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  3. Abilities

Abilities in Pokémon TCG Pocket

Browse all 153 card abilities in Pokémon TCG Pocket. Search by name or effect, and see which cards have each ability.

Filter by type:AllColorlessDarknessDragonFightingFireGrassLightningMetalPsychicWater
  • Fur Coat

    ColorlessDarkness

    This Pokémon takes −20 damage from attacks.

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    +1
    7 unique cards
  • Counterattack

    ColorlessLightningWater

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon.

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    3 unique cards
  • Legendary Pulse

    FireLightningWater

    At the end of your turn, if this Pokémon is in the Active Spot, draw a card.

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    3 unique cards
  • Exoskeleton

    Fighting

    This Pokémon takes −20 damage from attacks.

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    2 unique cards
  • Guts

    ColorlessFighting

    If this Pokémon would be Knocked Out by damage from an attack, flip a coin. If heads, this Pokémon is not Knocked Out, and its remaining HP becomes 10.

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    2 unique cards
  • Ignition

    Fire

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may take a [R] Energy from your Energy Zone and attach it to your Active [R] Pokémon.

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    2 unique cards
  • Legendary Drive

    FightingLightning

    Once during your turn, when you put this Pokémon from your hand onto your Bench, you may switch it with your Active Pokémon. If you do, move all of your Energy in play to this Pokémon.

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    2 unique cards
  • Power Link

    FightingGrass

    If you have Arceus or Arceus ex in play, attacks used by this Pokémon do +30 damage to your opponent's Active Pokémon.

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    2 unique cards
  • Resilience Link

    LightningMetal

    If you have Arceus or Arceus ex in play, this Pokémon takes −30 damage from attacks.

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    2 unique cards
  • Speed Link

    FirePsychic

    If you have Arceus or Arceus ex in play, this Pokémon has no Retreat Cost.

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    2 unique cards
  • Thick Fat

    Water

    This Pokémon takes −30 damage from attacks from [R] or [W] Pokémon.

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    2 unique cards
  • Accept Pain

    Psychic

    Once during your turn, if this Pokémon is on your Bench, you may move 30 damage that your Active Pokémon has on it to this Pokémon.

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    1 unique card
  • Ancient Roar

    Darkness

    Once during your turn, when you put this Pokémon from your hand onto your Bench, you may switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

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    1 unique card
  • Aqua Charge

    Water

    Once during your turn, you may take a [W] Energy from your Energy Zone and attach it to this Pokémon.

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    1 unique card
  • Armor

    Fire

    This Pokémon takes −30 damage from attacks.

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    1 unique card
  • Automated Combat

    Darkness

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon.

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    1 unique card
  • Bad Dreams

    Darkness

    At the end of each turn, if your opponent's Active Pokémon is Asleep, do 20 damage to that Pokémon.

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    1 unique card
  • Blessed Salt

    Fighting

    During Pokémon Checkup, heal 10 damage from each of your Pokémon.

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    1 unique card
  • Boosted Evolution

    Colorless

    As long as this Pokémon is in the Active Spot, it can evolve during your first turn or the turn you play it.

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    1 unique card
  • Bouncy Body

    Water

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, take a [W] Energy from your Energy Zone and attach it to 1 of your Benched Pokémon.

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    1 unique card
  • Broken-Space Bellow

    Psychic

    Once during your turn, you may take a [P] Energy from your Energy Zone and attach it to this Pokémon. If you use this Ability, your turn ends.

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    1 unique card
  • Buggy Evolution

    Colorless

    Whenever you attach an Energy from your Energy Zone to this Pokémon, put a random card from your deck that evolves from this Pokémon onto this Pokémon to evolve it.

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    1 unique card
  • Captivating Rhythm

    Grass

    Once during your turn, you may flip a coin. If heads, switch in 1 of your opponent's Benched Pokémon to the Active Spot.

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    1 unique card
  • Carefree Steps

    Colorless

    If any damage is done to this Pokémon by attacks, flip a coin. If heads, prevent that damage.

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    1 unique card
  • Catching Tail

    Colorless

    Once during your turn, you may put a random Pokémon Tool card from your deck into your hand.

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    1 unique card
  • Celestial Blessing

    Psychic

    If any damage is done to this Pokémon by attacks, flip a coin. If heads, prevent that damage.

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    1 unique card
  • CHECK

    Psychic

    Once during your turn, you may choose either player. Look at the top card of that player's deck.

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    1 unique card
  • Comatose

    Colorless

    As long as this Pokémon is in the Active Spot, whenever you attach an Energy from your Energy Zone to it, it is now Asleep.

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    1 unique card
  • Combust

    Fire

    Once during your turn, you may attach a [R] Energy from your discard pile to this Pokémon. If you do, do 20 damage to this Pokémon.

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    1 unique card
  • Comforting Song

    Colorless

    Once during your turn, you may heal 20 damage from your Active Pokémon.

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    1 unique card
  • Coordinated Unit

    Fighting

    If you have another Falinks in play, this Pokémon's attacks do +20 damage to your opponent's Active Pokémon, and this Pokémon takes −20 damage from attacks from your opponent's Pokémon.

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    1 unique card
  • Crystal Body

    Water

    Prevent all effects of attacks used by your opponent's Pokémon done to this Pokémon.

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    1 unique card
  • Cunning Link

    Darkness

    Once during your turn, if you have Arceus or Arceus ex in play, you may do 30 damage to your opponent's Active Pokémon.

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    1 unique card
  • Cursed Metal

    Metal

    Attacks used by your [P] Pokémon and [M] Pokémon do +30 damage to your opponent's Active Pokémon.

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    1 unique card
  • Dark Chase

    Darkness

    Once during your turn, if this Pokémon is in the Active Spot, you may switch in 1 of your opponent's Benched Pokémon that has damage on it to the Active Spot.

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    1 unique card
  • Data Scan

    Colorless

    Once during your turn, you may look at the top card of your deck.

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    1 unique card
  • Defensive Whirlwind

    Colorless

    This Pokémon takes −30 damage from attacks from [F] Pokémon.

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    1 unique card
  • Dig Up

    Metal

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may put 2 random Pokémon Tool cards from your discard pile into your hand.

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    1 unique card
  • Disguise

    Psychic

    When this Pokémon is first damaged by an attack after coming into play, prevent that damage.

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    1 unique card
  • Dismantling Keys

    Psychic

    Once during your turn, if this Pokémon is on your Bench, you may discard all Pokémon Tools from your opponent's Active Pokémon. If you do, discard this Pokémon.

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    1 unique card
  • Double Type

    Water

    As long as this Pokémon is in play, it is [W] and [F] type.

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    1 unique card
  • Double Type

    Darkness

    As long as this Pokémon is in play, it is [F] and [D] type.

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    1 unique card
  • Drive Off

    Colorless

    Once during your turn, you may switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

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    1 unique card
  • Electromagnetic Wall

    Lightning

    As long as this Pokémon is in the Active Spot, whenever your opponent attaches an Energy from their Energy Zone to 1 of their Pokémon, do 20 damage to that Pokémon.

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    1 unique card
  • En-fruits-iastic

    Grass

    If this Pokémon has a Pokémon Tool attached, attacks used by this Pokémon cost 1 less [G] Energy.

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    1 unique card
  • Energy Plunder

    Darkness

    Once during your turn, you may move all [D] Energy from each of your Pokémon to this Pokémon.

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    1 unique card
  • Extra Heal

    Grass

    Once during your turn, you may heal 60 damage from 1 of your Pokémon ex that has any Energy attached. If you do, discard a random Energy from that Pokémon.

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    1 unique card
  • Fabled Luster

    Colorless

    This Pokémon can't be affected by any Special Conditions.

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    1 unique card
  • Fade into Darkness

    Psychic

    When this Pokémon is Knocked Out, flip a coin. If heads, your opponent can't get any points for it.

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    1 unique card
  • Fantastical Floating

    Psychic

    If you have Latias in play, this Pokémon has no Retreat Cost.

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    1 unique card
  • Fighting Coach

    Fighting

    Attacks used by your [F] Pokémon do +20 damage to your opponent's Active Pokémon.

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    1 unique card
  • Final Scream

    Darkness

    If this Pokémon is in the Active Spot and is Knocked Out by damage from an attack from your opponent's Pokémon, do 10 damage to each of your opponent's Pokémon.

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    1 unique card
  • Fire Breath

    Fire

    Once during your turn, you may make your opponent's Active Pokémon Burned.

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    1 unique card
  • Flower Shield

    Psychic

    Each of your Pokémon that has any [P] Energy attached recovers from all Special Conditions and can't be affected by any Special Conditions.

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    1 unique card
  • Fluffy Flight

    Grass

    Your Active Pokémon has no Retreat Cost.

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    1 unique card
  • Forest Breath

    Grass

    Once during your turn, if this Pokémon is in the Active Spot, you may take a [G] Energy from your Energy Zone and attach it to 1 of your [G] Pokémon.

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    1 unique card
  • Fragrance Trap

    Grass

    If this Pokémon is in the Active Spot, once during your turn, you may switch in 1 of your opponent's Benched Basic Pokémon to the Active Spot.

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    1 unique card
  • Fragrant Flower Garden

    Grass

    Once during your turn, you may heal 10 damage from each of your Pokémon.

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    1 unique card
  • Frozen Flow

    Water

    Once during your turn, if this Pokémon is in the Active Spot, you may switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

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    1 unique card
  • Full-Mouth Manner

    Colorless

    At the end of your turn, if this Pokémon is in the Active Spot, heal 20 damage from it.

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    1 unique card
  • Future System

    Psychic

    Attacks used by your Future Pokémon cost 1 less [C] Energy.

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    1 unique card
  • Gas Leak

    Darkness

    Once during your turn, if this Pokémon is in the Active Spot, you may make your opponent's Active Pokémon Poisoned.

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    1 unique card
  • GUARD

    Psychic

    This Ability works if you have any Unown in play with an Ability other than GUARD. All of your Pokémon take −10 damage from attacks from your opponent's Pokémon.

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    1 unique card
  • Guard Dog Visage

    Colorless

    As long as this Pokémon is in the Active Spot, attacks used by your opponent's Active Pokémon cost 1 [C] more.

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    1 unique card
  • Guarded Grill

    Metal

    If any damage is done to this Pokémon by attacks, flip a coin. If heads, this Pokémon takes −100 damage from that attack.

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    1 unique card
  • Happiness Supplement

    Colorless

    Once during your turn, you may remove a random Special Condition from your Active Pokémon.

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    1 unique card
  • Happy Ribbon

    Psychic

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may draw 2 cards.

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    1 unique card
  • Hard Coat

    Metal

    This Pokémon takes -20 damage from attacks.

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    1 unique card
  • Heal Block

    Fighting

    Pokémon (both yours and your opponent's) can't be healed.

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    1 unique card
  • Healing Ripples

    Water

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may heal 60 damage from 1 of your [W] Pokémon.

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    1 unique card
  • Ice Face

    Water

    If this Pokémon has full HP, it takes −40 damage from attacks from your opponent's Pokémon.

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    1 unique card
  • Ice Maker

    Water

    Once during your turn, you may take a [W] Energy from your Energy Zone and attach it to the [W] Pokémon in the Active Spot.

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    1 unique card
  • Illuminate

    Psychic

    Once during your turn, you may put a random Pokémon from your deck into your hand.

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    1 unique card
  • Illusive Trickery

    Darkness

    If your opponent's Pokémon is Knocked Out by damage from this Pokémon's attacks, during your opponent's next turn, prevent all damage from—and effects of—attacks done to this Pokémon.

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    1 unique card
  • Infiltrating Inspection

    Psychic

    Once during your turn, when you put this Pokémon from your hand onto your Bench, you may have your opponent reveal their hand.

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    1 unique card
  • Infinite Increase

    Psychic

    This Pokémon gets +30 HP for each [P] Energy attached to it.

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    1 unique card
  • Innards Out

    Water

    If this Pokémon is in the Active Spot and is Knocked Out by damage from an attack from your opponent's Pokémon, do 50 damage to the Attacking Pokémon.

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    1 unique card
  • Insomnia

    Colorless

    This Pokémon can't be Asleep.

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    1 unique card
  • Intimidating Fang

    Lightning

    As long as this Pokémon is in the Active Spot, attacks used by your opponent's Active Pokémon do −20 damage.

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    1 unique card
  • Jungle Totem

    Grass

    Each [G] Energy attached to your [G] Pokémon provides 2 [G] Energy. This effect doesn't stack.

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    1 unique card
  • Levitate

    Psychic

    If this Pokémon has any Energy attached, it has no Retreat Cost.

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    1 unique card
  • Lordly Cheering

    Water

    As long as this Pokémon is on your Bench, attacks used by your Pokémon that evolve from Poliwhirl do +40 damage to your opponent's Active Pokémon.

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    1 unique card
  • Lunar Plumage

    Psychic

    Whenever you attach a [P] Energy from your Energy Zone to this Pokémon, heal 20 damage from this Pokémon.

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    1 unique card
  • Massive Body

    Colorless

    As long as this Pokémon is in the Active Spot, your opponent can't play any Stadium cards from their hand.

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    1 unique card
  • Melodious Healing

    Water

    Once during your turn, you may heal 30 damage from each of your [W] Pokémon.

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    1 unique card
  • Metal Transport

    Metal

    Once during your turn, you may switch your Active [M] Pokémon with 1 of your Benched Pokémon.

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    1 unique card
  • More Poison

    Darkness

    Your opponent's Active Pokémon takes +10 damage from being Poisoned.

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    1 unique card
  • Nightmare Aura

    Darkness

    Whenever you attach a [D] Energy from your Energy Zone to this Pokémon, do 20 damage to your opponent's Active Pokémon.

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    1 unique card
  • Offload Pass

    Fighting

    If this Pokémon is in the Active Spot and is Knocked Out by damage from an attack from your opponent's Pokémon, move all [F] Energy from this Pokémon to 1 of your Benched Pokémon.

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    1 unique card
  • Passionate Voice

    Fire

    Once during your turn, you may discard 1 [R] Energy from this Pokémon in order to use this Ability. During this turn, attacks used by your [R] Pokémon do +50 damage to your opponent's Active Pokémon.

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    1 unique card
  • Perish Body

    Psychic

    If this Pokémon is in the Active Spot and is Knocked Out by damage from an attack from your opponent's Pokémon, flip a coin. If heads, the Attacking Pokémon is Knocked Out.

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    1 unique card
  • Perplexing Ears

    Psychic

    Once during your turn, if this Pokémon is in the Active Spot, you may make your opponent's Active Pokémon Confused.

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    1 unique card
  • Poison Coating

    Darkness

    Once during your turn, you may flip a coin. If heads, your opponent's Active Pokémon is now Poisoned.

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    1 unique card
  • Poison Point

    Darkness

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, the Attacking Pokémon is now Poisoned.

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    1 unique card
  • Portrait

    Colorless

    Once during your turn, if this Pokémon is in the Active Spot, you may look at a random Supporter card from your opponent's hand. Use the effect of that card as the effect of this Ability.

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    1 unique card
  • Powder Heal

    Grass

    Once during your turn, you may heal 20 damage from each of your Pokémon.

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    1 unique card
  • POWER

    Psychic

    This Ability works if you have any Unown in play with an Ability other than POWER. Attacks used by your Pokémon do +10 damage to your opponent's Active Pokémon.

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    1 unique card
  • Power of Alchemy

    Darkness

    Basic Pokémon in play (both yours and your opponent's) have no Abilities.

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    1 unique card
  • Primeval Law

    Fighting

    Your opponent can't play any Pokémon from their hand to evolve their Active Pokémon.

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    1 unique card
  • Psy Shadow

    Psychic

    Once during your turn, you may take 1 [P] Energy from your Energy Zone and attach it to the [P] Pokémon in the Active Spot.

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    1 unique card
  • Psychic Connect

    Psychic

    Once during your turn, you may move all [P] Energy from 1 of your Benched [P] Pokémon to your Active Pokémon.

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    1 unique card
  • Psychic Healing

    Psychic

    Once during your turn, if this Pokémon is in the Active Spot, you may heal 30 damage from 1 of your Pokémon.

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    1 unique card
  • Quick Growth

    Grass

    At the end of your opponent's turn, if this Pokémon is in the Active Spot, put a random card from your deck that evolves from this Pokémon onto this Pokémon to evolve it.

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    1 unique card
  • Reckless Shearing

    Dragon

    You must discard a card from your hand in order to use this Ability. Once during your turn, you may draw a card.

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    1 unique card
  • Refreshing Tea

    Psychic

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may have your opponent shuffle their hand into their deck. For each remaining point that your opponent needs to win, they draw a card.

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    1 unique card
  • Repelling Wind

    Colorless

    Once during your turn, you may switch out your opponent's Active Basic Pokémon to the Bench. (Your opponent chooses the new Active Pokémon.)

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    1 unique card
  • Retreat Directive

    Water

    Your Active Dondozo has no Retreat Cost.

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    1 unique card
  • Rising Road

    Metal

    Once during your turn, if this Pokémon is on your Bench, you may switch it with your Active Pokémon.

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    1 unique card
  • Roar in Unison

    Darkness

    Once during your turn, you may take 2 [D] Energy from your Energy Zone and attach it to this Pokémon. If you do, do 30 damage to this Pokémon.

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    1 unique card
  • Rough Skin

    Dragon

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon.

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    1 unique card
  • Safeguard

    Lightning

    Prevent all damage done to this Pokémon by attacks from your opponent's Pokémon ex.

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    1 unique card
  • Sand Slammer

    Dragon

    During Pokémon Checkup, if this Pokémon is in the Active Spot, do 10 damage to each of your opponent's Pokémon.

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    1 unique card
  • Seal of Antiquity

    Colorless

    If you don't have Regirock, Regice, and Registeel on your Bench, this Pokémon can't attack.

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    1 unique card
  • Search for Friends

    Colorless

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may put a Supporter card from your discard pile into your hand.

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    1 unique card
  • Securely Sheltered

    Dragon

    If any damage is done to this Pokémon by attacks, flip a coin. If heads, this Pokémon takes −80 damage from that attack.

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    1 unique card
  • Shadow Void

    Psychic

    As often as you like during your turn, you may choose 1 of your Pokémon that has damage on it, and move all of its damage to this Pokémon.

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    1 unique card
  • Shadowy Spellbind

    Psychic

    As long as this Pokémon is in the Active Spot, your opponent can't use any Supporter cards from their hand.

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    1 unique card
  • Shattering Crystal

    Darkness

    When this Pokémon is Knocked Out, flip a coin. If heads, your opponent can't get any points for it.

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    1 unique card
  • Shell Armor

    Water

    This Pokémon takes -10 damage from attacks.

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    1 unique card
  • Shell Armor

    Fighting

    This Pokémon takes −10 damage from attacks.

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    1 unique card
  • Shell Shield

    Water

    As long as this Pokémon is on your Bench, prevent all damage done to this Pokémon by attacks.

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    1 unique card
  • Shifting Stream

    Water

    Once during your turn, you may switch your Active [W] Pokémon with 1 of your Benched Pokémon.

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    1 unique card
  • Sky Support

    Colorless

    As long as this Pokémon is on your Bench, your Active Basic Pokemon's Retreat Cost is 1 less.

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    1 unique card
  • Sleep Pendulum

    Psychic

    Once during your turn, you may flip a coin. If heads, your opponent's Active Pokémon is now Asleep.

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    1 unique card
  • Slow Sear

    Fire

    Once during your turn, you may discard the top card of your opponent's deck.

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    1 unique card
  • Snoozing Habit

    Colorless

    As long as this Pokémon is in the Active Spot, whenever you attach an Energy from your Energy Zone to it, it is now Asleep.

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    1 unique card
  • Snowy Terrain

    Water

    During Pokémon Checkup, if this Pokémon is in the Active Spot, do 10 damage to your opponent's Active Pokémon.

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    1 unique card
  • Solid Shell

    Grass

    This Pokémon takes −20 damage from attacks.

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    1 unique card
  • Soothing Ribbon

    Psychic

    Once during your turn, if this Pokémon has a Pokémon Tool attached, you may heal 30 damage from 1 of your Pokémon.

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    1 unique card
  • Soothing Wind

    Grass

    Each of your Pokémon that has any Energy attached recovers from all Special Conditions and can't be affected by any Special Conditions.

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    1 unique card
  • Steel Spikes

    Metal

    If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon.

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    1 unique card
  • Sticky Membrane

    Dragon

    As long as this Pokémon is in the Active Spot, attacks used by your opponent's Active Pokémon cost 1 [C] more.

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    1 unique card
  • Strange Singing

    Psychic

    At the beginning of your turn, if this Pokémon is in the Active Spot, put a random [P] Pokémon from your deck into your hand.

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    1 unique card
  • Surge Surfer

    Lightning

    If a Stadium is in play, this Pokémon has no Retreat Cost.

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    1 unique card
  • Swift Shot

    Water

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may do 20 damage to your opponent's Active Pokémon.

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    1 unique card
  • Swift Shot

    Water

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may do 30 damage to your opponent's Active Pokémon.

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    1 unique card
  • Thick Fat

    Water

    This Pokémon takes −20 damage from attacks from [R] or [W] Pokémon.

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    1 unique card
  • Thunderclap Flash

    Lightning

    At the end of your first turn, take a [L] Energy from your Energy Zone and attach it to this Pokémon.

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    1 unique card
  • Time Recall

    Grass

    Each of your evolved Pokémon can use any attack from its previous Evolutions. (You still need the necessary Energy to use each attack.)

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    1 unique card
  • Torrent

    Water

    If this Pokémon's remaining HP is 50 or less, attacks used by this Pokémon do +60 damage to your opponent's Active Pokémon.

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    1 unique card
  • Toughness Aroma

    Grass

    Each of your [G] Pokémon gets +20 HP.

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    1 unique card
  • Trap Territory

    Grass

    Your opponent's Active Pokémon's Retreat Cost is 1 more.

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    1 unique card
  • Ultra Thrusters

    Colorless

    Once during your turn, you may switch your Active Ultra Beast with 1 of your Benched Ultra Beasts.

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    1 unique card
  • Unruly Claw

    Water

    Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may discard a random Energy from your opponent's Active Pokémon.

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    1 unique card
  • Veevee ’volve

    Colorless

    This Pokémon can evolve into any Pokémon that evolves from Eevee if you play it from your hand onto this Pokémon. (This Pokémon can't evolve during your first turn or the turn you play it.)

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    1 unique card
  • Victory Star

    Fire

    Once during your turn, after you flip any coins for an attack of 1 of your [R] Pokémon, you may ignore all results of those coin flips and begin flipping those coins again. You can't use more than 1 Victory Star Ability each turn.

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    1 unique card
  • Vigor Link

    Water

    If you have Arceus or Arceus ex in play, attacks used by this Pokémon cost 1 less [C] Energy.

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    1 unique card
  • Villainous Delivery

    Darkness

    As long as this Pokémon is on your Bench, your Active [D] Pokémon's Retreat Cost is 1 less.

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    1 unique card
  • Volt Charge

    Lightning

    Once during your turn, you may take a [L] Energy from your Energy Zone and attach it to this Pokémon.

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    1 unique card
  • Wash Out

    Water

    As often as you like during your turn, you may move a [W] Energy from 1 of your Benched [W] Pokémon to your Active [W] Pokémon.

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    1 unique card
  • Watch Over

    Psychic

    Once during your turn, you may heal 20 damage from your Active Pokémon.

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    1 unique card
  • Water Shuriken

    Water

    Once during your turn, you may do 20 damage to 1 of your opponent's Pokémon.

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    1 unique card
  • Wimp Out

    Grass

    During your first turn, this Pokémon has no Retreat Cost.

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    1 unique card