Poké-POWER: Energy Connect - As often as you like during your turn (before your attack), you may move a basic Energy card attached to 1 of your Benched Pokémon to your Active Pokémon. This power can't be used if Ampharos is affected by a Special Condition.
Attack(1)
(L)(*)(*) Miraculous Thunder - 50 - You may discard all (L) Energy attached to Ampharos. If you do, the Defending Pokémon is now Burned and Confused.
(*) Reactive Poison - 10+ - Does 10 damage plus 30 more damage for each Special Condition affecting the Defending Pokémon.
Attack(2)
(G) Spider Trap - The Defending Pokémon is now Asleep and Poisoned. Before applying this effect, you may switch 1 of your opponent’s Benched Pokémon with 1 of the Defending Pokémon. If you do, the new Defending Pokémon is now Asleep and Poisoned. Your opponent chooses the Defending Pokémon to switch.
(G) Green Dance - Search your deck for up to 2 (G) Pokémon, show them to your opponent, and put them into your hand. Shuffle your deck afterward. If you put any (G) Pokémon into your hand, you may switch Bellossom with 1 of your Benched Pokémon.
Attack(2)
(*)(*)(*) Full Bloom - 50+ - If you have at least 3 Bellossom in play, this attack does 50 damage plus 50 more damage.
Poké-BODY: Intimidating Fang - As long as Feraligatr is your Active Pokémon, any damage done to your Pokémon by an opponent's attack is reduced by 10 (before applying Weakness and Resistance).
Attack(1)
(W)(*) Pull Away - 30 - If your opponent has 5 or more cards in his or her hand, your opponent discards a number of cards until your opponent has 4 cards left in his or her hand.
Attack(2)
(W)(*)(*) Tonnage - 50+ - You may do 50 damage plus 30 more damage. If you do, Feraligatr does 30 damage to itself.
(R) Fire Dance - 20 - Search your discard pile for a (R) Energy card and attach it to 1 of your Pokémon.
Attack(2)
(*)(*)(*) Multi Burn - 40 - If Flareon has 3 or more different types of basic Energy cards attached to it, this attack does 40 damage plus 20 more damage and the Defending Pokémon is now Burned.
(*)(*) Spiky Shell - 20 - Put 3 damage counters on the Defending Pokémon at the end of your opponent's next turn.
Attack(2)
(M)(*)(*)(*) Pop - 100 - Put 7 damage counters on Forretress. Move all Energy cards attached to Forretress to your Benched Pokémon in any way you like. (Ignore this effect if you don't have any Benched Pokémon.)
Poké-BODY: Lonesome - As long as you have less Pokémon in play than your opponent, your opponent can't play any Trainer cards (except for Supporter cards) from his or her hand.
Attack(1)
(*)(*) Tight Jaw - 20 - Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
Attack(2)
(R)(R)(*) Flamethrower - 70 - Discard a (R) Energy attached to Houndoom
(L) Attract Current - 20 - Flip a coin. If heads, search your deck for a (L) Energy card and attach it to 1 of your Pokémon. Shuffle your deck afterward.
Attack(2)
(*)(*)(*) Multi Pulse - 40+ - If Jolteon has 3 or more different types of basic Energy cards attached to it, this attack does 40 damage plus 20 more damage and the Defending Pokémon is now Confused.
Poké-BODY: Healing Aroma - As long as Meganium is your Active Pokémon, remove 1 damage counter from each Pokémon (excluding Pokémon-ex) (both yours and your opponent's) between turns.
Attack(1)
(G)(G)(*) Bouncy Move - 50+ - You may put up to 5 damage counters on Meganium. If you do, this attack does 50 damage plus 10 more damage for each damage counter you put on Meganium in this way.