www.pojo.com/pokemon

 

Neo Destiny American Spoiler

by: Will "Platinum" Deuce

TheTruePlatinum@aol.com

Authored: September 14, 2002

 

 

Energy Type Key:

R = Fire,  W = Water,  G = Grass,  L = Lightning,  F = Fighting,

P = Psychic,  D = Dark,  M = Metal,  C = Colorless

 

 

1. Dark Ampharos

70 HP

Type: Lightning

Stage 2  (Evolves from Dark Flaafy)

 

Pokemon Power: Conductivity - Whenever your opponent attachs an Energy card from his or her hand to a Pokemon, this Power does 10 damage to that Pokemon. (Don't apply Weakness and Resistance.) This power stops working if you have more than 1 Dark Ampharos in play or while Dark Ampharos is Asleep, Confused, or Paralyzed.

 

[LCC] Shock Bolt - 50 damage. Discard all L Energy cards attached to Dark Ampharos or this attack does nothing.

 

Weakness: Fighting

Resistance: N/A

Retreat: CC

Rare Holographic

 

----------

 

2. Dark Crobat

70 HP

Type: Grass

Stage 2 (Evolves from Dark Golbat)

 

Pokemon Power: Surprise Bite - When you play Dark Crobat from your hand, you may choose 1 of your opponent's Pokemon. This power does 20 damage to that Pokemon. (Don't apply Weakness and Resistance.)

 

[DD] Dark Drain - Flip a coin for each of your opponent's Pokemon. For each heads, this attack does 10 damage to that Pokemon. Don't apply Weakness and Resistance. Remove a number of damage counters from Dark Crobat equal to the damage dealt. If Dark Crobat has fewer damage counters than that, remove all of them.

 

Weakness: Psychic

Resistance: Fighting

Retreat: N/A

Rare Holographic

 

----------

 

3. Dark Donphan

60 HP

Type: Fighting

Stage 1 (Evolves from Phanpy)

 

[FF] Tusk Toss - If your opponent has any Benched Pokemon, flip a coin. If heads, return the Defending Pokemon and all cards attached to it to your opponent's hand. If tails, your opponent chooses 1 of his or her Benched Pokemon and switches it with the Defending Pokemon.

 

[FFC] Giant Tusk - 50 damage.

 

Weakness: Grass

Resistance: Lightning

Retreat: CCC

Rare Holographic

 

----------

 

4. Dark Espeon

60 HP

Type: Psychic

Stage 1 (Evolves from Eevee)

 

[C] Gouge - 10+ damage. Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.

 

[PCC] Psysplash - Does 10 damage to each of your opponent's Pokemon for each Energy card attached to that Pokemon. Don't apply Weakness and Resistance.

 

Weakness: Psychic

Resistance: N/A

Retreat: N/A

Rare Holographic

 

----------

 

5. Dark Feraligatr

80 HP

Type: Water

Stage 2 (Evolves from Dark Wartortle)

 

Pokemon Power: Scare - As long as Dark Feraligatr is your active Pokemon, all of your opponent's Baby Pokemon Powers stop working and your opponent's Baby Pokemon can't attack. This Power stops working while Dark Feraligatr is Asleep, Confused, or Paralyzed.

 

[WWW] Crushing Blow - 50 damage. If the Defending Pokemon has energy Energy cards attached to it, flip a coin. If heads, choose 1 of those cards and discard it.

 

Weakness: Grass

Resistance: N/A

Retreat: CCC

Rare Holographic

 

----------

 

6. Dark Gengar

70 HP

Type: Psychic

Stage 2 (Evolves from Dark Haunter)

 

Pokemon Power: Deep Sleep - As long as any Dark Gengar are in play, a player flips 2 coins for each of his or her Pokemon that is Asleep at the end of each turn. If either of them is tails, that Pokmon is still Asleep. This power stops working while Dark Gengar is Asleep, Confused, or Paralyzed.

 

[PPP] Pull In - 30 damage. If your opponent has any Benched Pokemon, you may chose 1 of them and switch it with the Defending Pokemon (before doing damage or other effects of this attack). Either way, the Defending Pokemon is now Asleep.

 

Weakness: N/A

Resistance: Fighting

Retreat: CC

Rare Holographic

 

----------

 

7. Dark Houndoom

60 HP

Type: Fire

Stage 1 (Evolves from Houndour)

 

[C] Eerie Howl - If your opponent's Bench isn't full, look at his or her hand. If your opponent has any Baby Pokemon or Basic Pokemon there, choose 1 of them and put it on his or her Bench. Then, switch it with the Defending Pokemon.

 

[RC] Dark Fire 30+ damage. If there are any Dark Energy cards attached to Dark Houndoom, discard 1 of them and this attack does 30 damage plus 20 more damage (plus 10 more damage for the Dark Energy you discarded). If there aren't any, this attack does 30 damage.

 

Weakness: Water

Resistance: N/A

Retreat: C

Rare Holographic

 

----------

 

8. Dark Porygon2

60 HP

Type: Colorless

Stage 1 (Evolves from Porygon)

 

Pokemon Power: Spatial Distortion

Once during your turn (before your attack), you may flip a coin. If heads, chose a Stadium card from your discard pile and put it into play. (If there's already a Stadium card in play, discard it.) This power can't be used if Dark Porygon2 is Asleep, Confused, or Paralyzed.

 

[CCC] Curve Attack - 20 damage. Flip a coin. If heads, prevent all damage done by attacks to Dark Porygon2 during your opponent's next turn. (Any other effects of attacks still happen.)

 

Weakness: Fighting

Resistance: Psychic

Retreat: C

Rare Holographic

 

----------

 

9. Dark Scizor

70 HP

Type: Metal

Stage 1 (Evolves from Scyther)

 

[CC] Threaten - Flip a coin. If heads, look at your opponent's hand. If he or she has any Trainer cards there, choose 1 of them. Your opponent shuffles that card into his or her deck.

 

[CCC] Slash - 30 damage.

 

Weakness: Fire

Resistance: Grass

Retreat: CC

Rare Holographic

 

----------

 

10. Dark Typhlosion

80 HP

Type: Fire

Stage 2 (Evolves from Dark Quilava)

 

[C] Claw Swipe - 20 damage.

 

[R] Rushing Flames 40x damage. You may discard any number of Fire Energy cards attached to your Pokemon. Flip a coin for each Fire Energy discarded in this way. This attack does 40 damage times the number of heads.

 

Weakness: Water

Resistance: N/A

Retreat: C

Rare Holographic

 

----------

 

11. Dark Tyranitar

90 HP

Type: Fighting

Stage 2 (Evolves from Dark Pupitar)

 

[F] Mountain Smasher - 20x damage. Flip a number of coins equal to the number of Fighting Energy cards attached to Dark Tyranitar. This attack does 20 damage times the number of heads. Then, for each heads, discard the top card from your opponent's deck.

 

[FFFC] Fling Away - 50 damage. If your opponent has any Benched Pokemon, this attack does 30 damage instead of 50 and choose 1 of those Benched Pokemon. This attack does 30 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)

 

Weakness: Grass

Resistance: Electric

Retreat: CCC

Rare Holographic

 

---------

 

12. Light Arcanine

100 HP

Type: Fire

Stage 1 (Evolves from Growlithe)

 

Pokemon Power: Drive Off - As long as Light Arcanine is your Active Pokemon, once during your turn (before your attack), if your opponent has any Benched Pokemon, he or she chooses 1 of them and switches it with the Defending Pokemon. This power can't be used while Light Arcanine is Asleep, Confused, or Paralyzed.

 

[RRC] Gentle Flames - 50 damage. If the Defending Pokemon is a Baby Pokemon, this attack does 10 damage instead of 50. If the Defending Pokemon is a Basic Pokemon, this attack does 30 damage instead of 50.

 

Weakness: Water

Resistance: N/A

Retreat: CC

Rare Holographic

 

----------

 

13. Light Azumarrill

80 HP

Type: Water

Stage 1 (Evolves from Marrill)

 

[W] Bubble - 10 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

 

[WCC] Bubble Jump - 30 damage. If your have any Benched Pokemon, flip a coin. If heads, take 2 Energy cards attached to Light Azumarill and attach them to 1 of your Benched Pokemon. Then return Light Azumarill and all cards attached to it to your hand.

 

Weakness: Electric

Resistance: N/A

Retreat: C

Rare Holographic

 

----------

 

14. Light Dragonite

100 HP

Type: Colorless

Stage 2 (Evolves from Light Dragonair)

 

Pokemon Power: Miraculous Wind - As long as Light Dragonite is your Active Pokemon, each Special Energy card provides Colorless Energy instead of its usual type and its other effects stop working. This power stops working while Light Dragonite is Asleep, Confused, or Paralyzed.

 

[CCC] Light Wave - 40 damage. Prevent all effects of attacks, other than damage, done to Light Dragonite during your opponent's next turn.

 

Weakness: N/A

Resistance: Fighting

Retreat: CC

Rare Holographic

 

-----------

 

15. Light Togetic

60 HP

Type: Colorless

Stage 1 (Evolves from Togepi)

 

Pokemon Power: Gift - When you play Light Togetic from your hand, your opponent may search his or her deck for a Pokemon Tool card, show that card to you, and put it into his or her hand. Either way, you may do the same, and then each player who searched shuffles his or her deck.

 

[CC] Sweet Kiss - 30 damage. Your opponent may draw a card.

 

Weakness: N/A

Resistance: Fighting

Retreat: N/A

Rare Holographic

 

----------

 

16. Miracle Energy

Special Energy Card 

 

*You can't have more than 1 Miracle Energy in your deck.*

 

Attach Miracle Energy to 1 of your Shining or Light Pokemon. At the end of your turn, discard Miracle Energy.

While in play, Miracle Energy counts as every type of Energy, but only provides 2 Energy at a time.

 

Rare Holographic

 

----------

 

17. Dark Ariados

60 HP

Type: Grass

Stage 1 (Evolves from Spinarak)

 

[G] Entangle - If your opponent has any Benched Pokemon, choose 1 of them and switch it with the Defending Pokemon, then flip a coin. If heads, the new Defending Pokemon is now Paralyzed.

 

[GGG] Poison Bind - 30 damage. The Defending Pokemon is now Poisoned. Flip a coin. If heads, the Defending Pokemon can't retreat until the end of your opponent's next turn and if the effect of an attack, Pokemon Power, or Trainer card would change that player's Active Pokemon, that part of the effect does nothing.

 

Weakness: Fire

Resistance: N/A

Retreat: CC

Rare

 

----------

 

18. Dark Magcargo

60 HP

Type: Fire

Stage 1 (Evolves from Slugma)

 

Pokemon Power: Hot Plate - As long as Dark Magcargo is your Active Pokemon, whenever a player puts a Baby Pokemon or a Basic Pokemon onto his or her Bench from his or her hand, this power does 10 damage to that Pokemon. (Don't apply Weakness and Resistance.) This power stops working while Dark Magcargo is Asleep, Confused, or Paralyzed.

 

[RR] Ball of Flame - 20 damage. You may discard a Fire Energy card attached to Dark Magcargo when you use this attack. If you do and if your opponent has any Benched Pokemon, choose 1 of them and this attack does 20 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.)

 

Weakness: Water

Resistance: N/A

Retreat: CCC

Rare

 

----------

 

19. Dark Omastar

70 HP

Type: Water

Stage 2 (Evolves from Dark Omanyte)

 

[W] Prehistoric Water - If your opponent has any evolved Pokemon in play, choose 1 of them and flip a coin. If heads, your opponent takes the highest Stage Evolution card on that Pokemon and shuffles it into his or her deck.

 

[WC] Dark Tentacle - 30 damage. During your opponent's next turn, the Defending Pokmon can't evolve except from effects of attacks or Pokemon Powers. (Benching that Pokemon ends this effect.)

 

Weakness: Grass

Resistance: N/A

Retreat: CC

Rare

 

----------

 

20. Dark Slowking

60 HP

Type: Psychic

Stage 1 (Evolves from Slowpoke)

 

Pokemon Power: Cunning - Once during your turn (before your attack), you may flip a coin. If heads, look at the top card of your opponent's deck. Then, you may have your opponent shuffle his or her deck. This power can't be used while Dark Slowking is Asleep, Confused, or Paralyzed.

 

[PP] Mind Shock - 30 damage. Don't apply Weakness and Resistance for this attack.

 

Weakness: Psychic

Resistance: N/A

Retreat: CC

Rare

 

----------

 

21. Dark Ursaring

60 HP

Type: Colorless

Stage 1 (Evolves from Teddiursa)

 

[C] Provoke - Look at your opponent's hand. If he or she has any Baby Pokemon and/or Basic Pokemon there, you may put any number of them onto your opponent's Bench (as long as there's room). Then, your opponent looks at your hand. If you have any Baby Pokemon and/or Basic Pokemon there, your opponent may put any number of them onto your Bench (as long as there's room).

 

[CC] Battle Frenzy - For each Pokemon in play (yours and your opponent's), flip a coin. For each heads, this attack does 20 damage to that Pokemon. Don't apply Weakness and Resistance for this attack.

 

Weakness: Fighting

Resistance: Psychic

Retreat: CC

Rare

 

----------

 

22. Light Dragonair

80 HP

Type: Colorless

Stage 1 (Evolves from Dratini)

 

[CC] Healing Light - Remove 1 damage counter from each of your Pokemon that has any damage counters on it.

 

[CCC] Protective Wave - 20 damage. Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Light Dragonair.

 

Weakness: N/A

Resistance: Psychic

Retreat: CC

Rare

 

----------

Name: Light Lanturn
80 HP
Type: Electric
Stage 1 (Evolves from Chinchou)

[L] Searchlight - Flip a coin. If heads, each player may choose a card from his or her discard pile and put it into his or her hand.

[LL] Spark – 30 damage. If your opponent has any Benched Pokemon, choose 1 of them and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokemon.)

Weakness: Fighting
Resistance: N/A
Retreat: CC
Rare

---------- 

24. Light Ledian
70 HP
Type: Grass
Stage 1 (Evolves from Ledyba)

[G] Flash Touch - If you have any Benched Pokemon, switch 1 of them with Light Ledian. As long as that Pokemon is your Active Pokemon, it can't become Asleep, Confused, Paralyzed, or Poisoned. (All other effects of attacks, Pokemon Powers, and Trainer cards still happen.)

[GCC] Comet Punch - 20x damage. Flip 4 coins. This attack does 20 damage times the number of heads.

Weakness: Fire
Resistance: Fighting
Retreat: N/A
Rare

 ---------- 

25. Light Machamp
100 HP
Type: Fighting
Stage 2 (Evolves from Light Machoke)

Pokemon Power: Tag Team - When you play Light Machamp from your hand, if it is on your Bench, remove 3 damage counters from your Active Pokemon. If it has fewer damage counters than that, remove all of them. Then, switch Light Machamp with your Active Pokemon.

[FFF] Beatdown – 50 damage. If the Defending Pokemon has Dark in its name or is a D Pokemon, flip a coin. If heads, this attack does 100 damage instead of 50.

Weakness: Psychic
Resistance: N/A
Retreat: CC
Rare

---------- 

26. Light Piloswine
90 HP
Type: Water
Stage 1 (Evolves from Swinub)

Pokemon Power: Fluffy Wool - During your opponent's turn, if Light Pilowswine is your Active Pokemon and is damaged by your opponent's attack (even if it is Knocked Out), flip a coin. If heads, the attacking Pokemon is now Asleep. This power stops working while Light Piloswine is Asleep, Confused, or Paralyzed when your opponent attacks.

[CCC] Knock Over – 30 damage. If there is a Stadium card in play, you may discard it.

Weakness: Grass
Resistance: Electric
Retreat: CCC
Rare

---------- 

27. Unown [G]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Give - Once during your turn (before your attack), if you have Unown [G], Unown [I], Unown [V], and Unown [E] on your bench, you may flip a coin. If heads, search your deck for a basic Energy card and attach it to 1 of your Pokemon. Shuffle your deck afterward.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Rare

 ----------

28. Unown [H]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Help - Once during your turn (before your attack), if you have Unown [H], Unown [E], Unown [L], and Unown [P] on your bench, you may shuffle your hand into your deck, then draw the same number of cards.

 [P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Rare

 ---------- 

29. Unown [W]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Want - Once during your turn (before your attack), if you have Unown [W], Unown [A], Unown [N], and Unown [T] on your bench, you may flip a coin. If heads, put a Trainer card from your discard pile into your hand.

 [P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Rare

---------- 

30. Unown [X]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: XXXXX - Whenever 1 of your Pokemon with Unown in its name uses its Hidden Power attack, flip a coin until you get tails. That attack does 10 more damage for each heads. If you have more than 1 Unown [X] in play, use only 1 [XXXXX] each turn.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Rare

---------- 

31. Chansey
90 HP
Type: Colorless
Basic Pokemon

[CC] Double Slap - 20x damage. Flip 2 coins, for each heads, Chansey does 20 damage to the defending pokemon.

[CCC] Egg Toss – 80 damage. Flip 2 coins. If either of them is tails, this attack does nothing.

Weakness: Fighting
Resistance: Psychic
Retreat: CC
Uncommon

 ---------- 

32. Dark Croconaw
60 HP
Type: Water
Stage 1 (Evolves from Totodile)

[WW] Clamping Jaw – 20 damage. The Defending Pokemon can't retreat during your opponent's next turn. If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing. (Benched either Pokemon ends this effect.)

Weakness: Grass
Resistance: N/A
Retreat: CC
Uncommon

---------- 

33. Dark Exeggcutor (Error: “Exeggutor” is mispelled)
60 HP
Type: Psychic
Stage 1 (Evolves from Exeggcute)

[C] Triple Headbutt - 10x damage. Flip 3 coins. This attack does 10 damage times the number of heads.

[PC] MAX Burst - 20x damage. Flip a number of coins equal to the number of Energy cards attached to your opponent's Pokemon. This attack does 20 damage times the number of heads.

Weakness: Psychic
Resistance: N/A
Retreat: CC
Uncommon

---------- 

34. Dark Flaaffy
60 HP
Type: Electric
Stage 1 (Evolves from Mareep)

[L] High Voltage – 10 damage. Flip a coin. If heads, your opponent can't play Trainer cards during his or her next turn.

[LC] Stun Wave – 30 damage. If the Defending Pokemon has a Pokemon Power, that power stops working until the end of your next turn.

Weakness: Fighting
Resistance: N/A
Retreat: C
Uncommon

---------- 

35. Dark Forretress
60 HP
Type: Grass
Stage 1 (Evolves from Pineco)

[C] Armor Up - Until the end of your next turn, if Dark Forretress would be Knocked Out by damage from an attack, flip a coin. If heads, Dark Forretress is not Knocked Out and its remaining HP become 10 instead.

[GG] Explosion  - 60 damage. Dark Forretress does 60 damage to itself.

Weakness: Fire
Resistance: N/A
Retreat: CC
Uncommon

 ----------

36. Dark Haunter
50 HP
Type: Psychic
Stage 1 (Evolves from Gastly)

[P] Call Back - Put a Baby Pokemon or Basic Pokemon card from your opponent's discard pile onto his or her Bench. Put 1 damage counter on that Pokemon. (You can't use this attack if your Bench is full.)

[PP] Surround – 20 damage. Flip a coin. If heads, the Defending Pokemon is now Asleep. If tails, the Defending Pokemon can't retreat during your opponent's next turn.

Weakness: N/A
Resistance: Fighting
Retreat: N/A
Uncommon

---------- 

37. Dark Omanyte
40 HP
Type: Water
Stage 1 (Evolves from Mysterious Fossil)

[W] Water Cannon - Choose 1 of your opponent's Pokemon. This attack does 10 damage for each Water Energy card attached to Dark Omanyte. Don't apply Weakness and Resistance. You can't do more than 30 damage in this way.

Weakness: Grass
Resistance: N/A
Retreat: C
Uncommon

---------- 

38. Dark Pupitar
60 HP
Type: Fighting
Stage 1 (Evolves from Larvitar)

[FF] Rock Tackle – 40 damage. Dark Pupitar does 10 damage to itself. Dark Pupitar can't use this attack during your next turn.

[CCC] Explosive Evolution - Flip a coin. If heads, this attack does 10 damage to each of your opponent's Pokemon. Don't apply Weakness and Resistance. Then, search your deck for an Evolution card named Dark Tyranitar and put it on Dark Pupitar. (This counts as evolving Dark Pupitar.) Shuffle your deck afterward.

Weakness: Grass
Resistance: Electric
Retreat: C
Uncommon

 ---------- 

39. Dark Quilava
60 HP
Type: Fire
Stage 1 (Evolves from Cyndaquil)

[R] Incinerate - Show the top card of your oppoent's deck to all players. If it's a Trainer card, discard it.

[RR] Rushing Magma - 20x damage. Discard the top 5 cards of your deck. (If there are fewer than 5 cards in your deck, discard all of them.) This attack does 20 damage for each Fire Energy card you discarded in this way.

Weakness: Water
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

40. Dark Wigglytuff
60 HP
Type: Colorless
Stage 1 (Evolves from Jigglypuff)

[CC] Dark Song - Flip a coin. If heads, the Defending Pokemon is now Asleep. If tails, the Defending Pokemon is now Confused.

[CCC] Slap Awake - 20+ damage. If the Defending Pokemon is Asleep or Confused, this attack does 20 damage plus 20 more damage. Then, the Defending Pokemon is now longer Asleep or Confused.

Weakness: Fighting
Resistance: Psychic
Retreat: CC
Uncommon

---------- 

41. Heracross
60 HP
Type: Grass
Basic Pokemon

[GC] Tackle – 20 damage.

[GGG] Charging Horn - 30+ damage. Flip a coin. If heads, this attack does 30 damage plus 30 more damage. If tails, this attack does 30 damage.

Weakness: Fire
Resistance: N/A
Retreat: CC
Uncommon

---------- 

42. Hitmonlee
60 HP
Type: Fighting
Basic Pokemon

[FF] One-Two Kick - 20x damage. Flip 2 coins. This attack does 20 damage times the number of heads.

[FFF] Heel Drop – 60 damage. Flip a coin. If tails, this attack does nothing.

Weakness: Psychic
Resistance: N/A
Retreat: C
Uncommon

---------- 

43. Houndour
40 HP
Type: Darkness
Basic Pokemon

[D] Corner - The Defending Pokemon can't retreat during your opponent's next turn.

[CC] Lunge – 30 damage. Flip a coin. If tails, this attack does nothing.

Weakness: N/A
Resistance: Psychic
Retreat: C
Uncommon

---------- 

44. Jigglypuff
50 HP
Type: Colorless
Basic Pokemon

[CC] Expand – 10 damage. All damage done to Jigglypuff during your opponent's next turn is reduced by 10 (after applying Weakness and Resistance).

Weakness: Fighting
Resistance: Psychic
Retreat: C
Uncommon

---------- 

45. Light Dewgong
80 HP
Type: Water
Stage 1 (Evolves from Seel)

[WW] Freezing Breath – 10 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails, the Defending Pokemon is now Asleep.

[WWW] Ice Pillar – 40 damage. Until the end of your opponent's next turn, as long as Light Dewgong is your active Pokemon, prevent all damage done by attacks to your Benched Pokemon. (Any other effects still happen.)

Weakness: Elecitrc
Resistance: N/A
Retreat: CC
Uncommon

 ---------- 

46. Light Flareon
80 HP
Type: Fire
Stage 1 (Evolves from Eevee)

[R] Warm Up - If you have any Benched Pokemon, search your deck for a Fire Energy card and attach it to 1 of them. Then shuffle your deck.

[RRC] Burning Flame - 30+ damage. Flip 2 coins. For each heads, discard a Fire Energy card attached to Light Flareon or this attack does nothing. This attack does 30 damage plus 20 damage for each heads.

Weakness: Water
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

47. Light Golduck
80 HP
Type: Water
Stage 1 (Evolves from Psyduck)

[W] Flipper Stroke - Your opponent looks at the top 3 cards of his or her deck. If and of them are basic Energy cards, he or she may show any number of them to you and put them into his or her hand. You do the same. Either way, each player shuffles his or her deck.

[PCC] Core Blast - 30+ damage. This attack does 30 damage plus 20 more damage for each Special Energy card attached to the Defending Pokemon.

Weakness: Electric
Resistance: N/A
Retreat: C
Uncommon

---------- 

48. Light Jolteon
70 HP
Type: Electric
Stage 1 (Evolves from Eevee)

[L] Pulse Guard - During your opponent's next turn, whenever 30 or more damage is done to Light Jolteon (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)

[LLC] Thunder Needle - 20x damage. Flip 3 coins. This attack does 20 damage times the number of heads. If you get 2 or more heads, the Defending Pokemon is now Paralyzed.

Weakness: Fighting
Resistance: N/A
Retreat: N/A
Uncommon

 ---------- 

49. Light Machoke
80 HP
Type: Fighting
Stage 1 (Evolves from Machop)

[F] Return Home - If you have any Benched Pokemon, shuffle 1 of them and all cards attached to it into your deck.

[FF] Gentle Kick – 40 damage. If the Defending Pokemon has no damage counters on it, this attack does 40 damage. If it has any, this attack does 20 damage.

Weakness: Psychic
Resistance: N/A
Retreat: CC
Uncommon

 ---------- 

50. Light Ninetales
90 HP
Type: Fire
Stage 1 (Evolves from Vulpix)

[R] Guiding Flame - Put a Baby Pokemon or Basic Pokemon card from your discard pile onto your bench. (You can't use this attack if your Bench is full.)

[RRR] Fire Blast – 50 damage. Discard a Fire Energy card attached to Light Ninetales in order to use this attack.

Weakness: Water
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

51. Light Slowbro
80 HP
Type: Psychic
Stage 1 (Evolves from Slowpoke)

[P] Fish Out - Your opponent may choose up to 3 Baby Pokemon, Basic Pokemon, and/or Evolution cards from his or her discard pile and shuffle them into his or her deck. Either way, you may do the same.

[WC] Splash About - 20+ damage. If there are more Energy attached to the Defending Pokemon than to Light Slowbro, this attack does 20 damage plus 20 more damage. If not, this attack does 20 damage.

Weakness: Psychic
Resistance: N/A
Retreat: CC
Uncommon

 ---------- 

52. Light Vaporeon
80 HP
Type: Water
Stage 1 (Evolves from Eevee)

[W] Wash Away - If you have any Benched Pokemon, flip a coin. If heads, remove all damage counters from 1 of your Benched Pokemon and discard all Energy cards attached to it.

[WWC] Hypnoshower – 30 damage. The Defending Pokemon is now Asleep. Remove 1 damage counter from each Benched Pokemon (yours and your opponent's) with any damage counters on it.

Weakness: Electric
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

53. Light Venomoth
80 HP
Type: Grass
Stage 1 (Evolves from Venonat)

[G] Mysterious Wing - Your opponent may choose a Baby Pokemon, Basic Pokemon, or Evolution card from his or her discard pile and put it into his or her hand. Either way, you may do the same.

[PC] Synchronize – 40 damage. If Light Venomoth and the Defending Pokemon have a different number of Energy cards attached to them, this attack does nothing.

Weakness: Fire
Resistance: Fighting
Retreat: N/A
Uncommon

 ---------- 

54. Light Wigglytuff
80 HP
Type: Colorless
Stage 1 (Evolves from Jigglypuff)

[C] Evolution Song - Your opponent may choose 1 of his or her Pokemon and search his or her deck for a card that evolves from that Pokemon. Your opponent attaches that card to that Pokemon. This counts as evolving that Pokemon. Either way, you may do the same, and then each player who seached shuffles his or her deck.

[CCC] Body Slam – 20 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: Fighting
Resistance: Psychic
Retreat: C
Uncommon

 ---------- 

55. Scyther
60 HP
Type: Grass
Basic Pokemon

[GC] Agility – 10 damage. Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Scyther.

[GGG] Shark Sickle – 40 damage.

Weakness: Fire
Resistance: Fighting
Retreat: C
Uncommon

 ---------- 

56. Togepi
40 HP
Type: Colorless
Basic Pokemon

[C] Charm - If the Defending Pokemon attacks during your opponent's next turn, any damage it does is reduced by 10 (before applying Weakness and Resistance).

[CC] Spike Ball Tackle – 20 damage. Togepi does 10 damage to itself.

Weakness: N/A
Resistance: Psychic
Retreat: C
Uncommon

 ---------- 

57. Unown [C]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Chase - As long as Unown [C] is your Active Pokemon, whenever your opponent's Active Pokemon tries to retreat, flip a coin. If heads, put 1 damage counter on that Pokemon. Apply Weakness and Resistance.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

58. Unown [P]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Perform - If an attack damaged Unown [P] during your opponent's last turn and Unown [P] was your Active Pokemon, Unown [P]'s Hidden Power attack does that much more damage to the Defending Pokemon. This power can be used even if Unown [P] is confused.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Uncommon

---------- 

59. Unown Q
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Quicken - Once during your turn (before your attack), you may flip a coin. If heads, prevent all effects of attacks, including damage, done to any of your Pokemon with Unown in its name during your opponent's next turn. If you have more than 1 Unown [Q] in play, use only 1 [Quicken] each turn. This power can be used even if Unwon [Q] is Asleep, Confused, or Paralyzed.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

60. Unown Z
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Zoom - As long as Unown [Z] is Benched, you pay no Energy cost to retreat a Pokemon with Unown in its name.

[P] Hidden Power  - 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Uncommon

 ---------- 

61. Cyndaquil
40 HP
Type: Fire
Basic Pokemon

[R] Smokescreen – 10 damage. If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.

Weakness: Water
Resistance: N/A
Retreat: C
Common

 ---------- 

62. Dark Octillery
60 HP
Type: Water
Stage 1 (Evolves from Remoraid)

[W] Ink Blast - 20+ damage. This attack does 20 damage plus 10 more damage for each Energy attached to Dark Octillery but not used to pay this attack's Energy cost. You can't add more than 20 damage in this way.

[WC] Tentacle Wrap – 20 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails, during your opponent's next turn, your opponent pays C more to retreat the Defending Pokemon.

Weakness: Electric
Resistance: N/A
Retreat: CC
Common

 ----------

63. Dratini
40 HP
Type: Colorless
Basic Pokemon

[C] Shed - Remove 1 damage counter from Dratini.

[C] Fury Attack - 10x damage. Flip 2 coins. This attack does 10 damage times the number of heads.

Weakness: N/A
Resistance: Psychic
Retreat: C
Common

 ----------

64. Exeggcute
40 HP
Type: Psychic
Basic Pokemon

[G] Sleep Powder – 10 damage. The Defending Pokemon is now Asleep.

[P] Psyshock – 10 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

 ---------- 

65. Gastly
40 HP
Type: Psychic
Basic Pokemon

[P] Nightmare – 10 damage. The Defending Pokemon is now Asleep.

Weakness: N/A
Resistance: Fighting
Retreat: N/A
Common

 ---------- 

66. Girafarig
60 HP
Type: Colorless
Basic Pokemon

[CC] Tail Bite - 10+ damage. Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.

[PP] Psychic - 10+ damage. Does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokemon.

Weakness: N/A
Resistance: N/A
Retreat: C
Common

 ----------

67. Gligar
50 HP
Type: Fighting
Basic Pokemon

[FC] Stun Poison – 10 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed and Poisoned.

Weakness: Grass
Resistance: Fighting
Retreat: N/A
Common

 ---------- 

68. Growlithe
50 HP
Type: Fire
Basic Pokemon

[CC] Bite – 20 damage.

Weakness: Water
Resistance: N/A
Retreat: C
Common

 ---------- 

69. Hitmonchan
60 HP
Type: Fighting
Basic Pokemon

[F] Dodge - If Hitmonchan would be damaged by an attack during your opponent's next turn, flip a coin. If heads, prevent that attack's damage done to Hitmonchan. (Any other effects of attacks still happen.)

[FFC] Supersonic Jab – 40 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

 ---------- 

70. Larvitar
40 HP
Type: Fighting
Basic Pokemon

[C] Leer - Flip a coin. If heads, the Defending Pokemon can't attack during your opponent's next turn. (Benching or evolving either Pokemon ends this effect.)

[FC] Rock Throw – 20 damage.

Weakness: Grass
Resistance: Electric
Retreat: C
Common

 ---------- 

71. Ledyba
40 HP
Type: Grass
Basic Pokemon

[GC] Swift – 20 damage. This attack's damage isn't affected by Weakness, Resistance, Pokemon Powers, or any other effects on the Defending Pokemon.

Weakness: Fire
Resistance: Fighting
Retreat: N/A
Common

 ----------

72. Light Sunflora
80 HP
Type: Grass
Stage 1 (Evolves from Sunkern)

[CC] Reflected Sunlight - Attach up to 2 Grass Energy cards from your hand to 1 of your Grass Pokemon.

[GGG] Solarbeam – 40 damage.

Weakness: Fire
Resistance: N/A
Retreat: C
Common

 ---------- 

73. Machop
40 HP
Type: Fighting
Basic Pokemon

[C] Chop – 10 damage.

[CC] Punch – 20 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

 ---------- 

74. Mantine
60 HP
Type: Water
Basic Pokemon

[WW] Giant Wave - 40 damage. Mantine can't attack during your next turn.

Weakness: Electric
Resistance: Fighting
Retreat: CC
Common

 ---------- 

75. Mareep
50 HP
Type: Electric
Basic Pokemon

[C] Headbutt – 10 damage.

Weakness: Fighting
Resistance: N/A
Retreat: C
Common

 ---------- 

76. Phanpy
40 HP
Type: Fighting
Basic Pokemon

[F] Crushing Step - 10+ damage. Flip a coin. If heads, this attack does 10 damage plus 10 more damage; if tails, this attack does 10 damage.

Weakness: Grass
Resistance: Electric
Retreat: C
Common

 ---------- 

77. Pineco
40 HP
Type: Grass
Basic Pokemon

[CC] Tackle – 20 damage.

Weakness: Fire
Resistance: N/A
Retreat: CC
Common

---------- 

78. Porygon
50 HP
Type: Colorless
Basic Pokemon

[CC] Sharpen – 20 damage.

Weakness: Fighting
Resistance: Psychic
Retreat: C
Common

---------- 

79. Psyduck
50 HP
Type: Water
Basic Pokemon

[W] Flipper Splash – 10 damage.

[PC] Migraine – 20 damage. Flip a coin. If heads, the Defending Pokemon is now Confused. If tails, Psyduck is now Confused.

Weakness: Electric
Resistance: N/A
Retreat: C
Common

---------- 

80. Remoraid
40 HP
Type: Water
Basic Pokemon

[W] Fury Strikes - 10x damage. Flip 3 coins. This attack does 10 damage times the number of heads.

Weakness: Electric
Resistance: N/A
Retreat: C
Common

---------- 

81. Seel
50 HP
Type: Water
Basic Pokemon

[WC] Take Down – 30 damage. Seel does 10 damage to itself.

Weakness: Electric
Resistance: N/A
Retreat: C
Common

---------- 

82. Slugma
50 HP
Type: Fire
Basic Pokemon

[RR] Combustion – 30 damage.

Weakness: Water
Resistance: N/A
Retreat: CC
Common

---------- 

83. Sunkern
40 HP
Type: Grass
Basic Pokemon

[C] Rollout – 10 damage.

[GG] Sunbathe - Flip a coin. If heads, remove all damage counters from Sunkern. Search your deck for a card that evolves from Sunkern and attach that card to Sunkern. This counts as evolving Sunkern. Shuffle your deck afterward.

Weakness: Fire
Resistance: N/A
Retreat: CC
Common

---------- 

84. Swinub
50 HP
Type: Water
Basic Pokemon

[WC] Generate Cold – 20 damage. Flip a coin. If heads, the Defending Pokemon is now Paralyzed.

Weakness: Grass
Resistance: Electric
Retreat: C
Common

---------- 

85. Totodile
50 HP
Type: Water
Basic Pokemon

[W] Water Gun - 10+ damage. Does 10 damage plus 10 more damage for each Water Energy attached to Totodile but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way.

Weakness: Grass
Resistance: N/A
Retreat: C
Common

---------- 

86. Unown [L]
50 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Laugh - Once during your turn (before your attack), you may flip a coin. If heads, each player shuffles his or her deck. This power can be used even if Unown [L] is Asleep, Confused, or Paralyzed.

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

---------- 

87. Unown [S]
50 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Search - Once during your turn (before your attack), you may look at 1 of your Prize cards. Return that Prize card face down. This power can be used even if Unown [S] is Asleep, Confused, or Paralyzed.

[PC] Hidden Power – 20 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

---------- 

88. Unown [T]
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Tell - Once during your turn (before your attack), you may flip a coin. If heads, look at your opponent's hand and show your hand to your opponent. This power can be used even if Unwon [T] is Asleep, Confused, or Paralyzed.

[PC] Hidden Power – 20 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

---------- 

89. Unown V
40 HP
Type: Psychic
Basic Pokemon
(You may have up to 4 Basic Pokemon in your deck with Unown in their names.)

Pokemon Power: Vanish - When you play Unwon [V] from your hand, you may flip a coin. If heads, return 1 of your Pokemon with Unown in its name (other than Unown [V]) to your hand. (Discard all cards attached to that card.)

[P] Hidden Power – 10 damage.

Weakness: Psychic
Resistance: N/A
Retreat: C
Common

 ---------- 

90. Venonat
40 HP
Type: Grass
Basic Pokemon

[C] Gnaw – 10 damage.

[GC] Poisonpowder – 10 damage. The Defending Pokemon is now Poisoned.

Weakness: Fire
Resistance: N/A
Retreat: C
Common

---------- 

91. Vulpix
50 HP
Type: Fire
Basic Pokemon

[RC] Ember – 30 damage. Discard 1 Fire Energy card attached to Vulpix in order to use this attack.

Weakness: Water
Resistance: N/A
Retreat: C
Common

---------- 

92. Broken Ground Gym
Type: Trainer Card

Stadium Card: This card stays in play when you play it. Discard this card if another Stadium card comes into play.

Effect: Each players pays C more to reatreat a Baby or Basic Pokemon.

Rare

----------

93. EXP.ALL
Type: Trainer Card

Pokemon Tool: Attach EXP.ALL to 1 of your Pokemon that doesn't have a Pokemon Tool attached to it.

Effect: During your opponent's turn, if your Active Pokemon would be Knocked Out by your opponent's attack, you may take 1 of the basic Energy cards attached to your Active Pokemon and attach it to the Pokemon with EXP.ALL attached to it. If you do, discard EXP.ALL.

Rare

 ----------

94. Imposter Professor Oak's Invention
Type: Trainer Card

Effect: Look at your opponent's Prize cards. You may have your opponent shuffle them into his or her deck. If you do, your opponent takes that many cards from the top of his or her deck and sets them aside as his or her new Prize cards (without looking at them).

Rare

 ----------

95. Radio Tower
Type: Trainer Card

Stadium Card: This card stays in play when you play it. Discard this card if another Stadium card comes into play.

Effect: Once during each player's turn (before attacking), that player may look at the top 2 cards of his or her deck and put them back in the same order.

Rare

 ----------

96. Though Wave Machine (Rocket's Secret Machine)
Type: Trainer Card

Effect: Flip a coin until you get tails. For each heads, return an Energy card attached to your opponent's Active Pokemon to your opponent's hand. If the Pokemon has fewer attached Energy cards than that, return all of them to your opponent's hand. Your turn is over now (you don't get to attack).

Rare

 ----------

97. Counterattack Claws
Type: Trainer Card

Pokemon Tool: Attach Counterattack Claws to 1 of your Pokemon that doesn't have a Pokemon Tool attached to it.

Effect: During your opponent's turn, if the Pokemon Counterattack Claws is attached to is your Active Pokemon and an opponent's attack damages it (even if it is Knocked Out), flip a coin. If heads, put 2 damage counters on the Defending Pokemon. Then, discard Counterattack Claws.

Uncommon

---------- 

98. Energy Amplifier
Type: Trainer Card

Effect: Choose an Energy card in your hand, show it to your opponent, and shuffle it into your deck. Then, flip a coin. If heads, search your deck for up to 3 basic Energy cards. Show them to your opponent, and put them into your hand. Shuffle your deck afterward.

Uncommon

---------- 

99. Energy Stadium
Type: Trainer Card

Stadium Card: This card stays in play when you play it. Discard this card if another Stadium card comes into play.

Effect: Once during each player's turn (before attacking), that player may flip a coin. If heads, that player puts a basic Energy card from his or her discard pile into his or her hand.

Uncommon

---------- 

100: Lucky Stadium
Type: Trainer Card

Stadium Card: This card stays in play when you play it. Discard this card if another Stadium card comes into play.

Effect: Once during each player's turn (before attacking), that player may flip a coin. If heads, that player draws a card.

Uncommon

 ----------

101: Magnifier
Type: Trainer Card

Effect: Attach Magnifier to 1 of your Pokemon. At the end of your turn, discard Magnifier. If the Pokemon Magnifier is attached to attacks, don't apply Resistance for that attack.

Uncommon

---------- 

102: Pokemon Personality Test
Type: Trainer Card

Effect: Put an Evolution card from your hand face down in front of you. Your opponent gusses whether it is a Pokemon card with Light in its name, a Pokemon card with Dark in its name, or neither one. Flip he card over. If your opponent guessed right, he or she draws 3 cards. If your opponent guessed wrong, you draw 3 cards. Either way, return the card to your hand.

Uncommon

---------- 

103: Team Rocket's Evil Deeds
Type: Trainer Card

Effect: Look at your opponent's hand and choose a card there. Your opponent shuffles that card into his or her deck. Then, your opponent may draw up to 2 cards.

Uncommon

---------- 

104: Heal Powder
Type: Trainer Card

Effect: Flip a coin. If heads, your Active Pokemon is no longer Asleep, Confused, Paralyzed, or Poisoned and remove 2 damage counters from it. If your Active Pokemon has fewer damage counters than that, remove all of them.

Common

---------- 

105. Mail from Bill
Type: Trainer Card

Effect: You can't play this card if you have 5 or more cards in your hand (including this one). Draw cards until you have exactly 4 cards in your hand.

Common

---------- 

106. Shining Celebi
50 HP
Type: Grass
Basic Pokemon

(You can’t have more than 1 Shining Celebi in your deck.)

[C] Healing Water - Remove a number of damage counters from 1 of your Benched Pokemon equal to the number of W Energy cards attached to Shining Celebi. If the Pokemon has fewer damage counters than that, remove all of them.

[GP] Miracle Leaf – 10 damage. Flip a number of coins equal to the number of Energy cards attached to the Defending Pokemon. If you get 1 or more heads, the Defending Pokemon is now Asleep, Confused, or Poisoned (your choice).

Weakness: Fire
Resistance: N/A
Retreat: C
Super Rare

 ----------

107. Shining Charizard
100 HP
Type: Fire
Basic Pokemon

(You can't have more than 1 Shining Charizard in your deck.)

[RRRLL] White-hot Flame – 100 damage. Discard 1 R Energy card and 1 L Energy card attached to Shining Charizard or this attack does nothing. Flip a coin. If tails, Shining Charizard foes 30 damage to itself.

Weakness: Water
Resistance: Fighting
Retreat: CCC
Super Rare

 ----------

108. Shining Kabutops
80 HP
Type: Fighting
Basic Pokemon

(You can't have more than 1 Shining Kabutops in your deck.)

[FFL] Lightning Cut - 30+ damage. Flip a coin. If heads, this attack does 30 damage plus 10 more damage and does 10 damage to each of your opponent's Benched Pokemon. (Don't apply Weakness and Resistane for Benched Pokemon.) If tails, this attack does 30 damage and Shining Kabutops does 10 damage to itself.

[FFWW] Water Slash - 50+ damage. Does 50 damage plus 10 more damage for each Water Energy attached to Shining Kabutops but not used to pay for this attack's Energy cost. Don't apply Resistance.

Weakness: Grass
Resistance: N/A
Retreat: CC
Super Rare

 ----------

Name: Shining Mewtwo
70 HP
Type: Psychic
Basic Pokemon

(You can't have more than 1 Shining Mewtwo in your deck.)

[PL] Reflect Shield - If an attack does damage to Shining Mewtwo during your opponent's next turn (even if Shining Mewtwo is Knocked Out), flip a coin. If heads, prevent all damage done to Shining Mewtwo from that attack (any other effects of attacks still happen) and do 20 damage to the attacking Pokemon.

[PPR] Psyburst - 40+ damage. Discard a Fire Energy card attached to Shining Mewtwo or this attack does nthing. This attack does 40 damage plus 10 more damage for each Energy attached to the Defending Pokemon.

Weakness: Psychic
Resistance: N/A
Retreat: CC
Super Rare

----------

Name: Shining Noctowl
60 HP
Type: Colorless
Basic Pokemon

(You can't have more than 1 Shining Noctowl in your deck.)

[PLC] Flashing Eyes – 30 damage. Flip 3 coins. If exactly 1 is heads, the Defending Pokemon is now Asleep. If exactly 2 are heads, the Defending Pokemon is now Confused. If all 3 are heads, the Defending Pokemon is now Paralyzed.

Weakness: Electric
Resistance: Fighting
Retreat: C
Super Rare

----------

Name: Shining Raichu
70 HP
Type: Electric
Basic Pokemon

(You can't have more than 1 Shining Raichu in your deck.)

[LLWW] Thundersquall -  40 damage. If your opponent has any Benched Pokemon, choose 1 of them and this attack does 10 damage to that Pokemon for each W Energy attached to Shining Raichu. (Don't apply Weakness and Resistance for Benched Pokemon.)

Weakness: Fighting
Resistance: N/A
Retreat: C
Super Rare

----------

Name: Shining Steelix
90 HP
Type: Metal
Basic Pokemon

(You can't have more than 1 Shining Steelix in your deck.)

[MMFF] Crushing Earth – 80 damage. Flip a coin. If heads, this attack does 10 damage to each Benched Pokemon (yours and your opponent's). (Don't apply Weakness and Resistance for Benched Pokemon.) If tails, this attack does nothing. Either way, Shining Steelix can't use this attack during your next turn.

Weakness: Fire
Resistance: Grass
Retreat: CCCC
Super Rare

----------

Name: Shining Tyranitar
90 HP
Type: Darkness
Basic Pokemon

(You can't have more than 1 Shining Tyranitar in your deck.)

[DFF] Mountain Crush - 30 damage. Flip a coin until you get tails. For each heads, your opponent discards the top card from his or her deck.

[DRRR] Destructive Fire – 50 damage. Flip a coin for each Fire Energy card attached to Shining Tyranitar. For each heads, discard a Fire Energy card attached to Shining Tyranitar or this attack does nothing. Then, for each heads, choose an Energy card attached to the Defending Pokemon and discard it. If it has fewer Energy cards than that, discard all of them.

Weakness: N/A
Resistance: Psychic
Retreat: CCC
Super Rare