Damage Swap- As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokemon to another as long as you don’t Knock Out that Pokemon. This power can’t be used if Alakazam is Asleep, Confused, or Paralyzed.
Attack(1)
(P)(P)(P) Confuse Ray 30 Flip a coin. If heads, the Defending Pokemon is now Confused.
Damage Swap- As often as you like during your turn (before your attack), you may move 1 damage counter from 1 of your Pokemon to another as long as you don’t Knock Out that Pokemon. This power can’t be used if Alakazam is Asleep, Confused, or Paralyzed.
Attack(1)
(P)(P)(P) Confuse Ray 30 Flip a coin. If heads, the Defending Pokemon is now Confused.
Rain Dance- As often as you like during your turn (before your attack), you may attach 1 (W) Energy card to one of your (W) Pokemon. (This doesn’t use up your 1 Energy card attachment for the turn.) This power can’t be used if Blastoise is Asleep, Confused, or Paralyzed.
Attack(1)
(W)(W)(W) Hydro Pump 40+ Does 40 damage plus 10 more damage for each (W) energy attached to Blastoise but not used to pay for this attack’s Energy cost. Extra (W) Energy after the 2nd doesn’t count.
Rain Dance- As often as you like during your turn (before your attack), you may attach 1 (W) Energy card to one of your (W) Pokemon. (This doesn’t use up your 1 Energy card attachment for the turn.) This power can’t be used if Blastoise is Asleep, Confused, or Paralyzed.
Attack(1)
(W)(W)(W) Hydro Pump 40+ Does 40 damage plus 10 more damage for each (W) energy attached to Blastoise but not used to pay for this attack’s Energy cost. Extra (W) Energy after the 2nd doesn’t count.
(*)(*) Scrunch Flip a coin. If heads, prevent all damage done to Chansey during your opponent’s next turn. (Any other effects of attacks still happen.)
Attack(2)
(*)(*)(*)(*) Double Edge 80 Chansey does 80 damage to itself.
(*)(*) Scrunch Flip a coin. If heads, prevent all damage done to Chansey during your opponent’s next turn. (Any other effects of attacks still happen.)
Attack(2)
(*)(*)(*)(*) Double Edge 80 Chansey does 80 damage to itself.
Energy Burn- As often as you like before your turn (before your attack), you may turn all Energy attached to Charizard into (R) Energy for the rest of the turn. This power can’t be used if Charizard is Asleep, Confused, or Paralyzed.
Attack(1)
(R)(R)(R)(R) Fire Spin 100 Discard 2 Energy cards attached to Charizard in order to use this attack.
Energy Burn- As often as you like before your turn (before your attack), you may turn all Energy attached to Charizard into (R) Energy for the rest of the turn. This power can’t be used if Charizard is Asleep, Confused, or Paralyzed.
Attack(1)
(R)(R)(R)(R) Fire Spin 100 Discard 2 Energy cards attached to Charizard in order to use this attack.
(*) Sing Flip a coin. If heads, the Defending Pokemon is now Asleep.
Attack(2)
(*)(*)(*) Metronome Choose 1 of the Defending Pokemon’s attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type the Defending Pokemon is, Clefairy’s type is still Colorless.)
(*) Sing Flip a coin. If heads, the Defending Pokemon is now Asleep.
Attack(2)
(*)(*)(*) Metronome Choose 1 of the Defending Pokemon’s attacks. Metronome copies that attack except for its Energy costs and anything else required in order to use that attack, such as discarding Energy cards. (No matter what type the Defending Pokemon is, Clefairy’s type is still Colorless.)
Strikes Back- Whenever your opponent’s attack damages Machamp (even if Machamp is Knocked Out), this power does 10 damage to the attacking Pokemon. (Don’t apply Weakness or Resistance.) This power can’t be used if Machamp is already Asleep, Confused, or Paralyzed when your opponent attacks.
Strikes Back- Whenever your opponent’s attack damages Machamp (even if Machamp is Knocked Out), this power does 10 damage to the attacking Pokemon. (Don’t apply Weakness or Resistance.) This power can’t be used if Machamp is already Asleep, Confused, or Paralyzed when your opponent attacks.
(L)(L)(*) Thunder Wave 30 Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Attack(2)
(L)(L)(*)(*) Selfdestruct 80 Does 20 damage to each Pokemon on each player’s Bench. (Don’t apply Weakness and Resistance for Benched Pokemon.) Magneton does 80 damage to itself.
(L)(L)(*) Thunder Wave 30 Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Attack(2)
(L)(L)(*)(*) Selfdestruct 80 Does 20 damage to each Pokemon on each player’s Bench. (Don’t apply Weakness and Resistance for Benched Pokemon.) Magneton does 80 damage to itself.
(P)(*) Psychic 10+ Does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokemon.
Attack(2)
(P)(P) Barrier Discard 1 (P) Energy card attached to Mewtwo in order to use this attack. During your opponent’s next turn, prevent all effects of attacks, including damage, done to Mewtwo.
(P)(*) Psychic 10+ Does 10 damage plus 10 more damage for each Energy card attached to the Defending Pokemon.
Attack(2)
(P)(P) Barrier Discard 1 (P) Energy card attached to Mewtwo in order to use this attack. During your opponent’s next turn, prevent all effects of attacks, including damage, done to Mewtwo.