turn.

Flint's Magma Generator
Trainer Card (Stadium Card)

Once during a player's turn (before that player's attack), that player may flip a coin until they get tails. For each heads, that player shuffles a basic {R} Energy card from his or her discard pile into his or her deck.

Lucian's Confuse Spoon
Trainer Card (Pokémon Tool)

Attach Lucian's Confuse Spoon to 1 of your Pokémon with Lucian in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon attacks, flip a coin after applying all other effects of that attack. If heads, discard Lucian's Confuse Spoon and the Defending Pokémon is now Confused.

Lucian's Burn Spoon
Trainer Card (Pokémon Tool)

Attach Lucian's Burn Spoon to 1 of your Pokémon with Lucian in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon attacks, flip a coin after applying all other effects of that attack. If heads, discard Lucian's Burn Spoon and the Defending Pokémon is now Burned.

Lucian's Sleep Spoon
Trainer Card (Pokémon Tool)

Attach Lucian's Sleep Spoon to 1 of your Pokémon with Lucian in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon attacks, flip a coin after applying all other effects of that attack. If heads, discard Lucian's Sleep Spoon and the Defending Pokémon is now Asleep.

Sunflorazumarill
09/30/2007, 07:59 AM
Here are even more ideas from me!

Byron’s Pineco
Pokémon card Lv. 16 #204
{G}
50 HP
Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
{C} Tackle 10
{G}{C} Toxic Spikes At any time during your opponent's next turn, if any of your opponent's Pokémon becomes Benched, flip a coin. If heads, put 2 damage counters on the new Active Pokémon. 20

Byron’s Forretress
Pokémon card Lv. 40 #205
{M}
90 HP
Stage 1 Pokémon
Evolves from Byron’s Pineco
Put Byron’s Forretress on the Basic Pokémon
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéBODY: Iron Plate If Byron’s Forretress has any Special {M} Energy cards attached to it, prevent all effects of attacks, other than damage, done to Byron’s Forretress.
{M}{M} Gyro Ball Does 40 damage times the number of {C} Energy in the Defending Pokémon’s Retreat cost more or less than Byron’s Forretress (after applying effects to the Retreat Cost). 40x
{M}{C}{C} Metal Shell During your opponent’s next turn, any damage done to your Pokémon by an opponent’s attack is reduced by 30 (before applying Weakness and Resistance). 20

Aaron’s Anorith
Pokémon card Lv. 30 #347
{G}
60 HP
Stage 1 Pokémon
Evolves from Mysterious Fossil
Put Aaron’s Anorith on the Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
{C} Knock Off Choose 1 of your opponent's Benched Pokémon and switch it with the Defending Pokémon. (Do the damage before switching the Pokémon.) 10
{G}{C} X-Scissor 30

Aaron’s Armaldo
Pokémon card Lv. 45 #348
{G}
100 HP
Stage 2 Pokémon
Evolves from Aaron’s Anorith
Put Aaron’s Armaldo on the Stage 1 card
Weakness: {R}
Resistance: n/a
Retreat cost: {C}{C}
{C}{C} Armor Claws During your next turn, if an attack does damage to any of your opponent’s Pokémon (before applying Weakness and Resistance), that attack does 20 more damage. 20
{C}{C} Ancient Forces Flip a coin for each Energy attached to Aaron’s Armaldo. This attack does 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 20
{G}{G}{G} Cross Poison Flip a coin. If heads, this attack does 40 damage plus 50 more damage and the Defending Pokémon is now Poisoned. 40+

Fantina’s Skorupi
Pokémon card Lv. 16 #451
{G}
50 HP
Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{G} Poison Sting Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
{C}{C} Confuse Ray The Defending Pokémon is now Confused. 10

Fantina’s Drapion
Pokémon card Lv. 42 #452
{D}
90 HP
Stage 1 Pokémon
Evolves from Fantina’s Skorupi
Put Fantina’s Drapion on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}
PokéBODY: React Balance If Fantina’s Drapion has any React Energy cards attached to it, prevent all damage done to Fantina’s Drapion by attacks from {F} Pokémon. (Any other effects of attacks still happen.)
{D}{D} Dark Spikes At any time during your opponent's next turn, if any of your opponent's Pokémon becomes Benched, flip a coin. If heads, put 2 damage counters on each of your opponent's Pokémon. 40
{G}{C}{C} Poison Fang The Defending Pokémon is now Poisoned. Put 2 damage counters instead of 1 on the Defending Pokémon after each player's turn (even if it was already Poisoned). 30

Fantina’s Stunky
Pokémon card Lv. 14 #434
{D}
40 HP
Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
{G} Smog Flip a coin. If heads, the Defending Pokémon is now Poisoned. 10
{C}{C} Pursuit If the Defending Pokémon tries to retreat during your opponent's next turn, do 10 damage to it. (Don't apply Weakness and Resistance.) 20

Fantina’s Skuntank
Pokémon card Lv. 36 #435
{D}
80 HP
Stage 1 Pokémon
Evolves from Fantina’s Stunky
Put Fantina’s Skuntank on the Basic Pokémon
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}
PokéBODY: Reactive Smog If Fantina’s Skuntank has any React Energy cards attached to it, put 1 damage counter on each Defending Pokémon between turns. You can’t use more than 2 Reactive Smog Poké-Bodies each turn.
{D}{D} Crunch Until the end of your next turn, all damage done to the Defending Pokémon is increased by 20 (after applying Weakness and Resistance). 30
{G}{C}{C} Poison Jab You may do 50 damage minus 10 damage. If you do, the Defending Pokémon is now Poisoned. 50-

Carrington388
09/30/2007, 10:35 AM
Roark's Coal Bag
Trainer Card

Flip a coin for each of your Pokémon in play with Roark in its name. Choose a number of {F} Energy cards from your discard pile up to twice the number of heads and, if you chose cards in this way, flip another coin. If that coin is heads, shuffle those cards into your deck; if that coin is tails, put 1 of those cards into your hand.

Gardenia's Mantle
Trainer Card

Choose 1 of your Pokémon in play with Gardenia in its name. If that Pokémon is an Evolved Pokémon, flip a coin. If heads or if that Pokémon is a Basic Pokémon, remove all damage counters from that Pokémon.

Maylene's Training House
Trainer Card (Stadium Card)

If a Pokémon with Maylene in its name that has any damage counters on it attacks, that attack's damage is increased by 20 (before Weakness and Resistance).

Crasher Wake's Words
Trainer Card

Flip a coin for each of your Pokémon in play with Crasher Wake in its name. If heads, attach a basic Energy card from your discard pile to that Pokémon. If there aren't any basic Energy cards in your discard pile, instead remove 2 damage counters from that Pokémon. If that Pokémon has fewer damage counters than that, remove all of them.

Fantina's Paris Trip
Trainer Card (Supporter)

Choose a card in your discard pile that has an owner other than Fantina in its name that has an attack on it. For your attack this turn, any of your Active Pokémon with Fantina in its name may use that card's attack, including its Energy costs and anything else required in order to use that attack (such as discarding Energy cards).

Byron's Fossil Machine
Trainer Card (Supporter)

As many times as you like during this turn (before your attack), if you have a Pokémon in play with Byron in its name, you may play a card that evolves from Mysterious Fossil as if it were a Basic Pokémon card. Treat that Pokémon as a Basic Pokémon.

Carrington388
09/30/2007, 10:49 AM
Candice's Antarctic Expedition
Trainer Card (Supporter)

You can't play this card unless you have a Pokémon in play with Candice in its name. No player may play a Pokémon that doesn't have an attack of its own for the rest of the game (unless that Pokémon is also a Trainer card).

Volkner's Reactor
Trainer Card (Stadium Card)

Each React Energy card attached to a Pokémon with Volkner in its name instead provides {L}{L}{L} Energy.

Aaron's Bug Call
Trainer Card

Flip a coin. If heads, search your deck for a Pokémon with Aaron in its name. Show it to your opponent, then put it into your hand. Shuffle your deck afterward.

Bertha's Earth Concert
Trainer Card (Stadium Card)

Between turns, remove 1 damage counter from each Pokémon in play with Bertha in its name and each non-{C} Pokémon in play whose Resistance is {L} -30 (before any other effects that may change that Resistance).

Flint's Volcanic Pit
Trainer Card (Stadium Card)

Whenever a player puts damage counters on a Burned Pokémon, that player puts 1 fewer damage counter on that Pokémon for each basic {R} Energy card attached to it. If that Pokémon has Flint in its name, put 2 fewer damage counters on that Pokémon instead.

Lucian's Paralyze Spoon
Trainer Card (Pokémon Tool)

Attach Lucian's Paralyze Spoon to 1 of your Pokémon with Lucian in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

Whenever this Pokémon attacks, flip a coin after applying all other effects of that attack. If heads, discard Lucian's Paralyze Spoon and the Defending Pokémon is now Paralyzed.
No, I will NOT be making a Lucian's Poison Spoon. There is no precedent of psychic power causing a target to be Poisoned, unlike the other Special Conditions.

Carrington388
10/05/2007, 08:49 PM
Crasher Wake's Krabby
50 HP {W}
Basic Pokémon

{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 20 instead of 10. 10

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 30 #98

Crasher Wake's Kingler
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Krabby)

{W}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 30
{W}{C}{C} Prop-up Pinchers If Crasher Wake's Kingler has a Pokémon Tool attached to it, this attack does 40 damage plus 40 more damage. 40+

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 48 #99

Crasher Wake's Wingull
50 HP {W}
Basic Pokémon

{W} Aqua Jet Flip a coin. If heads, this attack does 20 damage plus 10 more damage. 20+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 22 #278

Crasher Wake's Pelipper
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Wingull)

Poké-POWER Pastoria Transport
Once during your turn (before your attack), if Crasher Wake's Pelipper is Benched, you may switch 1 of your Active Pokémon that has Crasher Wake in its name with 1 of your Benched Pokémon.
{W}{C} Supersonic The Defending Pokémon is now Confused. 20
{C}{C}{C} Wing Attack 40

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 39 #279

Crasher Wake's Seel
50 HP {W}
Basic Pokémon

{C} Pound 10
{W}{C} Aurora Beam 30

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 19 #86

Crasher Wake's Dewgong
80 HP {W}
Stage 1 Pokémon (Evolves from Crasher Wake's Seel)

Poké-BODY Delta Protection
Any damage done to Dewgong by an attack by any of your opponent's Pokémon with δ on its card is reduced by 40 (after Weakness and Resistance).
{W}{C} Ice Beam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 30
{W}{C}{C} Surge If Dewgong has at least 2 {W} Energy cards attached to it, this attack does 40 damage plus 20 more damage. 40+

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 40 #87

Carrington388
10/10/2007, 10:14 AM
Volkner's Lickitung
70 HP {C}
Basic Pokémon

{C} Lap Up Draw 2 cards.
{C} Delta Mind Put 1 damage counter on 1 of your opponent's Pokémon. If that Pokémon has δ on its card, put 3 damage counters instead.

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 32 #108

Volkner's Lickilicky
110 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Lickitung)

Poké-BODY Berry Craving
You may attach any Pokémon Tool with Berry in its name to Volkner's Lickilicky.
{C}{C}{C} Tongue Jab 30
{C}{C}{C}{C}{C} Double-Edge Volkner's Lickilicky does 20 damage to itself. 80

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 57 #463

Aaron's Ledyba
40 HP {G}
Basic Pokémon

{C} Tackle 10
{G} Supersonic Flip a coin. If heads, the Defending Pokémon is now Confused.

Weakness: {R}
Resistance: {F} -30
Retreat Cost: none
Lv. 11 #165

Aaron's Ledian
70 HP {G}
Stage 1 Pokémon (Evolves from Aaron's Ledyba)

Poké-POWER Prowl
Once during your turn, when you play Aaron's Ledian from your hand to evolve 1 of your Pokémon, you may search your deck for any 1 card. Show it to your opponent, then put it into your hand. Shuffle your deck afterward.
{C} Triple Punch Flip 3 coins. This attack does 10 damage times the number of heads. 10x
{G}{C} Silver Star If Aaron's Ledian has a Pokémon Tool attached to it, draw 3 cards. 30

Weakness: {R}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 31 #166

Bertha's Gligar
60 HP {F}
Basic Pokémon

{C} Sting Turn Flip a coin. If heads, the Defending Pokémon is now Paralyzed and switch Gligar with 1 of your Benched Pokémon.
{C} Tail Sting If the Defending Pokémon is a Pokémon-ex, this attack does 10 damage plus 10 more damage and the Defending Pokémon is now Poisoned. 10+

Weakness: {W}
Resistance: {L}{F} -30
Retreat Cost: {C}
Lv. 21 #207

Bertha's Gliscor
100 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Gligar)

Poké-BODY Super Lightning Shield
Each of your non-{C} Pokémon in play with Resistance to {L} (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name) now has Resistance to {L} -60.
{C}{C} Combo Slash If you have Luana's Gliscor in play, this attack does 20 damage plus 20 more damage. 20+
{F}{F}{F}{C} Earth Voice 70

Weakness: {W}
Resistance: {L}{F} -30
Retreat Cost: {C}{C}
Lv. 49 #472
Yes, the Poké-BODY even sets its own {L} Resistance to -60. Only a {L} Resistance is set to -60 in this way, though--the {F} Resistance remains -30.

Carrington388
10/15/2007, 04:00 PM
Flint's Vulpix
50 HP {R}
Basic Pokémon

{C} Hypnotic Gaze The Defending Pokémon is now Asleep.
{R}{C} Will-o'-the-Wisp 20

Weakness: {W}
Resistance: none
Retreat Cost: none
Lv. 18 #37

Flint's Ninetales
80 HP {R}
Stage 1 Pokémon (Evolves from Flint's Vulpix)

Poké-POWER Volunteer
Once during your turn (before your attack), you may remove 4 damage counters from Flint's Ninetales and discard Flint's Ninetales from Flint's Vulpix. If you do, search your deck for Flint's Ninetales or Flint's Ninetales ex and put it onto Flint's Vulpix (this counts as evolving Vulpix). Shuffle your deck afterward.
{C}{C} Trick Tail Search your discard pile for an Energy card and attach it to 1 of your Pokémon in play. 30
{R}{R}{R} Flamethrower Discard 1 {R} Energy card attached to Flint's Ninetales or this attack does nothing. 70

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 37 #38

Flint's Munchlax
70 HP {C}
Baby Pokémon (Evolves into Flint's Snorlax)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Fire Eater Discard all {R} Energy cards attached to Flint's Munchlax. Remove 1 damage counter from Flint's Munchlax for each card discarded in this way. If Flint's Munchlax has fewer damage counters than that, remove all of them.

Weakness: none
Resistance: none
Retreat Cost: {C}{C}
Lv. 26 #446

Flint's Snorlax
120 HP {C}
Basic Pokémon

Poké-BODY Bedhead
As long as Snorlax remains Asleep between turns, put 2 damage counters on 1 of the Defending Pokémon.
Poké-POWER Dozing
Once during your turn (before your attack), if Snorlax is your Active Pokémon and isn't affected by a Special Condition, you may remove 2 damage counters from Snorlax and Snorlax is now Asleep.
{C}{C}{C}{C} Giga Impact If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}{C}{C}
Lv. 60 #143

Lucian's Smoochum
40 HP {P}
Baby Pokémon (Evolves into Lucian's Jynx)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C} Alluring Kiss Search your deck for a Basic Pokémon and a basic Energy card. Show them to your opponent, then put them into your hand. Shuffle your deck afterward.

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 19 #238

Lucian's Jynx
90 HP {P}
Basic Pokémon

Poké-BODY Stages of Evolution
As long as Jynx is an Evolved Pokémon, you pay {C} less to retreat your {P} Pokémon.
{W} Psychic Icicle If the Defending Pokémon has a Freeze counter on it, this attack does 10 damage plus 30 more damage and remove that Freeze counter. 10+
{P}{C} Fire Punch 30

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 44 #124

Carrington388
10/21/2007, 12:52 PM
Lucian's Mew
60 HP {P}
Basic Pokémon

{C} Mimicry Choose an attack on 1 of your opponent's Pokémon in play. Mimicry copies that attack, including its Energy cost and anything else required in order to use that attack (such as discarding Energy cards). Lucian's Mew performs that attack.
{P} Rainbow Wave Choose 1 basic Energy card attached to Lucian's Mew. This attack does 20 damage to each of your opponent's Pokémon that's the same type as the card you chose. Don't apply Weakness and Resistance.

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 22 #151

Cynthia's Ekans
50 HP {G}
Basic Pokémon

{C} Bite 10
{G}{C} Tail Snap 20

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 16 #23

Cynthia's Arbok
80 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Ekans)

{C} Burning Venom The Defending Pokémon is now Burned and Poisoned.
{G}{G}{C} Strangle If the Defending Pokémon has δ on its card, this attack does 50 damage plus 30 more damage. 50+

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 38 #24

Cynthia's Dratini
40 HP {C}
Basic Pokémon

{C} Ram 10

Weakness: {W}
Resistance: none
Retreat Cost: {C}
Lv. 8 #147

Cynthia's Dragonair
70 HP {G}
Stage 1 Pokémon (Evolves from Cynthia's Dratini)

{C} Wrap Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
{C}{C}{C} Horn Attack 40

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}
Lv. 25 #148

Cynthia's Dragonite
110 HP {G}
Stage 2 Pokémon (Evolves from Cynthia's Dragonair)

{C}{C} Deafen Your opponent can't play any Trainer cards (excluding Supporters) from his or her hand during your opponent's next turn. 40
{G}{G}{P}{P} Dragon Roar Put 8 damage counters on the Defending Pokémon. If that Pokémon would be Knocked Out by this attack, put any damage counters not necessary to Knock Out the Defending Pokémon on your opponent's Benched Pokémon in any way you like.

Weakness: {W}
Resistance: {F} -30
Retreat Cost: {C}{C}
Lv. 62 #149

Carrington388
10/26/2007, 04:04 PM
Cynthia's Pichu
40 HP {L}
Baby Pokémon (Evolves into Cynthia's Pikachu)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{L} Hit Shock This attack does damage equal to Cynthia's Pichu's remaining HP. After doing damage, Cynthia's Pichu does 10 damage to itself. ?

Weakness: none
Resistance: none
Retreat Cost: none
Lv. 13 #172

Cynthia's Pikachu
80 HP {L}
Basic Pokémon

Poké-BODY Quick-Play Dishonesty
If Cynthia's Pikachu didn't evolve from Cynthia's Pichu when put into play, Cynthia's Pikachu's total HP is 60 instead of 80.
{L} Electric Punch 10
{C}{C} Heavy Metal Flip a coin for each {M} Energy card attached to Pikachu. This attack does 10 damage plus 20 more damage for each heads. 10+

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}
Lv. 35 #25

Cynthia's Raichu
110 HP {L}
Stage 1 Pokémon (Evolves from Cynthia's Pikachu)

Poké-BODY Shockproof
Cynthia's Raichu can't have any Shock-wave markers placed on it.
{L}{L}{L} Giga Tail Don't apply Resistance for this attack. 50
{C}{C}{C}{C}{C} Giga Impact If there are any Energy cards attached to the Defending Pokémon, choose 1 of them and discard it. 40

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}{C}
Lv. 60 #26

Cynthia's Swablu
50 HP {C}
Basic Pokémon

{C} Splash About If Cynthia's Swablu has less Energy attached to it than the Defending Pokémon, this attack does 10 damage plus 10 more damage. 10+

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 19 #333

Cynthia's Altaria
90 HP {C}
Stage 1 Pokémon (Evolves from Cynthia's Swablu)

Poké-POWER Extra Boost
Once during your turn (before your attack), if Altaria ex isn't affected by a Special Condition, you may attach a basic Energy card from your hand to 1 of your Stage 2 Pokémon-ex.
{F}{G} Draco Meteor This attack does 60 damage minus 20 damage for each time this attack has been used since Cynthia's Altaria came into play. 60-
{C}{C}{C} Healing Light Remove 1 damage counter from each of your Pokémon. 60

Weakness: {W}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 44 #334

Bertha's Quagsire
80 HP {CRY}
Stage 1 Pokémon (Evolves from Bertha's Wooper)

Poké-BODY Crystal Type
Whenever you attach a {F}, {W}, or {M} basic Energy card from your hand to Bertha's Quagsire, Bertha's Quagsire's type (color) changes to the type of that Energy card until the end of your turn.
{W}{M} Iron Wave Flip a coin. If tails, discard 1 {M} Energy card attached to Bertha's Quagsire or this attack does nothing. 40
{F}{F}{W}{W} Tidal Siren Discard all Energy cards attached to Bertha's Quagsire or this attack does nothing. 120

Weakness: {G}
Resistance: none
Retreat Cost: {C}{C}
Lv. 44 #195
Yep, it's back to basics for Crystal Type. Now that there are actual basic {D} and {M} Energy cards, looks like it's finally come time for Crystal Type to return to its Aquapolis/Skyridge roots.

Carrington388
11/01/2007, 10:39 AM
This post has a card that has the first new way to place one of the earliest special counters in existence in over three and a half years from its last official new appearance (Wallace's Seas back in Pokémon League Guys; the card was later reprinted for EX: Hoenn League Tier 2).

Crasher Wake's Clamperl
50 HP {W}
Basic Pokémon

Poké-POWER Toothscale Evolution
Once during your turn (before your attack), if you attach a Toothscale Energy card from your hand to Crasher Wake's Clamperl and Crasher Wake's Clamperl isn't affected by a Special Condition, search your deck for an Evolution card that evolves from Crasher Wake's Clamperl and attach it to Crasher Wake's Clamperl. (This counts as evolving Crasher Wake's Clamperl.)
{W}{W} Waterfall 30

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 19 #366

Crasher Wake's Huntail
80 HP {W}
Stage 1 Pokémon (Evolves from Clamperl)

Poké-BODY Wave Pool Reaction
If Crasher Wake's Huntail has any Wave Pool Energy cards and any React Energy cards attached to it, all React Energy cards attached to Crasher Wake's Huntail provide {D} Energy instead of {C}.
{D}{C} Dark Crunch This attack does 20 damage plus 10 more damage for each {D} Energy card attached to Crasher Wake's Huntail but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 20+
{W}{W}{W}{C} Water Pulse The Defending Pokémon is now Confused. 50

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 38 #367

Crasher Wake's Gorebyss
80 HP {W}
Stage 1 Pokémon (Evolves from Clamperl)

Poké-BODY Holon WP Reaction
If Crasher Wake's Gorebyss has any Holon Energy WP cards and any React Energy cards attached to it, all React Energy cards attached to Crasher Wake's Gorebyss provide {P} Energy instead of {C}.
{P}{C} Psytensity This attack does 20 damage plus 10 more damage for each {P} Energy card attached to Crasher Wake's Gorebyss but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 20+
{W}{W}{W}{C} Aqua Tail 60

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 40 #368
No, the "WP" in "Holon WP Reaction" is NOT intended to imply "Wave Pool". It's intended to show that you need a Holon Energy WP to trigger the effect. The fact that WP can be initials for Wave Pool is just mere coincidence.

Crasher Wake's Glameow
40 HP {C}
Basic Pokémon

{C} Scratch 10
{W}{C} Water Pulse Flip a coin. If heads, the Defending Pokémon is now Confused. 20

Weakness: {F}
Resistance: none
Retreat Cost: none
Lv. 13 #431

Crasher Wake's Purugly
80 HP {C}
Stage 1 Pokémon (Evolves from Crasher Wake's Glameow)

Poké-BODY Own Tempo
Crasher Wake's Purugly can't be Confused.
{W} Wave Pool Wonder You can't use this attack unless Crasher Wake's Purugly has any Wave Pool Energy cards attached to it. 30
{C}{C}{C}{C} Body Slam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 50

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 32 #432

Crasher Wake
Trainer Card (Supporter)

You can't play this card unless you have a Pokémon with Crasher Wake in its name in play. Flip a coin. If heads, shuffle all {W} Energy cards from your discard pile into your deck, then discard the top 3 cards of your deck.

Crasher Wake Berry
Trainer Card (Pokémon Tool)

Attach Crasher Wake Berry to 1 of your Pokémon with Crasher Wake in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Crasher Wake Berry. For the rest of that turn, this Pokémon's Retreat Cost is 0.

Crasher Wake's Water Level Switch
Trainer Card (Stadium Card)

When this card comes into play, that player puts a Waterlevel switch onto the field with the Lowered side up. A Waterlevel switch is a two-sided special counter with a Raised side and a Lowered side. Once during a player's turn, that player may flip a coin. If heads, that player flips the Waterlevel switch over. If the Waterlevel switch is Lowered, no Drowning counters may be put into play. Whenever the Waterlevel switch is Lowered, remove all Drowning counters from play. Whenever the Waterlevel switch is Raised, each player puts a Drowning counter on each of their Pokémon in play that isn't one of the following: a {W} Pokémon (excluding those with δ on its card); a Pokémon with Crasher Wake, Misty, Wallace, Juan, or Cissy in its name; a Pokémon whose Resistance is {F} (excluding those with δ on its card); a Pokémon with an Underwater counter on it. If a Drowning counter is still in play 3 turns after it is placed, any Pokémon with a Drowning counter on it is Knocked Out. (No Prizes are taken.) If any Pokémon with a Drowning counter on it evolves into a Pokémon a player can't place a Drowning counter onto in this way, remove the Drowning counter. If any Pokémon without a Drowning counter evolves into a Pokémon a player can place a Drowning counter onto in this way, place a Drowning counter on that Pokémon. If this card is discarded, remove the Waterlevel switch and all Drowning counters from play. If an effect would remove the Waterlevel switch from play, discard this card.

Crasher Wake Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Crasher Wake in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Crasher Wake Cube 02.
{W}{C} Aqua Ring Place a Regen counter on this Pokémon. At the end of each player's turn, remove 2 damage counters from any Pokémon with a Regen counter on it.

Carrington388
11/07/2007, 09:43 AM
Candice's Seel
50 HP {W}
Basic Pokémon

{W} Brine If the Defending Pokémon's remaining HP is half than its total HP or less, this attack's base damage is 20 instead of 10. 10

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 14 #86

Candice's Dewgong
90 HP {W}
Stage 1 Pokémon (Evolves from Candice's Seel)

Poké-BODY Hydration
If there is a Rain counter on the field, Candice's Dewgong can't be affected by a Special Condition. If Candice's Dewgong is affected by a Special Condition when a Rain counter is placed on the field, remove those Special Conditions.
{W} Wave Pool Wonder You can't use this attack unless Candice's Dewgong has any Wave Pool Energy cards attached to it. 30
{W}{W}{W} Avalanche If Candice's Dewgong was damaged during your opponent's last turn, this attack does 50 damage plus 20 more damage. 50+

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}
Lv. 39 #87

Candice's Lapras
120 HP {W}
Basic Pokémon

Poké-BODY Wave Pool Defense
Unless Candice's Lapras has any Wave Pool Energy cards attached to it, any damage done to Candice's Lapras by an attack (your own or your opponent's) is increased by 20 (after Weakness and before Resistance).
{W}{C} Ice Shard Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+
{W}{W}{W}{W} Icicle Blast Flip a coin. If heads, this attack does 80 damage to each Defending Pokémon and place a Freeze counter on each Defending Pokémon; if tails, this attack does nothing (not even damage). While a Pokémon has a Freeze counter, that Pokémon may not attack or retreat while Candice's Lapras remains your Active Pokémon. A Freeze counter may be removed by any effect that removes all Special Conditions.

Weakness: {F}
Resistance: none
Retreat Cost: {C}{C}{C}
Lv. 70 #131

Candice's Meditite
40 HP {P}
Basic Pokémon

{C} Hidden Power 10
{P}{P} Guard Swap Choose a Defending Pokémon. As long as Candice's Meditite and that Pokémon remain in play, switch that Pokémon's total HP with Candice's Meditite's total HP.

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 12 #307

Candice's Medicham
80 HP {P}
Stage 1 Pokémon (Evolves from Candice's Meditite)

{P}{C} Power Swap Choose 1 of the Defending Pokémon's attacks that has a base damage and 1 of Candice's Medicham's attacks that has a base damage. As long as Candice's Medicham and that Pokémon remain in play, switch the base damage of the chosen attack on the Defending Pokémon with the base damage of the chosen attack on Candice's Medicham.
{P}{C} Psychic This attack does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokémon. 10+
{F}{F}{F}{F}{C} Focus Blast Flip a coin. If heads, any damage done to the Defending Pokémon until the end of your next turn is increased by 10 (before Weakness and Resistance). 80

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 36 #308

Candice
Trainer Card (Supporter)

Attach up to 2 {W} Energy cards from your discard pile to 1 of your Pokémon in play with Candice in its name. (You can't play this card if you don't have a Pokémon in play with Candice in its name.)

Candice Berry
Trainer Card (Pokémon Tool)

Attach Candice Berry to 1 of your Pokémon with Candice in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Candice Berry. As long as this Pokémon remains in play, if this Pokémon has a Freeze counter on it, this Pokémon can attack and retreat as if it didn't have a Freeze counter on it and any damage done by this Pokémon by an attack is increased by 20 (before Weakness and Resistance) as long as this Pokémon has a Freeze counter on it.

Candice's Snowballs
Trainer Card (Supporter)

You can't play this card unless you have a Pokémon in play with Candice in its name. Flip a coin until you get a number of tails equal to the number of Pokémon you have in play with Candice in its name. For each heads, choose 1 of your opponent's Pokémon in play and this card does 10 damage to it. If you got 5 or more heads, your turn is now over (you don't get to attack).

Candice Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Candice in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Candice Cube 02.
{W}{W} Icy Wind Flip a coin. If heads, this attack does 10 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30

Sunflorazumarill
11/11/2007, 01:25 PM
Here are some of the Pokémon-ex for this set!

Gardenia’s Roserade ex
Pokémon card Lv. 82 #407
{G}
130 HP
Stage 1 Pokémon
Evolves from Gardenia’s Roselia
Put Gardenia’s Roserade ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{P}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Flower Reaction Any damage done by Gardenia’s Roserade ex’s attacks is increased by 10 (before applying Weakness and Resistance) for each Special Condition affecting the Defending Pokémon.
{G}{G} Hyper Flower Flip 3 coins. If at least 1 is heads, the Defending Pokémon is now Poisoned. If at least 2 are heads, the Defending Pokémon is now Burned. If all 3 are heads, the Defending Pokémon is now Asleep. 50
{G}{G}{C}{C} Leaf Slash Don’t apply Resistance. 80

Gardenia’s Torterra ex
Pokémon card Lv. 86 #389
{G}
160 HP
Stage 2 Pokémon
Evolves from Gardenia’s Grotle
Put Gardenia’s Torterra ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Plant Rift Once during your turn (before you attack), you may put 1 damage counter on each of your opponent’s Pokémon that has any Poké-Bodies. This power can’t be used if Gardenia’s Torterra ex is affected by a Special Condition.
{G}{C}{C} Super Spiral Drain Flip a coin until you get tails. For each heads, remove 3 damage counters from Gardenia’s Torterra ex. 60
{G}{G}{C}{C} Super Grass Knot Does 30 damage to each of your opponent’s Pokémon for each {C} Energy in that Pokémon’s Retreat cost (after applying effects to the Retreat Cost). Don’t apply Weakness and Resistance.

Gardenia’s Exeggutor ex
Pokémon card Lv. 78 #103
{G}
120 HP
Stage 1 Pokémon
Evolves from Gardenia’s Exeggcute
Put Gardenia’s Exeggutor ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}
PokéPOWER: Pink Swirl Once during your turn (before you attack), you may search your discard pile for a {G} or {P} basic Energy card and attach it to Gardenia’s Exeggutor ex. This power can’t be used if Gardenia’s Exeggutor ex is affected by a Special Condition.
{P}{P} Spiral MAX Burst Does 10 damage times the total number of Energy attached to both Gardenia’s Exeggutor ex and the Defending Pokémon for each Energy attached to Gardenia’s Exeggutor ex. 10x
{G}{G}{C}{C} Wood Hammer Flip a coin. If tails, Gardenia’s Exeggutor ex does 30 damage to itself. 100

Gardenia’s Leafeon ex
Pokémon card Lv. 78 #470
{G}
110 HP
Stage 1 Pokémon
Evolves from Gardenia’s Eevee
Put Gardenia’s Leafeon ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
PokéBODY: Leaf Thorns If Gardenia's Leafeon ex is your Active Pokémon and is damaged by an opponent's attack (even if Gardenia's Leafeon ex is Knocked Out), put 3 damage counters on the Attacking Pokémon.
{G} Leaf Spikes Choose 3 of your opponent’s Pokémon. This attack does 10 damage to each of those Pokémon for each damage counter on that Pokémon. Don’t apply Weakness and Resistance.
{G}{C}{C} Double Leaf Shot Choose 2 of your opponent’s Pokemon. This attack does 40 damage to each of those Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

Roark’s Rampardos ex
Pokémon card Lv. 86 #409
{F}
150 HP
Stage 2 Pokémon
Evolves from Roark’s Cranidos
Put Roark’s Rampardos ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}{W}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Inconvenience Any damage done by each of Roark's Rampardos's attacks isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on your opponent's Pokémon.
{F}{F} Crush Smash If the Defending Pokémon’s remaining HP is 40 or less, the Defending Pokémon is now Knocked Out.
{F}{F}{C}{C} Skull Crush Roark’s Rampardos ex does 50 damage to itself. You may discard a {F} Energy card attached to Roark’s Rampardos ex. If you do, Roark’s Rampardos ex instead does 30 damage to itself. 150

Roark’s Rhyperior ex
Pokémon card Lv. 90 #464
{F}
160 HP
Stage 2 Pokémon
Evolves from Roark’s Rhydon
Put Roark’s Rhyperior ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}{W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
PokéPOWER: Deep Fissure Once during your turn, when you play Roark’s Rhyperior ex from your hand to evolve your Active Pokémon, you may put 2 damage counters on each of your opponent’s Basic Pokémon.
{F}{C}{C} Heavy Driller You may do 60 damage plus 20 more damage for each {F} Energy attached to Roark’s Rhyperior ex. If you do, Roark’s Rhyperior ex does 10 damage to itself. For each {F} Energy attached to it. 60+
{F}{F}{F}{F} Stone Cannon Flip 2 coins. If 1 or both are heads, this attack does 50 damage to each of your opponent’s Pokémon. If both are heads, discard an Energy card attached to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Roark’s Regirock ex
Pokémon card Lv. 84 #377
{F}
110 HP
Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Reign Force Once during your turn, when you play Roark’s Regirock ex from your hand onto your Bench, you may choose 1 of your opponent’s Benched Pokémon that has Regirock, Regice, or Registeel in its name and flip a coin. If heads, that Pokémon is now Knocked Out.
{F}{F} Rock Tomb Pile Flip a coin. If heads, the Defending Pokémon can’t attack or retreat during your opponent’s next turn. 50
{F}{F}{C}{C} Ancient Burst Flip a coin for each Pokémon with Regirock, Regice, and Registeel in its name that you have in play. This attack does 60 damage plus 30 more damage for each heads. 60+

Maylene’s Lucario ex
Pokémon card Lv. 78 #448
{F}
120 HP
Stage 1 Pokémon
Evolves from Maylene’s Riolu
Put Maylene’s Lucario ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Aura Confuse Once during your turn (before you attack), if Maylene’s Lucario ex is on your Bench, you may flip a coin. If heads, the Defending Pokémon (choose 1 if there are 2) is now Confused.
{F}{F} Power Fight Does 50 damage plus 20 more damage for each of your opponent’s Pokémon that has any Poké-Powers or Poké-Bodies. 50+
{F}{C}{C} Dual Aura Sphere Does 40 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 50

Maylene’s Machamp ex
Pokémon card Lv. 86 #68
{F}
160 HP
Stage 2 Pokémon
Evolves from Maylene’s Machoke
Put Maylene’s Machamp ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Striking Force As long as Maylene’s Machamp ex has any damage counters on it, Maylene’s Machamp’s attacks do 10 more damage to your opponent’s Pokémon (before applying Weakness and Resistance).
{F}{F} Quad Rage Choose 4 of your opponent’s Pokémon. This attack does 10 damage to each of those Pokémon for each damage counter on Maylene’s Machamp ex. Don’t apply Weakness and Resistance.
{F}{F}{C}{C} Crushing Thrash Flip a coin for each damage counter on both Maylene’s Machamp ex and the Defending Pokémon. This attack does 50 damage plus 10 more damage for each heads. 50+

Maylene’s Breloom ex
Pokémon card Lv. 78 #286
{F}
120 HP
Stage 1 Pokémon
Evolves from Maylene’s Shroomish
Put Maylene’s Breloom ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Spore Expel If Maylene's Breloom ex is your Active Pokémon and is damaged by an opponent's attack (even if Maylene's Breloom ex is Knocked Out), the Attacking Pokémon is now Asleep and Poisoned.
{F}{F} Focus Burst This attack does 50 damage to each of your opponent’s Pokémon during your next turn. (Don’t apply Weakness and Resistance.) If Maylene’s Breloom ex is damaged or affected by an attack from the Defending Pokémon during your opponent's next turn, this attack does nothing.
{G}{C}{C} Spiral Drain Flip a coin. If heads, remove 4 damage counters from Maylene’s Breloom ex. 60

Carrington388
11/11/2007, 04:19 PM
Volkner's Rotom
70 HP {L}
Basic Pokémon

{L} Volt Current Wonder You can't use this attack unless Volkner's Rotom has any Volt Current Energy cards attached to it. 30
{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Volkner's Rotom during your opponent's next turn. 20
{L}{L}{L}{C} Charge Beam During your next turn, each of Volkner's Rotom's attacks does 40 more damage to the Defending Pokémon (before applying Weakness and Resistance). 50

Weakness: {P}
Resistance: {F}{M} -30
Retreat Cost: {C}
Lv. 32 #479

Volkner's Remoraid
40 HP {W}
Basic Pokémon

{W} Bubblebeam Flip a coin. If heads, the Defending Pokémon is now Paralyzed. 20

Weakness: {L}
Resistance: none
Retreat Cost: {C}
Lv. 11 #223

Volkner's Octillery
80 HP {W}
Stage 1 Pokémon (Evolves from Volkner's Remoraid)

Poké-BODY Volt Current Defense
If Volkner's Octillery has any Volt Current Energy cards attached to it, Volkner's Octillery has no Weakness.
{C}{C} Signal Beam Flip a coin. If heads, the Defending Pokémon is now Confused. 20
{W}{W}{W}{C} Octazooka Flip a coin. If heads, if the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If that coin is tails, that attack does nothing. 60

Weakness: {L}
Resistance: none
Retreat Cost: {C}{C}
Lv. 36 #224

Volkner's Skitty
50 HP {C}
Basic Pokémon

{C} Fetch Draw a card.
{C} Captivate Discard 1 Energy card attached to Volkner's Skitty or this attack does nothing. Any damage done by the Defending Pokémon during your opponent's next turn is reduced by half (rounded down to the nearest 10) (before Weakness and Resistance).

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 15 #300

Volkner's Delcatty
80 HP {C}
Stage 1 Pokémon (Evolves from Volkner's Skitty)

Poké-BODY Sunyshore Defense
If Volkner's Delcatty is your Active Pokémon, any damage done to any of your Benched Pokémon with Volkner in its name by an attack (your own or your opponent's) is reduced by 30.
Poké-POWER Delivery Girl
Once during your turn (before your attack), if Volkner's Delcatty is Benched, you may flip a coin. If heads, choose an Energy card from your discard pile and attach it to 1 of your Pokémon in play with Volkner in its name.
{C}{C} Heal Bell Remove all Special Conditions from each of your Pokémon in play (including this one).

Weakness: {F}
Resistance: none
Retreat Cost: {C}
Lv. 38 #301

Volkner
Trainer Card (Supporter)

Choose 1 of your Pokémon in play with Volkner in its name. Treat all Energy attached to that Pokémon as {L} Energy for the rest of your turn.

Volkner Berry
Trainer Card (Pokémon Tool)

Attach Volkner Berry to 1 of your Pokémon with Volkner in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Volkner Berry. Ignore Resistance for this Pokémon's attacks for the rest of that turn.

Volkner's Gears
Trainer Card (Stadium Card)

Ignore all {C} Energy necessary to use any attack on a Pokémon with Volkner in its name. If an attack's Energy cost would be 0 in this way, that attack's Energy cost is instead {C}.

Volkner Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Volkner in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Volkner Cube 02.
{L}{L}{C} Spark If your opponent has any Benched Pokémon, choose 1 of them and this attack does 30 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.) 40

Sunflorazumarill
11/11/2007, 09:40 PM
Here are even more Pokémon-ex for this set!

Candice’s Abomasnow ex
Pokémon card Lv. 82 #460
{W}
130 HP
Stage 1 Pokémon
Evolves from Candice’s Snover
Put Candice’s Abomasnow ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Mega Freeze Once during your turn, when you play Candice’s Abomasnow ex from your hand to evolve 1 of your Pokémon, you may flip a coin. If heads, place a Freeze counter on 1 of the Defending Pokémon.
{G}{G} Dual Razor Leaf Flip 2 coins. This attack does 40 damage times the number of heads to each Defending Pokémon.
{W}{W}{W} Arctic Storm Discard a {W} Energy card attached to Candice’s Abomasnow ex or this attack does nothing. This attack does 60 damage to each Defending Pokémon and 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)

Candice’s Froslass ex
Pokémon card Lv. 78 #478
{W}
120 HP
Stage 1 Pokémon
Evolves from Candice’s Snorunt
Put Candice’s Froslass ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {M}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Snow Barrier If there is a Hail counter on the field, any damage done to your Pokémon by an Evolved Pokémon’s attack is reduced by 20 (before applying Weakness and Resistance).
{W}{W} Ice Splash If the Defending Pokémon is an Evolved Pokémon, the Defending Pokémon is now Paralyzed. This attack’s effect does nothing during your next turn. 50
{P}{C}{C} Dark Wave All Poké-Powers and Poké-Bodies stop working until the end of your opponent's next turn. 70

Candice’s Glaceon ex
Pokémon card Lv. 78 #471
{W}
110 HP
Stage 1 Pokémon
Evolves from Candice’s Eevee
Put Candice’s Glaceon ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Cold Spiral If Candice's Glaceon ex is your Active Pokémon and is damaged by an opponent's attack (even if Candice's Glaceon ex is Knocked Out), the Attacking Pokémon is now Confused.
{W} Sheer Freeze You may discard a {W} Energy card attached to Candice’s Glaceon ex. If you do, place a Freeze counter on the Defending Pokémon. A Freeze counter may be removed by any effect that removes all Special Conditions. 30
{W}{C}{C} Ice Blizzard If there are any Freeze counters on your opponent’s Pokémon, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Candice’s Jynx ex
Pokémon card Lv. 72 #124
{W}
110 HP
Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Cold Kiss Once during your turn (before you attack), if Candice’s Jynx ex is your Active Pokémon, you may discard an Energy card attached to each Defending Pokémon that is Asleep. This power can’t be used if Candice’s Jynx ex is affected by a Special Condition.
{P} Wake-Up Slap If the Defending Pokémon was Asleep during your opponent's last turn, this attack's base damage is doubled. Then, the Defending Pokémon is no longer Paralyzed. 30
{W}{C}{C} Dual Ice Punch Does 40 damage to each Defending Pokémon and flip a coin. If heads, each Defending Pokémon is now Asleep.

Crasher Wake’s Floatzel ex
Pokémon card Lv. 78 #419
{W}
120 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Buizel
Put Crasher Wake’s Floatzel ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Rain Drive If there is a Rain counter on the field, each of Crasher Wake’s Floatzel’s attacks do 20 more damage to the Defending Pokémon (before applying Weakness and Resistance).
{W}{W} Tidal Jet Flip a coin for each of your opponent’s Pokémon for each {W} Energy attached to Crasher Wake’s Floatzel ex. This attack does 20 damage times the number of heads to that Pokémon. Don’t apply Weakness and Resistance.
{W}{C}{C} Aqua Cross Flip 2 coins. This attack does 50 damage times the number of heads to each Defending Pokémon.

Crasher Wake’s Lanturn ex
Pokémon card Lv. 78 #171
{W}
120 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Chinchou
Put Crasher Wake’s Lanturn ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: Cerulean Swirl Once during your turn (before you attack), you may search your discard pile for a {W} or {L} basic Energy card and attach it to Crasher Wake’s Lanturn ex. This power can’t be used if Crasher Wake’s Lanturn ex is affected by a Special Condition.
{L}{L} Electric Wave Flip a coin for each Energy attached to Crasher Wake’s Lanturn ex. This attack does 40 damage times the number of heads to each Defending Pokémon and 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{W}{W}{C}{C} Waterfall 80

Crasher Wake’s Walrein ex
Pokémon card Lv. 86 #365
{W}
160 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Sealeo
Put Crasher Wake’s Walrein ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}{L}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Frost Shoals As long as Crasher Wake’s Walrein is your Active Pokémon, the Retreat cost of each of your opponent’s Pokémon that has no {W} Energy attached to it is increased by {C}{C}.
{W}{W} Ice Fang Flip a coin. If heads, the Defending Pokémon is now Asleep and can't attack during your opponent's next turn. 50
{W}{W}{W} Aqua Jet Choose 1 of your opponent’s Benched Pokémon and this attack does 40 damage to it. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Fantina’s Mismagius ex
Pokémon card Lv. 78 #429
{P}
120 HP
Stage 1 Pokémon
Evolves from Fantina’s Misdreavus
Put Fantina’s Mismagius ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Dark Curtain If there is a Night counter on the field, damage done to all of your Pokémon in play by attacks from {P} and {D} Pokémon is reduced by 30 (before applying Weakness and Resistance).
{P}{P} Imprison As long as Fantina's Mismagius ex remains your Active Pokémon, the Defending Pokémon can't retreat. 50
{P}{P}{C}{C} Shadow Hazard Flip a coin. If heads, the Defending Pokémon is now Burned, Confused, and place a Fear counter on the Defending Pokémon. A Fear counter may be removed by any effect that removes all Special Conditions. 60

Fantina’s Dusknoir ex
Pokémon card Lv. 90 #477
{P}
150 HP
Stage 1 Pokémon
Evolves from Fantina’s Dusclops
Put Fantina’s Dusknoir ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {D}
Resistance: {F} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Psychic Curse Once during your turn, when you play Fantina’s Dusknoir ex from your hand to evolve 1 of your Pokémon, you may flip a coin. If heads, discard all Energy cards attached 1 of your opponent’s Pokémon.
{P}{C}{C} Shadow Retractor If the Defending Pokémon’s Retreat cost is less than Fantina’s Dusknoir ex’s, this attack does 60 damage plus 40 more damage. 60+
{P}{P}{C}{C} Endless Shadow Punch Flip a coin until you get tails. This attack does 60 damage times the number of heads to each Defending Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on either Defending Pokémon.

Fantina’s Sableye ex
Pokémon card Lv. 68 #302
{P}
90 HP
Stage 1 Pokémon
Basic
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: n/a
Resistance: {F} -30
Retreat cost: {C}
PokéBODY: Shining Gem As long as Fantina’s Sableye ex is your Active Pokémon, your opponent’s Confused Pokémon can’t retreat.
{P} Dark Flex Flip a coin for each Energy attached to Fantina’s Sableye ex. This attack does 20 damage times the number of heads to each Defending Pokémon. If either Defending Pokémon is Confused, this attack does 30 more damage.
{C}{C} Confuse Ray The Defending Pokémon is now Confused. 30

Carrington388
11/11/2007, 10:56 PM
Bertha's Nincada
40 HP {F}
Basic Pokémon

Poké-POWER Burial Evolution
Once during your turn (before your attack), if Bertha's Nincada isn't affected by a Special Condition, you may use this power. If you do, your turn is now over (you don't get to attack). Prevent all effects of attacks, including damage, done to Bertha's Nincada during your opponent's next turn. At the start of your next turn, search your deck for an Evolution card that evolves from Bertha's Nincada and attach it to Bertha's Nincada. (This counts as evolving Bertha's Nincada.) Shuffle your deck afterward.
{F}{C} Mud Spin Discard 1 {F} Energy card attached to Bertha's Nincada or this attack does nothing. 30

Weakness: {W}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 13 #290

Bertha's Ninjask
80 HP {G}
Stage 1 Pokémon (Evolves from Bertha's Nincada)

Poké-POWER Double Evolution
When you play this card to evolve 1 of your Pokémon in play, unless your Bench is full, search your deck for Bertha's Shedinja and put it onto your Bench. Treat that Pokémon as if it were a Basic Pokémon. Shuffle your deck afterward.
{F}{C} Hidden Power 30
{G}{G}{G} Silver Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Bertha's Ninjask during your opponent's next turn. 40

Weakness: {R}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 33 #291

Bertha's Shedinja
30 HP {G}
Stage 1 Pokémon (Evolves from Bertha's Nincada)

Poké-BODY Black Belt Guard
Unless Bertha's Shedinja has a Black Belt Energy card attached to it, whenever Bertha's Shedinja is damaged by an attack by a Defending Pokémon whose type (color) is the same as Bertha's Shedinja's Weakness, Bertha's Shedinja is Knocked Out. Either way, prevent all damage done to Bertha's Shedinja by an attack by a Defending Pokémon whose type (color) is not the same as Bertha's Shedinja's Weakness.
Poké-BODY Stages of Evolution
If Bertha's Shedinja is an Evolved Pokémon, any damage done to Bertha's Shedinja by an attack is reduced to 10 (before Weakness and Resistance) and ignore any effect that would cause Bertha's Shedinja to be Knocked Out if its remaining HP is 10 or more.
{G}{C} Heal Block During your opponent's next turn, prevent all effects of attacks, Poké-POWERs, and Poké-BODies that would remove damage counters from any of your opponent's Pokémon.

Weakness: {R}
Resistance: {C} -30
Retreat Cost: {C}
Lv. 35 #292

Bertha's Phanpy
60 HP {F}
Basic Pokémon

{C}{C} Tackle 20
{F}{F} Ancientpower Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn. 20

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}
Lv. 26 #231

Bertha's Donphan
100 HP {F}
Stage 1 Pokémon (Evolves from Bertha's Phanpy)

Poké-POWER Resistance Boost
If Bertha's Donphan isn't affected by a Special Condition, any damage done by Bertha's Donphan by an attack is increased by 10 for each -10 in Bertha's Donphan's Resistance to {L) (before Weakness and Resistance).
{F} Black Belt Wonder You can't use this attack unless Bertha's Donphan has any Black Belt Energy cards attached to it. 30
{F}{F}{F}{F}{F} Earthquake This attack does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 100

Weakness: {G}
Resistance: {L} -30
Retreat Cost: {C}{C}
Lv. 54 #232

Bertha
Trainer Card (Supporter)

During this turn, any of your Pokémon with Bertha in its name that doesn't have a Resistance to {L} takes 30 less damage from {L} Pokémon (after Weakness and Resistance).

Bertha Berry
Trainer Card (Pokémon Tool)

Attach Bertha Berry to 1 of your Pokémon with Bertha in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Bertha Berry. During your opponent's next turn, your opponent can't put a Special Conditon or special counter (ex. Freeze, Fear) on this Pokémon by an attack, Poké-POWER, or Poké-BODY by a {L} Pokémon.

Bertha's Mud Flats
Trainer Card (Stadium Card)

Any damage done to a player's Benched Pokémon with Bertha in its name by a {L} Pokémon is reduced to 10 (after Weakness and Resistance).

Bertha Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Bertha in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Bertha Cube 02.
{F}{F}{F}{F} Earth Power During your next turn, if an attack does damage to any of your opponent's Pokémon (after applying Weakness and Resistance), that attack does 20 more damage. 50

Sunflorazumarill
11/12/2007, 09:17 PM
Here are even more Pokémon-ex!

Volkner’s Luxray ex
Pokémon card Lv. 86 #405
{L}
140 HP
Stage 2 Pokémon
Evolves from Volkner’s Luxio
Put Volkner’s Luxray ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéPOWER: Machine Crash Once during your turn, when you play Volkner’s Luxray ex from your hand to evolve 1 of your Pokémon in play, you may discard all Technical Machine cards attached to your opponent’s Pokémon.
{L}{L} Electric Discharge Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) During your next turn, if an attack does damage to any of your opponent’s Pokémon (after applying Weakness and Resistance), that attack does 20 more damage. 30
{L}{L}{C}{C} Thunderbolt Discard all {L} Energy cards attached to Volkner’s Luxray ex or this attack does nothing. 150

Volkner’s Plusle ex
Pokémon card Lv. 64 #311
{L}
80 HP
Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Positive Shield As long as Volkner’s Plusle ex is your Active Pokémon, any damage done to your Pokémon by your opponent’s Pokémon-Lv.X is reduced by 30 (before applying Weakness and Resistance).
{L} Positron Charge If the Defending Pokémon has any Energy cards attached to it, the Defending Pokémon is now Burned, Confused, and place a Berserk counter on the Defending Pokémon. 30
{C}{C} Dark Bolt If the Defending Pokémon has Dark in its name, this attack does 30 damage plus 30 more damage. 30+

Volkner’s Minun ex
Pokémon card Lv. 64 #312
{L}
80 HP
Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Negative Barrier As long as Volkner’s Minun ex is your Active Pokémon, any damage done to your Pokémon by your opponent’s Pokémon-ex is reduced by 30 (before applying Weakness and Resistance).
{L} Negatron Pulse If the Defending Pokémon has any Poké-Powers or Poké-Bodies, the Defending Pokémon is now Asleep, Poisoned, and place a Slow counter on the Defending Pokémon. 30
{C}{C} Delta Spark If the Defending Pokémon has δ on its card, this attack does 30 damage plus 30 more damage. 30+

Volkner’s Electrode ex
Pokémon card Lv. 78 #101
{L}
120 HP
Stage 1 Pokémon
Evolves from Volkner’s Voltorb
Put Volkner’s Electrode ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
PokéBODY: Magnetic Guard If Volkner’s Electrode ex has any Paralyze Energy cards attached to it, prevent all damage done to Volkner’s Electrode ex by attacks from {L} and {M} Pokémon. (Any other effects of attacks still happen.)
{L}{L} Lightning Strike You may discard all {L} Energy attached to Volkner’s Electrode ex. If you do, this attack’s base damage is 100 instead of 60. 60
{L}{C}{C} Electric Destruct Volkner’s Electrode ex does 40 damage to itself. This attack does 20 damage to each of your opponent’s Benched Pokémon for each {L} Energy attached to Volkner’s Electrode ex. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Byron’s Bastiodon ex
Pokémon card Lv. 86 #411
{M}
150 HP
Stage 2 Pokémon
Evolves from Byron’s Shieldon
Put Byron’s Bastiodon ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{F}
Resistance: {G} -30
Retreat cost: {C}{C}{C}
PokéBODY: Ancient Wall As long as Byron’s Bastiodon is your Active Pokémon, prevent all damage done to your Pokémon in play by attacks from your opponent’s Basic Pokémon. (Any other effects of attacks still happen.)
{M}{M} Steel Upheaval Choose 1 of your opponent’s Pokémon and this attack does 40 damage to it. If you chose a {W} or {F} Pokémon, this attack’s damage is doubled. Don’t apply Weakness and Resistance.
{M}{M}{C}{C} Metallic Counterattack If Byron’s Bastiodon ex was damaged during your opponent's last turn, this attack does twice that attack's base damage to each of your opponent's Pokémon.

Byron’s Steelix ex
Pokémon card Lv. 82 #208
{M}
150 HP
Stage 1 Pokémon
Evolves from Byron’s Onix
Put Byron’s Steelix ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{W}
Resistance: {G}{L} -30
Retreat cost: {C}{C}{C}{C}{C}
PokéBODY: Hard Steel Byron’s Steelix ex can’t be affected by any Special Conditions or have any Special counters (ex: Freeze, Fear) other than Haste counters and Regen counters on it.
{M}{C}{C} Iron Slam Flip a coin. If heads, this attack does 40 damage plus 40 more damage and the Defending Pokémon is now Paralyzed. 40+
{F}{M}{C}{C} Mineral Avalanche Flip a coin. If heads, this attack does 70 damage to each Defending Pokémon. If tails, this attack does 40 damage to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Byron’s Metagross ex
Pokémon card Lv. 90 #378
{M}
150 HP
Stage 2 Pokémon
Evolves from Byron’s Metang
Put Byron’s Metagross ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}{F}
Resistance: {G} -30
Retreat cost: {C}{C}
PokéPOWER: Gravity Trap Once during your turn, when you play Byron’s Metagross ex from your hand to evolve 1 of your Pokémon, you may use this power. Place a Stop counter on 1 of the Defending Pokémon.
{P}{P} Extrasensory Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn. 50
{M}{M}{C}{C} Heavy Laser Choose 1 of your opponent’s Pokémon. This attack does 50 damage to that Pokémon and 20 damage to each of your opponent’s other Pokémon. Don’t apply Weakness and Resistance.

Aaron’s Drapion ex
Pokémon card Lv. 78 #452
{G}
120 HP
Stage 1 Pokémon
Evolves from Aaron’s Skorupi
Put Aaron’s Drapion ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {F}
Resistance: {P} -30
Retreat cost: {C}{C}
PokéBODY: Darkened Exoskeleton If Aaron’s Drapion ex has any {D} Energy attached to it, prevent all damage done to Aaron’s Drapion ex by attacks from {P} and {D} Pokémon. (Any other effects of attacks still happen.)
{G} Power Fangs You may discard an Energy card attached to Aaron’s Drapion ex. If you discarded a basic Energy card, the Defending Pokémon is now Poisoned. If you discarded a Special Energy card, the Defending Pokémon is now Paralyzed. 40
{G}{C}{C}{C}{C} Scissor Claw Before doing damage, if the Defending Pokémon has fewer remaining HP than Aaron's Drapion ex's, this attack does 40 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 80

Aaron’s Scizor ex
Pokémon card Lv. 78 #212
{G}
120 HP
Stage 1 Pokémon
Evolves from Aaron’s Scyther
Put Aaron’s Scizor ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}
PokéBODY: Iron Coat If Aaron’s Scizor ex has any {M} Energy attached to it, prevent all damage done to Aaron’s Scizor ex by attacks from Pokémon-Lv.X and Pokémon-ex. (Any other effects of attacks still happen.)
{G}{G} Bug Buzz Flip a coin. If heads, during your next turn, if an attack does damage to the Defending Pokémon (after applying Weakness and Resistance), that attack does 40 more damage. 40
{G}{C}{C} Spiral Slicers Does 30 damage to each of your opponent’s Benched Pokémon that has any Poké-Bodies. (Don’t apply Weakness and Resistance for Benched Pokémon.) When using this attack, ignore all Poké-Bodies on each of your opponent’s Pokémon.) 60

Aaron’s Vespiquen ex
Pokémon card Lv. 78 #416
{G}
120 HP
Stage 1 Pokémon
Evolves from Aaron’s Combee
Put Aaron’s Vespiquen ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
PokéPOWER: Confuse Order Once during your turn (before you attack), if you have any Pokémon in play with Combee in its name, you may make the Defending Pokémon Confused. This power can’t be used if Aaron’s Vespiquen is affected by a Special Conditon.
{G} Hive Production Search your deck for a basic Pokémon with Combee in its name and put it onto your Bench. Then search your discard pile for up to 3 basic Energy cards and attach them to that Pokémon. Shuffle your deck afterward.
{G}{C}{C} Colony Crush Flip a coin for each Energy attached to your Pokémon with Combee in its name. This attack does 40 damage plus 30 more damage for each heads and 10 damage to each of your opponent’s Benched Pokémon for each heads. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40+

Carrington388
11/12/2007, 09:36 PM
Lucian's Drowzee
60 HP {P}
Basic Pokémon

{C} Poison Gas The Defending Pokémon is now Poisoned.
{P} Zen Headbutt 20

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 24 #96

Lucian's Hypno
100 HP {P}
Stage 1 Pokémon (Evolves from Lucian's Drowzee)

Poké-BODY Insomnia
Lucian's Hypno can't be Asleep.
{P}{P} Tiring Mind Lucian's Hypno is now Asleep. 40
{P}{P}{P}{C} Psytensity This attack does 60 damage plus 10 more damage for each {P} Energy card attached to Lucian's Hypno but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way. 60+

Weakness: {D}
Resistance: none
Retreat Cost: {C}{C}
Lv. 50 #97

Lucian's Lunatone
70 HP {P}
Basic Pokémon

Poké-BODY Mind Ball Armor
If Lucian's Lunatone has any Mind Ball Energy cards attached to it, Lucian's Lunatone is both {F}{P} type.
{F} Stealth Rock If the Defending Pokémon tries to retreat during your opponent's next turn, do 30 damage to it. (Apply Weakness and Resistance.)
{P}{P}{C} Lunar Signal If there is a Night counter on the field, this attack does 40 damage plus 30 more damage. 40+

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 30 #337

Lucian's Solrock
70 HP {P}
Basic Pokémon

Poké-BODY React Power
If Lucian's Solrock has any React Energy cards attached to it, any damage done by Lucian's Solrock is increased by 10 (before Weakness and Resistance).
{P} Mind Ball Wonder You can't use this attack unless Lucian's Solrock has any Mind Ball Energy cards attached to it. 30
{P}{P}{C} Solar Signal If there is a Sun counter on the field, this attack does 40 damage plus 30 more damage. 40+

Weakness: {D}
Resistance: none
Retreat Cost: {C}
Lv. 31 #338

Lucian's Chatot
60 HP {C}
Basic Pokémon

{C} Chatter Flip a coin. If heads, the Defending Pokémon is now Confused. 10
{P}{C} Agility Flip a coin. If heads, prevent all effects of attacks, including damage, done to Lucian's Chatot during your opponent's next turn. 20
{C}{C}{C} Trash Fetch Choose a Pokémon Tool or Technical Machine that can be attached to 1 of your Pokémon with Lucian in its name and put it into your hand. 20

Weakness: {L}
Resistance: {F} -30
Retreat Cost: {C}
Lv. 23 #441

Lucian
Trainer Card (Supporter)

For each of your Pokémon in play with Lucian in its name, search your deck for a {P} Energy card and attach it to that Pokémon. Shuffle your deck afterward.

Lucian Berry
Trainer Card (Pokémon Tool)

Attach Lucian Berry to 1 of your Pokémon with Lucian in its name that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.

During your next turn, discard Lucian Berry. During your opponent's next turn after that, prevent all effects other than damage done to that Pokémon.

Lucian's Psychic Calling
Trainer Card

Flip a coin. If heads, search your deck for a Pokémon with Lucian in its name. Show it to your opponent, then put it into your hand. Shuffle your deck afterward.

Lucian Cube 02
Trainer Card (Technical Machine)

Attach this card to 1 of your Pokémon that has Lucian in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Lucian Cube 02.
{P}{P} Power Swap Choose 1 of the Defending Pokémon's attacks that has a base damage and 1 of this Pokémon's attacks that has a base damage. As long as this Pokémon and that Pokémon remain in play, switch the base damage of the chosen attack on the Defending Pokémon with the base damage of the chosen attack on this Pokémon.

Sunflorazumarill
11/13/2007, 06:24 PM
Here are the last Pokémon-ex for this set!

Bertha’s Hippowdon ex
Pokémon card Lv. 82 #450
{F}
130 HP
Stage 1 Pokémon
Evolves from Bertha’s Hippopotas
Put Bertha’s Hippowdon ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéPOWER: Sand Trap Once during your turn, when you play Bertha’s Hippowdon ex from your hand to evolve 1 of your Pokémon, you may use this power. Place a Slow counter on each Defending Pokémon.
{F}{F} Sand Twister Discard an Energy card attached to the Defending Pokémon. If you do, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{F}{F}{C}{C} Earth Fang Flip a coin. If heads, the Defending Pokémon is now Paralyzed and don’t apply Resistance. 70

Bertha’s Golem ex
Pokémon card Lv. 86 #76
{F}
160 HP
Stage 2 Pokémon
Evolves from Bertha’s Graveler
Put Bertha’s Golem ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}{W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
PokéBODY: Earth Bedrock Any damage done to Bertha’s Golem ex by attacks from your opponent’s Pokémon-Lv.X is reduced by 40 (after applying Weakness and Resistance).
{F} Stone Crusher Does 40 damage times the number of {F} Energy attached to Bertha’s Golem ex. Bertha’s Golem ex does 10 damage to itself for each {F} Energy attached to it. 40x
{F}{C}{C}{C}{C} Magnitude Burst Flip a coin. If heads, this attack does 40 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Bertha’s Mamoswine ex
Pokémon card Lv. 90 #473
{F}
160 HP
Stage 2 Pokémon
Evolves from Bertha’s Piloswine
Put Bertha’s Mamoswine ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {G}{M}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
PokéBODY: Cold Mountain All basic {W} and {F} Energy cards attached to Bertha’s Mamoswine ex provide both {W} and {F} Energy but provides only 1 Energy at a time.
{W}{W} Icy Wind Flip a coin. If heads, this attack does 30 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 40
{F}{F}{F} Land Stamp You may move all {F} Energy cards attached to Bertha’s Mamoswine ex to your Benched Pokémon in any way you like. If you do, this attack for 30 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 80

Flint’s Infernape ex
Pokémon card Lv. 86 #392
{R}
140 HP
Stage 2 Pokémon
Evolves from Flint’s Monferno
Put Flint’s Infernape ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {W}{P}
Resistance: n/a
Retreat cost: {C}
PokéPOWER: Hi Fire Once during your turn (before you attack), you may put 1 damage counter on each of your opponent’s Pokémon that has any Poké-Powers. This power can’t be used if Flint’s Infernape ex is affected by a Special Condition.
{R}{C}{C} Burn Flare Flip a coin. If heads, this attack does 70 damage to the Defending Pokémon. If tails, this attack does 40 damage to each of your opponent’s Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{R}{R}{C}{C} White Fire Discard 2 {R} Energy cards attached to Flint’s Infernape ex or this attack does nothing. The Defending Pokémon is now Burned. 120

Flint’s Magmortar ex
Pokémon card Lv. 82 #467
{R}
150 HP
Stage 1 Pokémon
Evolves from Flint’s Magmar
Put Flint’s Magmortar ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéPOWER: Volcanic Burn Once during your turn (before you attack), if Flint’s Magmortar ex is your Active Pokémon, you may put 2 damage counters on each of your opponent’s Burned Pokémon. This power can’t be used if Flint’s Magmortar ex is affected by a Special Condition.
{R}{R} Fire Burst Discard 1 {R} Energy card attached to Flint’s Magmortar ex or this attack does nothing. Each Defending Pokémon is now Burned and this attack does 30 damage to each of your opponent’s Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.)
{R}{R}{C}{C} Flare Up Flip a coin. If heads, discard all Energy cards attached to the Defending Pokémon. 70

Flint’s Arcanine ex
Pokémon card Lv. 78 #59
{R}
120 HP
Stage 1 Pokémon
Evolves from Flint’s Growlithe
Put Flint’s Arcanine ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {W}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Red-Hot Flame At the end of each player’s turn, each Defending Pokémon that has any Special Energy cards attached to it is now Burned. If that Pokémon is already Burned, Red-Hot Flame does nothing to that Pokémon.
{R}{R} Heat Splitter If the Defending Pokémon is Burned, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50
{R}{R}{C}{C} Rushing Burn Discard 1 Burn Energy card attached to Flint’s Arcanine ex or this attack does nothing. 120
Quick note on Rushing Burn: If there are no Burn Energy cards attached to Flint’s Arcanine ex to discard, the attack can’t be used.

Lucian’s Bronzong ex
Pokémon card Lv. 78 #437
{P}
120 HP
Stage 1 Pokémon
Evolves from Lucian’s Bronzor
Put Lucian’s Bronzong ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéPOWER: High Lumination Once during your turn (before your attack), if Lucian’s Bronzong ex is your Active Pokémon, you may flip a coin. If heads, the Defending Pokémon (choose 1 if there are 2) is now Confused. This power can't be used if Lucian’s Bronzong ex is affected by a Special Condition.
{P}{P} Psychic Bind The Defending Pokémon can't retreat during your opponent's next turn and if the effect of an attack, Poké-Power, Poké-Body, or Trainer card would change that player's Active Pokémon, that part of the effect does nothing. 50
{P}{C}{C} Psychic Drain Does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) Remove 1 damage counter from each of your Pokémon. 50

Lucian’s Medicham ex
Pokémon card Lv. 74 #308
{P}
110 HP
Stage 1 Pokémon
Evolves from Lucian’s Meditite
Put Lucian’s Medicham ex on the Basic Pokémon
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Dual Strike If Lucian’s Medicham ex is your Active Pokémon and is damaged by an opponent’s attack (even if Lucian’s Medicham ex is Knocked Out), put 1 damage counter on each Defending Pokémon.
{P}{F} Psycho Cross Flip 3 coins. This attack does 30 damage times the number of heads. If all of the coins are heads or tails, this attack does 30 more damage. 30x
{P}{C}{C} Removal Punch Your opponent discards an Energy card attached to the Defending Pokémon for each Energy attached to Lucian’s Medicham ex. 30

Lucian’s Gardevoir ex
Pokémon card Lv. 86 #282
{P}
150 HP
Stage 2 Pokémon
Evolves from Lucian’s Kirlia
Put Lucian’s Gardevoir ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {P}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Power Wall Any damage done by attacks to Lucian’s Gardevoir ex is reduced by 10 (after applying Weakness and Resistance) for each Energy attached to the Attacking Pokémon.
{P}{P} Reactive Psy Does 20 damage plus 20 more damage for each Energy card, Special Condition, and/or special counter (ex: Freeze, Fear) attached to, affecting, or on the Defending Pokémon. 20+
{P}{C}{C} Psychic Trap The Defending Pokémon is now Confused and place a Berserk counter and a Stop counter on the Defending Pokémon. A Pokémon cannot have more than 1 Stop counter on it at a time. 50

Cynthia’s Garchomp ex
Pokémon card Lv. 90 #445
{F}
150 HP
Stage 2 Pokémon
Evolves from Cynthia’s Gabite
Put Cynthia’s Garchomp ex on the Stage 1 card
When Pokémon-ex has been Knocked Out, your opponent takes 2 Prize cards
Weakness: {W}{C}
Resistance: {L} -30
Retreat cost: {C}
PokéBODY: Power Block If Cynthia’s Garchomp ex would be damaged by an opponent’s attack and its remaining HP is 50 or less, flip a coin. If heads, prevent all effects of that attack, including damage, done to Cynthia’s Garchomp ex.
{W}{P} Flash Scales If 1 of your opponent’s Pokémon tries to attack, your opponent flips a coin. If tails, that attack does nothing. (This effect lasts until Cynthia’s Garchomp ex is Benched or taken out of play.) 40
{R}{F}{C}{C} Dragon Stars Flip 2 coins. This attack does 30 damage times the number of heads to each of your opponent’s Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-Powerss, Poké-Bodies, or any other effect on your opponent's Pokémon.

Carrington388
11/13/2007, 08:15 PM
Gardenia's Shining Tropius
70 HP {G}
Basic Pokémon (You can't have more than 1 Gardenina's Shining Tropius in your deck.)

{G}{P} Imprison Clear Remove all Imprison markers from play. This attack does 30 damage times the number of special counters removed in this way. 30x
{G}{G}{F}{F} Shock-wave Clear Remove all Shock-wave markers from play. This attack does 50 damage times the number of special counters removed in this way. 50x

Weakness: {R}
Resistance: {W}{F} -30
Retreat Cost: {C}
Lv. 30 #357

Roark's Shining Sudowoodo
70 HP {F}
Basic Pokémon (You can't have more than 1 Roark's Shining Sudowoodo in your deck.)

{F}{R} Magmarocks Flip a coin. If heads, this attack does 30 damage plus 20 more damage; if tails, this attack does 30 damage and the Defending Pokémon is now Burned. 30+
{F}{F}{P}{P} Weather Stop Strike Before doing damage, remove any Sun, Rain, Hail, Sand, Spring, Storm, Night, Shadowsky, Smog, or Wind counter from the field. 50

Weakness: {W}
Resistance: none
Retreat Cost: {C}{C}
Lv. 32 #185

Volkner's Shining Ampharos
80 HP {L}
Basic Pokémon (You can't have more than 1 Volkner's Shining Ampharos in your deck.)

{L}{G} Cottonshock Discard 1 {G} Energy card attached to Volkner's Shining Ampharos or this attack does nothing. If the Defending Pokémon has a Slow counter on it, that Pokémon's Retreat Cost is reduced by {C}{C} instead of {C} until the end of your next turn. 20
{L}{L}{M}{M} Uranium Thunder Discard 1 {L} Energy card and 1 {M} Energy card attached to Volkner's Shining Ampharos or this attack does nothing. This attack does 60 damage to each Defending Pokémon and flip a coin for each Defending Pokémon. If heads, that Defending Pokémon is now Poisoned.

Weakness: {F}
Resistance: {M} -30
Retreat Cost: {C}{C}
Lv. 38 #181

Aaron's Stadium
Trainer Card (Stadium Card)

Ignore all {C} Energy necessary to use any attack on a player's {G} Pokémon. If a {G} Pokémon's Energy cost for an attack would be 0, that attack's Energy cost is {C} instead.

Bertha's Stadium
Trainer Card (Stadium Card)

Any Resistance on each player's {F} Pokémon is now that type (color) -60. If a {F} Pokémon's Resistance to a type (color) was already -60 in this way, that Pokémon's Resistance is now that type (color) -120.
Imagine if you combined this Stadium with Bertha's Gliscor. A {L} -120 Resistance is pretty much untouchable!

Flint's Stadium
Trainer Card (Stadium Card)

Each player's {R} Pokémon can't have any special counters (ex. Fear counter, Imprison marker) other than Haste counters and Regen counters put onto it.

Lucian's Stadium
Trainer Card (Stadium Card)

Any damage done to a {P} Pokémon by an attack whose Energy cost is 2 Energy or less is reduced by 40 (after Weakness and before Resistance) and prevent all other effects of that attack.

Sunflorazumarill
11/15/2007, 09:37 AM
Here are the first Technical Machine cards for this set!

Roark Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Roark in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Roark Cube 01.
{F} Rock Tomb Pile The Defending Pokémon can’t attack or retreat during your opponent’s next turn. 20

Gardenia Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Gardenia in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Gardenia Cube 01.
{G} Leaf Shift You may move a {G} Energy card attached to 1 of your Pokémon to another of your Pokémon. 20

Maylene Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Maylene in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Maylene Cube 01.
{F} Multi Punch For each of your opponent’s Pokémon, flip a coin. If heads, this attack does 20 damage to that Pokémon. Don’t apply Weakness and Resistance.

Crasher Wake Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Crasher Wake in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Crasher Wake Cube 01.
{W} Aqua Supply You may attach a basic Energy card from your hand to 1 of your Pokémon. 20

Fantina Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Fantina in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Fantina Cube 01.
{P} Shadow Dancer Does 10 damage plus 10 more damage for each Energy attached to the Defending Pokémon. If there are any Energy cards attached to the Defending Pokémon, the Defending Pokémon is now Confused. 10+

Byron Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Byron in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Byron Cube 01.
{M} Iron Shrapnel Flip a coin. If heads, this attack does 10 damage plus 20 more damage and 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 10+

Candice Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Candice in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Candice Cube 01.
{W} Aurora Shard Flip a coin. If heads, this attack does 10 damage plus 30 more damage and the Defending Pokémon is now Asleep. 10+

Volkner Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Volkner in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Volkner Cube 01.
{L} Attract Current Flip a coin. If heads, search your deck for {L} Energy card and attach it to 1 of your Pokémon, shuffle your deck afterward. 20

Aaron Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Aaron in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Aaron Cube 01.
{G} Spider Sniper Choose 1 of your opponent’s Pokémon. This attack does 20 damage to that Pokémon for each {G} Energy attached to this Pokémon. Don’t apply Weakness and Resistance.

Bertha Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Bertha in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Bertha Cube 01.
{F} Discarding Tremor You may discard a {F} Energy card attached to this Pokémon. If you don’t, this attack does 10 damage to each of your own Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40

Carrington388
11/15/2007, 02:54 PM
Maylene's Tyrogue
40 HP {F}
Baby Pokémon (Evolves into Maylene's Hitmonlee, Maylene's Hitmonchan, or Maylene's Hitmontop)

If this Baby Pokémon is your Active Pokémon and your opponent announces an attack, he or she must flip a coin (before doing anything else). If tails, your opponent's turn ends.
{C}{C} Fracas Maylene's Tyrogue does 10 damage to itself. 30

Weakness: none
Resistance: none
Retreat Cost: {C}
Lv. 8 #236

Maylene's Hitmonlee
90 HP {F}
Basic Pokémon

Poké-BODY Quick Play Stages
If Maylene's Hitmonlee didn't evolve from Maylene's Tyrogue when put into play, Maylene's Hitmonlee's total HP is 70 instead of 90. If Maylene's Hitmonlee is an Evolved Pokémon, Maylene's Hitmonlee cannot be Paralyzed.
{F}{C} Meditate This attack does 20 damage plus 10 more damage for each damage counter on the Defending Pokémon. 20+
{F}{F}{F}{F} Jump Kick Flip a coin. If tails, this attack does no damage to the Defending Pokémon and Maylene's Hitmonlee does 20 damage to itself. 120

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 44 #106

Maylene's Hitmonlee
80 HP {CRY}
Basic Pokémon

Poké-BODY Crystal Type
Whenever you attach a {F}, {P}, or {D} basic Energy card from your hand to Maylene's Hitmonlee, Maylene's Hitmonlee's type (color) changes to the type of that Energy card until the end of your turn.
{F}{P} Mind Kick If the Defending Pokémon is a {F} or {G} Pokémon whose Weakness is {P} (excluding Pokémon with δ on its card and {D} Pokémon with Dark or Rocket in its name), this attack does 30 damage plus 20 more damage. 30+
{F}{F}{D}{D} Dark Feet If Maylene's Hitmonlee has only basic Energy cards attached to it, this attack does 60 damage plus 20 more damage. 60+

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 38 #106

Maylene's Hitmonchan
90 HP {F}
Basic Pokémon

Poké-BODY Quick Play Stages
If Maylene's Hitmonchan didn't evolve from Maylene's Tyrogue when put into play, Maylene's Hitmonchan's total HP is 70 instead of 90. If Maylene's Hitmonchan is an Evolved Pokémon, Maylene's Hitmonchan has a copy of each attack with Punch in its name on each of your other Pokémon in play, including its Energy costs and anything else in order to use that attack (such as discarding Energy cards).
{F}{C} Vacuum Wave Flip a coin. If heads, this attack does 20 damage plus 20 more damage. 20+
{F}{F}{F}{F} Sky Uppercut Don't apply Resistance for this attack. 70

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 40 #107

Maylene's Hitmontop
80 HP {F}
Basic Pokémon

Poké-POWER Power Boost
Once during your turn (before your attack), if Maylene's Hitmontop is an Evolved Pokémon, you may search your deck for Maylene's Hitmontop ex and switch it with Maylene's Hitmontop. (Any cards attached to Maylene's Hitmontop, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle Maylene's Hitmontop back into your deck. You can't use more than 1 Power Boost Poké-POWER each turn.
{F}{C} Spin Shield Discard 1 {F} Energy card attached to Maylene's Hitmontop or this attack does nothing. Prevent all damage done to Maylene's Hitmontop during your opponent's next turn. (All other effects of attacks still happen.)
{F}{F}{F}{F} Gyro Ball This attack does 50 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Maylene's Hitmontop (after applying effects to the Retreat Cost). 50x

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Lv. 36 #237

Maylene's Hitmontop ex
110 HP {F}
Basic Pokémon

Poké-BODY Boosted Power
If Maylene's Hitmontop ex is an Evolved Pokémon, Maylene's Hitmontop's ex's Super Spin Shield attack now has a base damage of 30 and the base damage of Maylene's Hitmontop ex's Gyro Ball attack is 100 instead of 70.
{F}{F} Super Spin Shield Discard 2 {F} Energy cards attached to Maylene's Hitmontop or this attack does nothing. Prevent all effects of attacks, including damage done to Maylene's Hitmontop during your opponent's next turn.
{F}{F}{F}{F} Gyro Ball This attack does 70 damage times the number of {C} Energy in the Defending Pokémon's Retreat cost more or less than Maylene's Hitmontop (after applying effects to the Retreat Cost). 70x

Weakness: {P}
Resistance: none
Retreat Cost: {C}{C}
Lv. 79 #237
You can only get a Boosted Power attack to work by using the Power Boost power on the non-ex version. Of course, an alternate version of Maylene's Tyrogue might be able to do the trick in the future, maybe closer to the end of the generation...

Sunflorazumarill
11/15/2007, 05:14 PM
Here are the rest of the Technical Machines, the rest of the Shining Pokémon, and one Crystal-type Pokémon!

Flint Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Flint in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Flint Cube 01.
{R} Fire Dance Search your discard pile for a {R} Energy card and attach it to 1 of your Pokémon. 20

Lucian Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Lucian in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Lucian Cube 01.
{P} Super Psywave Choose 1 of your opponent's Pokémon. This attack does 10 damage times the number of Energy cards attached to it. Don't apply Weakness and Resistance.

Cynthia Cube 01
Trainer Card
Technical Machine
Attach this card to 1 of your Pokémon that has Cynthia in its name. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Cynthia Cube 01.
{C} Rainbow Road Does 20 damage times the number of types of basic Energy cards attached to all of your Pokémon. 20x

Maylene’s Shining Hitmonchan
Pokémon card Lv. 34 #107
{F}
70 HP
Basic Pokémon
You can't have more than 1 Maylene's Shining Hitmonchan in your deck.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F}{F} Punch Breaker Flip a coin. If heads, discard all Trainer cards attached to your opponent’s Pokémon. This attack does 30 damage to each Pokémon that you discarded all Trainer cards from. Don’t apply Weakness and Resistance.
{R}{W}{L} Tri-Elemental Punch Apply Weakness and Resistance as if Maylene’s Shining Hitmonchan was a {R}, {W}, and {L} Pokémon. 50

Candice’s Shining Delibird
Pokémon card Lv. 34 #225
{W}
70 HP
Basic Pokémon
You can't have more than 1 Candice's Shining Delibird in your deck.
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}
{W}{G} Ice Leaf Flip a coin. If heads, this attack does 20 damage plus 20 more damage. If the Defending Pokémon has a Freeze counter on it, this attack does 20 more damage. 20+
{W}{W}{R} Red Ice Block Discard all {R} Energy cards attached to Candice’s Shining Delibird. The Defending Pokémon is now Burned and place a Freeze counter on the Defending Pokémon. 30

Aaron’s Shining Dustox
Pokémon card Lv. 36 #269
{G}
80 HP
Basic Pokémon
You can't have more than 1 Aaron's Shining Dustox in your deck.
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
{G}{P} Dust Distort If the Defending Pokémon is Burned, this attack does 30 damage plus 30 more damage. If the Defending Pokémon is Confused, discard an Energy card attached to the Defending Pokémon. 30+
{G}{G}{R} Signal Flare Flip 2 coins. If 1 or both are heads, the Defending Pokémon is now Burned. If 1 or both are tails, the Defending Pokémon is now Confused. 40

Flint’s Shining Camerupt
Pokémon card Lv. 38 #323
{R}
90 HP
Basic Pokémon
You can't have more than 1 Flint's Shining Camerupt in your deck.
Weakness: {W}
Resistance: {L} -30
Retreat cost: {C}{C}{C}
{R}{G} Brush Flare Discard 1 {G} Energy card attached to Flint’s Shining Camerupt or this attack does nothing. This attack does 30 damage to 1 of your opponent’s Benched {G} Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40
{R}{R}{F} Lava Quake Does 40 damage minus 10 damage for each damage counter on Flint’s Shining Camerupt to each of your opponent’s Pokémon. Don’t apply Weakness and Resistance.

Lucian’s Shining Alakazam
Pokémon card Lv. 36 #65
{P}
80 HP
Basic Pokémon
You can't have more than 1 Lucian's Shining Alakazam in your deck.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P}{G} Energy Teleport Flip a coin. If heads, search your discard pile for an Energy card and attach it to 1 of your Pokémon. 30
{P}{P}{R} Psyburst You may discard 1 Energy attached to Lucian’s Shining Alakazam. If you do, this attack does 50 damage plus 20 more damage for each Energy attached to the Defending Pokémon. 50+

Cynthia’s Shining Roserade
Pokémon card Lv. 38 #407
{G}
90 HP
Basic Pokémon
You can't have more than 1 Cynthia's Shining Roserade in your deck.
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{R} Burned Flower Flip a coin. If heads, the Defending Pokémon is now Burned. If tails, this attack does 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30
{G}{W}{P} Aurora Rose Flip a coin. If heads, the Defending Pokémon is now Asleep and Poisoned. If tails, the Defending Pokémon is now Confused. 40

Roark’s Steelix
Pokémon card Lv. 46 #208
{CRY}
110 HP
Stage 1 Pokémon
Evolves from Roark’s Onix
Put Roark’s Steelix on the Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}{C}{C}{C}
PokéBODY: Crystal Type Whenever you attach a {R}, {F}, or {M} basic Energy card from your hand to Roark's Steelix, Roark's Steelix's type (color) changes to the type of that Energy card until the end of your turn.
{R}{M} Melting Steel Flip a coin. If heads, this attack does 30 damage plus 20 more damage for each {M} Energy attached to Roark’s Steelix and the Defending Pokémon is now Burned. 30+
{F}{M}{C}{C} Mineral Tail If the Defending Pokémon has any Resistances, this attack does 20 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Sunflorazumarill
11/15/2007, 07:06 PM
Here are the rest of the Crystal-type Pokémon and the first three Pokémon-*!

Gardenia’s Sunflora
Pokémon card Lv. 38 #192
{CRY}
80 HP
Stage 1 Pokémon
Evolves from Gardenia’s Sunkern
Put Gardenia’s Sunflora on the Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Crystal Type Whenever you attach a {G}, {R}, or {L} basic Energy card from your hand to Gardenia's Sunflora, Gardenia's Sunflora's type (color) changes to the type of that Energy card until the end of your turn.
{G}{L} Flower Spark Flip a coin. If heads, the Defending Pokémon is now Paralyzed and Poisoned. If tails, the Defending Pokémon can’t use any Poké-Powers or Poké-Bodies during your opponent’s next turn. 30
{G}{R}{R} Solar Ignite Does 40 damage plus 30 more damage for each Special Energy card attached to your opponent’s Pokémon. 40+

Crasher Wake’s Azumarill
Pokémon card Lv. 38 #184
{CRY}
80 HP
Stage 1 Pokémon
Evolves from Crasher Wake’s Marill
Put Crasher Wake’s Azumarill on the Basic Pokémon
Weakness: {L}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Crystal Type Whenever you attach a {W}, {L}, or {P} basic Energy card from your hand to Crasher Wake's Azumarill, Crasher Wake's Azumarill's type (color) changes to the type of that Energy card until the end of your turn.
{W}{P} Aqua Confuse Flip a coin. If heads, the Defending Pokémon is now Confused and can’t retreat during your opponent’s next turn. If tails, the Defending Pokémon is now Asleep. 30
{W}{L}{L} Hydro Conduction Does 20 damage to each of your opponent’s Benched Pokémon that has any Special Energy cards attached to it. Don’t apply Weakness and Resistance for Benched Pokémon.) 60

Fantina’s Gengar
Pokémon card Lv. 42 #94
{CRY}
100 HP
Stage 2 Pokémon
Evolves from Fantina’s Haunter
Put Fantina’s Gengar on the Basic Pokémon
Weakness: {D}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Crystal Type Whenever you attach a {G}, {P}, or {D} basic Energy card from your hand to Fantina's Gengar, Fantina's Gengar's type (color) changes to the type of that Energy card until the end of your turn.
{P}{D} Dark Conditions Discard either a {P} Energy card or a {D} Energy card attached to Fantina’s Gengar or this attack does nothing. If you discarded a {P} Energy card, the Defending Pokémon is now Asleep. If you discarded a {D} Energy card, the Defending Pokémon is now Asleep. 50
{P}{G}{D} Multi Sphere Flip a coin for each type of basic Energy card attached to the Defending Pokémon. This attack does 40 damage plus 30 more damage for each heads. 40+

Byron’s Aggron
Pokémon card Lv. 46 #306
{CRY}
120 HP
Stage 2 Pokémon
Evolves from Byron’s Lairon
Put Byron’s Aggron on the Basic Pokémon
Weakness: {R}
Resistance: n/a
Retreat cost: {C}{C}{C}
PokéBODY: Crystal Type Whenever you attach a {R}, {F}, or {M} basic Energy card from your hand to Byron's Aggron, Byron's Aggron's type (color) changes to the type of that Energy card until the end of your turn.
{M} Iron Smasher Flip a coin for each {M} Energy attached to all of your Pokémon. This attack does 40 damage times the number of heads. 40x
{M}{F}{R}{C}{C} Metallic Burn Flip a coin. If heads, this attack does 70 damage plus 50 more damage. If tails, discard a {R} Energy card attached to Byron’s Aggron and the Defending Pokémon is now Burned. 70+

Candice’s Glalie
Pokémon card Lv. 42 #362
{CRY}
90 HP
Stage 1 Pokémon
Evolves from Candice’s Snorunt
Put Candice’s Glalie on the Basic Pokémon
Weakness: {M}
Resistance: n/a
Retreat cost: {C}{C}
PokéBODY: Crystal Type Whenever you attach a {W}, {P}, or {D} basic Energy card from your hand to Candice's Glalie, Candice's Glalie's type (color) changes to the type of that Energy card until the end of your turn.
{W}{P} Psy Blizzard Flip a coin. If heads, this attack does 10 damage to each of your opponent's Benched Pokémon for each {P} Energy attached to Candice's Glalie. If tails, this attack does 10 damage to each of your own Benched Pokémon for each {P} Energy attached to Candice's Glalie. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{W}{D}{C}{C} Freeze Fang Flip a coin. If heads, this attack does 30 damage plus 20 more damage and place a Freeze counter on the Defending Pokémon. 30+

Volkner’s Manectric
Pokémon card Lv. 38 #309
{CRY}
80 HP
Stage 1 Pokémon
Evolves from Volkner’s Electrike
Put Volkner’s Manectric on the Basic Pokémon
Weakness: {F}
Resistance: n/a
Retreat cost: n/a
PokéBODY: Crystal Type Whenever you attach a {G}, {R}, or {L} basic Energy card from your hand to Volkner's Manectric, Volkner's Manectric's type (color) changes to the type of that Energy card until the end of your turn.
{L} Tri-Elemental Charge During your next turn, all Energy attached to Volkner’s Manectric provides {L}, {G}, and {R} Energy. 20
{L}{G}{R}{C}{C} Spectrum Lightning Flip a coin for each of your opponent’s Pokémon that is the same type as Volkner’s Manectric. If heads, discard an Energy card attached to that Pokémon. 70

Cynthia’s Lucario
Pokémon card Lv. 42 #448
{CRY}
90 HP
Stage 1 Pokémon
Evolves from Cynthia’s Riolu
Put Cynthia’s Lucario on the Basic Pokémon
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
PokéBODY: Crystal Type Whenever you attach a {P}, {F}, or {M} basic Energy card from your hand to Cynthia's Lucario, Cynthia's Lucario's type (color) changes to the type of that Energy card until the end of your turn.
{F}{P} Aura Pulse Flip a coin for each Energy attached to Cynthia’s Lucario. This attack does 20 damage plus 20 more damage for each heads. This attack’s damage isn’t affected by Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 20+
{F}{M}{C}{C} Metallic Speed Flip a coin. If heads, this attack does 40 damage plus 40 more damage and 10 damage to each of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 40+

Roark’s Rhyperior *
Pokémon card Lv. 54 #464
{F}
120 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}{C}{C}
{F}{F} Rock Tomb Pile Flip a coin. If heads, the Defending Pokémon can’t attack or retreat during your opponent’s next turn. 30
{F}{F}{C}{C} Land Driller If you don’t have any other Pokémon in play with Roark in its name, this attack does 30 damage to each of your opponent’s Benched Evolved Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Gardenia’s Cherrim *
Pokémon card Lv. 45 #421
{G}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {R}
Resistance: {W} -30
Retreat cost: {C}
{G}{G} Dual Razor Leaf Flip 2 coins. This attack does 30 damage times the number of heads to each Defending Pokémon.
{G}{C}{C} Flower Flurry If you don’t have any other {G} Pokémon in play, this attack does 30 damage to each of your opponent’s Benched Basic Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30

Maylene’s Medicham *
Pokémon card Lv. 45 #308
{F}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{P}{P} Shadow Punch This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon. 40
{F}{C}{C} Jumping Kick If you don’t have any Evolved Pokémon in play, this attack does 30 damage plus 30 more damage and 30 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 30+

Sunflorazumarill
11/15/2007, 07:09 PM
Here are the last of the Pokémon-* for this set!

Crasher Wake’s Gyarados *
Pokémon card Lv. 45 #130
{W}
100 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {L}
Resistance: {F} -30
Retreat cost: {C}{C}{C}
{W}{W} Dive Flip a coin. If heads, prevent all effects of attacks, including damage, done to Crasher Wake’s Gyarados * during your opponent’s next turn. 30
{W}{W}{C}{C} Hydro Vortex If there are no Special Energy cards attached to your opponent’s Pokémon, this attack does 50 damage plus 20 more damage for each Energy attached to all of your opponent’s Pokémon. 50+

Fantina’s Drifblim *
Pokémon card Lv. 45 #426
{P}
80 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {D}
Resistance: {F} -30
Retreat cost: n/a
{P}{P} Ominous Wind Flip a coin. If heads, prevent all effects of attacks, including damage, done to Fantina’s Drifblim * during your opponent’s next turn. 30
{P}{C}{C} Shadow Balloon If your opponent doesn’t have any Pokémon-ex in play, Fantina’s Drifblim does 60 damage to itself. 90

Byron’s Bronzong *
Pokémon card Lv. 45 #437
{M}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {R}
Resistance: {G} -30
Retreat cost: {C}{C}
{P}{P} Telekinesis Choose 1 of your opponent’s Pokémon. This attack does 30 damage to that Pokémon. Don’t apply Weakness and Resistance for this attack.
{M}{C}{C} Luster Shockwave If your opponent’s doesn’t have any Evolved Pokémon in play, flip a coin for each of your opponent’s Pokémon. If heads, discard an Energy card attached to that Pokémon. 30

Candice’s Weavile *
Pokémon card Lv. 45 #461
{W}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {M}
Resistance: n/a
Retreat cost: {C}
{W}{W} Icy Wind Flip a coin. If heads, this attack does 20 damage to 2 of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.) 30
{W}{C}{C} Ice Shredder If there are any Technical Machine cards attached to your opponent’s Pokémon, this attack does 30 damage plus 40 more damage and don’t apply Resistance. 30+

Volkner’s Raichu *
Pokémon card Lv. 45 #26
{L}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {F}
Resistance: {M} -30
Retreat cost: {C}
{L}{L} Plasma Blast Discard 1 {L} Energy card attached to Volkner’s Raichu * or this attack does nothing. Flip a coin. If heads, discard all Energy cards attached to the Defending Pokémon. 40
{L}{C}{C} Electric Circuit If your opponent has any Pokémon in play with an owner in its name, before doing damage, discard all Trainer cards attached to your opponent’s Pokémon. 30

Aaron’s Beautifly *
Pokémon card Lv. 45 #267
{G}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {R}
Resistance: {F} -30
Retreat cost: {C}
{G}{G} Bug Bite If the Defending Pokémon has a Pokémon Tool with Berry in its name attached to it, treat that card's effect as this attack's effect, then discard that Pokémon Tool. 30
{G}{G}{C}{C} Air Pollen If your opponent has any Summon Materia in play, remove 2 damage counters from each of your Pokémon and put 1 damage counter on each of your opponent’s Benched Pokémon. 50

Bertha’s Whiscash *
Pokémon card Lv. 45 #340
{F}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {G}
Resistance: {L} -30
Retreat cost: {C}{C}
{W}{W} Aqua Spray Choose 1 of your opponent’s Pokémon and this attack does 30 damage to it. Don’t apply Weakness and Resistance.
{F}{C}{C} Chaos Earthquake Does 30 damage to each of your opponent’s Benched Pokémon that has Chao in its name. Don’t apply Weakness and Resistance for Benched Pokémon. 30

Flint’s Heatran *
Pokémon card Lv. 45 #485
{R}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {W}
Resistance: {G} -30
Retreat cost: {C}{C}
{R}{R} Surprise Flame Flip a coin. If heads, the Defending Pokémon is now Burned. If tails, this attack does nothing (not even damage). 50
{R}{R}{C}{C} Magma Assault If your opponent has any Chaos Emerald or Sol Emerald cards in play, this attack does 50 damage to 1 of your opponent’s Benched Pokémon. (Don’t apply Weakness and Resistance for Benched Pokémon.) 50

Lucian’s Gallade *
Pokémon card Lv. 45 #475
{P}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: {P}
Resistance: n/a
Retreat cost: {C}
{F}{F} Sky Uppercut Don’t apply Resistance. 40
{P}{C}{C} Choco Cutter Does 30 damage to each of your opponent’s Benched Pokémon that has Chocobo in its name. Don’t apply Weakness and Resistance for Benched Pokémon. 30

Cynthia’s Spiritomb *
Pokémon card Lv. 45 #442
{P}
90 HP
Basic Pokémon
You can't have more than 1 Pokémon * in your deck.
Weakness: n/a
Resistance: {F} -30
Retreat cost: {C}{C}
{P}{P} Hypnoblast The Defending Pokémon is now Asleep. 30
{P}{C}{C} Dark Lock If your opponent has any Pokémon-Lv.X in play, as long as Cynthia’s Spiritomb * remains your Active Pokémon, your opponent’s Pokémon can’t use any Poké-Powers or Poké-Bodies. 30

Carrington388
11/15/2007, 07:43 PM
Time for this set's boxtopper. You probably noticed a Weather Cube [Smog] in either the cardmaking or the set list for EX: Diamond & Pearl: The Wild? You saw the Smog Castform that looked similar to the EX: Hidden Legends cards, but you'd like to see one that takes advantage of Holon Energy? Well, here it is...

Smog Castform
70 HP {G}
Basic Pokémon

Poké-POWER Temperamental Weather
Once during your turn (before your attack), you may search your deck for Castform, Sunny Castform, Rain Castform, Snow-cloud Castform, Sandstorm Castform, Spring Castform, Thunderstorm Castform, Night Castform, or Wind Castform and switch it with Smog Castform. (Any cards attached to Smog Castform, damage counters, Special Conditions, and effects on it are now on the new Pokémon.) Shuffle Smog Castform back into your deck. You can't use more than 1 Temperamental Weather Poké-POWER each turn.
{G}{C} Holon Smoke This attack does 10 damage to each Defending Pokémon. If Smog Castform has any Holon Energy cards attached to it, flip a coin. If heads, each Defending Pokémon is now Poisoned.

Weakness: {P}
Resistance: none
Retreat Cost: {C}
Researchers have developed items that allow Castform to develop in new ways. With a Smog Adapter, it can take on the form of a smog cloud in foggy conditions. Lv. 31 #351

That does it for cardmaking for EX: Diamond & Pearl: The Gyms. DS-transmittable data starts in my next post.

Carrington388
11/15/2007, 07:44 PM
Remember, all Diamond/Pearl transmittable data for this set requires Trainers' Resort have been activated. See the first piece of data for EX: Diamond & Pearl: The Wild for the data.

This first piece of data deals with the Pokémon cards for this set. Those not compatible are all Pokémon-ex, all Pokémon-*, and Smog Castform. To transmit this piece of data, you'll need to transmit the password on a Pokémon card to the Tajiri server, and follow that up with the universal confirmation password. The confirmation password is still "C4F-4M0-Vxx", where xx denotes a two-letter version identifier; here, DI is for Diamond and PE is for Pearl. Make sure the matching game is in the DS slot on your DS.

Once the piece of data is transmitted, head for the North Yield Hut in Trainers' Resort. There, you'll find the Pokémon in question. Its level depends the Pokémon's stage and Jackpot Battle status, look it up under "North Yield Hut" in the Trainers' Resort data for EX: Diamond & Pearl: The Wild. You can battle the Pokémon like you would any other wild Pokémon. In addition to its normal moves, the Pokémon will know a move it can't normally learn that's of the same type as the owner's specialty type (i.e. a Roark card will yield a Rock-type move, while a Volkner card will yield an Electric-type one) and hold a special transmittable TM specific to the owner. If the owner is Cynthia, any move at all can be chosen. The chosen move may or may not be the same type as the Pokémon in question. You can't catch more than 4 Pokémon that are banned from Jackpot Battle on any difficulty per week, which begins on either Sunday or Monday, depending on the country of origin of the Diamond/Pearl in question. You can't catch more than 1 of the same species each day.

Here's the list of the new transmittable TMs that you can get through this piece of data:

Roark: TMd31 (Power Gem)
Gardenia: TMd32 (Leaf Blade)
Maylene: TMd33 (Counter)
Crasher Wake: TMd34 (Dive)
Fantina: TMd35 (Spite)
Byron: TMd36 (Meteor Mash)
Candice: TMd37 (Ice Punch)
Volkner: TMd38 (Thunderpunch)
Aaron: TMd39 (Bug Buzz)
Bertha: TMd40 (Earth Power)
Flint: TMd41 (Fire Punch)
Lucian: TMd42 (Mirror Coat)
Cynthia: TMdX7 (Close Combat)*
*--This transmittable TM costs 50,000 at the d-Shop, like all the other TMdX# aside from TMdX5. All other transmittable TMs cost 10,000 at the d-Shop.

Carrington388
11/15/2007, 07:45 PM
This piece of data details an expansion to a big piece of transmittable data you (http://www.pokegym.net/forums/showpost.php?p=699475&postcount=44) can (http://www.pokegym.net/forums/showpost.php?p=699480&postcount=45) find (http://www.pokegym.net/forums/showpost.php?p=699485&postcount=46) here (http://www.pokegym.net/forums/showpost.php?p=727173&postcount=12). Here's the lowdown:

Pokémon Peace Squad: The Timerunners: Expansion Pack (single-player element)
Pokémon Peace Squad: The Timerunners: Arena (multiplayer element)
Rated T: Cartoon Violence, Drug Reference, Crude Humor, Mild Language, Mild Lyrics, Suggestive Themes

This piece of data adds three more episodes and other stuff to the Pokémon Peace Squad saga. Both the DS and Wii versions of the data take advantage of this expansion. Each episode is transmitted separately, but the episodes must be taken in order to see the saga through from beginning to end. You play as many trainers through this saga, but they'll be unlocked as you go along. Here's how you transmit the episodes for each platform:

On DS: Transmit the passwords on the necessary cards to the Tajiri server, along with your progress password, using the DS as the transmission device. A quick password can be used instead of the passwords on the necessary cards. Your progress password must have at least the 10 original episodes completed; having the synchronized Wii unlockables is optional. You have to retransmit the data each time you need it; the progress password is what keeps track of your game progress. To play that episode on Jenny Mode, a second password will appear at the end of each episode; if you transmit that password along with the Jenny Mode progress password, you'll unlock that episode for Jenny Mode. You must unlock episodes in Jenny Mode in sequence--for example, you can't unlock chapter 12 for Jenny Mode unless you've done the same with chapter 11 first.

On Wii: Transmit just the passwords on the necessary cards to the Tajiri server using the Wii as the transmission device. The episode will save to the Wii's flash memory, and you can boot it up like a Virtual Console game. For episodes 12 and 13, you must have completed the episodes before it; you can download episode 11 if you haven't yet completed the 10 original episodes to take advantage of the new features, but you can't play episode 11 until you've completed all 10 of the original episodes. Progress is saved to the Wii's flash memory. In the case of the Wii version, in addition to the single-player stages, you'll also gain access to a new stage for the multiplayer portion with each episode. Once you've completed an episode in the single-player normal mode, that episode will become playable in Jenny Mode if you've downloaded that.

Once you're ready to play the episode, you select an open area in the episode, as well as a character unless it's your first time through Area 1 of the episode (in which case you must make it through with a chosen character before you can use anyone else). The game is played on the top screen of the DS or on the TV screen on the Wii, and is from a first-person perspective. Here's all of the control schemes used in the expansion, including several new ones for the Wii version (all controls except DS controls assumes you're using the episode 11 enhancements; if you're playing the Wii version and not using the episode 11 enhancements, only a Wii Classic Controller or Gamecube controller (no force feedback) can be used, refer to "DS Controls", switch right side of bottom screen to Left Analog Stick (Control Stick for the Gamecube controller), Control Pad to Right Analog Stick (C Stick for the Gamecube controller), and left side of bottom screen's map display to Right Z's (Z in the Gamecube controller) map toggle; if playing as Tate & Liza with a Gamecube controller in this setup, you'll have to make the switch in the menu):

ON FOOT
Foot sequences are played in a first-person view.

DS Controls:
(This setup does not enable force feedback.)
Right side of the bottom screen: Use wriststrap in this area, move character forward and backward, turn left and right
Control Pad: Look up and down, strafe left and right
Left side of the bottom screen: The map there at all times. The timer appears there as well during timed objectives.
L: Pokémon Attack (first Pokémon listed*)
R: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
A: Jump
B: Punch
Y: Grabs most obstacles
X: Action Button (most of the time, it's for defense)
Select: Switch Sister (Tate & Liza Only^, Other Follows)
Start: Brings up menu (Press A on menu to repeat hint)
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on L. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on R. Marowak's attack is on R if Alakazam's in the setup, but it's on L if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii Classic Controller Controls, Silverhead Setup:
(This setup does not enable force feedback.)
Left Analog Stick: Move character forward and backward, turn left and right
Right Analog Stick: Look up and down, strafe left and right
Right Z: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
L: Pokémon Attack (first Pokémon listed*)
R: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
A: Jump
B: Punch
Y: Grabs most obstacles
X: Action Button (most of the time, it's for defense)
Select: Switch Sister (Tate & Liza Only^, Other Follows)
Start: Brings up menu (Select "Hint" to repeat hint)
Choose "Angel Setup" In Menu: Switch control set to the Angel Setup
Left Z: Not used
Control Pad: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on L. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on R. Marowak's attack is on R if Alakazam's in the setup, but it's on L if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii Classic Controller Controls, Angel Setup: (New Wii Control Setup)
(This setup does not enable force feedback.)
Left Analog Stick: Move character forward and backward, strafe left and right
Right Analog Stick: Look up and down, turn left and right
Right Z: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
L: Pokémon Attack (first Pokémon listed*)
R: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
A: Jump
B: Punch
Y: Grabs most obstacles
X: Action Button (most of the time, it's for defense)
Select: Switch Sister (Tate & Liza Only^, Other Follows)
Start: Brings up menu (Select "Hint" to repeat hint)
Choose "Silverhead Setup" In Menu: Switch control set to the Silverhead Setup
Left Z: Not used
Control Pad: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on L. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on R. Marowak's attack is on R if Alakazam's in the setup, but it's on L if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Gamecube Controller Controls, Silverhead Setup:
(Force feedback in this setup can be switched between on and off in the pause menu. Default is on.)
Control Stick: Move character forward and backward, turn left and right
C Stick: Look up and down, strafe left and right
L: Pokémon Attack (first Pokémon listed*)
R: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
A: Jump
B: Punch
Y: Grabs most obstacles
X: Action Button (most of the time, it's for defense)
Z: Switch Sister (Tate & Liza Only^, Other Follows)
Start: Brings up menu (Select "Hint" to repeat hint)
Choose "Map" In Menu: Brings up the map. Press B to return to menu. (The timer is displayed on the main gameplay screen for timed objectives.)
Choose "Angel Setup" In Menu: Switch control set to the Angel Setup
Control Pad: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on L. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on R. Marowak's attack is on R if Alakazam's in the setup, but it's on L if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Gamecube Controller Controls, Angel Setup: (New Wii Control Setup)
(Force feedback in this setup can be switched between on and off in the pause menu. Default is on.)
Control Stick: Move character forward and backward, strafe left and right
C Stick: Look up and down, turn left and right
L: Pokémon Attack (first Pokémon listed*)
R: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
A: Jump
B: Punch
Y: Grabs most obstacles
X: Action Button (most of the time, it's for defense)
Z: Switch Sister (Tate & Liza Only^, Other Follows)
Start: Brings up menu (Select "Hint" to repeat hint)
Choose "Map" In Menu: Brings up the map. Press B to return to menu. (The timer is displayed on the main gameplay screen for timed objectives.)
Choose "Silverhead Setup" In Menu: Switch control set to the Silverhead Setup
Control Pad: Not Used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on L. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on R. Marowak's attack is on R if Alakazam's in the setup, but it's on L if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii-mote/Nunchuck Controls, Silverhead Setup A (New Wii Control Setup)
(Force feedback in this setup can be switched between on and off in the pause menu. Default is off.)
Control Stick: Move character forward and backward, turn left and right
Tilt Wii-mote: Look up and down
Tilt Nunchuck: Strafe left and right
Control Pad Up: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
Control Pad Right: Repeats hint
C: Map Pokémon Attack To B (first Pokémon listed*)
Z: Map Pokémon Attack To B (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Map Superjump To B (Liza only), Map Throw Steroids To B (Sonrisa only), Map Disguise Action To B (Duplica only), Map Ribbon Defense To B (Samantha only), Map Capture Styler To B (Lunick and Solana Only)
B: Use Mapped Action
1: Jump
2: Punch
Control Pad Down: Grabs most obstacles
A: Action Button (most of the time, it's for defense)
- (Minus): Switch Sister (Tate & Liza Only^, Other Follows)
+ (Plus): Brings up game menu
Choose "Select Controls" In Game Menu: Switch control set to a different setup
Home: Brings up Wii menu
Control Pad Left: Not Used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on C. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on Z. Marowak's attack is on Z if Alakazam's in the setup, but it's on C if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii-mote/Nunchuck Controls, Angel Setup A (New Wii Control Setup)
(Force feedback in this setup can be switched between on and off in the pause menu. Default is off.)
Control Stick: Move character forward and backward, strafe left and right
Tilt Wii-mote: Look up and down
Tilt Nunchuck: Turn left and right
Control Pad Up: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
Control Pad Right: Repeats hint
C: Map Pokémon Attack To B (first Pokémon listed*)
Z: Map Pokémon Attack To B (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Map Superjump To B (Liza only), Map Throw Steroids To B (Sonrisa only), Map Disguise Action To B (Duplica only), Map Ribbon Defense To B (Samantha only), Map Capture Styler To B (Lunick and Solana Only)
B: Use Mapped Action
1: Jump
2: Punch
Control Pad Down: Grabs most obstacles
A: Action Button (most of the time, it's for defense)
- (Minus): Switch Sister (Tate & Liza Only^, Other Follows)
+ (Plus): Brings up game menu
Choose "Select Controls" In Game Menu: Switch control set to a different setup
Home: Brings up Wii menu
Control Pad Left: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on C. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on Z. Marowak's attack is on Z if Alakazam's in the setup, but it's on C if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii-mote/Nunchuck Controls, Silverhead Setup B (New Wii Control Setup)
(Force feedback in this setup can be switched between on and off in the pause menu. Default is off.)
Control Stick: Move character forward and backward, turn left and right
Tilt Wii-mote: Look up and down
Tilt Nunchuck: Strafe left and right
Control Pad Up: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
Control Pad Right: Repeats hint
C: Pokémon Attack (first Pokémon listed*)
Z: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
1: Jump
2: Punch
B: Grabs most obstacles
A: Action Button (most of the time, it's for defense)
- (Minus): Switch Sister (Tate & Liza Only^, Other Follows)
+ (Plus): Brings up game menu
Choose "Select Controls" In Game Menu: Switch control set to a different setup
Home: Brings up Wii menu
Control Pad Down: Not used
Control Pad Left: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on C. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on Z. Marowak's attack is on Z if Alakazam's in the setup, but it's on C if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

Wii-mote/Nunchuck Controls, Angel Setup B (New Wii Control Setup)
(Force feedback in this setup can be switched between on and off in the pause menu. Default is off.)
Control Stick: Move character forward and backward, strafe left and right
Tilt Wii-mote: Look up and down
Tilt Nunchuck: Turn left and right
Control Pad Up: Brings up the map. Press again to return to gameplay. (The timer is displayed on the main gameplay screen for timed objectives.)
Control Pad Right: Repeats hint
C: Pokémon Attack (first Pokémon listed*)
Z: Pokémon Attack (second Pokémon listed*, all but Liza, Sonrisa, Duplica, and Samantha), Superjump (Liza only), Throw Steroids (Sonrisa only), Disguise Action (Duplica only), Ribbon Defense (Samantha only), Capture Styler (Lunick and Solana Only)
1: Jump
2: Punch
B: Grabs most obstacles
A: Action Button (most of the time, it's for defense)
- (Minus): Switch Sister (Tate & Liza Only^, Other Follows)
+ (Plus): Brings up game menu
Choose "Select Controls" In Game Menu: Switch control set to a different setup
Home: Brings up Wii menu
Control Pad Down: Not used
Control Pad Left: Not used
*--If you're using Luana, if Alakazam is included in the current setup, Alakazam's attack is on C. If Claydol is included in the current setup (with the exception of Draco Spacelab Area 5 in episode 10 and Galactic Base Final Objective in episode 13), Claydol's attack is on Z. Marowak's attack is on Z if Alakazam's in the setup, but it's on C if Alakazam's not.
^--Pokémon actions don't differ between Tate & Liza, and the two are pretty much identical in control scheme and statistics, except that Tate's slightly faster while Liza's slightly stronger.

PILOTING FLYING ROBOTS (Duplica Only)
FLYING HOVERCRAFT (Episode 6 Only)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here.
Flight sequences are played in a third-person view.

DS Controls:
Right side of the bottom screen: Use wriststrap in this area, move robot/hovercraft forward and backward, turn left and right
Control Pad: Ascend, descend (Left and Right aren't used)
L: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
R: Dismount (Return to On Foot) (Not On Hovercraft)
A: Not Used
B: Not Used
Y: Not Used
X: Action Button (not used most of the time)

Wii Classic Controller Controls, Silverhead Setup:
Left Analog Stick: Move robot/hovercraft forward and backward, turn left and right
Right Analog Stick: Ascend, descend (Left and Right aren't used)
L: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
R: Dismount (Return to On Foot) (Not On Hovercraft)
A: Not Used
B: Not Used
Y: Not Used
X: Action Button (not used most of the time)

Wii Classic Controller Controls, Angel Setup:
Left Analog Stick: Move robot/hovercraft forward and backward (Left and Right aren't used)
Right Analog Stick: Ascend, descend, turn left and right
L: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
R: Dismount (Return to On Foot) (Not On Hovercraft)
A: Not Used
B: Not Used
Y: Not Used
X: Action Button (not used most of the time)

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Move robot/hovercraft forward and backward, turn left and right
C Stick: Ascend, descend (Left and Right aren't used)
L: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
R: Dismount (Return to On Foot) (Not On Hovercraft)
A: Not Used
B: Not Used
Y: Not Used
X: Action Button (not used most of the time)

Gamecube Controller Controls, Angel Setup:
Control Stick: Move robot/hovercraft forward and backward (Left and Right aren't used)
C Stick: Ascend, descend, turn left and right
L: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
R: Dismount (Return to On Foot) (Not On Hovercraft)
A: Not Used
B: Not Used
Y: Not Used
X: Action Button (not used most of the time)

Wii-mote/Nunchuck Controls, Silverhead Setup A (Hijacked Robots Only)
Control Stick: Move robot forward and backward, turn left and right
Tilt Wii-mote: Ascend, descend
Tilt Nunchuck: Not used
C: Map Special Robot Action To B (Flying Robots), Map Fire Laser to B (Hovercraft)
Z: Map Dismount To B (Return to On Foot with B)
B: Use Mapped Action
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Action Button (not used most of the time)

Wii-mote/Nunchuck Controls, Angel Setup A (Hijacked Robots Only)
Control Stick: Move robot forward and backward (Left and Right aren't used)
Tilt Wii-mote: Ascend, descend
Tilt Nunchuck: Turn left and right
C: Map Special Robot Action To B (Flying Robots), Map Fire Laser to B (Hovercraft)
Z: Map Dismount To B (Return to On Foot with B)
B: Use Mapped Action
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Action Button (not used most of the time)

Wii-mote/Nunchuck Controls, Silverhead Setup B
Control Stick: Move robot/hovercraft forward and backward, turn left and right
Tilt Wii-mote: Ascend, descend
Tilt Nunchuck: Not used
C: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
Z: Dismount (Return to On Foot) (Not On Hovercraft)
1: Not Used
2: Not Used
B: Not Used
A: Action Button (not used most of the time)

Wii-mote/Nunchuck Controls, Angel Setup B
Control Stick: Move robot/hovercraft forward and backward (Left and Right aren't used)
Tilt Wii-mote: Ascend, descend
Tilt Nunchuck: Turn left and right
C: Special Robot Action (Flying Robots), Fire Laser (Hovercraft)
Z: Dismount (Return to On Foot) (Not On Hovercraft)
1: Not Used
2: Not Used
B: Not Used
A: Action Button (not used most of the time)

RIDING JET-SKI (Episode 4)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here. Additionally, you must have gotten the motion sickness pills from Dr. Eggman in episode 5 in order to be able to use them.
The jet-ski sequence is played in a third-person view.

DS Controls:
Right side of the bottom screen: Not used
Control Pad: Move left and right, tilt up and down (Tilt controls inverted)
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Not Used
X: Take Motion Sickness Pill (Aeris-K Only)
Select: Not Used

Wii Classic Controller Controls, Silverhead Setup:
Left Analog Stick: Move left and right, tilt up and down (Tilt controls inverted)
Right Analog Stick: Not Used
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Not Used
X: Take Motion Sickness Pill (Aeris-K Only)
Select: Not Used

Wii Classic Controller Controls, Angel Setup:
Left Analog Stick: Move left and right (Up and Down aren't used)
Right Analog Stick: Tilt up and down (Left and Right aren't used) (Controls inverted)
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Not Used
X: Take Motion Sickness Pill (Aeris-K Only)
Select: Not Used

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Move left and right, tilt up and down (Tilt controls inverted)
C Stick: Not Used
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Not Used
X: Take Motion Sickness Pill (Aeris-K Only)
Z: Not Used

Gamecube Controller Controls, Angel Setup:
Control Stick: Move left and right (Up and Down aren't used)
C Stick: Tilt up and down (Left and Right aren't used) (Controls inverted)
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Not Used
X: Take Motion Sickness Pill (Aeris-K Only)
Z: Not Used

Wii-mote/Nunchuck Controls, Both Silverhead Setups
Control Stick: Move left and right, tilt up and down (Tilt controls inverted)
Tilt Wii-mote: Not Used
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Not Used
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Take Motion Sickness Pill (Aeris-K Only)
- (Minus): Not Used

Wii-mote/Nunchuck Controls, Both Angel Setups
Control Stick: Move left and right (Up and Down aren't used)
Tilt Wii-mote: Tilt up and down (Controls inverted)
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Not Used
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Take Motion Sickness Pill (Aeris-K Only)
- (Minus): Not Used

DRIVING WHEEL-CLASS VEHICLES (Episode 5's Pursuit Vehicle, Episode 5's Team Rocket Vehicle, Episode 6's Hover Cart, Episode 11's Compact Car, Episode 11's Pickup Truck, Episode 11's ATV)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here.
Vehicle sequences are played in a third-person view.

DS Controls:
Right side of the bottom screen: Not Used
Control Pad: Turn left and right (Up and Down aren't used)
L: Brake
R: Accelerate, Jump Into Team Rocket Vehicle (Pursuit Vehicle Only)
A: Lean right (Motorcycle only)
B: Lean left (Motorcycle only)
Y: Not Used
X: Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
Select: Not Used

Wii Classic Controller Controls, Silverhead Setup
Left Analog Stick: Turn left and right (Up and Down aren't used)
Right Analog Stick: Lean left and right (Motorcycle only) (Up and Down aren't used)
L: Brake
R: Accelerate, Jump Into Team Rocket Vehicle (Pursuit Vehicle Only)
A: Not Used
B: Not Used
Y: Not Used
X: Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
Select: Not Used

Wii Classic Controller Controls, Angel Setup
Left Analog Stick: Lean left and right (Motorcycle only) (Up and Down aren't used)
Right Analog Stick: Turn left and right (Up and Down aren't used)
L: Brake
R: Accelerate, Jump Into Team Rocket Vehicle (Pursuit Vehicle Only)
A: Not Used
B: Not Used
Y: Not Used
X: Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
Select: Not Used

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Turn left and right (Up and Down aren't used)
C Stick: Lean left and right (Motorcycle only) (Up and Down aren't used)
L: Brake
R: Accelerate, Jump Into Team Rocket Vehicle (Pursuit Vehicle Only)
A: Not Used
B: Not Used
Y: Not Used
X: Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
Z: Not Used

Gamecube Controller Controls, Angel Setup:
Control Stick: Lean left and right (Motorcycle only) (Up and Down aren't used)
C Stick: Turn left and right (Up and Down aren't used)
L: Brake
R: Accelerate, Jump Into Team Rocket Vehicle (Pursuit Vehicle Only)
A: Not Used
B: Not Used
Y: Not Used
X: Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
Z: Not Used

Wii-mote/Nunchuck Controls, Both Silverhead Setups
Control Stick: Turn left and right (Up and Down aren't used)
Tilt Wii-mote: Lean left and right (Motorcycle only)
Tilt Nunchuck: Not Used
C: Not Used
Z: Jump Into Team Rocket Vehicle (Pursuit Vehicle Only), Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
B: Brake
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Accelerate
- (Minus): Not Used

Wii-mote/Nunchuck Controls, Both Angel Setups
Control Stick: Lean left and right (Motorcycle only) (Up and Down aren't used)
Tilt Wii-mote: Turn left and right
Tilt Nunchuck: Not Used
C: Not Used
Z: Jump Into Team Rocket Vehicle (Pursuit Vehicle Only), Exit Vehicle (Return to On Foot) (Episodes 6 and 11 Only)
B: Brake
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Accelerate
- (Minus): Not Used

RIDING THE STREET BOARD/ROLLER SKATES (Episode 6 Only)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here.
The street board sequence is played in a third-person view.

DS Controls:
Right side of the bottom screen: Use wriststrap in this area, accelerate, turn left and right
Control Pad: Not Used
L: Brake
R: Jump
A: Not Used
B: Not Used
Y: Not Used
X: Not Used
Select: Switch Sister (Tate & Liza Only, Other Follows)

Wii Classic Controller Controls, Silverhead Setup:
Left Analog Stick: Accelerate, turn left and right (Down isn't used)
Right Analog Stick: Not Used
L: Brake
R: Jump
A: Not Used
B: Not Used
Y: Not Used
X: Not Used
Select: Switch Sister (Tate & Liza Only, Other Follows)

Wii Classic Controller Controls, Angel Setup:
Left Analog Stick: Accelerate (Down, Left, and Right aren't used)
Right Analog Stick: Turn left and right (Up and Down aren't used)
L: Brake
R: Jump
A: Not Used
B: Not Used
Y: Not Used
X: Not Used
Select: Switch Sister (Tate & Liza Only, Other Follows)

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Accelerate, turn left and right (Down isn't used)
C Stick: Not Used
L: Brake
R: Jump
A: Not Used
B: Not Used
Y: Not Used
X: Not Used
Z: Switch Sister (Tate & Liza Only, Other Follows)

Gamecube Controller Controls, Angel Setup:
Control Stick: Accelerate (Down, Left, and Right aren't used)
C Stick: Turn left and right (Up and Down aren't used)
L: Brake
R: Jump
A: Not Used
B: Not Used
Y: Not Used
X: Not Used
Z: Switch Sister (Tate & Liza Only, Other Follows)

Wii-mote/Nunchuck Controls, Both Silverhead Setups
Control Stick: Accelerate, turn left and right (Down isn't used)
Tilt Wii-mote: Not Used
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Brake
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Jump
- (Minus): Switch Sister (Tate & Liza Only, Other Follows)

Wii-mote/Nunchuck Controls, Both Angel Setups
Control Stick: Accelerate (Down, Left, and Right aren't used)
Tilt Wii-mote: Turn left and right
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Brake
1: Not Used
2: Not Used
Control Pad Down: Not Used
A: Jump
- (Minus): Switch Sister (Tate & Liza Only, Other Follows)

FLYING SPACECRAFT (Space Shuttle and Altaria Orbiter; Episodes 10 and 13 Only)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here.
Flight sequences are played in a third-person view.

DS Controls:
Right side of the bottom screen: Not Used
Control Pad: Tilt vertical angle, turn left and right
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Toggle vertical tilt between "normal" and "invert" (Episode 13 only)
X: Open Rayquaza's Transport (When Action Comes Up)
Select: Not Used

Wii Classic Controller Controls, Silverhead Setup:
Left Analog Stick: Tilt vertical angle, turn left and right
Right Analog Stick: Not Used
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Toggle vertical tilt between "normal" and "invert"
X: Open Rayquaza's Transport (When Action Comes Up)
Select: Not Used

Wii Classic Controller Controls, Angel Setup:
Left Analog Stick: Tilt vertical angle (Left and Right aren't used)
Right Analog Stick: Turn left and right (Up and Down aren't used)
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Toggle vertical tilt between "normal" and "invert"
X: Open Rayquaza's Transport (When Action Comes Up)
Select: Not Used

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Tilt vertical angle, turn left and right
C Stick: Not Used
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Toggle vertical tilt between "normal" and "invert"
X: Open Rayquaza's Transport (When Action Comes Up)
Z: Not Used

Gamecube Controller Controls, Angel Setup:
Control Stick: Tilt vertical angle (Left and Right aren't used)
C Stick: Turn left and right (Up and Down aren't used)
L: Not Used
R: Not Used
A: Not Used
B: Not Used
Y: Toggle vertical tilt between "normal" and "invert"
X: Open Rayquaza's Transport (When Action Comes Up)
Z: Not Used

Wii-mote/Nunchuck Controls, Both Silverhead Setups
Control Stick: Tilt vertical angle, turn left and right
Tilt Wii-mote: Not Used
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Not Used
1: Not Used
2: Not Used
Control Pad Down: Toggle vertical tilt between "normal" and "invert"
A: Open Rayquaza's Transport (When Action Comes Up)
- (Minus): Not Used

Wii-mote/Nunchuck Controls, Both Angel Setups
Control Stick: Tilt vertical angle (Left and Right aren't used)
Tilt Wii-mote: Turn left and right
Tilt Nunchuck: Not Used
C: Not Used
Z: Not Used
B: Not Used
1: Not Used
2: Not Used
Control Pad Down: Toggle vertical tilt between "normal" and "invert"
A: Open Rayquaza's Transport (When Action Comes Up)
- (Minus): Not Used

RIDING THE AIR SAUCER (Episodes 10 and 13 Only)
Only the differences between on-foot and this motion are shown. If an action is the same as on foot, it's not listed here.
Air Saucer sequences are played in a third-person view.

DS Controls:
Right side of the bottom screen: Use wriststrap in this area, move saucer forward and backward, turn left and right
Control Pad: Strafe left and right (Up and Down aren't used)
L: Pokémon Attack* (equipped Pokémon, first listed by default)
R: Dismount
A: Jump/Double-Jump
B: Quick Brake
Y: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
X: Defense
Select: Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii Classic Controller Controls, Silverhead Setup:
Left Analog Stick: Move saucer forward and backward, turn left and right
Right Analog Stick: Strafe left and right (Up and Down aren't used)
L: Pokémon Attack* (equipped Pokémon)
R: Dismount
A: Jump/Double-Jump
B: Quick Brake
Y: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
X: Defense
Select: Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii Classic Controller Controls, Angel Setup:
Left Analog Stick: Move saucer forward and backward, strafe left and right
Right Analog Stick: Turn left and right (Up and Down aren't used)
L: Pokémon Attack* (equipped Pokémon)
R: Dismount
A: Jump/Double-Jump
B: Quick Brake
Y: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
X: Defense
Select: Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Gamecube Controller Controls, Silverhead Setup:
Control Stick: Move saucer forward and backward, turn left and right
C Stick: Strafe left and right (Up and Down aren't used)
L: Pokémon Attack* (equipped Pokémon)
R: Dismount
A: Jump/Double-Jump
B: Quick Brake
Y: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
X: Defense
Z: Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Gamecube Controller Controls, Angel Setup:
Control Stick: Move character forward and backward, strafe left and right
C Stick: Turn left and right (Up and Down aren't used)
L: Pokémon Attack* (equipped Pokémon)
R: Dismount
A: Jump/Double-Jump
B: Quick Brake
Y: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
X: Defense
Z: Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii-mote/Nunchuck Controls, Silverhead Setup A
Control Stick: Move character forward and backward, turn left and right
Tilt Wii-mote: Strafe left and right
Tilt Nunchuck: Not Used
C: Equip Pokémon Attack* to B (equipped Pokémon)
Z: Equip Dismount to B
B: Use Mapped Action
1: Jump/Double-Jump
2: Quick Brake
Control Pad Down: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
A: Defense
- (Minus): Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii-mote/Nunchuck Controls, Angel Setup A
Control Stick: Move character forward and backward, strafe left and right
Tilt Wii-mote: Turn left and right
Tilt Nunchuck: Not Used
C: Equip Pokémon Attack* to B (equipped Pokémon)
Z: Equip Dismount to B
B: Use Mapped Action
1: Jump/Double-Jump
2: Quick Brake
Control Pad Down: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
A: Defense
- (Minus): Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii-mote/Nunchuck Controls, Silverhead Setup B
Control Stick: Move character forward and backward, turn left and right
Tilt Wii-mote: Strafe left and right
Tilt Nunchuck: Not Used
C: Pokémon Attack* (equipped Pokémon)
Z: Dismount
1: Jump/Double-Jump
2: Quick Brake
B: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
A: Defense
- (Minus): Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

Wii-mote/Nunchuck Controls, Angel Setup B
Control Stick: Move character forward and backward, strafe left and right
Tilt Wii-mote: Turn left and right
Tilt Nunchuck: Not Used
C: Pokémon Attack* (equipped Pokémon)
Z: Dismount
1: Jump/Double-Jump
2: Quick Brake
B: Switch Equipped Pokémon* (Except Liza, Sonrisa, Duplica, and Samantha)
A: Defense
- (Minus): Not Used
*--When using Lunick or Solana, you can switch to and from an attack taken by the Capture Styler.

BASIC TIMERUNNER CONTROLS
Timerunner sequences are played in a third-person view.
Forward In Time (On Teal Groove): A on DS, Classic Controller (Both Setups), Gamecube Controller (Both Setups); 2 on Wii-Mote (All Setups)
Backward in Time (On Silver Groove): B on DS, Classic Controller (Both Setups), Gamecube Controller (Both Setups); 1 on Wii-Mote (All Setups)

BASIC SPACERIDER CONTROLS
Spacerider sequences are played in a third-person view.
Go Forward: A on DS, Classic Controller (Both Setups), Gamecube Controller (Both Setups); 2 on Wii-Mote (All Setups)
Go Backward: B on DS, Classic Controller (Both Setups), Gamecube Controller (Both Setups); 1 on Wii-Mote (All Setups)
Mid-Track Slow Stop: Let go of a held button
Mid-Track Fast Stop: Hold both the forward and backward buttons simultaneously

Anytime you quit or at the end of an episode in the DS version, you'll be shown a password. This is a password that allows you to continue your progress in an episode as well as go back to prior episodes with characters from later episodes (i.e. Brock in Episode 1, Falkner in Episode 3, etc.), as well as go on to the next episode if you've finished an episode. The Wii version will save your progress at this point.

Characters unlocked at the end of an area can be used if you decide to go back to a previous area before starting the next. Example: If you clear Episode 2 Area 1, you can then take Erika to, say, Episode 1 Area 2 right away. Characters unlocked at the start of an area can't be used if you go back to a previous area before starting the area where you unlock them. Example: You can't take Koga to, say, Episode 1 Area 3 until you enter Episode 3 Area 2 to make him selectable. The episodes end after each third area; characters unlocked at the end of an episode can be selected if you return to that episode (or a previous one) before moving on to the next one and will be available upon finishing Area 1 of the following episode (except in the case of those unlocked in Episode 13 Area 3, in which case you can only take them back to previous missions or to the Wii's multiplayer component).

Here's a list of the new episodes, trainers first encountered in each new episode, and the areas in each new episode:

Episode 11: Go-Rock's Central City
Guide: Prof. Oak (Capital Highway, Central City, and Go-Rock Cave circa 2007), Dr. Eggman (Go-Rock Cave circa 2051)
Necessary Cards: Crasher Wake's Kyogre, Crasher Wake's Manaphy, Crasher Wake's Palkia, Crasher Wake's Phione, Crasher Wake's Suicune, Gardenia's Celebi, Gardenia's Shaymin, Roark's Regirock
Area 1: Capital Highway
-Initial Character: Roark
-Unlockable at End of Area: Lunick
-Characters from Previous Episodes Become Selectable at End of Area
Area 2: Central City
The following characters cannot be chosen for this area: Liza, Sonrisa, Trixie, Casey, Morrison, Tyson-HL, Electra, Milane, Luka, Shingo, Eusine, Floreia, Drew, Harley, Robert, Harrison, Ritchie, Gary, Samantha, and Danny. These characters can still participate in Area 1 or Area 3 of this episode.
-Unlocked at Start of Area: Maylene
-Unlocked at End of Area: Gardenia
Area 3: Go-Rock Cave
-Unlocked at Start of Area: Crasher Wake
-Unlocked at End of Area: Paul
Wii Multiplayer Stage: Central City Circa 2051
-Special Unlockables: None

Episode 12: Two Generations of Mega Man
Guide: Prof. Oak (Abandoned Lab), Dr. Light (Wily Tower), Zero (Crashed Colony Eurasia)
Necessary Cards: Byron's Dialga, Byron's Heatran, Byron's Jirachi, Byron's Registeel, Candice's Articuno, Candice's Regice, Candice's Regigigas, Fantina's Darkrai, Fantina's Giratina, Volkner's Raikou, Volkner's Zapdos
Area 1: Abandoned Lab
Note that using certain dongles in the GBA slot on the DS will enable force feedback in the DS version of the stage only.
-Initial Character: Volkner
-Unlockable at End of Area: Solana
-Characters from Previous Episodes Become Selectable at End of Area
Area 2: Wily Tower
-Unlocked at Start of Area: Fantina
-Unlocked at End of Area: Byron
Area 3: Crashed Colony Eurasia
-Unlocked at Start of Area: Candice
-Unlocked at End of Area: Solidad
Wii Multiplayer Stage: Crashed Colony Eurasia Circa 2200
-Special Unlockable: Palmer
-Condition: To play as Palmer on the Wii version, unlock all previous multiplayer-specific unlockables in the Wii version (the special "unlock Juan early" event does not count), complete up to Abandoned Lab, then register 5 or more kills against 50 other characters. Palmer will challenge you to a one-on-one Deathmatch in Crashed Colony Eurasia Circa 2200. If you win, Palmer will be unlocked. If you lose, just get 1 kill on one of the characters from before or 5 kills on another character for another chance. Once you've unlocked Palmer on the Wii version, you can use the Wii version's Synch option with your DS progress password to play as Palmer on the DS version.

Episode 13: Galactic Station
Guide: Prof. Oak (2007 Only), Ghost of Aeris-FF7 (1587 or 1827), Dr. Eggman (2051), Zero (2187 or 2427)
Necessary Cards: Bertha's Groudon, Bertha's Regigigas, Cynthia's Rayquaza, Flint's Entei, Flint's Heatran, Flint's Ho-Oh, Flint's Moltres, Lucian's Azelf, Lucian's Celebi, Lucian's Cresselia, all 4 Lucian's Deoxys, Lucian's Jirachi, Lucian's Latias, Lucian's Latios, Lucian's Lugia, Lucian's Mesprit, Lucian's Mew, Lucian's Mewtwo, Lucian's Uxie
Area 1: Crazy Gadget
-Initial Character: Aaron
-Unlocked at End of Area: Flint
-Characters from Previous Episodes Become Selectable at End of Area
Area 2: Return To Space Gadget
-Unlocked at Start of Area: Bertha
-Unlocked at End of Area: Lucian
Area 3: Galactic Base
Zoey and Kenny cannot be chosen for this area. Both characters can still participate in Area 1 or Area 2 of this episode.
-Unlocked at Start of Main Area: Cynthia
-Unlocked During Final Arena: Zoey
-Unlocked During Final Arena: Kenny
-Unlocked at End of Final Arena: Cheryl
-Unlocked at End of Final Arena: Mira
-Unlocked at End of Final Arena: Riley
-Unlocked at End of Final Arena: Marley
-Unlocked at End of Final Arena: Buck
Multiplayer Stage: Galactic Base Circa 2007
-Special Unlockables: None

Here are the specifics of each character's Pokémon and attacks (note that most attacks do damage even if it's not specifically designed for offense; those attacks that don't do damage are listed as such):

Roark: Onix's Bind, Rampardos's Ancientpower
-Bind: Melee attack. Used to slow enemies.
-Ancientpower: Ranged attack. Used for offense. May increase user's stats.
Lunick: Minun's Spark (R is the Capture Styler function)
-Spark: Melee attack. Used for offense. May paralyze.
Maylene: Machoke's Cross Chop, Medicham's Shadow Ball
-Cross Chop: Melee attack. Used for offense. May cause foe to flinch.
-Shadow Ball: Ranged attack. Used to lower enemy's defenses.
Gardenia: Grotle's Synthesis, Roserade's Grass Knot
-Synthesis: Nondamaging attack. Used for health recovery. Restores half of health to user, and also restores health to surrounding enemies based on distance.
-Grass Knot: Melee attack. Pulls ranged enemy to melee range and damages enemy.
Crasher Wake: Gyarados's Hyper Beam, Floatzel's Aqua Jet
-Hyper Beam: Ranged attack. Used for powerful offense, but temporarily slows down user.
-Aqua Jet: Melee attack. Used for defense.
Paul: Electabuzz's Thunderpunch, Torterra's Earthquake
-Thunderpunch: Melee attack. Used for offense. May paralyze enemies.
-Earthquake: Ranged attack (somewhat). Used for offense.
One note about Paul: Characters will occasionally say one of three predetermined lines upon defeating generic enemies. The lines depend on the strength of the enemy. Paul's lines may turn some heads, as his line for the weak foes is "worthless crap", and most of the rest of his spoken dialogue isn't that much friendlier.
Volkner: Ambipom's Tickle, Luxray's Thunder Fang
-Tickle: Melee nondamaging attack. Lowers enemy's attack power and defenses.
-Thunder Fang: Melee attack. Used for offense. May paralyze the foe and/or cause the foe to flinch.
Solana: Plusle's Discharge (R is the Capture Styler function)
-Discharge: Ranged attack. Used for a chance at paralyzing enemies.
Fantina: Drifblim's Explosion, Mismagius's Shadow Ball
-Explosion: Timed attack. Used for clearing large obstacles. One use per area.
-Shadow Ball: See Maylene.
Byron: Bronzong's Psychic, Bastiodon's Iron Head
-Psychic: Ranged attack. Used for moving obstacles.
-Iron Head: Melee attack. Used for offense. May cause foe to flinch.
Candice: Medicham's Focus Blast, Abomasnow's Avalanche
-Focus Blast: Ranged attack. Used to lower enemy's defenses.
-Avalanche: Melee attack. Used for offense. Damage increases as user's HP lowers.
Solidad: Lapras's Ice Beam, Slowbro's Zen Headbutt
-Ice Beam: Ranged attack. Used for defense.
-Zen Headbutt: Melee attack. Used for offense. May cause foe to flinch.
Palmer: Rhyperior's Earthquake, Cresselia's Psycho Cut
-Earthquake: See Paul.
-Psycho Cut: Melee attack. Used for removing many obstacles.
Aaron: Vespiquen's Defend Order, Drapion's X-Scissor
-Defend Order: Nondamaging attack aimed at user. Used to raise user's defenses.
-X-Scissor: Melee attack. Used for offense.
Flint: Lopunny's Dizzy Punch, Infernape's Flare Blitz
-Dizzy Punch: Melee attack. Used for disorienting enemies.
-Flare Blitz: Melee attack. Used for offense. User suffers recoil.
Bertha: Hippowdon's Earthquake, Golem's Rock Slide
-Earthquake: See Paul.
-Rock Slide: Ranged attack. Used for offense and defense.
Lucian: Girafarig's Power Swap, Bronzong's Extrasensory
-Power Swap: Ranged nondamaging attack. Used to switch user's base Power with foe's.
-Extrasensory: Ranged attack. Used to make enemies flinch.
Cynthia: Gastrodon's (East) Muddy Water, Lucario's Aura Sphere
-Muddy Water: Ranged attack. Used to cloud opponent's vision, making their attacks less likely to strike. (Clouded vision restores itself after a set time.)
-Aura Sphere: Ranged homing attack. Used for offense.
Zoey: Misdreavus's Mean Look, Glameow's Slash
-Mean Look: Ranged nondamaging attack. Stops the foe's movement temporarily.
-Slash: Melee attack. Used for offense. May deliver an instant-knockout blow.
Kenny: Prinplup's Whirlpool, Alakazam's Psycho Cut
-Whirlpool: Ranged attack. Used to temporarily immobilize foe.
-Psycho Cut: See Palmer.
Cheryl: Chansey's Shadow Ball, Porygon-Z's Magnet Rise
-Shadow Ball: See Fantina.
-Magnet Rise: Nondamaging attack aimed at user. Lifts user off ground for limited amount of time.
Mira: Kadabra's Kinesis, Glaceon's Ice Fang
-Kinesis: Nondamaging ranged attack. Used to lower foe's accuracy.
-Ice Fang: Melee attack. Used for offense. May lower the foe's movement speed and/or cause the foe to flinch.
Riley: Lucario's Flash Cannon, Absol's Night Slash
-Flash Cannon: Ranged attack. Used to lower the power of the foe's ranged attacks.
-Night Slash: Melee attack. Used for offense. May deliver an instant-knockout blow.
Marley: Arcanine's Fire Fang, Weavile's Icy Wind
-Fire Fang: Melee attack. Used for offense. May burn the foe and/or cause the foe to flinch.
-Icy Wind: Ranged attack. Used for defense. Can lower the foe's movement speed.
Buck: Claydol's Earth Power, Dusknoir's Giga Impact
-Earth Power: Ranged attack. Used for offense. May lower opponent's resistance to ranged attacks.
-Giga Impact: Melee attack. Used for powerful offense, but temporarily slows down user.


Normal-type moves and Fighting-type moves won't work on transparent foes, unless the user is holding a Foresight Scope
Fire-type moves do extra damage against Grass-type obstacles
Water-type moves do extra damage against Rock-type obstacles
Electric-type moves won't work on Ground-type obstacles, unless the user is holding a Reverse-Lightningrod Scope (item found only in episode 11 onward)
Ice-type moves do extra damage against Altaria orbiters
Poison-type moves won't work on metallic foes, unless the user is holding an H2-SO4 Scope
Ground-type moves won't work on airborne foes, unless the user is holding a Gravity Scope
Psychic-type moves won't work on Dark-type foes, unless the user is holding a Miracle-Eye Scope
Ghost-type moves won't work on Normal-type foes, unless the user is holding a Hindsight Scope

The areas and mission objectives will be detailed in the next post.

Carrington388
11/15/2007, 07:46 PM
Here's the area descriptions and their mission objectives, with the years mentioned corresponding to real-world time (the Voice Notes are for the English-language version of the data and reference that language's media; these may or may not apply to versions in other languages):

The Lowdown:
The Timerunners expansion takes place a year after the events of the original ten episodes, with the first playable event in the expansion taking place one full year to the day of the events of Draco Spacelab Area 5. 71 of the 72 characters available in the original ten episodes, including those unlocked through the Wii's multiplayer, are wearing updated outfits in the expansion. Brock, for example, is now in his Sinooh-era clothing from the anime. Only one character from the original 72, Aeris-K, does not have an updated outfit. Brock's changed more than his outfit--he's also swapped out Golem in favor of Sudowoodo in the expansion. This does not change the matching attack, as Sudowoodo's attack is also Rock Slide.

Characters you obtain in the expansion can be taken back to the original ten episodes, but, with only a few exceptions, their outfits will remain the same as they were in the expansion. Only Lunick, Solana, and Solidad debut in the expansion and have different outfits between the original ten and the expansion.

Also note that the years listed are based on real-life time. Time in the Pokémon series and other series portrayed in Pokémon Peace Squad differs drastically from real-life time, and actual years are not mentioned in-game, merely referenced here to relate to the expansion's time-travel elements. This is especially true when it comes to the Space Colony ARK, since the raid there is portrayed here as having taken place in 1951, six years before a successful spacecraft launch in the real world (Sputnik in 1957).

Episode 11 Prologue:
A special cutscene will begin upon selecting Capital Highway and, if you've already cleared the stage with the initial character (in this case, Roark), selecting your character. The cutscene has narration by the narrator for the Pokémon anime (in the case of the English-language version, its third narrator (from episode 423 to current in the main series) does the narration here). After the events of the past episodes, everyone eventually returned to their normal lives. Among the stuff we see in the cutscene, including but not limited to: Brock chasing a Nurse Joy, Aeris-K at a gravesite, Blaine at a desk writing quiz questions, Milane looking down a road as a school bus leaves the scene and waving good-bye, Morty inspecting the Tin Tower, Brawly in a dark room watching tapes of surfers (including Victor and his Pikachu, Puka) while a rare snowstorm rages outside, and Samantha putting on a ribbon show at Tohjo Falls. The cutscene is the same for all characters until the last of the normal-life scenes are shown. The last part of the cutscene, which takes place one full year to the day of the events of Draco Spacelab Area 5, shows the chosen character for Capital Highway, if it's not Paul, walking down a hallway toward the President's office; if the chosen character is Paul, he's shown in a meeting with the President.


General Voice Notes for Characters Debuting in Episode 11: Roark, Gardenia, Maylene, Crasher Wake, and Paul have the voices they used in the anime. Lunick has an original casting for his voice.

Capital Highway:
Description: "A rural highway connecting the capital city to Central City. Don't let the farmland and small towns fool you into thinking this area is completely safe, however..."
Objectives:
-Drive from the Capital to rest area
-Deface Go-Rock Squad propaganda at rest area
-Reach the Timerunner at Central City
-Defeat the Timerunner's guard, Go-Rock Quad Tiffany

Voice Notes: The President circa 2007 and Tiffany both use original castings for their voices. (The President has one because his SA2B voice is dead.) Prof. Oak uses the voice he uses in the anime.
Background Music: The Kart music theme from Sonic Adventure 2 Battle plays through the stage. When fighting Tiffany, the music is the music when facing Tiffany in Pokémon Ranger.
This is the third instance the Kart music theme fron Sonic Adventure 2 Battle plays as background music throughout the storyline. The first time was during the driving sequences in Rocket Chase (episode 5), the second was during the first half of Capital City (episode 6).
Jenny Mode Time Limit: 8 Minutes
Jenny Mode Offense: Speeding
Jenny Mode Notes: Unless using Aeris-K, only the Motorcycle is available in Jenny Mode.

Recommended Characters: Tate & Liza, Anabel, Lucian
Luana's Pokémon Setup: Alakazam and Marowak

Episode 11 begins one year after the conclusion of episode 10. In the SA2B Capital City, you'll find Paul talking to the President about animal control--when the President's secretary comes in on the phone talking about trouble on the road to Central City! Right as the President is in the middle of the discussion, the character you're using (Roark during the first playthrough) enters the room (that is, unless the character you're using IS Paul). When the President is done talking, he'll pick up the phone and try to contact a well-known Pokémon trainer (not knowing there's one in the room as he speaks), when the character you're using speaks up. The President will notice and ask you to head to Central City. (Also note that 13 of the characters, one for each episode's debut set, call him "Michael R.". If the character in question does so, the President will then respond with, "Who's Michael R.?" This is a reference to a mistaken belief that the President from Sonic Adventure 2 Battle and the one from Sonic X are the same person when they're actually two different people; the President from Sonic X, who does go by Michael R., is shorter and fatter than the President from SA2B, whose name we do not know.)

When you get control, you're in a third-person vehicle sequence aboard one of four possible vehicles. Prof. Oak is at the hand radio for this stage. You can be aboard a motorcycle, in a compact car, or on an ATV. There are two different compact cars in each version. Both versions have the Pikachu VW Beetle available. A Lugia touring car is available to DS version players, while the Wii car (the one from the "Wii would like to play" American commercials) is available to Wii version players. Note that if you're using Aeris-K unlocked as part of the package of characters unlocked for completing Draco Spacelab Area 5, only the compact cars will be available (both versions are available to all characters, including Aeris-K); everyone else can ride any of the vehicles. Your goal is to make it to Central City. All vehicles are controlled similar to the vehicle sequences from episode 5. The road, which is an American-style road, takes a lot of twists and turns as it leads away from the SA2B Capital City and through rural area after rural area. You can take damage by bumping into the walls or into other vehicles, and you fail the mission if your ride gets destroyed. There's a rest area halfway on the right side of the road--and you'll witness a vehicle marked with a Go-Rock Squad logo leaving! Pull into the rest area, brake, and use the exit function to get out of the vehicle, going into the first-person view when you're on foot. (Unlike Rocket Chase, the music does not change between the foot and vehicle sequences, a first for the Kart theme.) A lot of Go-Rock Squad marks have been placed here, and you're going to have to deface every single one of them. Once you've done that, use the action button to get back onto your ride and return to the third-person vehicle sequence. Keep up the driving all the way to the outskirts of Central City. There, you'll find some weird purple bike attached to a track along a cliff. As you get close, you'll spot the Go-Rock Squad's vehicle here, and several people will get out. The leader of this group, Tiffany, will ask each of them to take a ride on the bike. Each will board the weird bike, take off, and vanish! The bike will appear again, and each person will take their turn in vanishing. Before the last one can leave, though, she spots you. At this point, a battle will begin. You're on foot for this battle. Tiffany ain't an easy foe--her power easily rivals that of Nanba from Radio Mess back in episode 5! Once you've beaten Tiffany, she'll tell you that the bike is borrowed technology called a Timerunner. A person just has to board it and then press a pedal to a side to ride it through time. Silver-colored tracks send a person back into the past. Teal-colored tracks send a person forward into the future. Each groove on the track is equal to one year, and this Timerunner has a teal track consisting of 44 grooves. Riding it all the way will assure the rider of ending the ride in the year 2051. Tiffany will then board the Timerunner herself and leave. Your character will then press the "recall" button, bringing the Timerunner back to 2007. Use the action button to board the Timerunner and go into a third-person vehicle sequence. A/2 will send you forward in time. B/1 will send you backward in time--well, it could if this Timerunner had a silver track. If you're using Aeris-K, the action button will allow you to take one of the motion-sickness pills to ensure you don't throw up on the bike. Go forward in time to head to 2051 and clear the mission.

Central City:
Description: "A city about to become target to an alien race known as Black Arms. The Go-Rock Squad's presence certainly doesn't make things any easier."
Objectives:
-Pre-Crisis: Defeat the Go-Rock Squad's guards
-Pre-Crisis: Warn the public
-Pre-Crisis: Defeat Go-Rock Quad Billy
-Pre-Crisis: Take shelter
-Post-Crisis: Defeat the Go-Rock Squad's guards
-Post-Crisis: Defeat Go-Rock Quad Clyde
-Post-Crisis: Unseal entrance to 44-year-old cave
-Post-Crisis: Use Timerunner to enter the Go-Rock Squad's hideout
Voice Notes: Billy and Clyde use original castings for their voices. The guards will use generic voices. The President circa 2051 will use his voice from Shadow the Hedgehog. Prof. Oak uses the voice he uses in the anime.
Background Music: The Central City music from Shadow the Hedgehog will play throughout the stage, except when fighting Billy and Clyde. When fighting Billy or Clyde, the music that played when you faced that particular Go-Rock Quad in Ranger will play here.
Jenny Mode Time Limit: 18 Minutes 15 Seconds
Jenny Mode Offense: Instigating terrorist attacks

Recommended Characters: Flannery, Greta, Flint
Luana's Pokémon Setup: Marowak and Claydol

As your character appears in 2051, you'll find the Timerunner is now on a silver track. It gets recalled--and some more characters arrive! Liza, Sonrisa, Trixie, Casey, Morrison, Tyson-HL, Electra, Milane, Luka, Shingo, Eusine, Floreia, Drew, Harley, Robert, Harrison, Ritchie, Gary, Samantha, and Danny will appear. Sonrisa will tell your character that there's some business everyone has to be doing in 2051, and will disperse in multiple directions. As it turns out, they're heading off for transmittable missions for Shadow the Hedgehog, which takes place within this timeframe, and the Timerunner is how they got to this time to begin with. As you look onto Central City, you'll find it's now bigger than it was before (before as in the time period you just left, not before as in the actual events of Shadow the Hedgehog). Not enough time has passed for the city to look futuristic, as Central City is way behind the curve for the integration of futurustic technology. For example, where SA2B's capital city in 2007 was nearly ready to switch off analog TV broadcasts and start broadcasting exclusively in digital, Central City in 2051 has just recently switched off their analog TV broadcasts to begin broadcasting exclusively in digital. This is basically a one-year difference in technological progress over a span of 44 years. However, in any case, the city doesn't look as damaged as it does in Shadow the Hedgehog, whose time period you're now in...Perhaps the Black Arms haven't been here yet?

However, just because the Black Arms haven't come doesn't mean everything's peaceful. The Go-Rock Squad has a presence right now. Prof. Oak has managed to have a Timerunner shipped to his lab in the present day and is manning the hand radio for this stage, and will begin by telling you that, after looking over some sources, Prof. Oak can confirm that the Go-Rock Squad is indeed the organization Cloud mentioned upon setting foot into The Forgotten City (back in episode 8). Your main objective right now is to defeat the guards without harming the pedestrians, including this timeframe's President on his daily stroll. If your attack drops a pedestrian's HP to zero, you'll fail the mission; additionally, Prof. Oak will ask you to return to base, as he wants to discuss your tactics in private. As you do so, keep using the action button to shout attack warnings. If you talk to some of the pedestrians directly, a few of them will mention the 45th anniversary of the events of Draco Spacelab Area 5, and a few others will mention the GUN raid on Space Colony ARK that took place 100 years prior as well as one reappearance of the Black Comet between then and now (during the events of Sonic Adventure 2 Battle). As the pedestrians start to vanish and as more and more guards are defeated, another of the Go-Rock Quads, Billy, will appear on the scene. You'll have to fight Billy, who's a bit stronger than Sebastian from Rocket Chase in episode 5. Once he's taken down, he'll tell you that the Black Arms will be in town any minute and will ask you to take shelter! You have just four minutes to find a safe spot to hide. Call for a hint to find a spot. Once you find a spot to hide in, use the action button to enter and trigger the cutscene. The Black Arms will come and transform Central City into what you saw in Shadow the Hedgehog. If you haven't found a hiding spot before time runs out, you'll be caught up in the madness and become a Black Arms casualty, failing the mission.

A few characters have a sequence before gameplay resumes. Here's the breakdown on them:

Clair: Shortly after the Black Arms arrive, Clair decides not to hide in Central City and takes a trip to the Glyphic Ruins. She outruns a few Black Arms in leaving Central City. However, next we see of Clair is her getting lost in the Glyphic Ruins. There are two possible outcomes. The more likely outcome (happens 75% of the time) is that Liza finds Clair and escorts her out; you'll pick up the action again with Clair. The other outcome (happens 25% of the time) is Prof. Oak coming in on the hand radio asking Clair what's going on. Clair will tell him she's lost and can't find her way out, and Prof. Oak will ask her to remain there until help arrives. You'll have to pick a different character when the action picks up, but you can't pick Clair or a character you couldn't pick before to resume. If you have to leave Clair in the Glyphic Ruins, shortly before finishing the stage, Prof. Oak will report that Clair has been found safe.
Cissy: The Black Arms find Cissy and lock her up in a cage. There are two possible outcomes. The more likely outcome (happens 87.5% of the time) is that Floreia comes to the rescue; you'll pick up the action again with Cissy. The other outcome (happens 12.5% of the time) is that Cissy remains locked up. Prof. Oak comes in on the hand radio, and tells Cissy that Drake-OI wants her to remain there until help arrives. You'll have to pick a different character when the action picks up, but you can't pick Cissy or a character you couldn't pick before to resume. If you have to leave Cissy locked up, shortly before finishing the stage, Prof. Oak will report that help reached Cissy.
Rudy: The Black Arms find Rudy and lock him up in a cage. There are two possible outcomes, both are equally likely. One outcome is that Floreia comes to the rescue; you'll pick up the action again with Rudy. The other outcome is that Rudy remains locked up. Prof. Oak comes in on the hand radio, and tells Rudy that Drake-OI wants him to remain there until help arrives. You'll have to pick a different character when the action picks up, but you can't pick Rudy or a character you couldn't pick before to resume. If you have to leave Rudy locked up, shortly before finishing the stage, Prof. Oak will report that help reached Rudy.
Luana: The Black Arms find Luana and lock her up in a cage. There are two possible outcomes, both are equally likely. One outcome is that Floreia comes to the rescue; you'll pick up the action again with Luana. The other outcome is that Luana remains locked up. Prof. Oak comes in on the hand radio, and tells Luana that Drake-OI wants her to remain there until help arrives. You'll have to pick a different character when the action picks up, but you can't pick Luana or a character you couldn't pick before to resume. If you have to leave Luana locked up, shortly before finishing the stage, Prof. Oak will report that help reached Luana.
Drake-OI: GUN finds Drake-OI and throws him into one of their prison transport vehicles. There are two possible outcomes, both are equally likely. One outcome is that a GUN Soldier reports to the Commander (now looking the same as he did in Shadow the Hedgehog; he looked a little younger when fighting him 45 years earlier at Metal Rapids) that Danny's stopped GUN cold and that they can't escort the prisoner without proper guard. The Commander has no choice but to let Drake-OI go; you'll pick up the action again with Drake-OI. The other outcome is that GUN isn't stopped but Prof. Oak comes in on the hand radio, telling Drake-OI that the Orange Crew is safe and that help is on its way. You'll have to pick a different character when the action picks up, but you can't pick Drake-OI or a character you couldn't pick before to resume. If you have to leave Drake-OI aboard the prison transport, shortly before finishing the stage, Prof. Oak will report that Drake-OI was released from GUN custody due to insufficient evidence to keep him held.
Noland: GUN finds Noland and throws him into a prison transport vehicle, then drives away from the scene. Next we see of Noland is him locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Noland loose; you'll pick up the action again with Noland. The other outcome, which happens 75% of the time, has Noland remaining locked up. Prof. Oak comes in on the hand radio and tells Noland that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Noland or a character you couldn't pick before to resume. If you have to leave Noland locked up, shortly before finishing the stage, Prof. Oak will report that Noland was successfully rescued.
Greta: GUN finds Greta and throws her into a prison transport vehicle, then drives away from the scene. Next we see of Greta is her locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Greta loose; you'll pick up the action again with Greta. The other outcome, which happens 75% of the time, has Greta remaining locked up. Prof. Oak comes in on the hand radio and tells Greta that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Greta or a character you couldn't pick before to resume. If you have to leave Greta locked up, shortly before finishing the stage, Prof. Oak will report that Greta was successfully rescued.
Tucker: GUN finds Tucker and throws him into a prison transport vehicle, then drives away from the scene. Next we see of Tucker is him locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Tucker loose; you'll pick up the action again with Tucker. The other outcome, which happens 75% of the time, has Tucker remaining locked up. Prof. Oak comes in on the hand radio and tells Tucker that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Tucker or a character you couldn't pick before to resume. If you have to leave Tucker locked up, shortly before finishing the stage, Prof. Oak will report that Tucker was successfully rescued.
Lucy: GUN finds Lucy and throws her into a prison transport vehicle, then drives away from the scene. Next we see of Lucy is her locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Lucy loose; you'll pick up the action again with Lucy. The other outcome, which happens 75% of the time, has Lucy remaining locked up. Prof. Oak comes in on the hand radio and tells Lucy that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Lucy or a character you couldn't pick before to resume. If you have to leave Lucy locked up, shortly before finishing the stage, Prof. Oak will report that Lucy was successfully rescued.
Spenser: GUN finds Spenser and throws him into a prison transport vehicle, then drives away from the scene. Next we see of Spenser is him locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Spenser loose; you'll pick up the action again with Spenser. The other outcome, which happens 75% of the time, has Spenser remaining locked up. Prof. Oak comes in on the hand radio and tells Spenser that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Spenser or a character you couldn't pick before to resume. If you have to leave Spenser locked up, shortly before finishing the stage, Prof. Oak will report that Spenser was successfully rescued.
Anabel: GUN finds Anabel and throws him into a prison transport vehicle, then drives away from the scene. Next we see of Anabel is her locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Anabel loose; you'll pick up the action again with Anabel. The other outcome, which happens 75% of the time, has Anabel remaining locked up. Prof. Oak comes in on the hand radio and tells Anabel that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Anabel or a character you couldn't pick before to resume. If you have to leave Anabel locked up, shortly before finishing the stage, Prof. Oak will report that Anabel was successfully rescued.
Brandon: GUN finds Brandon and throws him into a prison transport vehicle, then drives away from the scene. Next we see of Brandon is him locked up in GUN's fortress. There are two possible outcomes. The one you want only happens 25% of the time, and it's of Scott himself appearing on the scene and breaking Brandon loose; you'll pick up the action again with Brandon. The other outcome, which happens 75% of the time, has Brandon remaining locked up. Prof. Oak comes in on the hand radio and tells Brandon that Scott also came to 2051, but Scott got lost in GUN's fortress and Prof. Oak had to send someone else to help. You'll have to pick a different character when the action picks up, but you can't pick Brandon or a character you couldn't pick before to resume. If you have to leave Brandon locked up, shortly before finishing the stage, Prof. Oak will report that Brandon was successfully rescued.
Palmer: GUN finds Palmer and is about to throw him into a prison transport vehicle. The Commander appears on the scene, though, and tells the one who's holding Palmer that there's no warrant out on Palmer. The soldier lets Palmer go, and the Commander escorts Palmer back to his hiding place, and even apologizes for the whole ordeal. You'll pick up the action again with Palmer.

By the time the cutscenes are over, five days have passed. Your rations have run out, but so have the Black Arms (with their home blasted away by what's left of the Eclipse Cannon after most of it was destroyed 50 years prior). However, the Black Arms are gone--but the Go-Rock Squad is not! Your health has returned to full during the five days in hiding, and the Explosion usage has reset for those that have it. Some vehicles have now appeared, left behind after the Black Arms fled, all of them of wheel-class except for Air Saucers. More guards are running the streets of the now-ruined city, and you'll have to defeat them as well! Once they're down, the third Go-Rock Quad, Clyde, will appear. His power rivals that of Tyson-TR in Rocket Chase in episode 5. Take him down as well. Once Clyde is down, Clyde will tell you that, across town from the Timerunner, lies a boulder-blocked cave. Look for a large bomb, then escort it to the boulder that Clyde told you about. The action button can move the bomb safely. The boulder is so large, not even Explosion can remove it! Detonate the bomb with a ranged attack (using a melee attack will kill you, failing the mission) and the cave entrance opens. Another Timerunner on a silver track with 44 grooves lies inside the entrance. Board it, then head backward in time back to 2007 to clear the mission.

Once the mission is cleared, Prof. Oak will tell you that, through some miracle, Dr. Eggman is still alive in 2051--and hasn't changed much on top of that. Prof. Oak has talked to Dr. Eggman, and Prof. Oak will tell you that Eggman has agreed to man the hand radio on the 2051 side should you have to go between 2007 and 2051 at any time.

Go-Rock Cave:
Description: "A stronghold operated by the Go-Rock Squad in two different times. Multiple timeframes complicate the paths through the area."
Objectives:
-2007: Defeat the Go-Rock Squad's grunts
-2051: Defeat the Go-Rock Squad's grunts
-2007: Activate all Timerunners
-2007: Reveal information about Team Galactic
-2051: Defeat Go-Rock Quad Garret
-2051: Return Regigigas to 2007
-2007: Set Regigigas free
-2007 and 2051: Reach boss's room
-2007: Defeat Gordor
-2007 and 2051: Use Timerunners to escape hideout
Voice Notes: The Go-Rock Squad grunts use generic voices. Garret and Gordor use original castings for their voices. Prof. Oak uses his voice from the anime. Dr. Eggman uses the voice he uses from Sonic-series games after Sonic Heroes and Sonic Advance 3.
Background Music: The music from the Go-Rock Squad HQ from Pokémon Ranger will play in the background. When fighting Garret, the music that played when fighting him in Ranger will play. When fighting Gordor, the music that played in the final battle against him in Ranger will play.
Jenny Mode Time Limit: 20 Minutes 45 Seconds
Jenny Mode Offense: Attempting To Destroy Facility (2007), Trespassing (2051)
Jenny Mode Attire: The Officer Jenny in this stage wears a gray uniform with a Go-Rock Squad mark and totes a harmonica.

Recommended Characters: Erika, Jason, Crasher Wake
Luana's Pokémon Setup: Alakazam and Marowak

You're now where the Go-Rock Squad is hiding. The cave is a maze consisting of many rooms spread out throughout the cave in both 2007 and 2051. Some rooms can only be accessed by using a Timerunner. Prof. Oak mans the hand radio in 2007, with Dr. Eggman manning it in 2051. Anyway, you're going to have to contend with the Go-Rock Squad's grunts in both time periods. (They're listed as separate objectives since you can only clear the objective in one time at a time.) Be careful, since some of them are wielding special guns with scopes on them. The guns are called Go-Rock Sights, the scope allows the user to see through walls, and the gun can even fire through walls! If you get hit by something that came through a wall, it's the projectile from a Go-Rock Sight. However, the gun requires a lot of energy to fire its shots; you'd need the energy provided by 10 rings in the Sonic the Hedgehog series, or an equivalent of a different energy source (it's rumored that Go-Rock Sight wielders here are using Rotom in their guns), to fire one shot of the Go-Rock Sight. Along the way, you'll find some deactivated Timerunners in 2007. The recall button is also the power button that turns them on. You have to turn on a Timerunner in 2007 to ride it to 2051. (You don't need to press a button to ride a Timerunner from 2051 to 2007.) All Timerunners in this stage are 44 grooves long. The ones in 2007 run on teal-colored tracks, while the ones in 2051 run on silver-colored tracks. Also, if you're playing as Aeris-K, each motion sickness pill will last for two minutes, so if you need to use multiple bikes during the two minutes, you won't need another pill until the two minutes are up. Your first real objective is to find out as much as you can about an organization called Team Galactic. You can only do it in 2007. You'll find out that they're the ones who created the Timerunners as well as a vehicle called the Spacerider you haven't heard of. Team Galactic created the Timerunner after much research on Dialga. They created the Spacerider after much research on Palkia. Once you've downed enough grunts and learned as much as possible about Team Galactic, head over to 2051 and find the last Go-Rock Quad, Garret. His power rivals that of Plasmae from episode 6. Once you defeat him, Regigigas will appear, holding a sign asking you to take it back to 2007. Find some way to attach Regigigas to a Timerunner (there should be a cord in the room where you fought Garret). Use the action button to use the cord to connect Regigigas to the Timerunner, then ride the Timerunner back to 2007. When you're back in 2007, so is Regigigas. Next, find a weak wall and break it so Regigigas can escape the facility. Your next task is to navigate your way through the facility, going between 2007 and 2051 as necessary, until you reach Gordor's room in 2007. Gordor is the toughest foe in Episode 11, but his power only rivals that of Reno from episode 8. Once you manage to take him down, Gordor will turn the self-destruct motion on, then use a Timerunner to get out of the room. A four-minute countdown will begin. Your final task in this mission is to get out of the facility yourself before it blows up! You do that by riding the Timerunners the rest of the way until you reach the exit. If the time runs out, you get blown up and fail the mission regardless of whether you're in 2007 or 2051. The exit is located in 2007. Once you get through the exit, you've completed episode 11! Watch the ending to see the entire facility blow up! Once the facility blows up, you'll have a run-in with the host of Sinooh Now, Rhonda (not to be confused with a Team Plasma Admin), and her Sinooh Now crew, complete with Rhonda getting hit with that boom mic. Of course, you're wondering just what Sinooh Now's doing in Central City circa 2007. The following characters have their own special conversations upon running into Sinooh Now: Brock, Roark, Maylene, Gardenia, Crasher Wake, Paul, Volkner, Fantina, Byron, Candice, Palmer, Aaron, Flint, Bertha, Lucian, Cynthia, Zoey, Kenny, Cheryl, Mira, Riley, Marley, Buck. (Anyone who gets a special conversation gets a conversation completely different from even the other special conversations, much less the general ones.)


General Voice Notes for Characters Debuting in Episode 12: Volkner, Solana, Fantina, Byron, Candice, and Solidad use the voices they used in the anime (as will Palmer if he ever appears, otherwise he'll use an original casting).

Abandoned Lab:
Description: "A laboratory recently abandoned by Team Galactic. Did they leave anything interesting behind?"
It's recommended you use a DS Lite or a high Brightness setting on the TV for the first objective!
Objectives:
-Restore power
-Research robots of the future
-(Optional) Escort Mario to Luigi
-(Optional) Get through India
-(Volkner Only, Not in Jenny Mode) Duel with Electra
-(Volkner Only, Not in Jenny Mode) Escort Electra to the Timerunner before facility blows up
-(Jenny Mode Only) Defeat Team Meanies
-(Not Available with Volkner except in Jenny Mode) Find and use a Timerunner

Voice Notes: Prof. Oak uses the voice he uses in the anime. All three members of Team Meanies (Gengar, Medicham, and Ekans) use the voices they used in the Mystery Dungeon special.
Background Music: The music from the Power Plant in FireRed/LeafGreen plays in the background of this stage. When fighting Electra in Normal Mode, the theme that plays whenever you fight Palmer's son in Diamond/Pearl (which is itself a remix of the Neo Tokyo theme from Pulseman) plays in the background. When fighting Team Meanies in Jenny Mode, the music that played during the fight against them in Pokémon Mystery Dungeon will play during the battle.
Jenny Mode Time Limit: 8 Minutes
Jenny Mode Offense: Home invasion

Recommended Characters: Anyone except Volkner (Normal); Morty, Phoebe, Fantina (Jenny)
Luana's Pokémon Setup: Alakazam and Claydol

Episode 12 begins the day after the end of episode 11. With the assistance of Prof. Oak, the character you're using enters a laboratory said to have ties to Team Galactic that has data on robots made in the future. Prof. Oak warns you that Team Galactic is tough, but to keep your eye out for them. Prof. Oak mans the hand radio for this stage. What Prof. Oak doesn't know is that Team Galactic has recently abandoned this laboratory and taken all of what Prof. Oak believes is the stage's hazards with them, which means nobody's there to meet you and that nobody's coming to meet you! Simply put, there are no normal enemies or hazards in this stage--in fact, unless you're playing as Volkner or in the Jenny Mode, there aren't any enemies or hazards in this stage period! In the normal mode, unless you're playing as Volkner, you can get through the stage without using a single attack, and only Volkner can fail the mission as a result of hitting zero HP. The power's been shut down, so your first task is to restore it. You'll have to go through a confusing maze, in the dark no less, before you'll reach a power generator. To even get there, you'll have to enter a room where there's a platform that spins like a figure in the Pokémon Trading Figure Game as soon as you step on it, and you can't move until it stops spinning. There are four doors in this room, but you can't move toward a door you're not facing when it stops spinning. One of the doors leads back to the passage you came in from. Two more lead to dead ends, and the last one leads to the power generator. Some of the noninteractive obstacles in this maze are artworks from Mendel Palace (NES), Magical * Taru Ruto-Kun (Genesis), Mario and Wario (SNES), Pulseman (Genesis), Drill Dozer (GBA), and other Game Freak-developed titles, but you'll need adequate light to see them. Increased Drill Dozer artworks will be available on the DS version if Drill Dozer's in the GBA slot on the DS. A switch nearby turns the power generator on, use the action button. Once the generator's on, the power will come back on and brighten the place back up. Your next task is to navigate another confusing maze in a search for some computer terminals. Once you reach each one, log on using the action button. You'll be treated to robots and other stuff from all over the Mega Man series with each uplink (there are uplinks for the Classic, X, Legends, Battle Network, Zero, ZX, and Star Force series). Around the middle of the area is a one-of-a-kind powerup: an invincibility capsule. Pick that up and the music will change to a remix of a late portion of the Pokémon Pinball instrumental mix of Mezase Pokémon Master, the first Japanese opening theme of the Pokémon anime (used in the original Pokémon Pinball for capture events). (The remix used for the invincibility theme is the song's chorus and nothing else.) While that tune is playing, attacks that hit you do zero damage and any one-hit-KO effect is nullified; however, you can still fail the mission by falling off the stage, going out of bounds, or meeting an objective's failure condition. Once the music ends, you're once again vulerable to attacks. This powerup, however, is very badly placed--there are no enemies or hazards here to harm you, you can't fall off this stage, this stage has no out-of-bounds, the only way to fail an objective while you've got the powerup is to destroy one of the uplinks, and it doesn't last long enough to get you through the rest of the stage! Prof. Oak will throw some bad hints at you based on information collected while the lab was still active; he won't figure out the lab has been abandoned until you reach the sixth uplink in line. Once you've used seven different uplinks, it's time to look for a Timerunner. It's at the end of the maze, after an area where you have to open doors in the correct order to make it through. There's an Arrival Teleporter at the start of that area. The first eight rooms of the door area are labeled with directions, and the last two with the DS's face button icons. The doors are to be opened in this order: Up, Up, Down, Down, Left, Right, Left, Right, B, A. (For those not in the know, that's the famous Konami code.) Go through a wrong door and you'll find yourself on a Departure Teleporter leading back to the Arrival Teleporter you passed on your way. Don't bother looking at a map--for some reason, the map blacks this area out. The Timerunner you find at the end of the stage is running on a teal-colored groove with 73 grooves, which will send you to the year 2080 if you ride it. Board it, activate the forward function, and you've cleared the mission.

Volkner, however, has an additional task to get past if you're not playing in Jenny Mode. There's an area prior to the Timerunner where you'll get ambushed by Electra if you're playing as Volkner. After a cross exchange of words, a duel will begin where it appears you'll have to defeat Electra. There are two in-battle quotes in this battle; Volkner makes a cross remark to Electra at the 15-second mark, while Electra breaks the fourth wall and addresses "idiot shippers" at the 30-second mark. However, after 45 seconds, Prof. Oak will come in on the hand radio and tell you of an active bomb on the premises! The bomb will go off in just 90 seconds, and it's recommended that you get Electra to safety. You'll have to find the Timerunner in the 90-second timeframe while escorting Electra there in the process. If time runs out, the lab will blow up, Volkner and Electra will be destroyed, and you've failed the mission. If you get to the Timerunner and ride it away in time, you've cleared the mission.

For the optional "Escort Mario to Luigi" task, you can complete that by finding one of two arcade machines somewhere on the premises. One of them, according to the Floating TV next to the machine, is a Mario and Wario machine. If you use the action button next to it, unless you somehow managed to get here without restoring the power, you'll be able to play World 1-3 of Mario and Wario. You'll be playing as a fairy and guiding Mario through the stage. The controls are rather simple. For the DS version, you'll be playing the game on the bottom screen, using the stylus like you would the SNES Mouse. The fairy will follow the movements of the stylus. Press Y to perform the chosen action. Use Start to pause. For the Wii version, you'll be moving the fairy around using the Left Analog Stick (Classic Controller), Control Stick (Gamecube Controller), or by pointing to the screen with the Wii-mote (Wii-mote/Nunchuck). To perform an action, press Y (Classic Controller or Gamecube Controller) or B (Wii-mote/Nunchuck). Use Start (Classic Controller or Gamecube Controller) or + (Plus) (Wii-mote/Nunchuck) to pause. Upon either losing all your lives or completing the stage, you'll return to the normal gameplay from where you left off. Losing a life here doesn't cause you to fail the mission--it's Mario's lives you're playing with, not your own! Additionally, the Wii version keeps your high scores for each control type (Classic Controller, Gamecube Controller, and Wii-mote/Nunchuck) for the Mario and Wario machine and gives you a ranking for the game based on it; the ranks are, from worst to best, E, D, C, B, A, S (equal to the one-star in Mario Kart DS), silver star (equal to the two-stars in Mario Kart DS), and gold star (equal to the three-stars in Mario Kart DS).

For the optional "Get through India" task, you can complete that by finding one of two arcade machines somewhere on the premises. One of them, according to the Floating TV next to the machine, is a Pulseman machine. If you use the action button next to it, unless you somehow managed to get here without restoring the power, you'll be able to play Stage 2 of Pulseman. You'll play as the titular character of that game. The controls are a bit more complex compared to the Mario and Wario controls. For the DS version, you'll be playing the game on the top screen, the bottom screen only shows the conversion between controls between the Genesis and DS. On the DS version, the Control Pad moves Pulseman, the Y button (corresponds to the Genesis A) is the regular attack, the B button (corresponds to the Genesis B) is the special move Volteccer, and the A button (corresponds to the Genesis C) is the jump. For the Wii version, you'll move Pulseman using the Left Analog Stick (Classic Controller) or Control Stick (Gamecube Controller or Wii-mote/Nunchuck). The regular attack is on Y (Classic Controller), B (Gamecube Controller), or C (Wii-mote/Nunchuck). The special move Volteccer is on B (Classic Controller), A (Gamecube Controller), or Z (Wii-mote/Nunchuck). The jump is on A (Classic Controller or Wii-mote/Nunchuck) or X (Gamecube Controller). The control customization from the full Genesis game is disabled in this trial playthrough. Upon either losing all your lives or completing the stage, you'll return to the normal gameplay from where you left off (Japanese versions will advertise Pulseman's availaility for 800 points on the Wii Shop Channel upon returning to normal gameplay). Losing a life here doesn't cause you to fail the mission--it's Pulseman's lives you're playing with, not your own! Additionally, the Wii version keeps your high score for the Pulseman machine and gives you a ranking for the game based on it; the ranks are the same as for Mario and Wario, although the necessary scores are different.

There is an additional objective if you play the stage in Jenny Mode. If you're playing as Volkner, this event takes the place of the Electra event. Somewhere prior to reaching the Timerunner is an ambush spot where Team Meanies, Pokémon Mystery Dungeon's primary villains, will appear. A cutscene prior to the battle will have the character you're using in disbelief after hearing Team Meanies talking! (Sorry, don't expect Gengar to get Ekans's name wrong here.) You'll have to battle all three members of Team Meanies in order to clear the stage in Jenny Mode. Gengar is the toughest of the three, but his power only rivals that of Archie back in episode 2. Ekans is the weakest of the three, his power only rivals that of Maxie back in episode 1. Medicham's the middle in the bunch, her power only falls slightly short of Gengar's. You can't go on unless you beat all three members of Team Meanies--don't think you can clear the objective by offing just Gengar and Medicham, then getting past Ekans and using the Timerunner, since that won't work. If you run out of HP here and fail the mission as a result, you might as well give up games like this, since this battle's pretty much nothing but a joke--the only piece of complex strategy you actually need is that Normal- and Fighting-type attacks won't work on Gengar.

There are also several other easter eggs present in this stage in the DS version. If you have a WarioWare: Twisted or Yoshi Topsy-Turvy game pak in the GBA slot, a teleporter system that activates upon both restoring the power and reaching either of the arcade machines uses the rotation sensor on the game paks (if you're playing on a version downloaded from the Japanese versions of the cards, you can also use the tilt sensor on Happy Panechu for the same purpose). If you align the DS in a certain position, you can enter the teleporter, then rotate to the left to go back in the sequence or to the right to go forward in the sequence. There are three teleporters. Number 1 is at the start of the stage, number 2 is at the Mario and Wario machine, and number 3 is at the Pulseman machine. If you have a Boktai: The Sun Is In Your Hand or Boktai 2: Solar Boy Django game pak in the GBA slot on the DS (you can also use Shin Bokura no Taiyou: Gyakushuu no Sabata if you're playing on a version downloaded from the Japanese versions of the cards), it will detect the solar sensor, and you can use it to absorb sunlight. The more sunlight you absorb, the brighter the blacked-out area of the map will appear to be, allowing you to see just what it's concealing. Finally, if you have a Drill Dozer game pak, one of the rotation-sensor game paks (WarioWare: Twisted, Yoshi Topsy-Turvy), or the DS Rumble Pak in the GBA slot, you'll enable force feedback for this stage using the rumble motor. Finally, if there's a Lunar Knights game pak in the DS slot on the DS, a Floating TV near the start of the Konami Code door rooms will reveal you the combination you need to get through the place; the message on the Floating TV is signed with two names, Leo Stenbuck and Celvice Klein--a reference to Zone of the Enders, another Hideo Kojima project (Hideo Kojima also is the mastermind behind the Metal Gear and Boktai series).

Wily Tower:
Description: "A tower built by Dr. Wily in the not-quite-distant future. An all-star cast of his creations await inside."
Objectives:
-Destroy Dr. Wily's robots
-Rendezous with Mega Man
-Defeat first wave of Robot Masters
-Win an HP Tank
-Rendezous with and protect Proto Man
-Defeat second wave of Robot Masters
-Win a Speed Tank
-Defeat Dr. Wily
-Find and use a Timerunner leading further to future
Voice Notes: Mega Man, Proto Man, Dr. Wily, and Dr. Light use original castings for their voices. (The 1994 Mega Man cartoon failed for a reason! Besides, odds are the talent from that show might not be able to recreate those performances in 2009...) The generic robots use generic voices.
Background Music: A remixed version of several Dr. Wily stage themes from the NES Mega Man games and Mega Man 7, as well as some Dr. Wily stage themes from the Saturn version of Mega Man 8 will play during this stage. When fighting Dr. Wily, a remix of the first Dr. Wily theme from the original Mega Man's Dr. Wily battle will play in the first form, while the second Dr. Wily theme from the Saturn version of Mega Man 8 will play in the second.
Jenny Mode Time Limit: 10 Minutes
Jenny Mode Offense: Interfering with technology
Jenny Mode Notes: The objectives involving obtaining the HP Tank and Speed Tank are not present in Jenny Mode. Starting with this stage, the stat boosts of the HP Tank, Speed Tank, Jump Tank, Power Tank, and Defense Tank will be applied to all characters.

Recommended Characters: Gary, Morrison, Cynthia
Luana's Pokémon Setup: Marowak and Claydol

Welcome to 2080. As the character you're playing as arrives in the Timerunner, a large tower is spotted. As your character walks into the tower, you'll hear a thud behind you, followed by metal snapping. You turn around to see a broken Fire Man at the steps. Fire Man is one of the robots you saw on one of those uplinks from the lab back in 2007! At this point, an odd voice will come in on the hand radio and ask you to meet up with one of his creations. The odd voice will man the hand radio for this stage. Hope you're not expecting a cakewalk like Abandoned Lab was, since there's plenty of tough enemies to fight against here! The stage is basically a 3D recreation of the entire Wily Tower stage from the Wily Tower minigame from Mega Man: The Wily Wars on the Genesis (which was released on cartridge in Japan and Europe, whereas America only got it through the cable-TV-based Sega Channel service), which required you to beat remade versions of the first three Mega Man games before unlocking the Wily Tower minigame. The stage is recreated similar to three other 3D recreations of 2D stages featured in previous episodes (Episode 3's Green Hill, Episode 4's Route 99, and Episode 7's Mystic Cave are the others), with all parts of the stage linked seamlessly and played back-to-back. Some obstacles have been added to allow characters to traverse the stage. There are some generic Dr. Wily robots that you'll have to beat while on your quest, some taken from Mega Man games, some not. One of the original-creation generic robots, the DuoSys Man, appears to be wielding a Nintendo DS system as a weapon and firing DS game paks out of it as projectiles. It even appears to be tapping the bottom screen of its weapon with a stylus when firing the projectiles! There are both right-handed and left-handed versions of DuoSys Man. About one-third of the way through the stage, you'll meet up with Mega Man, the one the odd voice asked you to meet up with. It's at this point that the odd voice will introduce himself as Dr. Light. Mega Man will bring up that Dr. Wily has come to this time period by using a "weird contraption" (a Timerunner, but neither Dr. Light nor Mega Man know that the bike is actually called a Timerunner) that he stole in the present day, the same Timerunner you used to get to here in the first place! Dr. Wily then proceeded to build his tower in this time period. Apparently, Mega Man and Dr. Light used the same Timerunner to get to this time period as well, but not before Mega Man's brother used the Timerunner to reach here. Mega Man will then ask you to rendezvous with his brother. Once you're on your way, though, four big threats will emerge. They are four of Dr. Wily's Robot Masters--specifically Heat Man, Spark Man, Star Man, and Dark Man! Thankfully, you don't have to face them all at once, but each one pretty much rivals Plasmae from episode 6 in power. Once you've beaten all four of them, you'll recieve a powerup called the HP Tank, which, once you've put the matching Materia into it (it happens automatically), further boosts the HP statistic of your characters! (The new multiplier is 4x.) You'll have beaten all four of them by the time you make it to Proto Man, the one Mega Man asked you to meet up with, close to the two-third point of the stage. The meeting doesn't last long, though, as four more Robot Masters are on the loose! These Robot Masters are Plant Man, Freeze Man, Junk Man, and Ground Man. Not only do you have to beat them, if Proto Man is defeated at any time during this task, you fail the mission! Your reward for taking all four of them down is a Speed Tank, which further boosts the Speed statistic of your characters. (The new multiplier is 3.5x.) Thought Aeris-K's Speed (base 11) was dangerously fast before, you ain't seen nothing yet, since the adjusted total with the Speed Tank and Aeris-K's gender bonus comes out to 57.75 feet per second before other boosts come into factor! Anyway, once you have the Speed Tank, head for the end of the stage and meet up with Dr. Wily himself. He'll battle you using his Mega Man 4 forms. His power rivals that of Elena from episode 8, but you have more HP and Speed now than you did at that point in time. Once Dr. Wily is beaten, his machine will turn into a Timerunner that will settle onto a teal-colored track with a bit of an upslope, this one with 120 grooves on it. Since teal means forward, the destination is the year 2200. The upslope has to mean something, though, but the only way to find out is to ride it. Get on, and head out for 2200. Your mission is complete.

Crashed Colony Eurasia:
Description: "The remains of a grand space colony viewed by some as a successor to ARK. Sigma's using this area in two times as a base, including a time while the colony was still in space."
Objectives:
-2200: Destroy Sigma's robots
-2160: Destroy Sigma's robots
-2160: Try out the Spacerider
-2200: Rendezvous with Zero
-2200: Destroy first wave of Mavericks
-2200: Win a Jump Tank
-2160: Destroy second wave of Mavericks
-2160: Win a Power Tank
-2160: Rendezvous with Mega Man X
-2200: Rendezvous with Axl and recieve the Defense Tank
-2200: Find and protect Heatran
-2200: Defeat Sigma
-2160: Find a Timerunner returning to present
Voice Notes: Zero, X, Axl, and Sigma use the voices they used in Mega Man X8. The generic robots use generic voices.
Background Music: Music from several Sigma stages from the Mega Man X games (remixes if they came from X or X2 originally, music from X3 and X4 are based on the Saturn versions of those games) play in the backgrounds of the stages. The music that plays when fighting Sigma's first form is a remix of Sigma's first boss theme from Mega Man X, while the music that plays when fighting Sigma's second form is Sigma's second boss theme from Mega Man X8.
Jenny Mode Time Limit: 9 Minutes
Jenny Mode Offense: Trying to Ground Colony (2160), Trespassing (2200)
Jenny Mode Notes: The objectives involving obtaining the Jump Tank and Power Tank are not present in Jenny Mode, nor will Axl give you a Defense Tank. Those boosts, along with the HP Tank's boost and Speed Tank's boost, are already applied when coming to this stage in Jenny Mode.

Recommended Characters: Gary, Tyson-HL, Cynthia
Luana's Pokémon Setup: Marowak and Claydol

The character you're playing as has finally arrived in 2200, and specifically into the ruins of the crashed Eurasia colony. Now that you're 193 years away from home, perhaps you ought to see if there's anything interesting inside this heap. Just as you begin to listen, one of the Mavericks, Optic Sunflower, runs onto the scene and jumps out a window! You now recognize Optic Sunflower as one of the robots you saw on the uplink from the abandoned lab 193 years ago! Another odd voice comes onto the hand radio, and will ask you to meet up with him on the other side of the colony. That odd voice will man the hand radio for this stage regardless of whether you're in 2200 or another time you'll travel to in a bit. Sigma's generic robots from the Mega Man X series, plus one original creation, are swarming this stage in two times. Again, they're two objectives since you can only wipe out all enemies in one time at a time. Regardless of time, the original-creation generic Sigma robots known as the WyrmInIon wields a Wii as a weapon, firing Wii game discs out of the weapon as projectiles. A WyrmInIon holds the Wii in one hand and use a Wii-mote in the other to fire! Both left-handed and right-handed versions of WyrmInIon exist. The stage is largely 3D recreations of the Eurasia colony featured floating and crashing in X5 and later crashed in X6, although there is a fair share of original rooms in this stage. The version you see in 2200 is the crashed version. Anyway, you're going to have to make your way to the other side of the colony. Problem is, if you explore every part of the area you're in, it's not that big, and your client is nowhere in sight. There is, however, a Timerunner on a silver track with 40 grooves. These will take you back in time to 2160 and to the Eurasia colony while it was still in space. Again, a thorough exploration reveals no client in sight. However, you spot a weird pink bike on a pink track with grooves on it. If you board it with the action button, you'll be equipped with a spacesuit. You can use the A button (2 on the Wii-mote) to move forward or the B button (1 on the Wii-mote) to head backward. As you ride this bike, you'll soon find yourself outside the colony. As it turns out, the bike you're riding is the Spacerider, and the other side of the colony is at the end of the track. Once on the other side, you'll be in a small room with a Timerunner on a teal 40-groove track, which will take you back to 2200. When you arrive back in 2200, Zero is there to meet you. He'll introduce himself as the voice on the radio on both sides of the Timerunner, before asking you to find another one of those Timerunners and meet up with a colleague of his with striking similarities to someone you met back in 2080. Zero will also open up some more of the colony to explore in both time periods. However, before you can meet up with the one Zero's asking you to meet, some Mavericks are in this part of the colony, and you're going to have to beat them. The Mavericks in this wave are as follows: Chill Penguin, Magma Dragoon, Magna Centipede, Storm Eagle, and Morph Moth. They're about as strong as Wakin back in episode 9. Defeating all of them will cause the last one to drop a Jump Tank, which further boosts the jump/height distance of your characters. (The new multiplier is 3.5x, and it also boosts Liza's superjump.) Once the Jump Tank is yours, you'll find another Timerunner bound for 2160. Once you're back in 2160 in this part of the colony, however, another wave of Mavericks have managed to get on board, and you're going to have to defeat them as well. These Mavericks are: Armored Armadillo, Wheel Gator, Axle the Red, Dark Dizzy, and Toxic Seahorse. These Mavericks rival Gonzap from episode 9 in power. The last one defeated will drop a Power Tank, which further boosts the Power statistic of your characters. (The new multiplier is 3.5x.) This means attacks will deal more damage! After you've beaten the Mavericks, you'll find another Spacerider, which will take you to yet another area of the colony. That's where you'll find Mega Man X. Once you've met up with him, he'll tell of a third colleague that has the last upgrade you need. Continue through this area of the colony until you reach another Timerunner that will take you back to 2200. Axl will meet you at the end of the ride and give you the Defense Tank, which further boosts the Defense statistic of your characters. (The new multiplier is 3.5x.) Also in the room is a Heatran, whom Axl asks that you protect; Heatran will walk alongside you from here on out. If Heatran is defeated, you fail the mission. A Departure Teleporter in the next room will take you and Heatran into Sigma's chamber. He'll battle you using his Mega Man X7 forms. His power rivals that of Dralene from episode 10, but your stats are better now than it was then. Once Sigma's been felled, explore this chamber to find another Timerunner leading back to 2160, as well as the same type of cord you used to connect Regigigas to a Timerunner back in episode 11. Connect Heatran to the Timerunner the same way you connected Regigigas, then take the ride. You're wanting to get home, however. Ride to 2160 anyway. When you arrive in 2160, you'll find another maze to explore, and another cord somewhere in the maze. At the end is a Timerunner on a silver track with 153 grooves on it. Use the cord to connect Heatran to this Timerunner, ride it, and you've completed episode 12 as you head on back home to 2007!

After the episode is over, you'll find yourself aboard the Space Colony ARK, standing right next to the same Heatran you've been escorting.


General Voice Notes for Characters Debuting in Episode 13: Aaron, Lucian, Cynthia, Zoey, Kenny, Cheryl, Mira, and Riley use their voices from the anime. Flint, Bertha, Marley, and Buck use original castings for their voice (or the voices they will have when they appear in the anime, if they ever will appear in the anime).
Jenny Mode Notes for Episode 13 As Whole: The stat boosts obtained in episode 12 are in place throughout all of episode 13 when played in Jenny Mode.

Crazy Gadget:
Description: "An area inside Space Colony ARK, currently under the possession of Team Galactic for their own purposes."
Objectives:
-Defeat Team Galactic guards
-Protect Heatran
-Traverse first Spacerider maze
-Traverse second Spacerider maze
-Traverse final Spacerider maze
-Defeat Mars
-Take Timerunner forward in time

Voice Notes: Prof. Oak and Mars uses their voices from the anime.
Background Music: The Crazy Gadget stage music from Sonic Adventure 2 Battle plays in the background of this stage throughout. When fighting Mars, the music played is the music that plays when you fight a Galactic Commander in Diamond/Pearl.
Jenny Mode Time Limit: 8 Minutes
Jenny Mode Offense: Trespassing

Recommended Characters: Sabrina, Luana, Bertha
Luana's Pokémon Setup: Alakazam and Marowak

Now that you're decked out with ability-enhancing technology from the future, it's time to take the fight to Team Galactic. The character you're using will walk into an area of the Space Colony ARK. The Heatran you were escorting in Crashed Colony Eurasia is still here, walking alongside the character you're using (its health has returned to full for this stage). Prof. Oak mans the hand radio for this stage. You're going through the Crazy Gadget stage from Sonic Adventure 2 Battle here, complete with a voice taunting you as you make your way through. The voice is that of a female, and has five different phrases. One plays at 0:01 into the stage, another plays at 2:00, a third plays at 4:00 and every 2 minutes after that, the fourth plays upon entering the final indoor corridor, at which point the third phrase's intervals stop, and the last plays upon entering the final area of the stage. Make your way through it a lot like you would in Sonic Adventure 2 Battle. A few additional obstacles have been added to ensure you can make your way through the stage. There aren't as many, though, meaning you'll put the Tank items from episode 12 to good use if you wish to make it through the stage. In the early parts of the stage, you don't even need some of the obstacles for your own use, but Heatran may need them. You'll have to fight Team Galactic guards placed in parts of the stage. You don't need to fight the other enemies, but you should if you want to keep Heatran safe. Like in Crashed Colony Eurasia, if Heatran is defeated, you fail. Where you'd normally find the first tube transport, you'll find a drop-off point and a Spacerider. Drop off Heatran in the drop-off point and Heatran will safely return to the surface. The Spacerider leads into a confusing maze of platforms and Spaceriders. Spaceriders in Crazy Gadget do not come equipped with built-in spacesuits. You'll have to try several combinations of them if you want to make it through the maze. Also, if there's an appealing item at a dead end, you might want to leave it where it is. That's because there might be a heavy weight above the item. They come either one or two high. If you walk into its shadow, it will start to fall. When it starts to fall, get out of the shadow right away! If a one-high weight hits you, the damage done is equal to half of your total HP ignoring Defense. With your current setup (400 total HP; base of 100, x4 with the HP Tank), that's 200 HP. Not even the final boss in this expansion does that much damage with one strike! One-high weights reset position after landing, which means you can jump on top of one and possibly find another path. Two-high weights are another story. If a two-high weight hits you, you'll be killed instantly, thus failing the mission. With the exception of the one over the stage's lone Full Restore, two-high weights do not reset their position once they've landed on their platform. Where you'd normally find the second tube transport is another Spacerider, and this one leads to an even larger and even more confusing maze than the first Spacerider maze! There are weights in this maze like there were in the first--in fact, you'll have to ride one of the one-high ones in order to make it out. Once you step onto the platform you must ride a one-high weight to reach to get through the maze, you'll run into Rhonda and the Sinooh Now crew again! (Characters who got special conversations back at the end of episode 11 get special conversations again here; once again, all special conversations are unique to the character.) If you thought they looked out of place in Central City, you'll be scratching your head wondering how they got aboard the Space Colony ARK! After the sequence--yes, boom mic hitting Rhonda included (and some nasty dialogue from Rhonda afterward), and this time the guy holding the boom mic (who also happens to share a name with a Team Plasma Admin) gets nasty under his breath with his only word of spoken dialogue in the entire game (we can still hear him say that B5)--you'll be able to complete your trek. Where you'd normally take a line of rings between parts of the stage a lot like a tube transport, you'll ride a Spacerider along the same path. Finally, when you get to the gravity switch maze, you'll be riding Spaceriders, some in awkward positions, to get between some areas of the maze. Upon reaching the final platform, a Galactic Commander, Mars, who's also the voice that's been taunting you, will appear and fight you. She's pretty tough--her power rivals that of Team Draco Admin Rachel. Once Mars is defeated, you'll find that she was guarding a Timerunner that's on a teal track with 44 grooves. Take it to 2051 to clear the mission.

A cutscene prior to the next stage shows the Timerunner arriving in a hub with a Spacerider. You'll be riding that Spacerider at the start of the next stage.

Return To Space Gadget:
Description: "A familiar area of Space Colony ARK 45 years after the initial visit and 100 years after the GUN raid. Team Galactic has a hold of this area."
Objectives:
-2051: Defeat Team Galactic guards
-2051: Traverse first wave of fluid
-2051: Restore defense shields
-2051: Traverse second wave of fluid
-2051: Defeat Jupiter
-2007 and 2051: Traverse maze of Spaceriders and Timerunners
-2007: Cut Giratina loose
-2007: Infiltrate Team Galactic's hideout

Voice Notes: Prof. Oak and Jupiter uses their voices from the anime. Dr. Eggman uses his voice from Sonic-series games after Sonic Heroes and Sonic Advance 3.
Background Music: The Space Gadget stage music from Shadow the Hedgehog plays in the background of this stage throughout. When fighting Jupiter, the music played is the music that plays when you fight a Galactic Commander in Diamond/Pearl.
Jenny Mode Time Limit: 7 Minutes
Jenny Mode Offense: Riding Spaceriders without a License (2051), Riding Timerunners without a License (2007)

Recommended Characters: Will, Tate & Liza, Lucian
Luana's Pokémon Setup: Alakazam and Claydol

You've managed to find your way back to a familiar portion of the Space Colony ARK. You're at Space Gadget again, but this time you're in 2051 as opposed to 2006, when the Team Draco head Dralene threw you off the shuttle in this area back in episode 10 and you had to catch it. The landscape is pretty much the same in 2051 (the Shadow the Hedgehog timeframe) as it was in 2006, although there are a few differences. Dr. Eggman mans the hand radio for this stage while you're in 2051, while Prof. Oak will man it once you get back to 2007. First off, you're not under a time limit this time around unless you're playing through Jenny Mode. Secondly, instead of going through the gravity switches before the first area of solid platforms, you'll ride the Spacerider you rode from the hub after Crazy Gadget there, passing by just one gravity switch to get you to the right orientation to begin with. Spaceriders in Return to Space Gadget, except for one near the end of the stage, do not come equipped with built-in spacesuits. The defense systems are down, and you need to put them back up this time. There's a restoration switch near where each defense unit once stood. Trigger this switch and the defense unit and its matching defense system will be restored. You'll find Air Saucers in the same places they were found in episode 10 (the Air Saucers in episode 10 had been dropped off by the Black Arms during the events that led up to the GUN raid that took place, in the timeframe you're currently in, 100 years earlier; the ones in episode 13 are ones placed during the events of Shadow the Hedgehog in the same locations as before). This time, you'll need to take on Team Galactic's guards throughout the stage. Where the Hero and Dark paths split, this time there are two Spacerider tracks in the area. One's rather short and leads onto the Dark path, and there's a Spacerider in the area here. The other is rather long and apparently leads to a distant area, but you won't find a Spacerider on this track. The Dark path is intended to be taken first. Traverse the fluid here like you did the first time around. Once you've restored all of the defense systems, head back to where you took a transport to chase the shuttle back in episode 10. This time, there's a Spacerider you can take. It's on a long track, and it will take you...all the way back to the Hero/Dark path split. Turns out that the track without a Spacerider was actually a track used for the return trip. Once you've returned to the split after restoring the defenses, take the Hero path this time around. There's another bit of fluid you must get past, but you should be able to get by it. When you get to the last area of the Hero path, where the transport from episode 10 led you, you'll find another Galactic Commander, Jupiter. Jupiter's rather tough--her power rivals that of Dralene! Once Jupiter's defeated, you'll find out that there was another Spacerider under guard. Take this one, the one with a built-in spacesuit, out into another maze of platforms, weights, and Spaceriders. The spacesuit you were equipped with by the Spacerider that had it is detachable from the Spacerider, you'll be wearing it throughout the rest of the stage. The maze is actually way longer than it looks, since one of the bikes in the maze is actually a Timerunner on a 44-groove silver track that will take you back to 2007 and another part of the maze. This area of the maze also ends with a Timerunner that will take you back to 2051 and a third area of the maze. Area 3 of the maze ends with the third and last Timerunner of the stage, which will take you back to 2007 and the last area of the maze. Sometime during the ride, your Spacerunner will cut a rope holding a cage with Giratina inside. The cage will float toward an approaching shuttle which will take it back to earth. The final area of the maze has rather long Spacerider tracks, and leads all the way to Team Galactic's orbiting hideout. The mission is clear when you enter the hideout on board a Spacerider.

Galactic Base:
Description: "Team Galactic's grand space base being kept in orbit in five timeframes. Distant past to distant future, can this place be taken down?"
Main Stage Objectives:
-2007: Defeat Team Galactic Grunts
-1827: Defeat Team Galactic Grunts
-1587: Defeat Team Galactic Grunts
-2187: Defeat Team Galactic Grunts
-2427: Defeat Team Galactic Grunts
-2007: Defeat Saturn
-1827: Protect the spacecraft
-1587: Win a rematch against Mars
-2187: Reposition the spacecraft
-2427: Win a rematch against Jupiter
-1827: (Wii Version Only, Optional) Recover special data disk
-2187: (Wii Version Only, Optional) Return special data disk to access terminal
-1587: Witness slave trade from afar
-1587, 2427, and 1827: Take ultimate Timerunner ride
-1827: Win a rematch against Saturn
-2187 and 2007: Ride Spaceriders and Timerunner to final arena

Voice Notes: Prof. Oak, Saturn, Mars, and Jupiter use the voices they use in the anime. Zero uses his voice from Mega Man X8. The ghost of Aeris-FF7 uses her from Final Fantasy VII: Advent Children (if one was available; it's an original casting otherwise).
Background Music: The music that plays in Team Galactic HQ from Diamond/Pearl plays throughout the stage. When fighting Saturn (both times), Mars, and Jupiter, the music played is the music that plays when you fight a Galactic Commander in Diamond/Pearl.
Jenny Mode Time Limit: 22 Minutes (Whole Stage)
Jenny Mode Offense: Plotting Against Cyrus
Jenny Mode Attire: The Officer Jenny in this stage wears an indigo uniform with a Team Galactic mark.

Recommended Characters: Giovanni, Luana, Lucian
Luana's Pokémon Setup: Alakazam and Marowak

This is it. Team Galactic's base. The character you're using will come in on the Spacerider coming in from Space Gadget. At the end of the ride, as you're taking off the spacesuit, you'll hear someone on the PA commending you for breaking into the base and that you won't find a way to crack Team Galactic's technology. Team Galactic technology is being used to keep this base orbiting over the sky from as early as 1587, and the base is riddled with tons of Timerunners and Spaceriders. The Timerunners have tracks of varying lengths, and the Spaceriders come with built-in spacesuits. In 2007, where Prof. Oak mans the hand radio for the stage, a Timerunner can have a track of either 180 or 420 grooves and can go either direction. This tells you that you'll need to go between times as early as 1587 and as late as 2427. If you're in 1587 or 1827, apparently your hand radio has been possessed by a ghost since Aeris-FF7's ghost will be communicating with you through it! Zero will man the hand radio if you're in 2187 or 2427; in the case of Zero in 2187, his 2160 self has waited 27 years to help you again; in the case of Zero in 2427, his 2200 self built his own Timerunner and went 227 years into the future just to help you out. Anyway, the base will be riddled full of Team Galactic Grunts in all five timeframes, which means there's an objective for each time specifying to defeat the grunts. These grunts are very difficult to beat--even Team Draco's grunts were easier! To top things off, some of the grunts are wielding weapons called Galactic Axes. They're melee weapons, meaning that you should attack grunts with them from range. A Galactic Axe requires two hands to hold; only one being in existence is capable of one-hand-wielding a Galactic Axe, and it's nobody even associated near Team Galactic. If you get hit by a Galactic Axe, you'll be sent to a different time period depending on what the time setting for the Galactic Axe in question is. There are five settings, and you won't be sent through time if the axe's setting matches the current time period. The -420 setting corresponds to 1587, the -180 setting corresponds to 1827, the 0 setting corresponds to 2007, the +180 setting corresponds to 2187, and the +420 setting corresponds to 2427. Upgraded versions of the Galactic Axe even have the ability to swing their way through walls! Anyway, start out by exploring in the present, 2007. Not too long into your exploration, you'll meet the last Galactic Commander, Saturn! He's the toughest foe you've fought thus far. Once you've taken him down, a computerized voice will come on the PA describe that the ship is under attack by meteors in 1827. Take Timerunners until you reach 1827. Try to thin the crowds of grunts until you find the shield switch. Hit it, and the meteors will no longer do damage to the ship. Once you've flipped a switch, a data tape will fall onto the floor. Grab it, find a playback machine, and play the tape. It's from Mars, and she's calling you out to go to 1587 and face her. Explore the 1827 timeframe until you find a Timerunner on a silver track with 240 grooves on it. That's how you get from 1827 to 1587. When you arrive in 1587, Mars is waiting, and you'll have to fight her again. She's tougher this time, but only as tough as Saturn was. Once Mars is beaten, she'll hand you one of three keys to the boss's room before taking a Timerunner back to 2007. A PA alert will come in by computerized voice, however, and tell of problems over in 2187. The spacecraft has drifted out of position, and it must be repositioned into the right place, or the continuium will fall apart. Timerunners in 1587 all run on teal tracks. You're looking for one that's 600 grooves long to take you to 2187. While you're searching for a ride to take to 2187, you might want to scour around this area in 1587 for a rare powerup, a Max Revive. This Max Revive is the only one in the game, and once you grab it, it will be stored until needed while remaining in the same stage you picked it up in; however, if a stage consists of multiple portions (such as the Main Objective and Final Arena in this one), the Max Revive is only good in the portion you picked it up in. If the Max Revive is in storage, whenever the character's remaining HP hits zero or if the character falls out of the stage, instead of a mission failure, the character is instead restored to full health and placed on the last safe spot they were standing on, using up the Max Revive from storage (you can only use a Max Revive once). Basically, the Max Revive is this game's equivalent of an extra life. And, unlike the Invincibility from Abandoned Lab, you can actually take advantage of the Max Revive. Once in 2187, try to find the stick shift room while fending off grunts. Once in the stick shift room, man the shift by using the action button, then you'll need to reposition the globe matrix over the right position to move the base back into position. On the DS, you'll need to move the globe with the stylus on the bottom screen. On the Wii, you'll need to use the normal forward, backward, and turning motions to turn the globe. Once the globe's back in the right place, the base will move back into position...and another data tape will appear. This one's from 2427, and it's from Jupiter, who wants a rematch in that time period. Search for a Timerunner on a teal track. The only such ones in 2187 run on 240 grooves and will take you to 2427. There, you'll have to explore the area and fight off grunts until you reach Jupiter. She's stronger now than before, slightly stronger than Mars in the rematch. Once Jupiter's been defeated, you'll get another key to the boss's room before she returns to 2007. Your next goal is to return to 1587 to witness a horrific event. Timerunners in 2427 only run on silver grooves, and one leading to 1587 uses 840 grooves. Once back in 1587, fend off grunts until you find a prime viewing window with a telescope. Look into it, and you'll witness slave ships sailing the seas of the world. After witnessing this horrific event, you'll need to take a very long Timerunner ride to 1827. The only route to the rematch against Saturn is by riding a Timerunner from the witness room. This Timerunner will lead 840 grooves all the way to 2427, but when you get to 2427, you'll find another 600 grooves in which to ride on. All in all, you'll have traversed a span of 1440 years in one Timerunner ride. However, since you first went forward 840 and then back 600, your final destination is 1827. There, Saturn awaits once again. Slightly harder than the Jupiter rematch, once Saturn's felled again, he'll hand you the last key to the boss's room before taking a Timerunner back to 2007. Your last task is to get to the boss's room. You'll first need to find a way back to 2187 (try a teal-groove Timerunner on 360 grooves). There, you'll find a path to the outside of the base and a Spacerunner maze. Traverse this maze until you reach a Timerunner leading back to 2007. When you reach 2007, you'll find another Spacerunner maze. This one leads all the way to the boss's room at the top of the base. This part of the stage will end when you reach the boss's room. You'll be fully healed before taking on the final battle of the stage.

The Wii version has two optional objectives you can take. If you decide to ignore the objectives and head straight to 1827, look for a conveyor belt leading to the incinerator. There's a special data disk riding along it. It's long, but it's fast moving. You'll need someone capable of at least 55 feet per second to jump onto the conveyor belt by the incinerator and run along the conveyor belt, against the motion, until you pick up the disk. Again, Aeris-K comes to mind, since with the Speed Tank from episode 12, her starting Speed will be 57.75 feet per second. The next fastest would be Maylene (base 9.5 with gender bonus), but with an adjusted starting speed of only 49.875 feet per second, you'd need at least 4 X Speed to move against the conveyor. Once you have the special disk, head over to 2187 and find an access terminal. Once the access terminal has been entered into, you'll be told of a reward waiting in the Rewards section of the menu. Note that you can only do the conveyor belt sidequest on a Wii. Neither the conveyor belt nor the special disk exist in the DS version (the access terminals do, but they have no use in the DS version).

Final Arena Objectives:
-All Time Periods: Defeat Cyrus
-2427: Rescue first hostage
-1587: Rescue second hostage
-1827: Rescue Dialga
-2187: Rescue Palkia
-2187: Attach abandoned Altaria orbiter to a Timerunner and return to 2007
-1827: Destroy the Timerunner leading to 1587
-2007: Destroy the Timerunner leading to 1827
-2007: Trigger self-destruct switch
-2007: Escape base aboard Altaria orbiter before base explodes

Voice Notes: Cyrus uses his voice from the anime.
Background Music: The music that plays during this stage is the music that plays when you fight Cyrus in Diamond/Pearl.
Jenny Mode Time Limit: 22 Minutes (Whole Stage)
Jenny Mode Offense: Attempting to Kill Cyrus
Jenny Mode Attire: The Officer Jenny in this stage wears an indigo uniform with a Team Galactic mark.

Recommended Characters: Anabel, Luana, Bertha
Luana's Pokémon Setup: Alakazam and Marowak (with Claydol on X when not using other action)

This is it. The final boss of this expansion. This area begins with a straight-out objective. No guards, no grunts, no commanders. No powerups in this stage. And you get no superpowers this time around. It's just you and Cyrus. Cyrus is an enemy so tough (toughest out of all 13 episodes in both the original set and the expansion) that he makes Gonzap look easy. You get a fresh life meter between the main objective and the final arena, and you're going to need it. Anyway, you'll have to defeat Cyrus. It's definitely not an easy fight, and Cyrus's attacks hit so hard that you'll be glad that you got the Tanks from episode 12--and even those might not be enough! Cyrus is also rather tricky, as he'll use Timerunners to go between the five time periods you went through back in the main objective (1587, 1827, 2007, 2187, and 2427). You'll have to use the Timerunners yourself as well in order to keep up with him. In addition to his usual attack arsenal, Cyrus has one attack specific to each time period. It's going to be a tough battle, but with enough work, you'll be able to defeat Cyrus. Once Cyrus is defeated, he'll admit defeat and, if you're currently in any time period other than 2007, he'll leave via a Timerunner; if you're in 2007, he'll leave via the Spacerider you came in on when he's defeated. You'd think you were through, but that's not the case. There's a little matter of freeing hostages and blowing this heap out of the sky. The first cage with a hostage is in 2427, and behind it is a Pokémon coordinator from Sinooh, Zoey. Once she's been let out, she'll thank you for letting her go. The second cage with a hostage is in 1587, which houses another Pokémon coordinator from Sinooh, Kenny. Once he's been let out, you'll be thanked for releasing him. Both cages require strong attacks to open. If you don't have access to one, you will in a bit. The third cage is in 1827, and this one houses Dialga. There's a switch that you can press to let Dialga out of its cage. Once Dialga's been freed, if you haven't yet freed Zoey or Kenny, Dialga will use its Roar of Time attack before it leaves the scene. If Dialga used Roar of Time and you go back to the human hostages, you'll find that their cages are broken and they've been let out as if you did it yourself. You also need to free Palkia, who's locked in a cage in 2187. Like Dialga, Palkia also needs a switch to be let loose. Once Palkia's loose, it will either wait around (if you haven't yet freed Dialga) or Dialga will appear and take Palkia home (if you free Dialga after Palkia, Palkia will be gone if you return after freeing Dialga). Once you've freed all four captives, an abandoned Altaria orbiter, the only one made in a poison purple color, will appear on the scene in 2187. You need to take it back to 2007, so find the same kind of cord you used to get Regigigas back to 2007 in episode 11 and Heatran back to 2007 in episode 12, tie the Altaria orbiter to it, and ride the Timerunner back to 2007. Once the Altaria orbiter is back in the present, it's finally time to prepare to blow the base out of the sky. First, head back to 1827 and find the Timerunner that leads to 1587. Destroy it. Usually, destroying a Timerunner or Spacerider resulted in an automatic mission failure, but this time an objective calls for destroying the Timerunner. Once you've destroyed that Timerunner, return to 2007. You'll find the Timerunner there leading to 1587 is now gone. You'll now need to destroy the Timerunner that leads to 1827. Once that's gone, all links to the past have been severed. For your final task, you need to set the self-destruct motion into play. There's a switch that will start the 45-second countdown. Once you've started the countdown, board the Altaria orbiter and fly it out of the base through the Spacerider entry. Fly the orbiter out of the blast radius (you'll automatically fail the mission if you're still in the blast radius when the countdown hits zero). Once you're out of the blast radius, you'll watch on as Team Galactic's orbiting base explodes in a blaze of glory. Once that's done, you've completed the whole three-episode expansion! Credits will roll again, this time extended to include those that worked on the expansion. Among the background scenes is another appearance by Rhonda and the Sinooh Now gang, complete with obligatory boom mic-on-Rhonda action. There are three background songs to this roll of the credits: "Go Pokémon Go" (the final track on the Pokémon X: 10 Years of Pokémon album), "Spurt!" (the full version of the 10th Japanese opening theme of the anime), and "Together" (the full version of the 11th Japanese opening theme of the anime). The Japanese version plays the three tunes in reverse order; all other versions play them in the order listed. If you're playing on the DS version, take note of the progress password. This will allow you to play any episode from 1 to 13 using any character that debuted in those episodes, as well as any characters Synched into the password using the Wii version's multiplayer. If you're playing the Wii version, your progress will save and allow you to play any episode from 1 to 13 and any multiplayer stage using any character that debuted in those areas.


A new statistic for multiplayer stages is added with the episode 11 enhancements. This statistic is the stage size ranking. Each stage is ranked between one and five stars. Lower numbers mean smaller stages, higher numbers mean bigger stages. Here's the size rankings for each of the multiplayer component's original stages:

Red Mountain: ***
Cruise Ship: ****
Bunker Jungle: **
Intersection: *
Rocket Highway: ****
The stage is actually the largest in overall area seen from above. However, the stage has a large nonplayable gap in the middle of the stage, a gap large enough to knock one whole star off the size ranking.
Power Plant: *****
Cipher Pyramid: ***
Gold Saucer: **
Don't be fooled by the low size ranking. You never know how much stuff they can pack into such a small space...
Launch Pyramid: *
Space Station: ****
Battle Frontier: ****


And here's some descriptions for the multiplayer stages for the Wii version:

Central City Circa 2051 (Available upon reaching episode 11, or from the start if you downloaded multiplayer component after episode 11)
This stage is taken from the single-player mode. It's basically a recreation of the Central City stage from Shadow the Hedgehog, like how the second half of the single-player mode's stage was. Even the stage music is the same. What's missing from the multiplayer stage is a way to get into the Go-Rock Squad's cave, mainly because it was something added for the single-player mode.
Luana's Pokémon Setup: Marowak and Claydol
Size Ranking: ***

Crashed Colony Eurasia Circa 2200 (Available upon reaching episode 12, or from the start if you downloaded multiplayer component after episode 12)
This stage is again taken from the single-player mode, complete with its music. You're battling aboard the crashed Eurasia colony circa 2200. All of the paths are open (even some not found in the single-player), but there's no Timerunners or Spaceriders to speak of. Every accessible room in the facility is available, even those you couldn't visit in 2200 in the single-player mode. And who said it can't be fun battling in ruins, there's a character to unlock here! (Read the above post to see just how.)
Luana's Pokémon Setup: Marowak and Claydol
Size Ranking: ****

Galactic Base Circa 2007 (Available upon reaching episode 13, or from the start if you downloaded multiplayer component after episode 13)
This stage is taken from the single-player mode, music included. Every room available in the Galactic Base, except for Cyrus's, is available, but you're confined to one time period--2007. Again, there's no Timerunners or Spaceriders to speak of (there are some paths open that weren't in the single-player mode). There's no conveyor belt here--granted, it was only available in 1827. Sorry, the glass here is bulletproof, you ain't breaking it anytime soon...
Luana's Pokémon Setup: Alakazam and Marowak
Size Ranking: ****

Carrington388
11/15/2007, 07:47 PM
Here's some of the various obstacles you'll come across during the mission:

Returning Items (Only Expansion Locations Listed):
Potion: Appears in all stages in expansion except Galactic Base Final Arena.
Super Potion: Appears in all stages in expansion except Galactic Base Final Arena.
Hyper Potion: Appears in all stages in expansion except Galactic Base Final Arena.
Max Potion: Appears in expansion starting in Wily Tower (Normal) or Abandoned Lab (Jenny), except Galactic Base Final Arena.
Burn Heal: Appears naturally in expansion in Capital Highway, Wily Tower, and Crashed Colony Eurasia. Appears through Pay Day in all stages in expansion except Galactic Base Final Arena.
Chesto/Persim Juice: Appears naturally in expansion in Crazy Gadget, Return to Space Gadget, and Galactic Base Main Objective. Appears through Pay Day in all stages in expansion except Galactic Base Final Arena.
Full Restore: Appears exactly once in all stages in expansion except Galactic Base Final Arena.
X Attack: Appears in all stages in expansion except Galactic Base Final Arena.
X Speed: Appears in all stages in expansion except Galactic Base Final Arena.
X Defend: Appears in all stages in expansion except Galactic Base Final Arena.
Foresight Scope: Appears in all stages in expansion except Galactic Base Final Arena.
Hindsight Scope: Appears in all stages in expansion except Galactic Base Final Arena.
Gravity Scope: Appears in all stages in expansion except Galactic Base Final Arena.
H2-SO4 Scope: Appears in all stages in expansion except Galactic Base Final Arena.
Miracle-Eye Scope: Appears in all stages in expansion except Galactic Base Final Arena.
Large Crate: Appears in several places, first in expansion in Central City, first half.
Air Saucer: Appears in original 10 episodes in Space Colony ARK, and in expansion in Central City, second half and Return to Space Gadget. Can be destroyed by medium-strength attacks.
Weak Wall: Appears in expansion in Go-Rock Cave. Can be removed by strong attack in Go-Rock Cave.
Ticking Bomb: Appears situationally, first in expansion in Abandoned Lab.
Floating TV: Appears in expansion in Go-Rock Cave, Abandoned Lab, Galactic Base Main Objective, and Galactic Base Final Arena
Departure Teleporter: Appears in expansion in Abandoned Lab and Crashed Colony Eurasia.
Arrival Teleporter: Appears in expansion in Abandoned Lab and Crashed Colony Eurasia.
Defense Unit: Appears in Return to Space Gadget.
Defense Barrier: Appears in Return to Space Gadget.
Gravity Switch: Appears in Crazy Gadget, Return to Space Gadget, and Galactic Base Main Objective.
Altaria Orbiter: Appears in Galactic Base Final Arena.

New Items:
Invincibility: Appears exactly once in Abandoned Lab. Can be picked up by simply touching it. User is temporarily prevented from being damaged by an enemy attack. Also nullifies one-hit-KO blows.
Max Revive: Appears exactly once in Galactic Base Main Objective. Can be picked up by simply touching it. Stored in inventory until needed. If user's HP is dropped to zero, hit by a one-hit-KO blow, or falls off the stage, mission is not failed and fully restores user's health. Repositions user to last safe spot when used. One use only, cannot be carried between stages.
HP Tank: Appears in Wily Tower. Obtained by defeating first Robot Master wave. Increases user's total HP by 4x normal value.
Speed Tank: Appears in Wily Tower. Obtained by defeating second Robot Master wave. Increases user's speed by 3.5x normal value.
Jump Tank: Appears in Crashed Colony Eurasia. Obtained by defeating first Maverick wave. Increases user's jump/height distance by 3.5x normal value (includes Liza's superjump).
Power Tank: Appears in Crashed Colony Eurasia. Obtained by defeating second Maverick wave. Increases user's attack power by 3.5x normal value.
Defense Tank: Appears in Crashed Colony Eurasia. Obtained from Axl. Increases user's defense by 3.5x normal value.
Reverse-Lightningrod Scope Appears in all stages in expansion except Galactic Base Final Arena, but very rarely. Pick up with action button. While held, a Pokémon can use Electric-type attacks on foes that resist electricity.
ATV: Appears in Capital Highway. Won't appear on Capital Highway if Compact Car or Motorcycle appears. Can be destroyed by strong attacks. Mission fails if destroyed.
Compact Car (Pikachu VW Beetle Version): Appears in Capital Highway. Won't appear if ATV, Motorcycle, or the Lugia Touring Car/Wii Car version of the Compact Car appears. Can be destroyed by strong attacks. Mission fails if destroyed.
Compact Car (Lugia Touring Car Version): Appears in Capital Highway. Only appears in DS version. Won't appear if ATV, Motorcycle, or the Pikachu VW Beetle version of Compact Car appears. Can be destroyed by strong attacks. Mission fails if destroyed.
Compact Car (Wii Car Version): Appears in Capital Highway. Only appears in Wii version. Won't appear if ATV, Motorcycle, or the Pikachu VW Beetle version of Compact Car appears. Can be destroyed by strong attacks. Mission fails if destroyed.
Motorcycle: Appears in Capital Highway. Won't appear if ATV or Compact Car appears. Can be destroyed by strong attacks. Mission fails if destroyed.
Go-Rock Poster: Appears in Capital Highway. Destroyed or defaced by any attack.
Go-Rock Cage: Appears in Central City (both halves) and Go-Rock Cave. Looks to be carved from a large rock with bars making up the sides. Holds something in it and cannot be destroyed. Opened by defeating any nearby enemies. When opened, the rock cracks open and whatever is in it can be used or collected.
Timerunner: Appears in all stages in expansion. Used to ride through time. Can be destroyed by a strong attack. Mission fails if destroyed unless an objective calls for it.
Massive Bomb: Appears in Central City, second half. Use action button to move. Can be detonated by any attack. Kills user if melee attack is used.
Connect Cord: Appears in Go-Rock Cave, Crashed Colony Eurasia, and Galactic Base Final Arena. Durable, elastic, fireproof cord. Pick up and use to tie Regigigas, Heatran, or an Altaria orbiter to a Timerunner.
Power Terminal: Appears in Abandoned Lab. Used to restore power to stage. Cannot be destroyed.
Data Uplink: Appears in Abandoned Lab. Used to research robots. Can be destroyed by a strong attack. Mission fails if destroyed.
Mario and Wario Arcade Machine: Appears in Abandoned Lab. Used to play a stage from the SNES game "Mario and Wario". Cannot be fully destroyed, but a medium or strong attack can damage the machine enough to make it nonplayable.
Pulseman Arcade Machine: Appears in Abandoned Lab. Used to play a stage from the Genesis game "Pulseman". Cannot be fully destroyed, but a medium or strong attack can damage the machine enough to make it nonplayable.
Wily Cage: Appears in Wily Tower. Looks like typical Dr. Wily technology with laser bars at the sides. Holds something in it and cannot be destroyed. Opened by defeating any nearby enemies. When opened, the cage disintegrates and whatever is in it can be used or collected.
Sigma Cage: Appears in Crashed Colony Eurasia. Looks like a computer table with laser bars being fed by a virus below it. Holds something in it and cannot be destroyed. Opened by defeating any nearby enemies. When opened, the computer blows up, the laser bars fall, and whatever is in it can be used or collected.
Spacerider: Appears in expansion starting in Crashed Colony Eurasia. Used to ride through space over otherwise untraversable areas. Can be destroyed by a strong attack. Mission fails if destroyed.
Galactic Cage: Appears in Crazy Gadget, Return to Space Gadget, and Galactic Base Main Objective. Looks to be vacuum-sealed and using technology from another time to keep closed. Holds something in it and cannot be destroyed. Opened by defeating any nearby enemies. When opened, the cage depressurizes and then falls apart and whatever is in it can be used or collected.
Heavy Weight: Appears in Crazy Gadget. Triggers upon walking into its shadow. If hit by this weight, the player's current HP drops by half of their total HP, the strike ignores Defense. Resets position after landing.
Double Heavy Weight: Appears in Crazy Gadget. Two Heavy Weights stacked one on top of the other. Triggers upon walking into its shadow. If hit by this weight, the player is instantly killed. Does not reset position after landing unless Crazy Gadget's only Full Restore is still underneath.
Giratina Rope: Appears in Return to Space Gadget. Cut by using a Spacerider. Allows Giratina's cage to be caught by approaching vehicle.
Data Tape: Appears in Galactic Base Main Objective. Holds a message from a Galactic Commander. Take to a terminal to hear message.
Conveyor Belt: Appears in Galactic Base Main Objective. Only appears in Wii version. Carries the trash to the incinerator and can't be destroyed.
Special Disk: Appears in Galactic Base Main Objective. Only appears in Wii version. Pick up and take to access terminal to unlock special reward.
Hostage Cage: Appears in Galactic Base Final Arena. Holds a hostage. Cut open with strong attack or with Dialga's Roar of Time.
Dialga Cage: Appears in Galactic Base Final Arena. Holds Dialga. Hit the Dialga Switch to open.
Palkia Cage: Appears in Galactic Base Final Arena. Holds Palkia. Hit the Palkia Switch to open.
Dialga Switch: Appears in Galactic Base Final Arena. Use action button to open the Dialga Cage.
Palkia Switch: Appears in Galactic Base Final Arena. Use action button to open the Palkia Cage.
Selfdestruct Lever: Appears in Galactic Base Final Arena. Use action button to trigger the countdown to the stage's destruction.

Each character has a power ranking, a speed ranking, and a defense ranking. Power rankings determine how much damage each character's non-Pokémon attacks do; the higher means more damage. Characters that use Fighting, Rock, or Ground as their main type (or, in Luana's case, one of her two main types) get +2 to the stat before any other bonuses. Aged characters and characters whose base speed ranking is 10 or higher gets -.25 to the stat before any other bonuses. Male characters get a bonus of x1.5 to their attacks. Finally, female characters get a bonus of x1.5 to their speed. Base damage is equal to the final number, and final damage is equal to base damage minus enemy's defense. Final damage can go no lower than 1. Here's the formula for a character's current Power:

Current Power = (Base Power + Type Bonus - Age or Speed Penalty) * Gender Bonus * Chaos Drive or Materia Bonus + (X Attack Collected * 2)

The speed ranking determines, at no upgrades, how many feet your character can move in a second. The higher the number, the faster you go. Final speed is base speed times any applicable item bonuses. Here's the formula for a character's current Speed:

Current Speed (Ft/Sec.) = Base Speed * Gender Bonus * Chaos Drive or Materia Bonus + (X Speed Collected * 2)

The defense ranking determines how much less your opponent's attacks do; base defense is multiplied by x1.5 for Steel-type users. The damage done is the enemy's base damage minus the character's final defense ranking. Here's the formula for a character's current Defense:

Current Defense = Base Defense * Type Bonus * Chaos Drive or Materia Bonus + (X Defend Collected * 2)

Here's the power, speed, and defense rankings for each of the new characters assuming no upgrades (i.e. no Chaos Drives or Materia) (all characters start with a base HP of 100):

Roark: Power 6, Speed 1, Defense 5; Gets +2 Power for Rock, Gets x1.5 Power for Male
Lunick: Power 6, Speed 4, Defense 2; Gets x1.5 Power for Male
Maylene: Power 2, Speed 9.5, Defense .5; Gets +2 Power for Fighting, Gets x1.5 Speed for Female
Gardenia: Power 4, Speed 4, Defense 4; Gets x1.5 Speed for Female
Crasher Wake: Power 7.5, Speed 1.5, Defense 3; Gets x1.5 Power for Male
Paul: Power 1.5, Speed 10, Defense .5; Takes -.25 Power Penalty for High Speed, Gets x1.5 Power for Male
Volkner: Power 4, Speed 4, Defense 4; Gets x1.5 Power for Male
Solana: Power 2, Speed 6, Defense 4; Gets x1.5 Speed for Female
Fantina: Power 3, Speed 6, Defense 3; Gets x1.5 Speed for Female
Byron: Power 5, Speed 1, Defense 6; Gets x1.5 Power for Male, Gets x1.5 Defense for Steel
Candice: Power 5, Speed 5, Defense 2; Gets x1.5 Speed for Female
Solidad: Power 5.5, Speed 2, Defense 4.5; Gets x1.5 Speed for Female
Palmer: Power 9, Speed 2.5, Defense .5; Gets x1.5 Power for Male
Aaron: Power 7, Speed 4, Defense 1; Gets x1.5 Power for Male
Flint: Power 1, Speed 7, Defense 4; Gets x1.5 Power for Male
Bertha: Power 6, Speed 2, Defense 4; Gets +2 Power for Ground, Takes -.25 Power Penalty for Age, Gets x1.5 Speed for Female
Lucian: Power 5, Speed 2, Defense 5; Gets x1.5 Power for Male
Cynthia: Power 2, Speed 7, Defense 3; Gets x1.5 Power for Female
Zoey: Power 4.5, Speed 3.5, Defense 4; Gets x1.5 Speed for Female
Kenny: Power 5, Speed 4, Defense 3; Gets x1.5 Power for Male
Cheryl: Power 5, Speed 3, Defense 4; Gets x1.5 Speed for Female
Mira: Power 2, Speed 7, Defense 3; Gets x1.5 Speed for Female
Riley: Power 7, Speed 3, Defense 2; Gets x1.5 Power for Male
Marley: Power 4, Speed 3, Defense 5; Gets x1.5 Speed for Female
Buck: Power 3, Speed 2, Defense 7; Gets x1.5 Power for Male

Characters' power, speed, and defense rankings, as well as their HP and any applicable bonuses (i.e. a male's bonus power or a female's bonus speed), only apply while on foot or while riding the street board/roller skates in the second part of Capital City. Here are the rankings and HP for the vehicles used in the vehicle sequences (this does not include the flying enemies that Duplica can hijack, which maintain their stats even with Duplica as pilot):

Compact Car^ (Capital Highway): 75 HP; Power 2, Speed 5, Defense 8; Main Attack is Ram
Motorcycle* (Capital Highway): 125 HP; Power 1, Speed 13, Defense 1; Main Attack is Ram
ATV* (Capital Highway): 100 HP; Power 5, Speed 7, Defense 3; Main Attack is Ram
Air Saucer* (expansion: Central City and Return to Space Gadget): 60 HP; Power 0, Speed 5, Defense 10; Main Attack is Spin Slice
Timerunner* (starting in Capital Highway): 70 HP; Power 0, Speed 9, Defense 6; Can't Attack
Spacerider* (starting in Crashed Colony Eurasia): 70 HP; Power 0, Speed 13, Defense 2; Can't Attack
*--Denotes a vehicle that gives Aeris-K motion sickness.
^--All three versions of the Compact Car have the same setup statwise. The only difference between the Pikachu VW Beetle, the Lugia Touring Car, and the Wii Car is the look.

A vehicle that can attack can ram an obstacle to do damage. If Ram is the main attack, the Power stat indicates the additional damage done by ramming.


Lunick and Solana each have a special ability called the "Capture Styler". When initiated on the DS, the game view switches to the bottom screen and the map moves to the top, and you'll move a Capture Disc with the stylus. On a Wii Classic Controller or a Gamecube Controller, you'll move a Capture Disc using the Control Stick. Using a Wii-mote/Nunchuck combination on the Wii, you'll move a Capture Disc by pointing at the screen with the Wii-mote. When you use the Capture Styler to circle around an enemy, once you complete the circle, that enemy will unwillingly surrender one of their attacks, and one of their Pokémon if the surrendered attack is a Pokémon attack, over to Lunick or Solana. Once the capture is complete, normal gameplay will resume, including switching the DS's screens back to normal. Lunick or Solana can then use the surrendered attack using the button they initiated the Capture Styler with. The Capture Styler is used for non-Pokémon attacks. You can also drop the surrendered attack and revert the button back to the Capture Styler function by going to the menu. On the DS, press X on the menu to drop the surrendered attack. On the Wii, pick the "Drop Surrendered Attack" option on the menu to drop the surrendered attack.


If you do manage to unlock the secrets of the special disk in the Wii version, you can check out a new reward page in the "Rewards" section. The page details a special mission mode. If you transmit the passwords listed on the page detailing the mission mode, you'll download a new play mode for the Wii version of Pokémon Peace Squad, the Special Mission Mode. The Special Mission Mode will allow you to take some special objectives on each single-player map using a certain character. When you choose a mission, you can either choose to play it on the Wii or use an "export" function to play the mission on a DS, then connect the results back to the Wii. Note that, like in the main single-player mode, you can fail any mission by running out of HP or by falling off the stage. Additionally, once you complete a mission once, you can play it with the same rules or in a "challenge mode" with a few differences. There's four standard missions and one special mission per stage; you unlock each of the standard ones in sequence by meeting certain conditions in previous missions. Special ones can only be played by exporting the mission to the DS, and a certain game pak must be in one of the DS's slots for the mission to start. The game pak must be of the same language as the mission downloaded from the Wii; you can change the game's language, and thus the source language, by selecting it from the Wii menu's options. Split stages, such as Red Mountain, may have A and B (or even A, B, and C) missions in a certain mission slot--they take place in different areas of the stage, and you'll have to complete the A to unlock the B (and the B to unlock the C). Note that these missions aren't considered part of the storyline, and each has their own script and radio guide, even if it's physically impossible for the guide to be in that stage (notable examples include Prof. Oak in two episode 12 stages). As such, all characters are wearing their Timerunners expansion outfits whenever the situation calls for you to see them (such as a cutscene or certain vehicle sequences), even in the original 10 episodes. Here's the missions you can take on (you can quit a mission without clearing it by running out of HP, going out of bounds, meeting any other failure condition, or by choosing "Quit Mission" from the menu):

Episode 1 Stages:
FOREST HIGHWAY
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
If a character is listed as "choice", that means you can choose which character, aside from Tate & Liza, to use for the mission. (You can't use Tate & Liza due to their switch function occupying the same button as a timer-switch function.) Note that only the Mission 1s have this option, and that character selection for the mission is the same as that for the main story--if a character is restricted in the main story, they're restricted here as well.
Upgrades Applied: None
On Radio: Drake-OI; Prof. Oak (only if playing as Drake-OI)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. Note that point scoring only exists in certain missions in the special Mission Mode--namely, every single Mission 1 in the mode. There are eight possible rankings, the same ones as on the arcade machines in episode 12 (E, D, C, B, A, S, silver-star, and gold-star). In this special mission, you get points for defeating enemies and completing objectives. (There is a difference between "defeat" and "destroy". "Defeat" assumes human foes. "Destroy" assumes robotic and mechanical foes.) Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 10:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa. (Time limits are displayed in MM:SS format, with MM being minutes and SS being seconds, throughout the entirety of the mode. The button listed assumes DS or Classic Controller controls are being used; the button listed as "Switch Sister" for other control schemes (Z for Gamecube controller, - (Minus) for Wii-mote/Nunchuck) is used for those control schemes to toggle between points and time. Note that the time/points Select toggle applies for any timed objective in a Mission 1, even if such an action is not explicitly mentioned.)

Mission 2: "Make it to Red Mountain without suffering an injury!"
Unlocked: Clear Mission 1
Character: Samantha
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Reach Red Mountain without losing any HP.
Detail: For this mission, you'll need to reach the end of the stage. However, you have to do it without losing even one HP by any means. Cut yourself on a thorn, tough, you fail. Get hit by an enemy attack, tough, you fail. Note that you have to actually lose HP in order to fail--you're using Samantha here, thus you have access to her ribbon defense action that just may be your savior in this mission. Making things a little harder are some large steel crates blocking some of the side paths; since Samantha lacks Explosion, these shortcuts are firmly sealed. If you reach Red Mountain without losing any HP, you clear the mission.
Challenge Mode: Samantha is wearing an Inhibit Belt.

Mission 3: "Defeat 20 Magma guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Sakura
Upgrades Applied: None
On Radio: (Charles) Goodshow
Goodshow uses his anime voice here.
Mission: Defeat all 20 Team Magma guards.
Detail: In this mission, your goal is to defeat all 20 Team Magma guards that appear in this stage for this mission. If you manage to defeat them all before reaching Red Mountain, you clear the mission. You'll have to try again if you reach Red Mountain.
Challenge Mode: The guards increase in strength to be similar to the Red Mountain guards.

Mission 4: "I wonder, what would have happened had those bomb sirens not gone off?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Cissy
Upgrades Applied: None
On Radio: Dr. Eggman
Mission: Defeat Danny.
Detail: For this mission, your goal is to get to where you'd normally fight Danny and then defeat him. You need not worry about the normal objectives, just focus on getting to the ambush point. The regular cutscene will play, followed by the fight. Here, your goal is to defeat Danny. If you can defeat Danny before Danny defeats you, you've cleared the mission.
Challenge Mode: A time limit of 10:00 for the entire stage is in place.

Special Mission: "They won't stop sending Camerupt mechs down from the mountain! Where's that signal coming from?"
Unlocked: From start
Game Pak: Pokémon Ruby (GBA)
Character: Wattson
Upgrades Applied: Chaos Drives
On Radio: Steven
Mission: Find and stop the source of the signal causing the Camerupt mech swarm, then destroy all the Camerupt mechs.
Detail: One of the Team Magma robot models is one that resembles and acts like Camerupt. For some reason, a swarm of them are coming onto the highway from Red Mountain, with seemingly no end in sight. Defeat one, another one appears elsewhere. A signal is causing the mechs to arrive like this, and your goal is to find the source of this signal placed somewhere on one of the stage's side paths. Once you've found the source of the signal, which is a small tower, destroy that tower. Once the tower is destroyed, no more Camerupt mechs will arrive on the stage. From this point, just destroy every Camerupt mech you see, and if you can do that, you've completed the mission.
Challenge Mode: There are now three towers that must be destroyed in order to stop the Camerupt mechs, and a time limit of 8:00 is in place to destroy the towers; the timer will stop once the towers are destroyed.

RED MOUNTAIN
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Drake-OI; Prof. Oak (only if playing as Drake-OI)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission. (Note that Red Mountain has a number puzzle on a side path outside similar to the puzzle in Emerald Coast, and the puzzle is a useful shortcut. Use of this puzzle is required to attain the gold-star rank--even the best possible performance without this shortcut will result only in a silver-star rank.)
Challenge Mode: You're given the Jenny Mode time limits of 6:00/6:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2A: "Let Moltres loose!"
Unlocked: Clear Mission 1
Character: Greta, Wearing Inhibit Belt
Upgrades Applied: Chaos Drives
On Radio: Scott
Scott uses his anime voice here.
Mission: Free Moltres from its cage.
Detail: First off, a bit of info about the Inhibit Belt. A character wearing an Inhibit Belt has their gender bonus negated. This means a drop in Power for male characters, a drop in Speed for female characters. For this mission, you'll need to find a Magma Cage that has Moltres inside. Once there, you'll need to defeat the enemies necessary to open the cage. Complicating the task is the fact that the cage Moltres appears in is random, meaning it could be the first cage you see, or it could be the last cage along the path. Once you've freed Moltres from its cage, you clear the mission.
Challenge Mode: Moltres is in the last possible cage, and a time limit of 5:00 is in place.

Mission 2B: "Let Entei loose!"
Unlocked: Clear Mission 2A
Character: Robert
Upgrades Applied: Chaos Drives
On Radio: Mr. Sukizo
Mr. Sukizo uses his anime voice here.
Mission: Free Entei from its cage.
Detail: This mission puts you right into the innards of the volcano, similar to how E-102 Gamma entered the cavern on his quest to destroy E-104 Epsilon. Anyway, for this mission, you'll need to find a Magma Cage that has Entei inside. Once there, you'll need to defeat the enemies necessary to open the cage. Complicating the task is the fact that the cage Entei appears in is random, meaning it could be the first cage you see, or it could be the last cage along the path. Once you've freed Entei from its cage, you clear the mission.
Challenge Mode: Entei is in the last possible cage, and a time limit of 5:00 is in place.

Mission 3: "Defeat 30 Magma guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2B
Character: Lance
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Defeat 30 Team Magma guards.
Detail: In this mission, your goal is to defeat all 30 Team Magma guards that appear in this stage for this mission. If you manage to defeat them all before reaching the Magma Lab, you clear the mission. You'll have to try again if you reach the Magma Lab.
Challenge Mode: The guards are replaced by Team Magma Grunts from Magma Lab.

Mission 4A: "Find all the Fire Stones on the volcano exterior!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Roxanne
Upgrades Applied: Chaos Drives
On Radio: Steven
Mission: Recover all 30 Fire Stones.
Detail: In this mission, 30 Fire Stones have been hidden among the scenery of Red Mountain's exterior. Your goal is to find and grab all of them. The locations they're in are not obvious--you'll probably have to attack the scenery to dislodge them. Don't bother attacking the enemies, they're holding nothing. And don't bother trying that number-panel shortcut, since panel number 1 is missing in this mission. There are also a few other tweaks to the stage for this mission, some of which will ask for you to try to find another way through or around. Once you've found and grabbed all 30 Fire Stones, you've cleared the mission. Don't bother trying to head into the interior--the door won't open.
Challenge Mode: Roxanne is wearing an Inhibit Belt, and there is now a time limit of 10:00.

Mission 4B: "Of course, there would be Fire Stones on the interior as well..."
Unlocked: Clear Mission 4A
Character: Drew
Upgrades Applied: Chaos Drives
On Radio: (Raoul) Contesta
Contesta uses his anime voice here.
Mission: Recover all 30 Fire Stones.
Detail: This mission puts you right into the innards of the volcano. There are 30 more Fire Stones hidden in locations that aren't obvious. In addition to the scenery, you may have to look inside flame jets, and there may be a chance of one of Eggman's robots holding one! Once you've found and grabbed all 30 Fire Stones, you've cleared the mission.
Challenge Mode: No upgrades are applied, and there is now a time limit of 10:00.

Special Mission: "Oh, no, Sunny's lost! What am I to do?"
Unlocked: From start
Game Pak: Pokémon Ruby (GBA)
Character: Sonrisa
Upgrades Applied: None
On Radio: Shingo
Mission: Find Sonrisa's Sunflora, Sunny. The L button action is disabled.
Detail: Sonrisa's Sunflora, Sunny, has gotten lost in the area of the volcano! Since Sunny is Sonrisa's lone means of Pokémon attack, that leaves Sonrisa with punches and throwing bottles of confiscated steroids as her only means of attack, you're going to have to find Sunny. Sunny is placed in a random hard-to-find spot and can be in either area of the mountain. Once you've spotted Sunny, walk up to it and you've cleared the mission.
Challenge Mode: A time limit of 11:00 is in place.

MAGMA LAB
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Drake-OI; Prof. Oak (only if playing as Drake-OI)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 10:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Don't let Tabitha wake up Groudon!"
Unlocked: Clear Mission 1
Character: Lucian
Upgrades Applied: Tanks
On Radio: Cynthia
Mission: Defeat Tabitha before she reaches Groudon.
Detail: For this mission, your goal is to take out Tabitha, who's wearing an Inhibit Belt. Tabitha is the only enemy in the stage in this mission, so you can concentrate on her and not on others. However, Tabitha is holding the Blue Orb and is headed toward Groudon, meaning you have to stop her before she reaches Groudon. The floor layout of a few rooms is different in this mission, so don't be surprised if you find stuff missing, added, or moved around. If Tabitha reaches Groudon, Groudon will awaken and you fail. If you defeat Tabitha, you clear the mission.
Challenge Mode: Tabitha is not wearing an Inhibit Belt.

Mission 3: "Defeat 40 Magma Grunts!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Morrison
Upgrades Applied: None
On Radio: Goodshow
Mission: Defeat 40 Team Magma Grunts.
Detail: In this mission, your goal is to defeat all 40 Team Magma Grunts that appear in this stage for this mission. Don't worry about Groudon, the Blue Orb does not appear in this mission. If you manage to defeat them all, you clear the mission. The Tornado 2 does not appear in this mission, meaning it's impossible to get away from the stage.
Challenge Mode: The quota is 80 Team Magma Grunts.

Mission 4: "I wonder, is there a way to dump all this lava back into the volcano core outside?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Flannery
Upgrades Applied: None
On Radio: Steven
Mission: Drain all the lava from the stage.
Detail: For this mission, your goal is to find and use 15 different pumps that bring lava from Red Mountain into the base. Once you find a pump's control panel, use the action button to change the pump's settings. The settings start at "Pump In", and rotate to "Pump Off", "Pump Out", "Pump Off" again, and finally back to "Pump In". To drain the lava, set the pump to "Pump Out", wait for Steven to come in on the hand radio for confirmation about one area of lava being drained, then set it back to "Pump Off". Careful using attacks near them, since the control panels can be destroyed if they take enough damage, and you fail the mission if a control panel is destroyed. Once you've completely drained the base of lava, you clear the mission. Don't worry about Groudon in this mission--while you can drain the lava around it, it won't wake up without a Blue Orb, of which there is none in this mission.
Challenge Mode: Steven will not confirm the lava status until the lava is completely cleared, leaving you to decide on how the pump settings should be cycled.

Special Mission: "Blue Orb race! First to wake Groudon wins!"
Unlocked: From start
Game Pak: Pokémon Ruby (GBA)
Character: Juan
Upgrades Applied: Materia
On Radio: Maxie
Mission: Wake up Groudon before your opponents do. (Female characters are wearing Inhibit Belts.)
Detail: OK, how is it that we're in a mission that requires waking up Groudon to pass? And how in **** is Maxie your radioman here? Anyway, your goal is to reach Groudon holding the Blue Orb before two randomly-chosen characters (taken from the playable roster) do. There's only one Blue Orb, and Juan always begins with it. Don't try the disposal tactics you're supposed to employ in the main story, they're counterproductive to your mission and, in fact, you'll fail if the Blue Orb can't be reached by anyone. You clear the mission if you manage to get Juan into Groudon's space holding the Blue Orb. If one of the others enters Groudon's space with the Blue Orb, you fail.
Challenge Mode: Inhibit Belt roles are reversed. Male characters, including Juan, are wearing them, while female characters are not.

Episode 2 Stages:
EMERALD COAST
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak/Ocean Liner Captain (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 13:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Ride Articuno to Suicune!"
Unlocked: Clear Mission 1
Character: Noland
Upgrades Applied: Chaos Drives (not that it matters)
On Radio: Scott
Mission: Reach Suicune without Articuno being defeated.
Detail: This mission puts you onto an Articuno. You'll be flying Articuno through the stage a lot like you would a Hovercraft, except that Articuno's attack is an Ice Beam (instead of a laser), its stats are different (175 HP; Power 5, Speed 9, Defense 1), and you can't dismount. The map will point out which areas of the stage are too dangerous to fly in; simply put, you can't fly over areas your map says are too dangerous. You must contend with the lower path with the gates at the fork after the music change, since the upper path is sealed off in this mission. Suicune is near the end of the stage. Your goal is to reach Suicune without Articuno losing all its HP. You fail if Articuno's HP reaches zero regardless if you can land safely on the ground below. Once you reach Suicune, you clear the mission.
Challenge Mode: A time limit of 5:30 is in place. Try taking advantage of shortcuts you can't take on foot.

Mission 3: "Defeat 20 Aqua guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Phoebe
Upgrades Applied: None
On Radio: Steven
Mission: Defeat 20 Team Aqua guards.
Detail: In this mission, your goal is to defeat all 20 Team Aqua guards that appear in this stage for this mission. If you manage to defeat them all before reaching the Ocean Liner, you clear the mission. You'll have to try again if you reach the Ocean Liner.
Challenge Mode: The guards increase in strength to be similar to the Ocean Liner guards.

Mission 4: "What if there were no bombs en route to the ocean liner?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Brock
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Defeat Erika.
Detail: For this mission, your goal is to get to where you'd normally fight Erika and then defeat her. You need not worry about the normal objectives, just focus on getting to the ambush point. The regular cutscene will play, followed by the fight. Here, your goal is to defeat Erika. If you can defeat Erika before Erika defeats you, you've cleared the mission.
Challenge Mode: A time limit of 13:00 for the whole stage is in place.

Special Mission: "Infinite mecha Sharpedo at a tourist resort? How is this possible?"
Unlocked: From start
Game Pak: Pokémon Sapphire (GBA)
Character: Will
Upgrades Applied: Chaos Drives
On Radio: Lance
Mission: Find and stop the source of the signal causing the Sharpedo mech swarm, then destroy all the Sharpedo mechs.
Detail: One of the Team Aqua robot models is one that resembles and acts like Sharpedo. For some reason, a swarm of them are coming into the tourist resort from the Aqua Dome, with seemingly no end in sight. Defeat one, another one appears elsewhere. A signal is causing the mechs to arrive like this, and your goal is to find the source of this signal placed somewhere tucked away in an inconspicuous location. Once you've found the source of the signal, which is a transmitter hidden inside a palm tree near the start of the stage, destroy that palm tree. Once the palm tree is destroyed, no more Sharpedo mechs will arrive on the stage. From this point, just destroy every Sharpedo mech you see, and if you can do that, you've completed the mission.
Challenge Mode: There are now three palm trees with transmitters that must be destroyed in order to stop the Sharpedo mechs, and a time limit of 0:30 is in place to destroy the trees; the timer will stop once the trees are destroyed.

OCEAN LINER
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Ocean Liner Captain (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 7:30 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Protect the Manaphy egg from bandits until you reach the Phione colony!"
Unlocked: Clear Mission 1
Character: Riley
Upgrades Applied: Materia
On Radio: Byron
Mission: Prevent bandits from getting hold of the Manaphy egg. Time limit is 15:00.
Detail: Oh, great. A bunch of bandits have made their way onto the ship, just as it's sailing toward a Phione colony! The ship has been modified slightly for this mission, as you'll find there are retooled paths between areas of the ship, one area of the ship is sealed off for this mission, and another area that's normally sealed off is accessible in this mission. As Riley, you've been entrusted with Manaphy's egg into your hold position, the same position you'd hold an item such as a Miracle-Eye Scope in. Your mission is to not let a bandit grab it. Having the egg fall out of your own hands isn't the end of the world--if you get to the egg and press the action button before a bandit gets there, you'll pick the egg back up and be safe. You only fail the mission if the egg is picked up by one of the bandits. These bandits are about as tough as Team Flora's Grunts, so exercise caution. Once the 15 minutes are up, the bandits will call off their attack and flee, and you clear the mission. You'll then be treated to a cutscene of the ship arriving at the Phione colony, Riley dropping the egg into the water, and the egg hatching into the Manaphy that was inside.
Challenge Mode: The bandits instead have the properties of Team Plasma's Grunts.

Mission 3: "Defeat 30 Aqua guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Palmer
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Defeat 30 Team Aqua guards.
Detail: In this mission, your goal is to defeat all 30 Team Aqua guards that appear in this stage for this mission. If you manage to defeat them all, you clear the mission. The submarine is disabled in this mission, therefore you can't deploy yourself in it.
Challenge Mode: The guards are replaced by Team Aqua Grunts from Aqua Dome.

Mission 4: "OK, how in the world did 50 Water Stones get stashed aboard this ship?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Tate & Liza, Tate Wears An Inhibit Belt
Upgrades Applied: Materia
On Radio: Steven
Mission: Recover all 50 Water Stones.
Detail: For this mission, you'll have to search the chambers and areas of the ship and look for Water Stones within them. Don't bother looking in alcoholic beverages, no Water Stones are placed in areas where you'd be liable to find alcohol, plus you don't want these girls to get into an alcohol-drinking habit while they're still minors. Anyway, you may have to look all over many different areas of the ship to find Water Stones in order to grab them. You may have to search more than 50 different rooms, as you need to find 50 Water Stones. Once you've recovered all 50 Water Stones, you've cleared the mission.
Challenge Mode: Liza also wears an Inhibit Belt, and there is now a time limit of 12:30.

Special Mission: "How in the world did Persian and Rhydon both go missing?"
Unlocked: From start
Game Pak: Pokémon Sapphire (GBA)
Character: Giovanni
Upgrades Applied: Chaos Drives
On Radio: Gary
Mission: Find Persian and Rhydon. L and R button actions are disabled.
Detail: Giovanni is in a bind. Both his Persian and his Rhydon have gone missing aboard this cruise ship, and it's your job to find them using punches as your only means of attack. Team Aqua is not aboard the ship, so odds are you won't even need to punch. Once you've found one of the Pokémon, walk up to it to claim it. Once you've rescued both Persian and Rhydon, you've cleared the mission.
Challenge Mode: A 6:00 time limit is in place.

AQUA DOME
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Ocean Liner Captain (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 7:30 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Don't let Matt wake up Kyogre!"
Unlocked: Clear Mission 1
Character: Solidad
Upgrades Applied: Tanks
On Radio: Contesta
Mission: Defeat Matt before he reaches Kyogre.
Detail: For this mission, your goal is to take out Matt. Matt is the only enemy in the stage in this mission, so you can concentrate on him and not on others. However, Matt is holding the Red Orb and is headed toward Kyogre, meaning you have to stop him before he reaches Kyogre. The floor layout of a few rooms is different in this mission, so don't be surprised if you find stuff missing, added, or moved around. If Matt reaches Kyogre, Kyogre will awaken and you fail. If you defeat Matt, you clear the mission.
Challenge Mode: The Materia upgrades are applied instead of the Tanks.

Mission 3: "Defeat 40 Aqua Grunts!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Koga
Upgrades Applied: None
On Radio: Gary
Mission: Defeat 40 Team Aqua Grunts.
Detail: In this mission, your goal is to defeat all 40 Team Aqua Grunts that appear in this stage for this mission. Don't worry about Kyogre, the Red Orb does not appear in this mission. If you manage to defeat them all, you clear the mission. As was the case in the Ocean Liner, the submarine is disabled, so you can't leave in it.
Challenge Mode: The quota is 80 Team Aqua Grunts.

Mission 4: "Destroy the base!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Byron
Upgrades Applied: Red Chaos Drives, No Other Upgrades
On Radio: Cynthia
Mission: Break all of the stage's domes without being hit by rushing water.
Detail: The mission is pretty much straightforward. Your goal here is to break every single one of the domes so that water will rush in and flood the place. Once you've cracked a dome, water will start rushing in, and you fail the mission if you get hit by the rushing water, so try to make sure you're at the end of a dome before breaking it. Once you've cracked a dome, once you get into the connector that leads out of the dome, Cynthia will automatically close the blast door by remote, and once it closes all the way, water can't rush into the connector. Once you've flooded all the domes and made it onto the submarine, you've cleared the mission. Don't worry about Kyogre, there is no Red Orb in this mission, hence you can't wake it up.
Challenge Mode: Cynthia will not automatically close the doors. Instead, you'll need to use an instrument panel placed either inside the connector or at the start of the next dome to close the door manually.

Special Mission: "Red Orb race! First to wake Kyogre wins!"
Unlocked: From start
Game Pak: Pokémon Sapphire (GBA)
Character: Sabrina
Upgrades Applied: Materia
On Radio: Archie
Mission: Wake up Kyogre before your opponents do. (Male characters are wearing Inhibit Belts.)
Detail: OK, how is it that we're in a mission that requires waking up Kyogre to pass? And how in **** is Archie your radioman here? Anyway, your goal is to reach Kyogre holding the Red Orb before two randomly-chosen characters (taken from the playable roster) do. There's only one Red Orb, and Sabrina always begins with it. Don't try the disposal tactics you're supposed to employ in the main story, they're counterproductive to your mission and, in fact, you'll fail if the Red Orb can't be reached by anyone. You clear the mission if you manage to get Sabrina into Kyogre's space holding the Red Orb. If one of the others enters Kyogre's space with the Red Orb, you fail.
Challenge Mode: Inhibit Belt roles are reversed. Female characters, including Sabrina, are wearing them, while male characters are not.

Episode 3 Stages:
GREEN HILL
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank before time runs out.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for destroying enemies and completing objectives. (Note that destroying enemies is optional in this stage, since there are no Team Flora guards in this stage and there are no objectives that call for defeating enemies.) Points are displayed where you'd normally find the clock in a timed objective; since this is a timed stage with the normal time limit of 10:00, you can use the Select button to switch the time display and the points display. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 7:00 to complete the mission. As before, use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Can you reach the jungle in 60 seconds?"
Unlocked: Clear Mission 1
Character: Aeris-K
Upgrades Applied: Tanks
On Radio: Prof. Oak
Mission: Reach Amazon Dense in 1:00.
Detail: This mission's quite tough. Your goal is to simply reach the jungle at the end of the stage. However, you have only a minute to do it in. X Speed will appear early and often, and you need to take advantage of the X Speed--trust me, even the highest possible base Speed stat combined with a gender bonus and the boost from the Speed Tank isn't enough. Eggman's encounter won't happen in this mission, you can just zip on past. There are also a few platforms missing in this mission, making it a bit more difficult to reach some shortcuts. Once you've reached the jungle, you clear the mission.
Challenge Mode: Aeris-K is wearing an Inhibit Belt.

Mission 3: "Destroy 30 Eggman robots!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Floreia
Upgrades Applied: None
On Radio: Cissy
Mission: Destroy 30 of Dr. Eggman's robots.
Detail: In this mission, your goal is to destroy all 30 of Dr. Eggman's robots that appear in this stage for this mission. Only those that appear in Green Hill appear here. If you manage to destroy them all before reaching Amazon Dense, you clear the mission. You'll have to try again if you reach Amazon Dense.
Challenge Mode: The quota is 60 of Eggman's robots.

Mission 4: "Why did the Electabuzz team bus have to go through this place?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Casey
Upgrades Applied: None
On Radio: Shingo
Mission: Recover all of the Electabuzz's equipment and return it to the team bus.
Detail: The Electabuzz team bus had to take a detour through Green Hill en route to Central City for a game. However, there was a loose equipment door, and as such, much of the team's equipment fell out. The bus had to park near the entrance to Amazon Dense in order to recover the missing equipment. Your mission is to recover the equipment, then return it to the team bus. Shingo will give you hints to where to find the missing equipment. Note that, aside from actual team uniforms, there are more pieces of equipment than there are starting nine in case spares are needed. The checklist is as follows: 15 batting helmets, 30 bats, 15 field caps, 3 catcher's masks, 20 baseballs, 15 gloves, 9 home uniform shirts, 9 home uniform pants, 9 road uniform shirts, 9 road uniform pants, 18 pairs of socks, and 9 sets of baseball shoes. Only by recovering every single piece of equipment can you show the equipment to the team on the bus and clear the mission. There is no time limit for this mission, so you can take your time and look carefully. Once you've gotten every single piece of lost equipment back to the bus, you've cleared the mission.
Challenge Mode: The radio is blacked out, meaning you get no hints or advice. Additionally, a time limit of 20:00 is in place.

Special Mission: "How in the world did those Cacturne mechs even get out of that poisoned jungle?"
Unlocked: From start
Game Pak: Pokémon Mystery Dungeon: Red Rescue Team (GBA)
Character: Wallace
Upgrades Applied: Chaos Drives
On Radio: Steven
Mission: Find and stop the source of the signal causing the Cacturne mech swarm, then destroy all the Cacturne mechs.
Detail: One of the Team Flora robot models is one that resembles and acts like Cacturne. For some reason, a swarm of them are coming into the hill from Amazon Dense, with seemingly no end in sight. Defeat one, another one appears elsewhere. A signal is causing the mechs to arrive like this, and your goal is to find the source of this signal placed somewhere on top of one of the stage's loops. Once you've found the source of the signal, which is a small tower, destroy that tower. Once the tower is destroyed, no more Cacturne mechs will arrive on the stage. From this point, just destroy every Cacturne mech you see, and if you can do that, you've completed the mission.
Challenge Mode: There are now three towers that must be destroyed in order to stop the Cacturne mechs, and a time limit of 5:00 is in place to destroy the towers; the timer will stop once the towers are destroyed.

AMAZON DENSE
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 9:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Can you recover the flags before the poison takes its toll?"
Unlocked: Clear Mission 1
Character: Anabel
Upgrades Applied: HP Tank, No Other Upgrades
Mission: Recover all 10 flags.
On Radio: Scott
Detail: This mission has you capturing 10 flags placed throughout the dense poison jungle, and your goal is to grab all of them. There's seemingly no time limit...except that you begin the stage poisoned! Worse, there are no Antidotes during this mission! If your total HP reaches zero, you fail. If you manage to grab all 10 flags before HP reaches zero, you clear the mission.
Challenge Mode: The Summon Materia upgrade is applied instead of the HP Tank.

Mission 3: "Defeat 35 Flora guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Drake-OI
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Defeat 35 Team Flora guards.
Detail: In this mission, your goal is to defeat all 35 Team Flora guards that appear in this stage for this mission. If you manage to defeat them all before reaching Flora Cave, you clear the mission. You'll have to try again if you reach Flora Cave.
Challenge Mode: The guards are replaced by Team Flora Grunts from Flora Cave.

Mission 4: "How am I supposed to find Leaf Stones in this...?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Lt. Surge, Wearing Inhibit Belt
Upgrades Applied: Chaos Drives
On Radio: Gary
Mission: Recover all 40 Leaf Stones.
Detail: 40 Leaf Stones are well-hidden in this poisoned jungle. You may have to attack the scenery or any enemies you'll find, as you may find Leaf Stones among them. Once you find a Leaf Stone, make sure to grab it! Once you've grabbed all 40 of them, you've cleared the mission. Oh, and one more thing--the jungle's been retooled for this mission, meaning some paths are sealed off and others are now accessible.
Challenge Mode: A time limit of 10:00 is in place.

Special Mission: "A poisoned jungle is no place for a Hippowdon and Golem to go missing!"
Unlocked: From start
Game Pak: Pokémon Mystery Dungeon: Red Rescue Team (GBA)
Character: Bertha
Upgrades Applied: Chaos Drives
On Radio: Cynthia
Mission: Find Hippowdon and Golem. L and R button actions are disabled.
Detail: Bertha is in a bind. Both her Hippowdon and her Golem have gone missing in this poisoned jungle, and it's your job to find them using punches as your only means of attack. Not an easy task around these parts. Once you've found one of the Pokémon, walk up to it to claim it. Once you've rescued both Hippowdon and Golem, you've cleared the mission.
Challenge Mode: A time limit of 10:00 is in place.

FLORA CAVE
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission. Oh, and one more note--this mission is actually harder than the story-mode version since the female Team Flora Grunts are given attack orders this time around and will attack you.
Challenge Mode: You're given the Jenny Mode time limit of 10:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Escort Shaymin!"
Unlocked: Clear Mission 1
Character: Ritchie
Upgrades Applied: Chaos Drives
On Radio: Goodshow
Mission: Reach Route 99 without having Shaymin be defeated.
Detail: Oh, great, an escort mission. For this mission, you'll be going through the stage's normal objectives sans the Celebi encounter, but with one extra twist--you'll be escorting the legendary Pokémon Shaymin through the entire process! Even worse, this time the female Team Flora Grunts are given attack orders and will attack you, and you'll need to take them down as well! Not only do you have to keep yourself intact while going through the stage, you also have to make sure Shaymin remains intact as well! If Shaymin is defeated, you fail. Once you make it to Route 99 with Shaymin intact, you clear the mission.
Challenge Mode: A time limit of 9:45 is in place.

Mission 3: "Defeat 40 Flora Grunts!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Danny
Upgrades Applied: None
On Radio: Drake-OI
Mission: Defeat 40 Team Flora Grunts.
Detail: In this mission, your goal is to defeat all 40 Team Flora Grunts that appear in this stage for this mission. Don't worry about Celebi, it doesn't appear in this mission. You do have to worry about the female grunts, though--as was the case in previous missions in the mode, they will attack here as well. If you manage to defeat them all, you clear the mission. No bomb will appear, so it's impossible to reach Route 99.
Challenge Mode: The quota is 80 Team Flora Grunts.

Mission 4: "Attack of the ladies! Get by without dropping below 100 HP!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Misty
Upgrades Applied: Chaos Drives
On Radio: Gary
Mission: Reach Route 99 without dropping below 100 HP.
Detail: As the mission title implies, the female Team Flora Grunts are out for blood. Not only do female Team Flora Grunts have attack orders in this mission, but there are absolutely no male foes in the stage at all, and Gary is the only male character even associated with the mission. The floor layout of a few rooms is different in this mission, so don't be surprised if you find stuff missing, added, or moved around. Anyway, your goal is to get out of the cave without dropping below half health. With the Chaos Drive upgrades in place, half health is 100 HP. You don't have to deal with any admins (not even Xenia) or Farlie, so you can make use of the bomb once you reach the area where you create the exit to Route 99. Once you've made it out of the cave, you've cleared the mission.
Challenge Mode: No upgrades are in place, and you fail the mission if you drop below 50 HP.

Special Mission: "Bring Celebi to the boss!"
Unlocked: From start
Game Pak: Pokémon Mystery Dungeon: Red Rescue Team (GBA)
Character: Aaron
Upgrades Applied: Materia
On Radio: Farlie
Mission: Find Celebi, then escort it to Farlie.
Detail: OK, what is it with team bases and missions that have that team's head as the radioman? Anyway, for this mission, your goal is to find Celebi, who's hidden somewhere in the cave. Once you've found Celebi, your job is to escort it safely to Farlie. Keep in mind that the Grunts, both male and female, don't know of your mission, and all Grunts (even the female ones) have orders to attack "intruders", and they won't hesitate to attack you--or Celebi. If Celebi's HP hits zero, you fail the mission. Once you make it into Farlie's space with Celebi in tow, you clear the mission.
Challenge Mode: A time limit of 7:45 is in place.

Episode 4 Stages:
ROUTE 99
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for destroying enemies and completing objectives. (Note that defeating enemies is optional in this stage, since there are no GUN Troops in this stage and there are no objectives that call for defeating enemies.) Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 15:45 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Flying enemy ring trial!"
Unlocked: Clear Mission 1
Character: Duplica
Upgrades Applied: None
On Radio: Prof. Oak
Mission: Use flying enemies to pass through 45 trick rings.
Detail: Heh, odds are you'd have at least one mission where you'd have to use Duplica's robot-jacking skills, right? Here, there are 45 special trick rings placed through the air, and the only way you can get through them without falling to your death is by jacking various flying enemies and flying them through the trick rings. You begin the stage aboard a Spiked Purple Bat, but you can also use other Spiked Purple Bats, Plane Birds, and other flying enemies as well. You don't have to stay in a flying enemy at all times--if you find the robot's health getting low, you can always dismount and try jacking another robot. The mission may take awhile, and locating all 45 of the trick rings can be tough, but once you've found and flown through all 45 trick rings, you clear the mission. Not all of the rings are up high--at least one of them is only a few inches above the lowest reachable point on the stage before oblivion. There is one way to fail the mission besides being defeated, and that's if all the reachable flying enemies are destroyed before you reach quota. And, of course, there are a few that can't be reached due to alterations on the course sealing off the paths that lead to them...
Challenge Mode: The flying enemy quota is reduced to 80% of normal, and there are 65 trick rings instead of 45.

Mission 3: "Destroy 30 Eggman robots!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Brock
Upgrades Applied: None
On Radio: Gary
Mission: Destroy 30 of Dr. Eggman's robots.
Detail: In this mission, your goal is to destroy all 30 of Dr. Eggman's robots that appear in this stage for this mission. Only those that appear on Route 99 appear here. If you manage to destroy them all before reaching the GUN Highway, you clear the mission. You'll have to try again if you reach the GUN Highway.
Challenge Mode: The quota is 60 of Eggman's robots.

Mission 4: "What if there was no bomb near the off-ramp?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Eusine
Upgrades Applied: None
On Radio: Cloud
Mission: Defeat Luka.
Detail: For this mission, your goal is to get to where you'd normally fight Luka and then defeat her. You need not worry about the normal objectives, just focus on getting to the ambush point. The regular cutscene will play, followed by the fight. Here, your goal is to defeat Luka. If you can defeat Luka before Luka defeats you, you've cleared the mission.
Challenge Mode: A time limit of 15:45 for the whole stage is in place.

Special Mission: "Which robots do not belong here?"
Unlocked: From start
Game Pak: Sonic Advance 3 (GBA)
Character: Drake-HE4
Upgrades Applied: None
On Radio: Steven
Mission: Find all 30 GUN Hunter robots without hurting humans.
Detail: This mission has you looking for robots that you normally wouldn't find on this stage. Since this stage is normally inhabited by Dr. Eggman's creations, with GUN's presence only in imagery, it's no surprise that the robots you're looking for are the most abundant GUN Troops in the game: GUN Hunter robots. To clear this mission, you need to find all 30 of the robots. Defeating them is not necessary, as simply seeing them counts the counter up; however, defeating them is not harmful to your mission. There are also 5 GUN Soldiers present in this mission also looking for the GUN Hunters. They will not attack you here--they're here for the same reason you are, and if you do damage to any of them, you fail the mission. Once you've caught all 30 GUN Hunters in your vision, you clear the mission.
Challenge Mode: A time limit of 12:00 is in place.

GUN HIGHWAY
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: None
On Radio: Gary; Prof. Oak (only if playing as Gary)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for destroying enemies and completing objectives. (Note that episode 4 in the story mode reverses the mandatory status of robots and humans, hence it's also reversed for the episode 4 stages in this mode. Here, it's mandatory to destroy the robots but optional to defeat the humans, especially since only robots can drop Chaos Drives; other episodes tend to have humans mandatory and robots optional.) Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 10:15 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Motorcycle race! Beat the admins to the falls!"
Unlocked: Clear Mission 1
Character: Tyson-HL
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Morrison
Mission: Ride the motorcycle and beat Courtney and Seth to Metal Rapids.
Detail: In this mission, you're riding a Motorcycle on the GUN Highway. Your goal is to win a race against two team admins of equal standing within their teams, Team Magma's Courtney and Team Flora's Seth, who are both also riding Motorcycles. You can't dismount your Motorcycle here. The challenge is quite tough, since all three Motorcycles have the same stat bases, so it may take a few tries to come out on top. Thankfully, there are no enemies present in this stage, not even one of the stage's usual GUN Hunter robots. The stage also has some tweaks in the forms of ramps and boost pads that increase your speed temporarily if used right. If either Courtney or Seth reach Metal Rapids before you do, you fail the mission. If you reach Metal Rapids before Courtney and Seth do, the mission is clear.
Challenge Mode: Courtney and Seth are joined by a third rider--the Go-Rock Squad's Billy. You must now beat three opponents to the falls.

Mission 3: "Destroy 40 GUN Hunters!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Jason
Upgrades Applied: None
On Radio: Steven
Mission: Destroy 40 GUN Hunter robots.
Detail: In this mission, your goal is to destroy all 40 GUN Hunter robots that appear in this stage for this mission. If you manage to defeat that many before reaching Metal Rapids, you clear the mission. You'll have to try again if you reach Metal Rapids.
Challenge Mode: The GUN Hunters increase in strength to be similar to the ones at Metal Rapids.

Mission 4: "Demolition derby! Take out all of the Rhinoes!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Roark
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Cynthia
Mission: Bash all of the harmable GUN Rhinoes using your ATV.
Detail: For this stage, you're riding an ATV given enough X Attack from the get-go to defeat any GUN Rhino--save the ones vulnerable only to Explosion--in one strike. You can't dismount your ATV in this mission, and if the ATV's health hits zero, you fail the mission. There are 50 GUN Rhinoes on the road to Metal Rapids. You need to defeat 40 of them, as there are 10 of each variety of GUN Rhino, including the ones which only Explosion can damage, leaving 40 GUN Rhinoes vulnerable for your ATV to defeat. Ram all 40 and you clear the mission.
Challenge Mode: There are now 80 GUN Rhinoes on the road, 16 of each variety, and you must now strike 64 GUN Rhinoes to clear the mission. Additionally, a 10:00 time limit is in place.

Special Mission: "Is this the end of a legend of the Chao world?"
Unlocked: From start
Game Pak: Sonic Advance (GBA), Sonic Advance 2 (GBA), or Sonic Pinball Party (GBA)
A game pak must be a standalone for it to work. The Sonic Advance/Sonic Pinball Party multicart won't work, and neither will the Europe-only Sonic Advance/Sonic Battle multicart.
Character: Jasmine, Wearing Inhibit Belt
Upgrades Applied: Materia
On Radio: Lance
Mission: Protect Chacron for 8:00. Harm no humans.
Detail: This mission has you protecting one single Chao that GUN Troops, mainly Hunter robots as usual, are after. However, you'll understand why protection is needed once you find out that the Chao in question is Chacron, a Chao Race legend (his voice is that you'd hear out of pretty much any Chao out there). Unlike other escort missions, Chacron can be treated like a hold item similar to a Scope--just use X to pick him up. Note that Chacron can still be targeted even while held, and if Chacron's HP hits zero, you fail the mission, so don't even think of using Chacron as a shield. You have 8 minutes until GUN decides to give up the pursuit. If time runs out, you clear the mission. Oh, and one more thing--Chacron would never hurt a human, and you must not either. There are a few GUN Soldiers not piloting mechs in this stage, and if you do even 1 point of damage to any of them, you fail the mission.
Challenge Mode: The time limit is now 20:00.

METAL RAPIDS
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: 8 Red Chaos Drives, 8 Purple Chaos Drives, 8 Green Chaos Drives, 8 Yellow Chaos Drives
On Radio: Gary; Prof. Oak/blackout (only if playing as Gary)
"Blackout" actually refers to the status of having nobody at the other end of the hand radio. In this case, you won't have anyone on the radio here if you're fighting the Commander with Gary.
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for destroying enemies and completing objectives. (Note that the Commander is a "defeat" objective, he's the only human foe you must actually defeat in episode 4.) Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 20:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Don't let Uxie reach the Commander!"
Unlocked: Clear Mission 1
Character: Lucy
Upgrades Applied: Materia
On Radio: Scott
Mission: Stop Uxie's flight to the Commander.
Detail: This mission has you chasing a legendary Pokémon. The Commander is out to capture Uxie, and Uxie is flying right toward him! Once you've completed the jet-ski ride, you'll be on foot and in pursuit. GUN Troops, mainly Hunter robots as is usual, do appear here, but you don't need to fight them. Lucy and Uxie both have the same speed to start out with, so you'll need to grab at least one X Speed in order to actually catch Uxie. Thankfully, X Speed appear often. When you catch up to Uxie, you'll have to attack it once with any attack (Water Pulse works best since it's ranged) to get it to stop. You fail the mission if Uxie and the Commander meet up. You clear the mission upon successfully stopping Uxie.
Challenge Mode: X Speed's appearance rate is dropped to 65% of the previous rate.

Mission 3: "Destroy 50 GUN Hunters!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Gary
Upgrades Applied: Chaos Drives
On Radio: Prof. Oak
Mission: Destroy 50 GUN Hunter robots.
Detail: In this mission, your goal is to destroy all 50 GUN Hunter robots that appear in this stage for this mission. Don't worry about Dr. Eggman, Registeel, or the Team Plasma Grunts, none of them appear in this mission. If you manage to defeat them all, you clear the mission. The airplane does not appear in this mission either, so you can't leave the stage.
Challenge Mode: The quota is 100 GUN Hunter robots.

Mission 4: "That water's poison! Get out of here without touching the water!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Flint
Upgrades Applied: Materia
On Radio: Cynthia
Mission: Reach the GUN Airplane without touching the poisoned water.
Detail: One notable feature of Amazon Dense is its poisoned water. The poison prevents the water from being considered swimmable. This mission brings the Amazon Dense water into Metal Rapids. Once you've reached the end of the jet-ski run, you must proceed to make it to the GUN Airplane without touching the water. With so much of it going down the river, that's a difficult task, but it is possible. You'll run into GUN Troops, including the signature Hunter robots, along the way, but facing them is optional. There are no humans other than mech pilots and yourself in the stage for this mission, so you needn't worry about the Commander or any GUN Soldiers not in the cockpit of a mech. Once you reach the GUN Airplane, you clear the mission.
Challenge Mode: You must destroy all of the GUN Troops along the way to the GUN Airplane or you fail the mission when you reach the plane.

Special Mission: "Marine's in danger! Get her onto the plane without hurting humans!"
Unlocked: From start
Game Pak: Sonic Rush Adventure (DS)
Character: Pryce
Upgrades Applied: Chaos Drives
On Radio: Lance
Mission: Escort Marine onto the GUN Airplane without inflicting damage on any human.
Detail: A denizen of Blaze's dimension, Marine the Raccoon (her voice here is the same as that in Sonic Rush Adventure), has somehow made it into this dimension, and now GUN's set a price on her head! You'll meet up with Marine once you finish the jet-ski ride. Your goal is to make it through an area infested with GUN Troops, mainly Hunter robots as is usual, and make it to the GUN Airplane. You don't have to deal with the Commander here, but there are enough GUN Troops here for it not to matter. However, Marine will only accept the escort on one condition: that you don't harm any humans. Unlike usual, there are GUN Soldiers present in this stage, and if you do even 1 point of damage to any of them, you fail the mission. Mechs and robots are fair game, since any humans aboard them have the sense to eject, just don't hurt the soldiers not manning anything mechanical. Once you make it to the GUN Airplane, approach it to clear the mission.
Challenge Mode: A time limit of 14:00 is in place.

Episode 5 Stages:
GRAND METROPOLIS
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: Chaos Drives
On Radio: Lance; Dr. Eggman (only if playing as Lance)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 10:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Latias and Latios! Reunite the legendary siblings!"
Unlocked: Clear Mission 1
Character: Crasher Wake
Upgrades Applied: Chaos Drives
On Radio: Dr. Eggman
Mission: Escort Latias to Latios without either being defeated.
Detail: This mission puts you into the role of an escort. Your goal is to escort Latias over to Latios, who is near the radio towers. However, for this mission, some enemies and obstacles have been modified so you're now going through the Super Hard environment. You have to keep Latias intact; if Latias is defeated, you fail. As you get closer to Latios, Latios will begin being attacked, and you fail if Latios is defeated. The only way you can successfully clear this mission is by reaching Latios while Latias is still intact.
Challenge Mode: Crasher Wake is wearing an Inhibit Belt, and no X Speed appears in this stage.

Mission 3: "Defeat 40 Rocket guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Kenny
Upgrades Applied: Chaos Drives
On Radio: Contesta
Mission: Defeat 40 Team Rocket guards.
Detail: In this mission, your goal is to defeat all 40 Team Rocket guards that appear in this stage for this mission. If you manage to defeat them all before reaching Radio Mess, you clear the mission. You'll have to try again if you reach Radio Mess.
Challenge Mode: The guards increase in strength to be similar to the Radio Mess guards.

Mission 4: "What if the energy never overloaded?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Misty
Upgrades Applied: Chaos Drives
On Radio: Prof. Oak
Mission: Defeat Bugsy.
Detail: For this mission, your goal is to get to where you'd normally fight Bugsy and then defeat him. You need not worry about the normal objectives, just focus on getting to the ambush point. The regular cutscene will play, followed by the fight. Here, your goal is to defeat Bugsy. If you can defeat Bugsy before Bugsy defeats you, you've cleared the mission.
Challenge Mode: A time limit of 10:00 for the whole stage is in place.

Special Mission: "I'm sure Jessie, James, and Meowth don't have the budget for this Arbotank swarm..."
Unlocked: From start
Game Pak: Pokémon FireRed (GBA)
Character: Volkner
Upgrades Applied: Materia
On Radio: Cynthia
Mission: Find and stop the source of the signal causing the Arbok swarm, then destroy all the Arbok mechs.
Detail: One of the Team Rocket robot models is based off the Arbotank, a mech once used by Jessie, James, and Meowth back in Johto. For some reason, a swarm of them are coming onto the highway from the radio towers, with seemingly no end in sight. Defeat one, another one appears elsewhere. A signal is causing the mechs to arrive like this, and your goal is to find the source of this signal placed inconspicuously inside a pane of glass rather early on. Once you've found the source of the signal, which is a glass pane with a Hexeco logo, destroy that glass pane. Once the pane is destroyed, no more Arbotanks will arrive on the stage. From this point, just destroy every Arbotank you see, and if you can do that, you've completed the mission.
Challenge Mode: There are now three panes of glass that must be destroyed in order to stop the Arbotanks, and a time limit of 4:30 is in place to destroy the panes; the timer will stop once the glass panes are destroyed.

RADIO MESS
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: Chaos Drives
On Radio: Lance; Dr. Eggman (only if playing as Lance)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 10:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2: "Take Cassidy to the flag before Brock takes Butch to it!"
Unlocked: Clear Mission 1
Character: Erika
Upgrades Applied: Chaos Drives
On Radio: Koga (as your actual guide), Brock and Butch (so you hear what's going on on their end)
Mission: Escort Cassidy to the flag before Brock and Butch reach it.
Detail: This mission can be described as sort of a counter-operative escort mission. Cassidy wants an escort to the flag and has hired Erika as her escort. However, Butch has hired Brock as his escort, and Brock wants to get Butch to the flag first before Erika reaches hers! You're in Erika's shoes for this mission. Your starting position is the entrance to the first radio tower, while Brock's is the entrance to the fourth. The second pair of Departure and Arrival Teleporters are switched around to Brock's advantage. The flag is in the middle of the outdoor area between the second and third radio towers. If Brock reaches the flag first, you fail the mission. If Cassidy gets defeated, you also fail the mission. Finally, you also fail the mission if Brock or Butch somehow gets defeated--if one can't complete the mission, the whole counter-operative game is called off! The only way to clear the mission is to reach the flag first yourself.
Challenge Mode: Both Erika and Cassidy are wearing Inhibit Belts.

Mission 3: "Defeat 50 Rocket guards!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2
Character: Morty
Upgrades Applied: Chaos Drives
On Radio: Lance
Mission: Defeat 50 Team Rocket guards.
Detail: In this mission, your goal is to defeat all 50 Team Rocket guards that appear in this stage for this mission. If you manage to defeat them all, you clear the mission. No Pursuit Vehicles are available in the garage, meaning you can't actually leave the stage.
Challenge Mode: The guards are replaced by Team Rocket Grunts from Rocket Chase.

Mission 4: "Wait, Moon Stones in these towers?"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Agatha
Upgrades Applied: Materia
On Radio: Gary
Mission: Recover 70 Moon Stones.
Detail: The mission statement is not all-inclusive, there are some Moon Stones on the paths between an even-numbered tower and the next odd-numbered one in line as well as in the towers themselves. This mission also retools some of the paths through the towers. Of course, regardless of location, these Moon Stones aren't that easy to find. Try any tactic you can find in order to find the elusive stones. Once you've found a Moon Stone, make sure to grab it! Once you've gotten all 70 of them, you've cleared the mission.
Challenge Mode: Agatha is wearing an Inhibit Belt, and a time limit of 11:15 is in place.

Special Mission: "Et tu, Weezing mechs?"
Unlocked: From start
Game Pak: Pokémon LeafGreen (GBA)
Character: Whitney
Upgrades Applied: Materia
On Radio: Lance
Mission: Find and stop the source of the signal causing the Weezing mech swarm, then destroy all the Weezing mechs.
Detail: Another of the Team Rocket robot models is one that resembles and acts like Weezing. For some reason, a swarm of them are coming into the radio towers from the highway, with seemingly no end in sight. Defeat one, another one appears elsewhere. A signal is causing the mechs to arrive like this, and your goal is to find the source of this signal placed somewhere in the first radio tower. Once you've found the source of the signal, which is an instrumentation panel, destroy that panel. Once the panel is destroyed, no more Weezing mechs will arrive on the stage. From this point, just destroy every Weezing mech you see, and if you can do that, you've completed the mission.
Challenge Mode: There are now three instrument panels that must be destroyed in order to stop the Weezing mechs, and a time limit of 2:00 is in place to destroy the panels; the timer will stop once the panels are destroyed.

ROCKET CHASE
Mission 1: "Make the S rank!"
Unlocked: From start
Character: Choice
Upgrades Applied: Chaos Drives
On Radio: Lance; Dr. Eggman (only if playing as Lance)
Mission: Get enough points in this stage to attain at least an S rank.
Detail: In this mission, your goal is to make it through the regular mission while scoring enough points to attain a high rank. In this mission, you get points for defeating enemies and completing objectives. Points are displayed where you'd normally find the clock in a timed objective. At the end of the stage, the points you got during the mission, as well as bonus points based on time taken and remaining health, are added up and you'll be given your ranking. If that ranking is at least S, you clear the mission.
Challenge Mode: You're given the Jenny Mode time limit of 15:00 to complete the mission. Use the Select button to switch the time display with the points display and vice versa.

Mission 2A: "Run Trixie off the road before reaching the traffic jam!"
Unlocked: Clear Mission 2A
Character: Samantha
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Dr. Eggman
Mission: Ram Trixie into the water before reaching the traffic jam.
Detail: This mission is pretty much a quickfire mission, since you'll hit the traffic pretty quickly. You're driving a Pursuit Vehicle, but Trixie's also on the road riding a Motorcycle. Your goal is to get Trixie off the road, and you have to do it by ramming. You'll need to get Trixie close to the edge, and then ram her into the edge. This will cause Trixie to fly off the Motorcycle into the water. Once Trixie hits the water, you've cleared the mission. However, if you reach the traffic jam, you fail the mission.
Challenge Mode: Traffic is increased to 125% of normal.

Mission 2B: "Protect Deoxys from Team Rocket!"
Unlocked: Clear Mission 2A
Character: Greta, Wearing Inhibit Belt
Upgrades Applied: Materia
On Radio: Scott
Mission: Defeat all of the Team Rocket Grunts and admin Tyson-TR without Deoxys being defeated.
Detail: For this mission, you're put right into the foot portion inside the Rocket Vehicle. Here, you'll be fighting many enemies. Sebastian and Regice are missing, as are Jessie and James, but everyone else is still here, and you'll need to defeat them. Attila and Hun do come in on the radio transmissions, but there's no need to stop the transmissions here. In addition to the Grunts, you'll also have to face the admin Tyson-TR as well. Once you've beaten all the enemies, you've cleared the mission. However, there's a catch. You're escorting Deoxys, who must remain intact, on top of having to fight the enemies. If Deoxys is defeated, you fail the mission.
Challenge Mode: You're now escorting two Deoxys instead of one, and only one must be defeated in order to fail.

Mission 2C: "Don't hit other cars!"
Unlocked: Clear Mission 2B
Character: Harrison
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Goodshow
Mission: Reach Capital City, first part without hitting other vehicles.
Detail: Another quickfire objective, this objective puts you into the Rocket Vehicle's driver's seat after you've taken control. To complete this rather easy objective, all you need to do is drive the Rocket Vehicle to the end of the stage without hitting any of the other cars in the now-clearing traffic jam. You fail if you hit a vehicle. You clear the mission once you've reached the Capital City.
Challenge Mode: Traffic is increased to 150% of normal.

Mission 3: "Defeat 60 Rocket Grunts!"
Unlocked: Clear Mission 1 with silver-star rank, Clear Mission 2C
Character: Clair
Upgrades Applied: Chaos Drives
On Radio: Lance
Mission: Defeat 60 Team Rocket Grunts.
Detail: In this mission, your goal is to defeat all 60 Team Rocket Grunts that appear in this stage for this mission. Note that you'll have to drive your way to the Rocket Vehicle as you normally would in order to reach even one grunt, as the first one welcomes you as you enter the vehicle. Don't worry about Regice, it doesn't appear in this mission. If you manage to defeat all 60 Grunts, you clear the mission. Tyson-TR will not notice you in this mission, which means he won't leave the wheel or allow you to leave the stage.
Challenge Mode: The quota is 120 Team Rocket Grunts.

Mission 4A: "Gate course! Drive out of order and you fail!"
Unlocked: Clear Mission 1 with gold-star rank, Clear Mission 3
Character: Steven
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Prof. Oak
Mission: Drive through all 25 numbered gates in order without driving out of order.
Detail: This mission has you driving either the Lugia Touring Car or the Wii Car, depending on which platform you're playing the mission on. For this mission, your goal is to drive through all 25 numbered gates in order without driving through a gate in the wrong order. If you go out of order, you fail the mission. For example, if you drive through 7 and then 10, you fail. You can only keep going by driving through the numbers in exact incremental order, such as 14 and then 15. If you can make it through all 25 gates in order, you've cleared the mission. It's a bit harder than you think, since the road is retooled with barriers blocking changing lanes in some areas for this mission.
Challenge Mode: You're given a time limit of 0:30 to start with. The time limit resets back to 0:30 with each successful gate crossing. The mission fails if time runs out.

Mission 4B: "Wipe out Team Rocket before time runs out!"
Unlocked: Clear Mission 4A
Character: Tucker
Upgrades Applied: Materia
On Radio: Scott
Mission: Defeat all of the Team Rocket Grunts within 10:00.
Detail: For this mission, your goal is to defeat every Team Rocket Grunt in the vehicle, and you have only 10 minutes to do it in. If time runs out, you fail the mission. Once you've defeated all of the Team Rocket Grunts, you've cleared the mission.
Challenge Mode: The time limit is reduced to 8:00.

Mission 4C: "Attack vehicles! Wipe them out before sunset, and that's in 90 seconds!"
Unlocked: Clear Mission 4B
Character: Cissy
Upgrades Applied: None (not that they'd matter anyway)
On Radio: Drake-OI
Mission: Destroy all of the attack vehicles within 1:30.
Detail: In this quickfire mission, your goal is to destroy 10 attack vehicles within 90 seconds. You're driving the Rocket Vehicle for this, and the Rocket Vehicle's been pumped up with enough X Attack to destroy the attack vehicles in one strike. If time runs out, or if the Rocket Vehicle somehow gets destroyed (the Rocket Vehicle has 500 HP), you fail the mission. Only by striking all 10 attack vehicles before 90 seconds are up can you clear the mission.
Challenge Mode: There are now 15 attack vehicles.

Special Mission: "Complete the Team Rocket Triathalon and make it out of the city first!"
Unlocked: From start
Game Pak: Pokémon FireRed (GBA) or Pokémon LeafGreen (GBA)
Character: Sakura
Upgrades Applied: Materia
On Radio: Giovanni
Mission: Reach Capital City, first part before anyone else do