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  1. Home
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  3. Abilities
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  5. Psychic

Psychic Abilities in Pokémon TCG Pocket

Browse all 31 Psychic card abilities in Pokémon TCG Pocket. Search by name or effect, and see which cards have each ability.

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  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Future System

    Psychic

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

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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
  • 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
  • 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
  • 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
  • Levitate

    Psychic

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

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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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Watch Over

    Psychic

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

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    1 unique card