Aquapolis Set
(地図にない町 / 海からの風)
Trading Card Game Set
General information
 Cards  English: 186
 Japanese: 92 & 90
 Series  e-Card era
 Previous Expansion  Expedition Base Set
 Following Expansion  Skyridge Set
 Associated Decks  GrassFire Rock Garden
 FireWater Abyss
 Released  January 15, 2003 (English)
 March 8th, 2002 (Japanese)
 May 24th, 2002 (Japanese)

Print Versions & Collectors Info

 

 

Set List with Pictures

Card Image No. Card name Rarity Card type
H1 Ampharos H1/H32     Ampharos  Rare Holo Lightning 
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
H2 Arcanine H2/H32 Arcanine  Rare Holo Fire 
Card text
You pay Colorless less to retreat Arcanine for each Energy attached to it.
H3 AzumarilL H3/H32     Ariados  Rare Holo Grass 
Card text
As long as Ariados is in play, each player must pay an additional Colorless to retreat his or her Active Pokémon. Gluey Slime can't make a player pay more than an additional Colorless to retreat a Pokémon, even if there is more than 1 Ariados in play.
H4 Bellossom H4/H32     Azumarill  Rare Holo Water
Card text
Once during your turn (before your attack), if Azumarill is on your Bench, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand.
H5 Bellossom H5/H32     Bellossom  Rare Holo  Grass
Card text
Once during your turn (before your attack), you may flip a coin. If heads, attach 1 basic Energy card from your hand to 1 of your Benched Pokémon. This power can't be used if Bellossom is affected by a Special Condition.
H6 Blissey H6/H32 Blissey  Rare Holo  Colorless
Card text
Once during your turn (before your attack), choose 1 of your Benched Pokémon and flip a coin. If heads, count the number of Energy attached to Blissey and then remove that many damage counters from the chosen Benched Pokémon. This power can't be used if Blissey is affected by a Special Condition.
H7 Electrode  H7/H32 Electrode  Rare Holo Lightning 
Card text
Once during your turn (before your attack), if Electrode is your Active Pokémon, you may flip a coin. If heads, choose a Lightning Energy card from your discard pile and attach it to 1 of your Pokémon. This power can't be used if Electrode is affected by a Special Condition.
H8 Entei H8/H32     Entei  Rare Holo  Fire
Card text
To attach a Fire Energy card from your hand to Entei, you must discard an Energy card attached to Entei. (Attach the Fire Energy, and then discard an Energy from Entei.)
H9 Espeon H9/H32 Espeon  Rare Holo Psychic
 
Card text
As often as you like during your turn (before your attack), choose an Energy card attached to 1 of your Pokémon and return it to your hand. This power can't be used if Espeon is affected by a Special Condition.
H10 Exeggutor H10/H32 Exeggutor  Rare Holo Grass 
Card text
Discard any number of Energy cards attached to any number of your Pokémon. Flip a number of coins equal to the number of Energy cards discarded this way. This attack does 40 damage times the number of heads.
H11 Houndoom H11/H32 Houndoom  Rare Holo Darkness 
Card text
Flip a coin. If tails, discard a Fire Energy card attached to Houndoom.
H12 Hypno H12/H32 Hypno  Rare Holo Psychic 
Card text
Once during your turn (before your attack), if Hypno is your Active Pokémon, you may make the Defending Pokémon Asleep. This power can't be used if Hypno is affected by a Special Condition.
H13 Jumpluff H13/H32 Jumpluff  Rare Holo  Grass
Card text
During your opponent's turn, if Jumpluff would be damaged or affected by an opponent's attack and it already has at least 1 damage counter on it, flip a coin. If heads, prevent all effects of that attack (including damage).
H14 Kingdra H14/H32 Kingdra  Rare Holo Water 
Card text
As often as you like during your turn (before your attack), you may move a Water Energy card from your Active Pokémon to 1 of your Benched Pokémon. This power can't be used if Kingdra is affected by a Special Condition.
H15 Lanturn H15/H32 Lanturn  Rare Holo Lightning 
Card text
You may use this power once during each of your turns (before your attack). All Lightning Energy attached to your Active Pokémon becomes Water Energy for the rest of your turn. (This effect ends if your Active Pokémon retreats or is returned to your hand.) This power can't be used if Lanturn is affected by a Special Condition.
H16 Magneton H16/H32 Magneton  Rare Holo Metal 
Card text
Once during your turn (before your attack), if Magneton is your Active Pokémon, you may flip a coin. If heads, choose 2 of your opponent's Pokémon that have Energy cards attached to them. Choose 1 of the Energy cards attached to each of those Pokémon and switch them between the Pokémon. This power can't be used if Magneton is affected by a Special Condition.
H17 Muk  H17/H32 Muk  Rare Holo  Grass
Card text
As long as there is a Grass Energy attached to Muk, you must pay an additional    to retreat it.
H18 Nidoking H18/H32 Nidoking  Rare Holo Fighting
Card text
Once during your turn (before your attack), if Nidoking is your Active Pokémon, you may flip a coin. If heads, put a damage counter on each of your opponent's Benched Pokémon. This power can't be used if Nidoking is affected by a Special Condition.
H19 Ninetales  H19/H32 Ninetales  Rare Holo Fire 
Card text
Flip a coin. If heads, choose a Special Condition (Asleep, Burned, Confused, Paralyzed, or Poisoned). The Defending Pokémon is now affected by that Special Condition.
H20 Octillery  H20/H32 Octillery  Rare Holo Water 
Card text
As long as Octillery is your Active Pokémon, whenever the Defending Pokémon retreats, discard all Energy cards attached to the Defending Pokémon when it goes to the Bench.
H21 Scizor H21/H32 Scizor  Rare Holo Metal 
Card text
Scizor can't be Poisoned.
H22 Slowking H22/H32 Slowking  Rare Holo Psychic 
Card text
Look at your opponent's hand. This attack does 10 damage times the number of Energy cards there are.
H23 Steelix H23/H32 Steelix  Rare Holo  Metal
Card text
This attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness or Resistance for Benched Pokémon.) Then, flip a coin. If tails, this attack can't be used during your next turn.
H24 Sudowoodo H24/H32 Sudowoodo  Rare Holo  Fighting
Card text
Choose 1 of the Defending Pokémon's attacks. Copy copies that attack. This attack does nothing if Sudowoodo doesn't have the Energy necessary to use that attack. (You must still do anything else required in order to use that attack.)
H25 Suicune  H25/H32 Suicune  Rare Holo  Water
Card text
To attach a Water Energy card from your hand to Suicune, you must discard an Energy card attached to Suicune. (Attach the Water Energy, and then discard an Energy card from Suicune.)
H26 Tentacruel H26/H32 Tentacruel  Rare Holo  Water
Card text
Once during your turn (before your attack), as long as the number of Energy cards attached to the Defending Pokémon is less than the number of Energy cards attached to your Active Pokémon, you may choose an Energy card, if any, in your opponent's discard pile and attach it to the Defending Pokémon. This power can't be used if Tentacruel is affected by a Special Condition.
H27 Togetic H27/H32 Togetic   Rare Holo Colorless 
Card text
Once during your turn (before your attack), discard a basic Energy card attached to 1 of your Pokémon. Then, choose a basic Energy card from your discard pile and attach it to that Pokémon. This power can't be used if Togetic is affected by a Special Condition.
H28 Tyranitar  H28/H32 Tyranitar  Rare Holo  Darkness
Card text
Flip a coin. If heads, discard 1 Energy card attached to 1 of your opponent's Pokémon.
H29 Umbreon  H29/H32 Umbreon  Rare Holo  Darkness
Card text
As long as Umbreon is your Active Pokémon and has a Darkness Energy attached to it, once during your turn (before your attack), you may look at your opponent's hand. Choose from it a number of cards up to the number of Darkness Energy attached to Umbreon and shuffle them into your opponent's deck. Your opponent then draws the same number of cards from his or her deck. This power can't be used if Umbreon is affected by a Special Condition.
H30 Victreebel H30/H32 Victreebel  Rare Holo Grass 
Card text
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. This power can't be used if Victreebel is affected by a Special Condition.
H31 Vileplume  H31/H32 Vileplume  Rare Holo Grass 
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned and Confused. If tails, the Defending Pokémon is now Poisoned and Asleep.
H32 Zapdos H32/H32 Zapdos Rare Holo Lightning
Card text
You can't attach Lightning Energy cards from your hand to Zapdos.
1 Ampharos    1/147 Ampharos  Rare  Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
2 Arcanine 2/147 Arcanine  Rare  Fire
Card text
You pay Colorless less to retreat Arcanine for each Energy attached to it.
3 Ariados 3/147     Ariados  Rare Grass
Card text
As long as Ariados is in play, each player must pay an additional Colorless to retreat his or her Active Pokémon. Gluey Slime can't make a player pay more than an additional Colorless to retreat a Pokémon, even if there is more than 1 Ariados in play.
4 Azumarill 4/147 Azumarill    Rare  Water
Card text
Once during your turn (before your attack), if Azumarill is on your Bench, you may flip a coin. If heads, return Azumarill and all cards attached to it to your hand.
5 Bellossom 5/147 Bellossom  Rare Grass 
Card text
Once during your turn (before your attack), you may flip a coin. If heads, attach 1 basic Energy card from your hand to 1 of your Benched Pokémon. This power can't be used if Bellossom is affected by a Special Condition.
6 Blissey  6/147 Blissey  Rare  Colorless
Card text
Once during your turn (before your attack), choose 1 of your Benched Pokémon and flip a coin. If heads, count the number of Energy attached to Blissey and then remove that many damage counters from the chosen Benched Pokémon. This power can't be used if Blissey is affected by a Special Condition.
7 Donphan 7/147 Donphan  Rare Fighting
Card text
Does 10 damage to each of your own Benched Pokémon. (Don't apply Weakness and Resistance for Benched Pokémon.)
8 Electrode 8/147 Electrode  Rare  Lightning
Card text
Once during your turn (before your attack), if Electrode is your Active Pokémon, you may flip a coin. If heads, choose a Lightning Energy card from your discard pile and attach it to 1 of your Pokémon. This power can't be used if Electrode is affected by a Special Condition.
9 Elekid  9/147 Elekid  Rare  Lightning
Card text
Flip a coin. If heads, choose an Energy card attached to the Defending Pokémon. Your opponent moves that card to 1 of his or her other Pokémon. (If your opponent has no Benched Pokémon, this attack does nothing.)
10 Entei  10/147      Entei  Rare Fire 
Card text
To attach a Fire Energy card from your hand to Entei, you must discard an Energy card attached to Entei. (Attach the Fire Energy, and then discard an Energy from Entei.)
11 Espeon  11/147  Espeon  Rare Psychic 
Card text
As often as you like during your turn (before your attack), choose an Energy card attached to 1 of your Pokémon and return it to your hand. This power can't be used if Espeon is affected by a Special Condition.
12 Exeggutor 12/147 Exeggutor  Rare Grass
Card text
Discard any number of Energy cards attached to any number of your Pokémon. Flip a number of coins equal to the number of Energy cards discarded this way. This attack does 40 damage times the number of heads.
13 Exeggutor 13/147 Exeggutor  Rare  Psychic
Card text
Flip a number of coins equal to the amount of Energy attached to Exeggutor. This attack does 20 damage times the number of heads.
14 Houndoom 14/147 Houndoom  Rare Fire 
Card text
If the Defending Pokémon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
15 Houndoom 15/147 Houndoom  Rare Darkness 
Card text
Flip a coin. If tails, discard a Fire Energy card attached to Houndoom.
16 Hypno 16/147 Hypno  Rare  Psychic
Card text
Once during your turn (before your attack), if Hypno is your Active Pokémon, you may make the Defending Pokémon Asleep. This power can't be used if Hypno is affected by a Special Condition.
17 Jumpluff  17/147 Jumpluff  Rare Grass
Card text
During your opponent's turn, if Jumpluff would be damaged or affected by an opponent's attack and it already has at least 1 damage counter on it, flip a coin. If heads, prevent all effects of that attack (including damage).
18 Jynx  18/147 Jynx  Rare Psychic 
Card text
This attack does 10 damage plus 10 more damage for each damage counter on the Defending Pokémon.
19 Kingdra 19/147 Kingdra  Rare  Water
Card text
As often as you like during your turn (before your attack), you may move a Water Energy card from your Active Pokémon to 1 of your Benched Pokémon. This power can't be used if Kingdra is affected by a Special Condition.
20 Lanturn 20/147 Lanturn  Rare Water 
Card text
Discard all Lightning Energy cards attached to Lanturn. Flip a number of coins equal to the number of Lightning Energy cards you discarded. This attack does 30 damage plus 40 more damage for each heads.
21 Lanturn 21/147 Lanturn  Rare  Lightning
Card text
You may use this power once during each of your turns (before your attack). All Lightning Energy attached to your Active Pokémon becomes Water Energy for the rest of your turn. (This effect ends if your Active Pokémon retreats or is returned to your hand.) This power can't be used if Lanturn is affected by a Special Condition.
22 Magneton 22/147 Magneton  Rare Metal 
Card text
Once during your turn (before your attack), if Magneton is your Active Pokémon, you may flip a coin. If heads, choose 2 of your opponent's Pokémon that have Energy cards attached to them. Choose 1 of the Energy cards attached to each of those Pokémon and switch them between the Pokémon. This power can't be used if Magneton is affected by a Special Condition.
23 Muk 23/147 Muk  Rare  Grass
Card text
As long as there is a Grass Energy attached to Muk, you must pay an additional    to retreat it.
24 Nidoking  24/147 Nidoking  Rare  Fighting
Card text
Once during your turn (before your attack), if Nidoking is your Active Pokémon, you may flip a coin. If heads, put a damage counter on each of your opponent's Benched Pokémon. This power can't be used if Nidoking is affected by a Special Condition.
25 Ninetales 25/147 Ninetales  Rare Fire 
Card text
Flip a coin. If heads, choose a Special Condition (Asleep, Burned, Confused, Paralyzed, or Poisoned). The Defending Pokémon is now affected by that Special Condition.
26 Octillery  26/147 Octillery  Rare Water
Card text
As long as Octillery is your Active Pokémon, whenever the Defending Pokémon retreats, discard all Energy cards attached to the Defending Pokémon when it goes to the Bench.
27 Parasect 27/147 Parasect  Rare Grass 
Card text
Choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep.
28 Porygon2 28/147 Porygon2  Rare  Colorless
Card text
Once during each of your turns (before your attack), if you have 2 or fewer cards in your hand, you may draw cards from your deck until you have 3 cards in your hand. This power can't be used if Porygon2 is affected by a Special Condition.
29 Primeape  29/147 Primeape  Rare Fighting 
Card text
Damage from this attack is reduced by 10 for each damage counter on Primeape.
30 Quagsire 30/147 Quagsire  Rare Water 
Card text
This attack does 20 damage plus 10 more damage for each Water Energy attached to Quagsire but not used to pay for this attack's Energy cost. You can't add more than 20 damage in this way.
31 Rapidash  31/147 Rapidash  Rare Fire 
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Rapidash.
32 Scizor  32/147     Scizor  Rare Metal 
Card text
Scizor can't be Poisoned.
33 Slowbro  33/147     Slowbro  Rare Water 
Card text
Any damage done to Slowbro by attacks from Basic Pokémon (excluding Baby Pokémon) is reduced by 20.
34 Slowking  34/147 Slowking  Rare Psychic 
Card text
Look at your opponent's hand. This attack does 10 damage times the number of Energy cards there are.
35 Steelix  35/147 Steelix  Rare Metal 
Card text
This attack does 10 damage to each of your opponent's Benched Pokémon. (Don't apply Weakness or Resistance for Benched Pokémon.) Then, flip a coin. If tails, this attack can't be used during your next turn.
36 Sudowoodo 36/147 Sudowoodo  Rare Fighting
Card text
Choose 1 of the Defending Pokémon's attacks. Copy copies that attack. This attack does nothing if Sudowoodo doesn't have the Energy necessary to use that attack. (You must still do anything else required in order to use that attack.)
37 Suicune  37/147 Suicune  Rare  Water
Card text
To attach a Water Energy card from your hand to Suicune, you must discard an Energy card attached to Suicune. (Attach the Water Energy, and then discard an Energy card from Suicune.)
38 Tentacruel 38/147 Tentacruel  Rare Water 
Card text
Once during your turn (before your attack), as long as the number of Energy cards attached to the Defending Pokémon is less than the number of Energy cards attached to your Active Pokémon, you may choose an Energy card, if any, in your opponent's discard pile and attach it to the Defending Pokémon. This power can't be used if Tentacruel is affected by a Special Condition.
39 Togetic 39/147 Togetic  Rare Colorless 
Card text
Once during your turn (before your attack), discard a basic Energy card attached to 1 of your Pokémon. Then, choose a basic Energy card from your discard pile and attach it to that Pokémon. This power can't be used if Togetic is affected by a Special Condition.
40 Tyranitar 40/147 Tyranitar  Rare Darkness 
Card text
Flip a coin. If heads, discard 1 Energy card attached to 1 of your opponent's Pokémon.
41 Umbreon 41/147 Umbreon  Rare Darkness 
Card text
As long as Umbreon is your Active Pokémon and has a Darkness Energy attached to it, once during your turn (before your attack), you may look at your opponent's hand. Choose from it a number of cards up to the number of Darkness Energy attached to Umbreon and shuffle them into your opponent's deck. Your opponent then draws the same number of cards from his or her deck. This power can't be used if Umbreon is affected by a Special Condition.
42 Victreebel 42/147 Victreebel  Rare Grass 
Card text
Once during your turn (before your attack), you may flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. This power can't be used if Victreebel is affected by a Special Condition.
43 Vileplume 43/147 Vileplume  Rare  Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned and Confused. If tails, the Defending Pokémon is now Poisoned and Asleep.
44 Zapdos  44/147 Zapdos  Rare Lightning 
Card text
You can't attach Lightning Energy cards from your hand to Zapdos.
45 Bellsprout 45/147 Bellsprout  Uncommon Grass
Card text
Remove 1 damage counter from Bellsprout.
46 Dodrio  46/147     Dodrio  Uncommon Colorless 
Card text
Flip 3 coins. This attack does 10 damage times the number of heads.
47 FlaDodrio  47/147 Flaaffy  Uncommon  Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
48 Furret 48/147 Furret  Uncommon  Colorless
Card text 
Once during your turn (before your attack), you may put 2 cards from your hand into your deck. Then, search your deck for an Energy card, show it to your opponent, and put it into your hand. Shuffle your deck afterward. This power can't be used if Furret is affected by a Special Condition.
49 Gloom  49/147     Gloom  Uncommon  Grass
Card text
As long as Gloom is in play, Resistance on each player's Active Pokémon only reduces damage by 10.
50a Golduck  50a/147 Golduck  Uncommon Water 
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused.
50b Golduck 50b/147 Golduck Uncommon Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Asleep. If tails, the Defending Pokémon is now Confused.
51 Growlithe  51/147 Growlithe  Uncommon  Fire
Card text
Discard a Fire Energy card attached to Growlithe.
52 Magnemite 52/147 Magnemite  Uncommon  Metal
Card text
Choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it.
53 Marill  53/147 Marill  Uncommon  Water
Card text
The Defending Pokémon is now Asleep.
54 Marowak  54/147 Marowak  Uncommon  Fighting
Card text
Choose 1 of your opponent's Benched Pokémon. Flip 3 coins. This attack does 10 damage times the number of heads to that Pokémon. Don't apply Weakness and Resistance.
55 Nidorino  55/147 Nidorino  Uncommon Grass 
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
56 Pupitar  56/147     Pupitar  Uncommon Fighting 
Card text
Flip a coin. If heads, this attack does 30 damage plus 10 more damage. If tails, Pupitar does 10 damage to itself.
57 Scyther 57/147 Scyther Uncommon Grass
Card text
Flip 2 coins. This attack does 10 damage times the number of heads.
58 Seadra 58/147 Seadra Uncommon Water
Card text
Flip a number of coins equal to the number of Water Energy attached to Seadra. This attack does 30 damage plus 10 more damage for each heads.
59 Seaking 59/147 Seaking Uncommon Water
Card text
This attack does 10 damage times the number of damage counters on Seaking.
60 Skiploom 60/147     Skiploom Uncommon Grass
Card text
You pay Colorless less to retreat Skiploom for each Grass Energy attached to it.
61 Smoochum 61/147 Smoochum Uncommon Psychic
Card text
Flip a number of coins equal to the number of Energy cards attached to the Defending Pokémon. This attack does 10 damage times the number of heads.
62 Spinarak 62/147 Spinarak Uncommon Grass
Card text
The Defending Pokémon can't retreat during your opponent's next turn.
63 Tyrogue 63/147 Tyrogue Uncommon Fighting
Card text
Flip a coin. If heads, discard a Special Energy card attached to the Defending Pokémon. If tails, this attack does nothing.
64 Voltorb 64/147 Voltorb Uncommon Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
65 Weepinbell 65/147 Weepinbell Uncommon Grass
Card text
Attach up to 2 Grass Energy cards from your hand to Weepinbell.
66 Wooper 66/147 Wooper Uncommon Water
Card text
Flip 3 coins. For each heads, remove 1 damage counter from Wooper.
67 Aipom 67/147     Aipom Common Colorless
Card text
Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
68 Bellsprout 68/147 Bellsprout Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
69 Chansey 69/147 Chansey Common Colorless
Card text
Chansey does 40 damage to itself.
70 Chinchou 70/147 Chinchou Common Water
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Chinchou.
71 Chinchou 71/147 Chinchou Common Lightning
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
72 Cubone 72/147 Cubone Common Fighting
Card text
During your opponent's next turn, any damage done to Cubone by attacks is reduced by 20.
73 Doduo 73/147 Doduo Common Colorless
Card text
Flip a coin. If heads, during your opponent's next turn, prevent all effects of attacks, including damage, done to Doduo.
74a Drowzee 74a/147 Drowzee Common Psychic
Card text
Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep.
74b Drowzee 74b/147 Drowzee Common Psychic
Card text
Flip a coin. If heads, choose 1 of your opponent's Benched Pokémon and switch the Defending Pokémon with it. The new Defending Pokémon is now Asleep.
75 Eevee 75/147 Eevee Common Colorless
Card text
Flip a coin. If heads, search your deck for an Energy card and attach it to Eevee. Shuffle your deck afterward.
76 Exeggcute 76/147 Exeggcute Common Grass
Card text
Attach an Energy card from your hand to Exeggcute.
77 Exeggcute 77/147 Exeggcute Common Psychic
Card text
Flip a coin until you get tails. This attack does 10 damage times the number of heads.
78 Goldeen 78/147 Goldeen Common Water
Card text
Flip a coin. If heads, this attack does 10 damage plus 10 more damage.
79 Grimer 79/147     Grimer Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
80 Growlithe 80/147 Growlithe Common Fire
Card text
If your opponent has any Benched Pokémon, he or she chooses 1 of them and switches the Defending Pokémon with it.
81 Hitmonchan 81/147 Hitmonchan Common Fighting
Card text
Flip 5 coins. This attack does 10 damage times the number of heads. Hitmonchan can't attack during your next turn.
82 Hitmontop 82/147 Hitmontop Common Fighting
Card text
Flip 2 coins. This attack does 20 damage times the number of heads.
83 Hoppip 83/147 Hoppip Common Grass
Card text
You pay Colorless less to retreat Hoppip for each Grass Energy attached to it.
84 Horsea 84/147 Horsea Common Water
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
85 Horsea 85/147 Horsea Common Water
Card text
Switch Horsea with 1 of your Benched Pokémon, if any.
86 Horsea 86/147 Houndour Common Fire
Card text
Flip a coin. If heads, the Defending Pokémon is now Burned.
87 Houndour 87/147 Houndour Common Darkness
Card text
Choose 1 of your opponent's Pokémon. This attack does 20 damage to that Pokémon. This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on that Pokémon.
88 Kangaskhan 88/147 Kangaskhan Common Colorless
Card text
Look at the top 3 cards of your deck, and then choose 1 of those cards and put it into your hand. Shuffle the rest into your deck afterward.
89 Larvitar 89/147 Larvitar Common Fighting
Card text
Your opponent discards the top card from his or her deck. Then you remove a damage counter from Larvitar.
90 Lickitung 90/147 Lickitung Common Colorless
Card text
Choose 1 of your opponent's Pokémon in play. This attack does 10 damage to that Pokémon. Don't apply Weakness and Resistance.
91 Magnemite 91/147 Magnemite Common Lightning
Card text
You pay Colorless less to retreat Magnemite for each Magnemite on your Bench.
92 Mankey 92/147 Mankey Common Fighting
Card text
Before doing damage, discard all Trainer cards attached to the Defending Pokémon.
93 Mareep 93/147 Mareep Common Lightning
Card text
Attach 1 Lightning Energy card from your discard pile to Mareep.
94 Miltank 94/147     Miltank Common Colorless
Card text
Flip a coin until you get tails. This attack does 20 damage times the number of heads.
95a Mr Mime 95a/147 Mr. Mime Common Psychic
Card text
If Mr. Mime would be damaged by an attack, reduce that damage by 10 for each basic Energy card attached to Mr. Mime. The maximum amount of damage that can be reduced by Energy Barrier is 20.
95b Mr. Mime 95b/147 Mr. Mime Common Psychic
Card text
If Mr. Mime would be damaged by an attack, reduce that damage by 10 for each basic Energy card attached to Mr. Mime. The maximum amount of damage that can be reduced by Energy Barrier is 20.
96 Nidoran   96/147 Nidoran♂ Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Poisoned.
97 Oddish 97/147 Oddish Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
98 Oddish 98/147  Onix Common Fighting
Card text
Flip a number of coins equal to the amount of Energy attached to Onix. This attack does 20 damage times the number of heads.
99 Paras 99/147 Paras Common Grass
Card text
The Defending Pokémon is now Asleep.
100 Phanpy 100/147 Phanpy Common Fighting
Card text
This attack does 10 damage times the number of damage counters on Phanpy.
101 Pinsir 101/147  Pinsir Common Grass
Card text
Flip a coin. If heads, the Defending Pokémon is now Paralyzed. If tails, this attack does nothing.
102 Ponyta 102/147 Ponyta Common Fire
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Discard a Fire Energy card attached to Ponyta.
103a Porygon 103a/147 Porygon Common Colorless
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Flip a coin. If heads, choose a Trainer card from your discard pile, show it to your opponent, and then shuffle it into your deck.
103b Porygon 103b/147 Porygon Common Colorless
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Flip a coin. If heads, choose a Trainer card from your discard pile, show it to your opponent, and then shuffle it into your deck.
104 Psyduck 104/147 Psyduck Common Water
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Headbutt
105 Remoraid 105/147 Remoraid Common Water
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Choose 1 of your opponent's Pokémon in play. This attack does 10 damage to that Pokémon. Don't apply Weakness or Resistance for this attack.
106 Scyther 106/147 Scyther Common Grass
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This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon.
107 Sentret 107/147 Sentret Common Colorless
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Look at the top 3 cards of your opponent's deck. Put them back in the same order.
108 Slowpoke 108/147 Slowpoke Common Water
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Search your discard pile for a Baby Pokémon, Basic Pokémon, Evolution card, or basic Energy card, show it to your opponent, and then put it into your hand.
109 Smeargle 109/147 Smeargle Common Colorless
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Flip a coin. If heads, the Defending Pokémon is now Confused. Then, choose 1 of your Benched Pokémon and switch Smeargle with it.
110 Sneasel 110/147 Sneasel Common Darkness
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Look at your opponent's hand. Choose all Technical Machine and Pokémon Tool cards there and put them into his or her deck. Your opponent shuffles the deck afterward.
111 Spinarak 111/147 Spinarak Common Grass
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Flip a coin. If heads, the Defending Pokémon is now Poisoned. If tails, the Defending Pokémon is now Paralyzed.
112 Tangela 112/147 Tangela Common Grass
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Flip a coin. If heads, the Defending Pokémon can't attack during your opponent's next turn.
113 Tentacool 113/147 Tentacool Common Water
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Flip a coin. If heads, the Defending Pokémon is now Poisoned.
114 Togepi 114/147 Togepi Common Colorless
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Flip 2 coins. For each heads, search your deck for a basic Energy card. Show those cards to your opponent, and then put them into your hand. Shuffle your deck afterward.
115 Voltorb 115/147 Voltorb Common Lightning
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This attack's damage isn't affected by Weakness, Resistance, Poké-Powers, Poké-Bodies, or any other effects on the Defending Pokémon.
116 Vulpix 116/147 Vulpix Common Fire
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If there are any Fire Energy cards in your discard pile, flip a coin. If heads, attach 1 of them to Vulpix.
117 Wooper 117/147 Wooper Common Water
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Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
118 Apricorn 118/147 Apricorn Forest Rare T[st]
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Once during each player's turn (before attacking), if that player's Bench isn't full, that player flips a coin. If heads, that player shows his or her opponent a basic Energy card from his or her hand. Then, that player searches his or her deck for a Basic Pokémon card of the same type (color) as the revealed Energy card and puts it onto his or her Bench. The player shuffles his or her deck afterward.
119 119 119/147 Darkness Cube 01 Uncommon T[TM]
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Move a basic Energy card attached to 1 of your Pokémon to another of your Pokémon.
120 Energy 120/147 Energy Switch Uncommon T
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You may play as many Item cards as you like during your turn (before your attack).
121 Fighting 121/147 Fighting Cube 01 Uncommon T[TM]
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Flip a number of coins equal to the number of damage counters on this Pokémon. This attack does 10 damage times the number of heads.
122 Fire 122/147 Fire Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Fire Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Fire Cube 01.
123 Forest 123/147 Forest Guardian Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
124 Grass 124/147 Grass Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Grass Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Grass Cube 01.
125 Healing 125/147 Healing Berry Uncommon T[Tool]
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Attach Healing Berry to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.
126 Juggler 126/147 Juggler Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
127 Lightning 127/147 Lightning Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Lightning Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Lightning Cube 01.
128 Memory 128/147 Memory Berry Uncommon T[Tool]
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Attach Memory Berry to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.
129 Metal 129/147 Metal Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Metal Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Metal Cube 01.
130 Pok  mon 130/147 Pokémon Fan Club Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
131 Pok  mon 131/147 Pokémon Park Uncommon T[St]
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This card stays in play when you play it. Discard this card if another Stadium card comes into play.
132 Psychic 132/147 Psychic Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Psychic Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Psychic Cube 01.
133 Seer 133/147 Seer Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
134 SupeR 134/147 Super Energy Removal 2 Uncommon T
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Flip 2 coins. If both are heads, discard all Energy cards attached to the Defending Pokémon. If both are tails, discard all Energy cards attached to your Active Pokémon. If 1 is heads and 1 is tails, this card does nothing.
135 Time 135/147 Time Shard Uncommon T[Tool]
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Attach Time Shard to 1 of your Pokémon that doesn't already have a Pokémon Tool attached to it. If that Pokémon is Knocked Out, discard this card.
136 Town 136/147 Town Volunteers Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
137 Traveling 137/147 Traveling Salesman Uncommon T[Su]
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You can play only one Supporter card each turn. When you play this card, put it next to your Active Pokémon. When your turn ends, discard this card.
138 Undersea 138/147 Undersea Ruins Uncommon T[St]
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This card stays in play when you play it. Discard this card if another Stadium card comes into play.
139  Power 139/147 Power Plant Uncommon T[St]
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This card stays in play when you play it. Discard this card if another Stadium card comes into play.

140 Water
140/147 Water Cube 01 Uncommon T[TM]
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Attach this card to 1 of your Water Pokémon in play. That Pokémon may use this card's attack instead of its own. At the end of your turn, discard Water Cube 01.
141 Weakness 141/147 Weakness Guard Uncommon T
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Attach this card to 1 of your Pokémon. Discard it at the end of your opponent's next turn.
As long as this card is attached, this Pokémon has no Weakness.

142 Darkness
142/147 Darkness Energy Rare DarknessE
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If the Pokémon Darkness Energy is attached to damages the Defending Pokémon (after applying Weakness and Resistance), the attack does 10 more damage to the Defending Pokémon. At the end of every turn, put 1 damage counter on the Pokémon Darkness Energy is attached to, unless it's Darkness or has Dark in its name.
Darkness Energy provides Darkness Energy. (Doesn't count as a basic Energy card.)
143 Metal 143/147 Metal Energy Rare MetalE
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Damage done to the Pokémon Metal Energy is attached to is reduced by 10 (after applying Weakness and Resistance). If the Pokémon Metal Energy is attached to isn't Metal, whenever it damages a Pokémon, reduce that damage by 10 (before applying Weakness and Resistance).
Metal Energy provides Metal Energy. (Doesn't count as a basic Energy card.)
144 Rainbow 144/147 Rainbow Energy Rare E
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Attach Rainbow Energy to 1 of your Pokémon. While in play, Rainbow Energy counts as every type of basic Energy but only provides 1 Energy at a time. (Doesn't count as a basic Energy card when not in play.) When you attach this card from your hand to 1 of your Pokémon, it does 10 damage to that Pokémon. (Don't apply Weakness and Resistance.)
145 Boost 145/147 Boost Energy Uncommon ColorlessE
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Boost Energy can be attached only to an Evolved Pokémon. Discard Boost Energy at the end of the turn it was attached. Boost Energy provides ColorlessColorlessColorless Energy. The Pokémon Boost Energy is attached to can't retreat. If the Pokémon Boost Energy is attached to isn't an Evolved Pokémon, discard Boost Energy.
146 Crystal 146/147 Crystal Energy Uncommon ColorlessE
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Crystal Energy provides 1 Energy of all types (colors) of all basic Energy cards attached to the Pokémon Crystal Energy is attached to.
If there are no basic Energy cards attached to the Pokémon Crystal Energy is attached to, Crystal Energy provides Colorless Energy.
147 Warp 147/147 Warp Energy Uncommon ColorlessE
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Warp Energy provides 1 Colorless Energy.
When you attach Warp Energy from your hand to your Active Pokémon, switch your Active Pokémon with 1 of your Benched Pokémon.
148 Kingdra 148/147 Kingdra Rare Holo Colorless
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Whenever you attach a Water, Lightning, or Psychic basic Energy card from your hand to Kingdra, Kingdra's type (color) becomes the same as that Energy card type until the end of the turn.
149 Lugia 149/147 Lugia Rare Holo Colorless
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Whenever you attach a Fire, Water, or Psychic basic Energy card from your hand to Lugia, Lugia's type (color) becomes the same as that as that Energy card type until the end of the turn.
150 Nidoking 150/147 Nidoking Rare Holo Colorless
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Whenever you attach a Grass, Lightning, or Fire basic Energy card from your hand to Nidoking, Nidoking's type (color) becomes the same as that Energy card type until the end of the turn.

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