Deck Construction
Any cards from DP: Diamond and Pearl through DP: Supreme Victors are legal cards to use when building decks. Additionally, all Modified-legal cards outside of these sets are legal as well (POP cards, Promo cards, reprinted Trainer cards, etc.)
You may use proxies for basic Darkness and basic Metal Energy cards by marking on a basic Energy or other card used in a deck that it is a basic Darkness or basic Metal Energy card (usually with a sharpie). Other proxy cards are not permitted, except at the judge's discretion.
Team Forming
Each team consists of two players. These players will need to agree on a name for their team for registration purposes. Each team will need to register on the team registration sheet at the tournament.
If you do not have a teammate, you may be able to find another player without a teammate and form a team at the tournament itself, so be sure to come anyway even if you don't have a teammate!
Once the tournament has started, you may not change your teammates or your decks.
Both players must agree to dropping in order to drop from a tournament.
If one teammate leaves the tournament without dropping and without informing both a judge and their teammate, they will be banned from all future Team Tourneys, as their teammate will effectively be unable to continue to participate.
Setup
At the start of each round, each player will need to take a seat at the appropriate table, in their appropriate spot. The first team member listed on the team always sits to the left of their teammate.
Each player shuffles his or her deck, then offers it to the opponent that is in front of them to cut.
Each player draws 7 cards from their deck into their hand and each player sets down a Basic Pokemon as their Active Pokemon, as well as up to 4 Benched Pokemon (instead of the usual 5).
If a player has no Basic Pokemon in their hand when they draw their 7 cards, they have to reshuffle as usual, but only one player from the opposite team may draw a card (they may decide amongst themselves who gets to draw the extra card).
After all mulligans have been resolved, all four players each set down 3 Prize cards from the top of their deck instead of the usual 6.
Then, to determine who goes first, each player rolls a 6-sided die. Both teammates add up their combined total and whoever has the highest total gets to go first. The winning team of the die roll also gets to choose, before any Pokemon are flipped over, which player from their team goes first. (The first turn of the opposing team will be whoever is straight across from the player that goes first, and play will continue in an N like zigzag fashion.)
Game Play
Turn order goes like this: the player who goes first gets their turn, then the opponent that is directly across from them, then the player's teammate, then the opponent's teammate, and then back to the first player. It should work similarly to the letter N. Just be sure to keep track of your turn order!
Each player may have 1 Active Pokemon and up to 4 Benched Pokemon of their own.
If a Stadium card is played, it is placed in the center of all of the players and affects all players.
Special Conditions are now resolved at the beginning and at the end of the afflicted player's turn. For example, Player 1A poisons Player 2B with an attack. No poison damage is placed between Player 1A's turn and just at the beginning and end of Player 2B's turn. The Special Condition is considered to be on the player all of the time, though, for the purpose of card effects that do something if the Pokemon is affected by a Special Condition.
If you Knock Out one of either opponent's Pokemon, you draw one of your own Prize cards (not your partner's). If you have no Prize cards remaining, your partner draws one of their Prize cards instead. If both players on a team have no Prize cards left between them, that team wins.
If your Active Pokemon is Knocked Out and you have no Benched Pokemon, you're not out of the game! Reveal your hand to all players to make sure that there are no Basic Pokemon in your hand (and to give your opponent the bonus of seeing your hand).
If there is a Basic Pokemon in there, you must play it immediately as your Active Pokemon.
If you don't have a Basic Pokemon in your hand, whenever your turn begins, you flip over the top card of your deck: if it's a Basic Pokemon, you set it down as your Active Pokemon and get to continue playing just as usual; if it's not a Basic Pokemon, your turn ends immediately.
If both you and your partner have no Active Pokemon and no Benched Pokemon at any time, after any effects are resolved, your team loses the game.
If you are unable to draw a card at the beginning of your turn, you must immediately pass without taking any action. You may still use any effects of your partner's Trainer or Supporter cards if they let you use them.
If both players on a team are forced to pass after being unable to draw a card at the beginning of their turn, that team loses. The game is considered to be lost after the second teammate passes.
Any card effects that make you flip Prize cards over or affect your prize cards in any way only affect your own Prize cards and can never affect your partner's, unless it says you can choose any player's Prize cards.
Whenever you play a Trainer card, you may choose to have all effects that would affect you affect your partner instead (any time it says "your," you replace it with "your partner"). Your partner must still be able to fulfill the requirements of the card. The card is placed in your discard pile after all effects are resolved. You still choose which opponent the Trainer card affects, if it affects one.
Whenever you play a Supporter card, you may choose to have your partner receive all effects of that card instead (as if they were playing it themselves) as long as they are able to fulfill all requirements of the card. (any time it says "your," you replace it with "your partner," except for the Supporter rule). You can still play only one Supporter card during your turn, even if your partner uses the effect, and the card is placed into your discard pile at the end of your turn. You still choose which opponent the Trainer card affects, if it affects one.
Pokemon Tool and Technical Machine cards can only be attached to the Pokemon of the active player, so you can't attach a Pokemon Tool card from your hand to your partner's Pokemon. Anything that has to be attached to a Pokemon or set in the owner's playing area has to be attached to the owner's Pokemon or placed in the owner's playing area (Fossils, PlusPowers, etc.).
Poke-Powers may only be used by the player using them and no effects can be transferred to their partner unless the Poke-Power affects all Pokemon, both Active Pokemon, or is some other floating effect that affects all players.
Poke-Bodies are always active and can sometimes affect both you and your partner. If a Poke-Body targets "each of your Benched Pokemon" or "all of your Pokemon," it affects both players Pokemon.
When you use an attack, you must choose which opponent you are attacking. Any effects of the attack that affect you, such as letting you draw cards or searching your deck for a card, only affect you and not your partner. But look at the next rule for some effects that might affect your partner from your attacks.
Targeting card and attack effects... (any specific rulings in the appropriate section override any of these)
If it says "your opponent" or "the Defending Pokemon" on the card, you must choose which opponent you're using the effect on. You can choose only one opponent unless it says otherwise.
If it says "both Defending Pokemon" or "each Defending Pokemon," it affects both opponent's Defending Pokemon.
If it says "both of your Active Pokemon," it affects both your Active Pokemon and your partner's Active Pokemon.
If it says "each Active Pokemon," it affects all players Active Pokemon.
If it says "all Pokemon" or "all Pokemon (both yours and your opponent's)", it affects all Pokemon in play.
If it says "both players" or any similar variant, you must choose which player from each side is affected.
"Your Bench" always refers to the active player's Bench and never the combined Bench.
If an attack affects an opponent's Benched Pokemon, it must be the same opponent that is receiving the other effects and damage from the attack.
For any attacks, comparing Prize cards or counting Prize cards taken always refers to the active player's and the target player's Prize cards and never their partner's. Anything that affects Prize cards only affects that player, even if they have no Prize cards left.
For any Poke-Powers, Poke-Bodies, and Energy cards, comparing Prize cards or counting Prize cards taken always refers to the team's Prize cards and not individual players.
Since the Tournament is just a fun Tournament, communication and coordination between players is important. Both players are free to show their partner their hands at any time. Players may communicate by whispering to their opponent as well as speaking out loud, giving them opportunity to plan out their strategies with nearly no restrictions, except for time (excessive talking amongst players will result in a warning, so keep communications brief, like under 15 seconds if it's one of your turns).
Individual Card Rulings
Listed here are several of the cards that are affected by the Team Tourney rules. I'll try and clarify any to help provide a reference of how things work.
Dusknoir #2, DP (Hard
Feelings)
Put 5
damage counters on the Defending Pokémon. Then, count the
number of Prize cards your opponent has taken and put that many
damage counters on the Defending Pokémon.
Hard Feelings only counts the Prizes the opponent you are attacking has taken, and each player is considered to have started with 3 Prizes (not 6), so they have taken only 1 Prize card if they have 2 remaining.
Magnezone #8, DP
(Magnetize)
If
you have any [M] Energy attached to your Active Pokémon, the
Retreat Cost for that Pokémon is 0.
If your partner's Active Pokemon has any [M] Energy attached to it, its Retreat Cost is 0 as well.
Drifblim #24, DP
(Explosive Smoke)
Does
10 damage to each Benched Pokémon (both yours and your
opponent's). (Don't apply Weakness and Resistance for Benched
Pokémon.)
Does 10 damage to all players' Benched Pokemon.
Machamp #31, DP
(Revenge)
If any
of your Pokémon were Knocked Out by damage from an opponent's
attack during his or her last turn, this attack does 20 damage plus
50 more damage.
Even if the opponent you are attacking wasn't the one the Knocked Out one of your Pokemon (not your partner's), Revenge still does 70 damage since it says "from an opponent's attack" rather than "your opponent's attack."
Unown D #68, DP
(DRAW)
Once
during your turn (before your attack), if Unown D is on your Bench,
you may flip a coin. If heads, each player may draw a card. (You
draw your card first.)
If you get heads, all players may draw a card.
PlusPower #109, DP
If
the Pokémon PlusPower is attached to attacks, the attack does
10 more damage to the Active Pokémon (before applying
Weakness and Resistance).
You may not attach PlusPower to any of your partner's Pokemon.
Torterra LV.X #122, DP
(Forest Murmurs)
Once
during your turn (before your attack), if you have more Prize cards
left than your opponent, you may choose 1 of your opponent's Benched
Pokémon and switch it with 1 of the Defending Pokémon.
This power can't be used if Torterra is affected by a Special
Condition.
If your team has more Prize cards left than your opponent's team, you may use Forest Murmurs. You choose which opponent's Defending and Benched Pokemon to switch.
Alakazam #2, MT (Power
Cancel)
Once
during your opponent's turn, when your opponent's Pokémon
uses any Poké-Power, you may discard 2 cards from your hand
and prevent all effects of that Poké-Power. (This counts as
that Pokémon using its Poké-Power.) This power can't
be used if Alakazam is affected by a Special Condition.
You may use Alakazam's Power Cancel once during each of your opponent's turns.
Alakazam #2, MT (Psychic
Guard)
During
your opponent's next turn, any damage done to Alakazam by attacks
from your opponent's Stage 2 Evolved Pokémon is reduced by 30
(after applying Weakness and Resistance).
Damaged is reduced only by the opponent that Alakazam damaged with Psychic Guard and not by the other opponent.
Tyranitar #17, MT
(Payback)
If your
opponent has only 1 Prize card left, this attack does 40 damage plus
40 more damage and discard the top 3 cards from your opponent's
deck.
You do the extra damage only if the opponent you are attacking with Payback has 1 Prize card left. If the opponent you are attacking has 0 Prize cards left, Payback only does 40 damage.
Tyranitar #17, MT (Ground
Burn)
Each player
discards the top card of his or her deck. This attack does 80 damage
plus 20 more damage for each Energy card discarded in this way.
All four players discard the top cards of their decks for this attack.
Ariados #20, MT
(Sticky)
The
Retreat Cost for each player's Pokémon (excluding Ariados) is
[C] more.
This affects all four players' Pokemon's Retreat Cost.
Bastiodon #21, MT
(Protective Wall)
Prevent
all damage done to your Benched Pokémon by your opponent's
attacks.
This affects both you and your partner's Benched Pokemon.
Bastiodon #21, MT (Anger
Revenge)
If
Bastiodon was damaged by an attack during your opponent's last turn,
this attack does 40 damage to 1 of your opponent's Benched Pokémon.
(Don't apply Weakness and Resistance for Benched Pokémon.)
You only do the 40 damage to your opponent's Benched Pokemon if Bastiodon was damaged last turn by the opponent that you are attacking.
Glalie #25, MT (Craggy
Face)
As long as
Glalie is your Active Pokémon, any damage done by attacks
from your opponent's Stage 2 Evolved Pokémon is reduced by 20
(before applying Weakness and Resistance).
You reduce the damage done by any of your opponent's Stage 2 Evolved Pokemon's attacks by 20 to any player.
Mantine #29, MT (Jumbo
Fin)
If Mantyke
is anywhere under Mantine, the Retreat Cost for each of your [W]
Pokémon is [C][C] less.
This affects both your and your partner's Retreat Cost.
Nidoqueen #31, MT (Mother
Pheromone)
The
attack cost of your Nidoran F, Nidorina, Nidoran M, Nidorino, and
Nidoking's attacks is (C) less.
The attack cost is reduced for your partner's Nidoran F, Nidorina, Nidoran M, Nidorino, and Nidoking as well.
Whiscash #40, MT
(Magnitude)
Does
20 damage to each Benched Pokémon (both yours and your
opponent's). (Don't apply Weakness and Resistance for Benched
Pokémon.)
Does 20 damage to every player's Benched Pokemon.
Sandslash #61, MT (Spike
Armor)
During
your opponent's next turn, if Sandslash is damaged by an opponent's
attack (even if Sandslash is Knocked Out), put 4 damage counters on
the Attacking Pokémon.
You must choose an opponent when using this attack, and this attack's effect only affects that opponent.
Team Galactic's Wager
#115, MT
Each
player shuffles his or her hand into his or her deck, and you and
your opponent play "Rock-Paper-Scissors." The player who
wins draws up to 6 cards. The player who loses draws up to 3 cards.
(You draw your cards first.)
There are so many ways to interpret the wording of this card for Team Play it isn't funny. For now, just to make it fun (and stay somewhat within the awful wording), when Team Galactic's Wager is played, all players shuffle their hands into their decks. Then, the player that played Team Galactic's Wager plays Rock-Paper-Scissors with the opponent across from them. The winner draws up to 6 cards and the loser up to 3; then, the other two players play Rock-Paper-Scissors and the winner draws up to 6 and the loser up to 3.
Lucario LV.X #122, MT
(Stance)
Once
during your turn (before your attack), when you put Lucario LV.X
from your hand onto your Active Lucario, you may use this power.
Prevent all effects of an attack, including damage, done to Lucario
during your opponent's next turn. (If Lucario is no longer your
Active Pokémon, this effect ends.)
When you Level Up your Active Lucario, you must choose an opponent and Stance only applies during that opponent's next turn, not both opponent's turns.
Lucario LV.X #122, MT
(Close Combat)
During
your opponent's next turn, any damage done to Lucario by attacks is
increased by 30 (after applying Weakness and Resistance).
Lucario only takes extra damage from the Pokemon of the opponent that was damaged by Close Combat.
Ampharos #1, SW
(Jamming)
After
your opponent plays a Supporter card from his or her hand, put 1
damage counter on each of your opponent's Pokémon. You can't
use more than 1 Jamming Poké-Body each turn.
If both players have an Ampharos out, only 1 of them can use Jamming each turn.
You can only put the damage counters on the opponent that played the Supporter card from their hand, regardless of who uses the effect.
Charizard #3, SW (Fury
Blaze)
If your
opponent has 3 or less Prize cards left, each of Charizard's attacks
does 50 more damage to the Active Pokémon (before applying
Weakness and Resistance).
Fury Blaze only activates if your opponent's team has 3 or less Prize cards left.
Flygon #5, SW (Irritating
Buzz)
As long as
Flygon is your Active Pokémon, put 1 damage counter on each
of your opponent's Active Pokémon between turns, excluding
[F] Pokémon.
You put 1 damage counter on both opponent's Active Pokemon (excluding [F] Pokemon) between each player's turn if Flygon is Active. If you and your teammate both have a Flygon Active, you would be putting 2 damage counters between each turn.
Gallade #6, SW (Psychic
Cut)
You may
choose as many of your face-down Prize cards as you like and put
them face up. If you do, this attack does 60 damage plus 20 more
damage for each Prize card you chose. (These cards remain face up
for the rest of the game.)
You may only flip over your own face-down Prize cards for Psychic Cut.
Gardevoir #7, SW
(Telepass)
Once
during your turn (before your attack), you may search your
opponent's discard pile for a Supporter card and use the effect of
that card as the effect of this power. (The Supporter card remains
in your opponent's discard pile.) You can't use more than 1 Telepass
Poké-Power each turn. This power can't be used if Gardevoir
is affected by a Special Condition.
Only you may use the effect of the Supporter card and not your partner.
Gardevoir #7, SW (Psychic
Lock)
During your
opponent's next turn, your opponent can't use any Poké-Powers
on his or her Pokémon.
Psychic Lock only affects the opponent that was attacked and only during their next turn.
Gastrodon West Sea #9, SW
(Wild Waves)
Put
1 damage counter on each Benched Pokémon (both yours and your
opponent's).
You put 1 damage counter on all players Benched Pokemon.
Ludicolo #13, SW (Rain
Dish)
At any time
between turns, remove 1 damage counter from Ludicolo.
You remove 1 damage counter from Ludicolo between every player's turn.
Ludicolo #13, SW (Nature
Power)
If you
have a Stadium card in play, this attack does 60 damage plus 20 more
damage. If your opponent has a Stadium card in play, the Defending
Pokémon is now Confused.
If either you or your partner has a Stadium card in play, this attack does 60 damage plus 20 more damage. If either of your opponents has a Stadium card in play, the Defending Pokemon you're attacking is now Confused.
Mew #15, SW
(Re-creation)
Choose
an attack on 1 of your opponent's Pokémon in his or her
discard pile. Re-creation copies that attack except for its Energy
cost. (You must still do anything else required for that attack.)
Mew performs that attack.
You must target the opponent whose discarded Pokemon's attack you are copying with Re-creation.
Suicune #19, SW (Cure
Stream)
During
your opponent's next turn, any damage done by attacks from the
Defending Pokémon is reduced by 20 (before applying Weakness
and Resistance).
Any damage done by the Pokemon that was damaged by Cure Stream is reduced by 20, regardless of who it is attacking, and only during that player's next turn.
Dugtrio #24, SW (Dig
Trap)
Flip a
coin. If tails, this attack does nothing. If heads, prevent all
effects of an attack, including damage, done to Dugtrio during your
opponent's next turn. If Dugtrio is your Active Pokémon at
the end of your opponent's next turn, put 6 damage counters on 1 of
your opponent's Benched Pokémon.
Before flipping the coin, you must choose which opponent you are targeting with the attack. The effects are prevented only during that opponent's next turn and the damage counters are put on that opponent's Benched Pokemon if Dugtrio is still your Active Pokemon at the end of that opponent's turn.
Electrode #26, SW (Energy
Shift)
Once
during your turn, if Electrode would be Knocked Out by damage from
an attack, you may use this power. Electrode isn't discarded.
Instead, attach it as an Energy card to 1 of your Pokémon.
While attached, this card is a Special Energy card and provides
every type of Energy but provides only 1 Energy at a time. (Has no
effect other than providing Energy.)
The opponent that Knocked Out Electrode draws the Prize.
If Electrode wasn't Knocked Out during one of your opponent's turns, the player that Knocked Out Electrode chooses which opponent draws a Prize.
Golem #29, SW (Megaton
Rock)
You may do
40 damage instead of 80 to the Defending Pokémon. If you do,
during your opponent's next turn, any damage done to Golem by
attacks is reduced by 40 (after applying Weakness and Resistance).
The damage done to Golem is reduced by 40 only by damage from the opponent that you attacked with Megaton Rock, and only during their next turn.
Jynx #30, SW (Icy
Kiss)
If Jynx was
damaged by an attack during your opponent's last turn, the Defending
Pokémon is now Paralyzed.
Only if the opponent you are attacking damaged Jynx with an attack during their last turn.
Minun #32, SW (Minus
Charge)
Once
during your turn (before your attack), if any of your Pokémon
were Knocked Out during your opponent's last turn, you may draw 2
cards. You can't use more than 1 Minus Charge Poké-Power each
turn. This power can't be used if Minun is affected by a Special
Condition.
Only if any of your Pokemon were Knocked Out during either opponent's last turn, not any of your partner's.
Plusle #36, SW (Plus
Charge)
Once
during your turn (before your attack), if any of your Pokémon
were Knocked Out during your opponent's last turn, you may search
your discard pile for up to 2 basic Energy cards, show them to your
opponent, and put them into your hand. You can't use more than 1
Plus Charge Poké-Power each turn. This power can't be used if
Plusle is affected by a Special Condition.
Only if any of your Pokemon were Knocked Out during either opponent's last turn, not any of your partner's.
Weavile #40, SW (Dark
Engage)
Once
during your turn (before your attack), you may use this power. Each
of your Active Pokémon's type is [D] until the end of your
turn. If that Pokémon is no longer your Active Pokémon,
this effect ends.
Both your and your partner's Active Pokemon are [D] type, but only until the end of your turn (or until it switches).
Xatu #44, SW (Psychic
Shift)
Once
during your turn, if Xatu is on your Bench, you may choose 1 Special
Condition from 1 of your Active Pokémon and remove that
Special Condition. Then, 1 of the Defending Pokémon is now
affected by that Special Condition that you chose.
You can choose 1 Special Condition from either your Active Pokemon or your partner's Active Pokemon (not both). Then you can choose either of your opponent's Active Pokemon.
Cloyster #47, SW (Spine
Missile)
Flip 4
coins. For each heads, choose an opponent's Pokémon in play
and this attack does 20 damage to those Pokémon. (You may
choose the same Pokémon more than once.) (Don't apply
Weakness and Resistance for Benched Pokémon.)
You can do damage to any of either of your opponent's Pokemon with Spine Missile, since it says "an opponent's Pokemon in play."
Kirlia #53, SW (Psychic
Research)
Search
your discard pile for a Supporter card and use the effect of that
card as the effect of this attack. (The Supporter card remains in
your discard pile.)
Only you may use the effect of the Supporter card and not your partner.
Sableye #63, SW (Shadow
Sneak)
If you and
your opponent have a different number of Prize cards left, this
attack does 20 damage plus 20 more damage.
Only if the opponent you are attacking has a different number of Prize cards than you do.
Shelgon #64, SW (Protect
Charge)
During
your opponent's next turn, any damage done to Shelgon by attacks is
reduced by 30 (after applying Weakness and Resistance).
The damage done to Shelgon is reduced by 30 only by damage from the opponent that you attacked with Protect Charge, and only during their next turn.
Smeargle #66, SW
(Trace)
Flip a
coin. If heads, choose an attack on 1 of your opponent's Pokémon.
Trace copies that attack except for its Energy cost. (You must still
do anything else required for that attack.) Smeargle performs that
attack.
You must target the opponent whose Benched Pokemon's attack you are copying with the copied attack.
Unown N #69, SW
(NOD)
Once during
your turn (before your attack), if you have Unown N, Unown O, and
Unown D on your Bench, you may ask your opponent to take a Prize
card. If he or she does, you take a Prize card. If he or she
doesn't, draw a card.
You choose which opponent to ask. If he or she says yes, you and that opponent draw a Prize card (not either of your teammates). If either player has no Prize cards left, their teammate draws a Prize card instead.
Venomoth #73, SW
(Disturbance Dive)
Prevent
all effects of an attack, excluding damage, done to Venomoth during
your opponent's next turn.
You only prevent the effects of an attack done by the opponent whose Pokemon you attacked with Disturbance Dive, and only during their next turn.
Natu #96, SW (Future
Sight)
Look at
the top 5 cards of either player's deck and put them back on top of
that player's deck in any order.
You may look at the top 5 cards of any player's deck.
Gardevoir LV.X #131, SW
(Teleportation)
Once
during your turn (before your attack), choose 1 of your Active
Pokémon or 1 of your Benched Pokémon and switch
Gardevoir with that Pokémon. This power can't be used if
Gardevoir is affected by a Special Condition.
Gardevoir LV.X cannot use Teleportation to switch with your partner's Active Pokemon.
Gardevoir LV.X #131, SW
(Bring Down)
Choose
1 Pokémon (yours or your opponent's) with the fewest
remaining HP (excluding Gardevoir) and that Pokémon is now
Knocked Out.
You choose 1 Pokemon with the fewest remaining HP out of all player's Pokemon.
Sceptile #8, GE (Wild
Growth)
Each
basic [G] Energy card attached to your [G] Pokémon provides
[G][G] Energy instead. You can't use more than 1 Wild Growth
Poké-Body each turn.
This effect applies to your partner's Energy as well.
If you both have a Sceptille with Wild Growth in play, you still only get to use 1 of their Poke-Bodies.
Altaria #12, GE (Cotton
Cloud)
During
your opponent's next turn, any damage done to Altaria by attacks
from your opponent's Evolved Pokémon is reduced by 30 (after
applying Weakness and Resistance).
The damage done to Altaria is reduced by 30 only by damage from the opponent that you attacked with Cotton Cloud, and only during their next turn.
Mawile #24, GE (Pick
Out)
Choose 1
face-down Prize card (yours or your opponent's) and put it face up.
If that card is a Supporter card, use the effect of that card as the
effect of this attack. (That card remains face up for the rest of
the game.)
You may choose any player's Prize card.
Only you may use the effect of that Supporter card and not your partner.
Slowking #28, GE (Trump
Card)
Once during
your turn (before your attack), if any of your Pokémon were
Knocked Out during your opponent's last turn, search your deck for
any 1 card and put it into your hand. Shuffle your deck afterward.
This power can't be used if Slowking is affected by a Special
Condition.
Only if any of your Pokemon were Knocked Out during either opponent's last turn, not any of your partner's.
Unown H #29, GE
(HEAL)
Once
during your turn (before your attack), if you have Unown H, Unown E,
Unown A, and Unown L on your Bench, you may remove all Special
Conditions from 1 of your Active Pokémon.
You may remove the Special Condition from your teammate's Active Pokemon.
Wailord #30, GE (Sleeping
Pulse)
As long as
Wailord remains Asleep between turns, remove 1 damage counter from
Wailord.
Since the Sleep Check was changed to before and after the afflicted player's turn, Sleeping Pulse only removes the damage counter if you remain Asleep during these Sleep Checks.
Weezing #31, GE (Toxic
Virus)
At any
time between turns, each player puts 1 more damage counter on each
of his or her Poisoned Pokémon.
Since the Poison Check was changed to before and after the afflicted player's turn, Toxic Virus only puts the 1 more damage counter on their Poisoned Pokemon during these Poison Checks.
Wigglytuff #32, GE (Good
Night Melody)
Once
during your turn (before your attack), you may use this power. Each
Active Pokémon (both yours and your opponent's) is now
Asleep. This power can't be used if Wigglytuff is affected by a
Special Condition.
Every player's Active Pokemon is Asleep after using Good Night Melody.
Porygon2 #49, GE
(Download)
Once
during your turn (before your attack), you may discard a Supporter
card from your hand and use the effect of that card as the effect of
this power. This power can't be used if Porygon2 is affected by a
Special Condition.
Only you may use the effect of that Supporter card and not your partner.
Unown L #91, GE
(LINK)
Unown L
can use any attack from any Unown in play (both yours and your
opponent's). (You still have to pay for that attack's Energy cost.)
Unown L can use any attack from any player's Unown with LINK.
Unown L #91, GE (Hidden
Power)
Search
either player's discard pile for up to any 2 cards, show them to
your opponent, and put them on top of that player's deck in any
order you like.
You may use this effect on any player.
Cresselia LV.X #103, GE
(Full Moon Dance)
Once
during your turn (before your attack), you may move 1 damage counter
from either player's Pokémon to another Pokémon (yours
or your opponent's). This power can't be used if Cresselia is
affected by a Special Condition.
You may move 1 damage counter from any Pokemon in play to any other Pokemon in play.
Darkrai LV.X #104, GE
(Dark Shadow)
Each
basic [D] Energy card attached to your [D] Pokémon now has
the effect "If the Pokémon Darkness Energy is attached
to attacks, the attack does 10 more damage to the Active Pokémon
(before applying Weakness and Resistance)." You can't use more
than 1 Dark Shadow Poké-Body each turn.
This affects both your and your partner's Pokemon.
If you both have a Darkrai LV.X in play with Dark Shadow, you can still use one Dark Shadow Poke-Body.
Dialga LV.X #105, GE
(Time Skip)
Once during your turn (before your
attack), you may have your opponent flip 2 coins. If both of them
are heads, your turn ends. If both of them are tails, after your
opponent draws a card at the beginning of his or her next turn, his
or her turn ends. This power can't be used if Dialga is affected by
a Special Condition.
You choose which opponent flips 2 coins, and if that opponent gets 2 tails, after they draw a card at the beginning of their next turn, their turn ends.
You cannot use two Time Skips on the same opponent.
Palkia LV.X #106, GE
(Restructure)
Once
during your turn (before your attack), you may have your opponent
switch 1 of your Active Pokémon with 1 of your Benched
Pokémon. Then, you switch 1 of the Defending Pokémon
with 1 of your opponent's Benched Pokémon. This power can't
be used if Palkia is affected by a Special Condition.
You choose which opponent switches either your or your partner's Active Pokemon with 1 of that player's Benched Pokemon. Then, you choose 1 of your opponents and switch their Defending Pokemon with 1 of their Benched Pokemon.
Cresselia #2, MD (Future
Sight)
Look at
the top 5 cards of either player's deck and put them back on top of
that player's deck in any order.
You may look at the top 5 cards of any player's deck.
Kabutops #6, MD (Primal
Shell)
As long as
Kabutops is your Active Pokémon, your opponent can't play any
Trainer cards from his or her hand.
As long as either you or your partner has a Kabutops with Primal Shell as your Active Pokemon, neither of your opponents can play any Trainer cards from their hands.
Leafeon #7, MD (Leaf
Guard)
During
your opponent's next turn, any damage done to Leafeon by attacks is
reduced by 20 (after applying Weakness and Resistance).
The damage done to Leafeon is reduced by 30 only by damage from the opponent that you attacked with Leaf Guard, and only during their next turn.
Bronzong #16, MD (Cursed
Alloy)
As long as
Bronzong is your Active Pokémon, put 1 damage counter on each
of your opponent's Pokémon that has any Poké-Powers
between turns.
You put 1 damage counter on both opponent's Pokemon with any Poke-Powers between each player's turn if Bronzong is Active.
If you and your teammate both have a Bronzong Active, you would be putting 2 damage counters between each turn.
Bronzong #16, MD (Pain
Amplifier)
Put 1
damage counter on each of your opponent's Pokémon that
already has damage counters on it.
Pain Amplifier only affects one of your opponents.
Bronzong #16, MD
(Coating)
During
your opponent's next turn, any damage done to Bronzong by attacks is
reduced by 20 (after applying Weakness and Resistance).
The damage done to Bronzong is reduced by 20 only by damage from the opponent that you attacked with Coating, and only during their next turn.
Espeon #18, MD (Sunlight
Veil)
Each of
your Pokémon that evolves from Eevee gets +20 HP. You can't
use more than 1 Sunlight Veil Poké-Body each turn.
Any of your partner's Pokemon that evolves from Eevee also gets this effect.
If both you and your teammate have an Espeon with Sunlight Veil in play, you still only get the +20 HP bonus.
Omastar #26, MD (Primal
Swirl)
Once
during your turn, when you play Omastar from your hand to evolve 1
of your Pokémon, you may remove the highest Stage Evolution
card from each of your opponent's Benched Evolved Pokémon and
put those cards back into his or her hand. You can't use more than 1
Primal Swirl Poké-Power each turn.
You must choose 1 of your opponents to remove the highest Stage Evolution cards from.
Umbreon #32, MD
(Moonlight Veil)
Each
of your Pokémon that evolves from eevee has no Weakness, and
that Pokémon's Retreat Cost is 0.
Any of your partner's Pokemon that evolves from Eevee also gets this effect.
Unown P #33, MD (Hidden
Power)
Each
player discards the top card of his or her deck. This attack does 20
damage plus 20 more damage for each Unown discarded in this way.
All players discard the top cards of their deck with this attack.
Mothim #42, MD
(Disturbance Scales)
Any
damage done by attacks from your Pokémon to the Defending
Pokémon isn't affected by Resistance.
This affects your teammate's Pokemon as well.
Glaceon LV.X #98, MD
(Chilly Breath)
As
long as Glaceon is your Active Pokémon, your opponent's
Pokémon can't use any Poké-Powers.
Neither of your opponent's Pokemon can use Poke-Powers as long as either you or your partner has a Glaceon LV.X with Chilly Breath as their Active Pokemon.
Leafeon LV.X #99, MD
(Verdant Dance)
Does
30 damage plus 10 more damage for each Energy attached to all of
your Pokémon.
Verdant Dance only counts your own Pokemon's Energy, not your partner's as well.
Porygon-Z LV.X #100, MD
(Mode Crash)
Once
during your turn (before your attack), when you put Porygon-Z LV.X
from your hand onto your Active Porygon-Z, you may discard all of
your opponent's Special Energy cards in play.
You must choose 1 of your opponents to discard their Special Energy cards.
Froslass #3, LA (Destiny
Bond)
Discard a
[P] Energy attached to Froslass. During your opponent's next turn,
if Froslass would be Knocked Out by damage from an opponent's
attack, the Attacking Pokémon is Knocked Out.
You must choose 1 of your opponents, and only during that opponent's next turn does this effect happen.
Luxray #8, LA
(Rivalry)
If your
opponent has any Pokémon LV.X in play, each of Luxray's
attacks does 50 more damage to the Active Pokémon (before
applying Weakness and Resistance).
Only if the opponent you are attacking has a Pokemon LV.X in play do you get the extra damage.
Regigigas #15, LA (Slow
Start)
Regigigas
can't attack until your opponent has 3 or less Prize cards.
Regigigas can't attack until your opponent's team has 3 or less Prize cards.
Spiritomb #16, LA (Curse
Breath)
Once
during your turn, when you put Spiritomb from your hand onto your
Bench, you may put 1 damage counter on all Pokémon that
already have any damage counters on them (both yours and your
opponent's). You can't use more than 1 Curse Breath Poké-Power
each turn.
You place 1 damage counter on every player's Pokemon in play that have damage counters on them.
Armaldo #18, LA (Crush
Claw)
During your
next turn, if an attack does damage to the Defending Pokémon
(after applying Weakness and Resistance), that attack does 40 more
damage.
Only during your next turn and not your partner's.
Only to the opponent's Defending Pokemon that you attacked with Crush Claw.
Ditto #27, LA (Ditto
DNA)
As long as
Ditto is your Active Pokémon, its maximum HP is the same as
your opponent's Active Pokémon. Ditto can use the attacks of
that Pokémon as its own. (You still need the necessary Energy
to use each attack.) If that Pokémon is no longer your
opponent's Active Pokémon, choose 1 of your opponent's Active
Pokémon for Ditto to copy.
This is a really tough one for Team Play, due to it's lack of Team Play wording. As soon as Ditto becomes your Active Pokemon, you must immediately state which of your opponent's Defending Pokemon you are copying. Ditto's Ditto DNA Poke-Body affects that Pokemon until that Pokemon is no longer Active, when you have to choose a new Defending Pokemon to copy.
You cannot change which Pokemon you are copying with Ditto DNA unless the Pokemon you are copying is no longer Active, evolves, or Ditto is no longer Active.
Forretress #28, LA (Iron
Shell)
Whenever
you attach a basic Energy card from your hand to Forretress
(excluding effects of attacks), you may flip a coin. If tails, put 2
damage counters on each Pokémon (both yours and your
opponent's) (excluding any Forretress).
If you flip tails, you put 2 damage counters on every player's Pokemon in play, except any player's Forretress.
Lopunny #33, LA (Healing
Tail)
As long as
Lopunny is your Active Pokémon, remove 1 damage counter from
each of your Benched Pokémon between turns.
You remove 1 damage counter from both your and your partner's Benched Pokemon between each player's turn if Lopunny is Active.
If you and your teammate both have a Lopunny Active, you would be removing 2 damage counters between each turn.
Mesprit #34, LA (Psychic
Bind)
Once during
your turn, when you put Mesprit from your hand onto your Bench, you
may use this power. Your opponent can't use any Poké-Powers
on his or her Pokémon during your opponent's next turn.
When you play Mesprit from your hand, you must choose 1 of your opponents. Psychic Bind only affects that opponent, and only during their next turn.
Poliwrath #35, LA (Focus
Punch)
If
Poliwrath was damaged by an attack during your opponent's last turn,
this attack does nothing.
The attack only does nothing if Poliwrath is attacking the opponent whose Pokemon damaged it during their last turn. If the opponent that Poliwrath is not attacking damaged Poliwrath but the other opponent didn't, you could still attack that opponent.
Regice #36, LA (Ice
Reflect)
If
Regice was damaged by an attack during your opponent's last turn,
the Defending Pokémon is now Paralyzed.
The Defending Pokemon attacked by Ice Reflect is only Paralyzed if one of that player's Pokemon damaged Regice last turn.
Torkoal #41, LA (White
Smoke)
As long as
Torkoal is your Active Pokémon, prevent all effects,
including damage, done to your Benched Pokémon by your
opponent's attacks.
If Torkoal is either your or your partner's Active Pokemon, White Smoke affects both your and your partner's Benched Pokemon.
Camerupt #47, LA
(Eruption)
Each
player discards the top card of his or her deck. This attack does 30
damage plus 30 more damage for each Energy card discarded in this
way.
All players discard the top cards of their deck with this attack.
Castform #48, LA (Weather
Ball)
If you have
a Stadium card in play, remove 3 damage counters from Castform. If
your opponent has a Stadium Card in play, this attack does 30 damage
plus 30 more damage.
If either you or your partner has a Stadium card in play, remove 3 damage counters from Castform. If either of your opponents has a Stadium card in play, this attack does 30 damage plus 30 more damage.
Exeggutor #54, LA
(Psychic Strategy)
Each
player counts the number of cards in his or her opponent's hand.
Each player shuffles his or her hand into his or her deck. Then,
each player draws a number of cards up to the number of cards his or
her opponent had. (You draw your cards first.)
Every player counts the number of cards that the opponent sitting across from them has in their hand, then they shuffle their hands into their deck and draw up to that many cards. You draw your cards first, followed by the opponent sitting across from you, followed by your partner, followed by the other opponent.
Houndoom #57, LA (Revenge
Fang)
If you have
less Benched Pokémon than your opponent, each of Houndoom's
attacks does 40 more damage to the Active Pokémon (before
applying Weakness and Resistance).
Only if you have less Benched Pokemon than the opponent that you're attacking do you get to do the extra 40 damage.
Unown U #78, LA
(UNSEEN)
As long
as Unown U is on your Bench, prevent all effects of attacks,
including damage, done by your opponent's Pokémon to any
Unown on your Bench.
This affects your partner's Unown as well.
Hitmonchan #99, LA
(Counter Punch)
During
your opponent's next turn, if Hitmonchan is damaged by an opponent's
attack (even if Hitmonchan is Knocked Out), put 4 damage counters on
the Attacking Pokémon.
You must choose an opponent when using this attack, and this attack's effect only affects that opponent.
Pineco #113, LA
(Selfdestruct)
This
attack does 10 damage to each Benched Pokémon (both yours and
your opponent's). (Don't apply Weakness and Resistance for Benched
Pokémon.) Pineco does 50 damage to itself.
Does 10 damage to every player's Benched Pokemon.
Buck's Training #130,
LA
Draw 2 cards.
As long as Buck's Training is next to your Active Pokémon,
each of your Active Pokémon's attacks does 10 more damage to
the Active Pokémon (before applying Weakness and Resistance).
If your partner uses the effect of Buck's Training, you do not get to do the additional 10 damage.
Cynthia's Feelings #131,
LA
Shuffle your
hand into your deck. Then, draw 4 cards. If any of your Pokémon
were Knocked Out during your opponent's last turn, draw 4 more
cards.
You only draw the 4 more cards if any of your Pokemon were Knocked Out during either opponent's last turn, not any of your partner's.
If your partner uses the effect of Cynthia's Feelings and one of their Pokemon were Knocked Out during either of their opponent's last turn, they may draw the 4 more cards.
Azelf LV.X #140, LA
(Psychic Aura)
Each
of your [P] Pokémon has no Weakness.
This affects your partner's [P] Pokemon as well.
Dusknoir #1, SF (Night
Spin)
Prevent all
effects of an attack, including damage, done to Dusknoir by your
opponent's Pokemon that has 2 or less Energy attached to it during
your opponent's next turn.
The effects of the attack are only prevented from attacks by the opponent that you attacked with Night Spin, and only during their next turn.
Empoleon #2, SF (Emperor
Aura)
Once during
your turn (before your attack), when you play Empoleon from your
hand to evolve 1 of your Active Pokémon, you may use this
power. Your opponent can't attach any Energy cards from his or her
hand to his or her Pokémon during your opponent's next turn.
When you play Empoleon, you must choose which opponent cannot attach Energy cards during their next turn.
Infernape #3, SF (Close
Combat)
During
your opponent's next turn, any damage done to Infernape by attacks
is increased by 30 (after applying Weakness and Resistance).
Infernape only takes extra damage from the Pokemon of the opponent that was damaged by Close Combat.
Mismagius #7, SF (Crash
Chant)
Choose up
to 4 in any combination of Pokémon Tool cards and Technical
Machine cards in play (both yours and your opponent's) and discard
them. This attack does 20 damage times the number of cards discarded
in this way.
You may choose any player's Pokemon Tool and Technical Machine cards and discard them.
Regigigas #9, SF (Regi
Form)
If you have
Regirock, Regice, and Registeel in play, the attack cost of
Regigigas's attacks is [C] less.
If, between you and your partner, you have Regirock, Regice, and Registeel in play, Regigigas's attacks cost [C] less.
Abomasnow #12, SF (Snow
Veil)
As long as
Abomasnow is your Active Pokémon, any damage done to your
Pokémon by an opponent's attack is reduced by 20 (after
applying Weakness and Resistance).
If Abomasnow is either your or your partner's Active Pokemon, Snow Veil affects both your and your partner's Pokemon.
Cherrim #14, SF (Sunny
Day)
Each of your
[G] Pokémon's and [R] Pokémon's attacks does 10 more
damage to the Defending Pokémon (before applying Weakness and
Resistance).
Sunny Day affects both your and your partner's [G] and [R] Pokemon.
Dusknoir #17, SF (Spirit
Pulse)
As long as
Dusknoir is your Active Pokémon, put 1 damage counter on each
of your opponent's Pokémon
that has any Energy attached to it between turns.
You put 1 damage counter on both opponent's Pokemon with any Energy attached between each player's turn if Dusknoir is Active.
If you and your teammate both have a Dusknoir Active, you would be putting 2 damage counters between each turn.
Salamence #24, SF (Battle
Rush)
If your
opponent has any Pokémon in play that has maximum HP of 120
or more, ignore all [C] Energy necessary to use Salamence's
attacks.
Battle Rush takes effect if either of your opponents has a Pokemon with a maximum HP of 120 or more in play.
Staraptor #27, SF
(Protect Wing)
As
long as Staraptor is your Active Pokémon, any damage done by
attacks from your opponent's Stage 2 Evolved Pokémon is
reduced by 20 (after applying Weakness and Resistance).
If Staraptor is either your or your partner's Active Pokemon, Protect Wing affects both your and your partner's Pokemon.
Tangrowth #29, SF (Green
Renewal)
Remove 1
damage counter from Tangrowth between turns.
Remove 1 damage counter between each player's turn.
Vespiquen #31, SF (Green
Dignity)
As long
as you have more Prize cards left than your opponent, Vespiquen's
attacks do 10 more damage for each [G] Pokémon on your Bench
to the Active Pokémon (before applying Weakness and
Resistance).
Due
to the fact that this attack was intended for a bench size of 5
rather than a bench size of 8 (yours and your partner's) and due to
the fact that you could conceivably hit for 120 damage for 1 Energy
every turn and heal 120 damage at the same time (both players have
a full bench filled of [G] Pokemon), this card has been errataed to
read as follows:
As
long as your team has more Prize cards left than your opponent's
team, Vespiquen's attacks do 10 more damage for each [G] Pokemon on
the attacking player's Bench to the Active Pokemon (before applying
Weakness and Resistance).
Basically, you only count the [G] Pokemon on your own Bench and not your partner's.
Dusclops #35, SF (Trick
Room)
If you have
a Stadium card in play, this attack does 40 damage plus 20 more
damage. If your opponent has a Stadium card in play, remove 2 damage
counters from Dusclops.
If either player from your team placed a Stadium card in play, the attack does 60 damage; if either player from your opponent's team placed a Stadium card in play, you remove 2 damage counters from Dusclops.
Electrode #36, SF
(Radiance)
If
Electrode is your Active Pokémon and is damaged by an
opponent's attack (even if Electrode is Knocked Out), put 1 damage
counter on each of your opponent's Pokémon.
You only put the damage counters on the Pokemon of the opponent that attacked Electrode.
If both you and your partner have an Electrode as your Active Pokemon and are both damaged by an opponent's attack, both players get to use Radiance on the attacking opponent.
Electrode #36, SF (Low
Current)
If
Electrode was damaged by an attack during your opponent's last turn,
the Defending Pokémon is now Paralyzed.
The Defending Pokemon is Paralyzed only if Electrode was damaged by an attack during the target player's last turn.
Sableye #48, SF
(Overeager)
If
Sableye is your Active Pokémon at the beginning of the game,
you go first. (If each player's Active Pokémon has the
Overeager Poké-Body, this power does nothing.)
If you start the game with Sableye as your Active Pokemon and no other player has a Sableye as their Active Pokemon, you take the first turn no matter what (even if your partner was going to go first) and the turn order is adjusted accordingly.
If both you and your partner start the game with a Sableye as your Active Pokemon and neither of your opponents start with one, you may choose which of you take the first turn after all face-down Pokemon have been flipped over (instead of before they've been flipped over) and the turn order is adjusted accordingly.
If either you or your partner start the game with a Sableye as your Active Pokemon and if either of your opponent's start the game with a Sableye as their Active Pokemon, Overeager is canceled and there is no change to turn order.
Sableye #48, SF
(Impersonate)
Search
your deck for a Supporter card and discard it. Shuffle your deck
afterward. Then, use the effect of that card as the effect of this
attack.
You must be the one to use all effects of the Supporter card, just as if you played it from your hand and chose to use the effects on yourself, and choose a target opponent if required. (You can't use Impersonate to have your partner use the effect of a Roseanne's Research.)
Cards that affect both you and your partner or all players in play still affect your partner (e.g. Team Galactic's Wager).
Luxury Ball #86,
SF
Search your
deck for a Pokémon (excluding Pokémon LV.X), show it
to your opponent, and put it into your hand. Shuffle your deck
afterward. If any Luxury Ball is in your discard pile, you can't
play this card.
No player can play Luxury Ball from their hand if there is already one in their discard pile, even if they want to give the effect to their partner (since it is still you that has to play the card and the card says you can't play it).
If you have no Luxury Ball in your discard pile but your partner does, you may still have your partner use the effect.
Poke Blower +
You
may play 2 Poké Blower + at the same time. If you play 1 Poké
Blower +, flip a coin. If heads, put 1 damage counter on 1 of your
opponent's Pokémon. If you play 2 Poké Blower +,
choose 1 of your opponent's Benched Pokémon and switch it
with 1 of your opponent's Active Pokémon.
When you play a Poke Blower + from your hand, either you or your partner may immediately play a second Poke Blower + to fulfill the second part of the card's text.
Poke Drawer +
You
may play 2 Poké Drawer + at the same time. If you play 1 Poké
Drawer +, draw a card. If you play 2 Poké Drawer +, search
your deck for up to 2 cards, and put them into your hand. Shuffle
your deck afterward.
When you play a Poke Drawer + from your hand, either you or your partner may immediately play a second Poke Drawer + to fulfill the second part of the card's text.
If you play the second Poke Drawer +, you must be the one to search.
If your partner plays the second Poke Drawer +, they must be the one to search.
If neither of you play a second Poke Drawer +, you may still choose to let your partner draw the card instead of you.
Poke Healer +
You
may play 2 Poké Healer + at the same time. If you play 1 Poké
Healer +, remove 1 damage counter and a Special Condition from 1 of
your Active Pokémon. If you play 2 Poké Healer +,
remove 8 damage counters and all Special Conditions from 1 of your
Active Pokémon.
When you play a Poke Healer + from your hand, either you or your partner may immediately play a second Poke Healer + to fulfill the second part of the card's text.
If you play the second Poke Healer +, you must remove the damage counters and Special Conditions from your own Active Pokemon.
If your partner plays the second Poke Healer +, they must remove the damage counters and Special Conditions from their Active Pokemon.
If neither of you play a second Poke Healer +, you may still choose to let your partner remove the damage counter and Special Condition instead of you.
Ampharos #1, PT (Damage
Bind)
Each
Pokémon that has any damage counters on it (both yours and
your opponent's) can't use any Poké-Powers.
No Pokemon in play (all players) can use any Poke-Powers if that Pokemon has a damage counter on it.
Blastoise #2, PT (Aqua
Press)
Does 20
damage plus 10 more damage for each [W] Energy attached to all
Pokémon (both yours and your opponent's).
Aqua Press counts all [W] Energy in play (all players) for calculating damage, not just the player you are attacking.
Dialga #6, PT (Time
Aura)
As long as
Dialga is your Active Pokémon, your opponent can't play any
Pokémon from his or her
hand to evolve his or her Active Pokémon.
If either you or your partner have Dialga as your Active Pokemon, neither of your opponents may play any Pokemon from their hands to evolve their Active Pokemon.
Dialga G #7, PT
(Deafen)
Your
opponent can't play any Trainer cards or Stadium cards from his or
her hand during your opponent's next turn.
This affects only the opponent you target with Deafen.
Gardevoir #8, PT (Psychic
Protection)
Gardevoir
has no Weakness during your opponent's next turn.
This effect applies only during the next turn of the opponent you target with Psychic Protection.
Giratina #9, PT (Let
Loose)
Once
during your turn, when you put Giratina from your hand onto your
Bench, you may use this power. Each player shuffles his or her hand
into his or her deck and draws up to 4 cards. (You draw your cards
first.)
All players shuffle their hands into their decks and then draw up to 4 cards. You draw your cards first, then your partner, then your opponents (in any order).
Manectric #11, PT
(Electric Barrier)
Prevent
all damage done to your Benched Pokémon (excluding any
Manectric) by attacks.
This affects both your and your partner's Benched Pokemon.
Manectric #11, PT (Power
Wave)
This attack
does 30 damage to each Pokémon that has any Poké-Powers
(both yours and your opponent's). (Don't apply Weakness and
Resistance for Benched Pokémon.)
Power Wave does 30 damage to all Pokemon (all players) in play that have any Poke-Powers.
Slaking #16, PT (Best
Dash)
During your
opponent's next turn, any damage done to Slaking by attacks is
increased by 50 (after applying Weakness and Resistance).
This effect applies only during the next turn of the opponent you target with Best Dash.
Bastiodon #20, PT (Iron
Defense)
Flip a
coin. If heads, prevent all effects of an attack, including damage,
done to Bastiodon during your opponent's next turn.
This effect applies only during the next turn of the opponent you target with Iron Defense.
Mightyena #54, PT
(Collude)
If you
played any Supporter card from your hand during this turn, this
attack does 20 damage plus 20 more damage.
Collude does 20 more damage even if your partner uses the effect of the Supporter card.
Skuntank G #94, PT
(Poison Structure)
Once
during your turn (before your attack), if you have a Stadium card in
play, you may use this power.
Each Active Pokémon (both yours and your opponent's)
(excluding Pokémon SP) is now Poisoned. This power can't be
used if Skuntank G is affected by a Special Condition.
You may use this power if you or your partner have a Stadium card of yours in play.
All players Active Pokemon (excluding Pokemon SP) become Poisoned.
Looker's Investigation
#109, PT
Look at
your opponent's hand, then choose you or your opponent. That player
shuffles his or her hand into his or her deck and draws up to 5
cards.
When you play this card, you choose either you or your partner to use this card's effect. Then, that player chooses one opponent and chooses which of those two shuffles their hand into their deck and draws up to 5 cards.
Team Galactic's Invention
G-103 Power Spray #117, PT
You
may play this card during your opponent's turn when your opponent's
Pokémon uses any Poké-Power. Prevent all effects of
that Poké-Power. (This counts as that Pokémon using
its Poké-Power.) If you have 2 or less Pokémon SP in
play, you can't play this card.
If either you or your partner have 3 or more Pokemon SP in play (individually), you may play this card and use its effect.
If you have 2 Pokemon SP in play and your partner has 2 Pokemon SP in play, you may not play this card as you do not fulfill the card's requirements.
Dialga G LV.X #122, PT
(Time Crystal)
Each
Pokémon (both yours and your opponent's) (excluding Pokémon
SP) can't use any Poké-Bodies.
Time Crystal affects all player's Pokemon (excluding Pokemon SP).
Drapion LV.X #123, PT
(Tri-Poison)
Once
during your turn (before your attack), you may flip a coin. If
heads, choose 1 of the Defending Pokémon. That Pokémon
is now Poisoned. Put 3 damage counters instead of 1 on that Pokémon
between turns. This power can't be used if Drapion is affected by a
Special Condition.
The affected Pokemon only takes damage counters for being Poisoned at the beginning and end of that player's turns.
Giratina LV.X #124, PT
(Invisible Tentacles)
Whenever
your opponent's Pokémon tries to attack, your opponent
discards 1 card from his or her hand. (If your opponent can't
discard 1 card, your opponent's Pokémon can't attack.) You
can't use more than 1 Invisible Tentacles Poké-Body each
turn.
If both players have a Giratina LV.X in play, only 1 of them can use Invisible Tentacles each turn.
Palkia G LV.X #125, PT
(Lost Cyclone)
Once
during your turn (before your attack), you may use this power. Any
player who has 4 or more Benched Pokémon chooses 3 of his or
her Benched Pokémon. Put the other Benched Pokémon and
all cards attached to them in the Lost Zone. (You choose your
Pokémon first.) This power can't be used if Palkia G is
affected by a Special Condition.
Lost Cyclone affects all players.
Shaymin LV.X #126, PT
(Thankfulness)
Each
of your [G] Pokémon (excluding any Shaymin) gets +40 HP. You
can't use more than 1 Thankfulness Poké-Body each turn.
Thankfulness affects both your and your partner's [G] Pokemon in play.
If both players have a Shaymin LV.X in play, only 1 Thankfulness Poke-Body applies.
Shaymin LV.X #127, PT
(Revenge Seed)
If
any of your [G] Pokémon were Knocked Out by damage from an
opponent's attack during his or her last turn, each of Shaymin's
attacks does 60 more damage to the Active Pokémon (before
applying Weakness and Resistance).
Each of Shaymin's attacks do 60 more damage only if one of your [G] Pokemon were Knocked Out, not your partner's.
It doesn't matter which opponent Knocked Out one of your [G] Pokemon; Revenge Seed still activates.
Darkrai G #3, RR (Eerie
Aura)
Put 1
damage counter on each of your opponent's Pokémon that
remains Asleep between turns.
Since the Sleep Check was changed to before and after the afflicted player's turn, Eerie Aura only puts the 1 damage counter on any Asleep Pokemon (all players) during these Sleep Checks.
Flygon #5, RR (Rainbow
Float)
If any
basic Energy card attached to Flygon is the same type as any of your
Pokémon, the Retreat Cost for those Pokémon is 0.
Rainbow Float affects your partner as well.
Jirachi #7, RR
(Detour)
If you
have a Supporter card in play, use the effect of that card as the
effect of this attack.
You must be the one to use all effects of the Supporter card, just as if you played it from your hand and chose to use the effects on yourself, and choose a target opponent if required. (You can't use Detour to have your partner use the effect of a Roseanne's Research.)
Cards that affect both you and your partner or all players in play still affect your partner (e.g. Team Galactic's Wager).
Lucario GL #8, RR
(Boundary Aura)
Apply
Weakness for each Pokémon (both yours and your opponent's) as
x2 instead.
Boundary Aura affects all Pokemon in play (all players).
Rampardos GL #11, RR
(Trample)
Flip a
coin for each Benched Pokémon (both yours and your
opponent's). If that coin flip is heads, this attack does 30 damage
to that Pokémon. (Don't apply Weakness and Resistance for
Benched Pokémon.)
Flip a coin for each Benched Pokemon in play (all players), starting with your opponent's Benched Pokemon.
Shiftry #13, RR (Unlucky
Wind)
As long as
Shiftry is your Active Pokémon, whenever your opponent flips
a coin during his or her turn, treat it as tails.
Unlucky Wind only applies to the opponent whose turn it currently is and never their partner.
If an opponent allows their partner to use the effect of a Trainer or Supporter card that requires a coin flip, Unlucky Wind does not apply.
If a Poke-Body in play requires the active opponent's partner to flip a coin when it is not their turn, Unlucky Wind does not apply to that partner.
Unlucky Wind never affects Sleep or Burn checks at the beginning and end of any opponent's turn.
Aggron #14, RR (Return
Blow)
If Aggron
was damaged by an attack during your opponent's last turn, this
attack does the same amount of damage done to Aggron to the
Defending Pokémon.
If Aggron was damaged by an attack during the target opponent's last turn, this attack does the same amount of damage done to Aggron by that opponent to the Defending Pokemon.
Bronzong E4 #16, RR (Hand
Refresh)
Each
player shuffles his or her hand into his or her deck and draws up to
4 cards. (You draw your cards first.)
All players shuffle their hands into their decks and then draw up to 4 cards. You draw your cards first, then your partner, then your opponents (in any order).
Hippowdon #25, RR (Sand
Cover)
As long as
Hippowdon is your Active Pokémon, put 1 damage counter on
each of your opponent's Pokémon LV.X between turns.
You put 1 damage counter on both opponent's Pokemon LV.X between each player's turn if Hippowdon is Active. If you and your teammate both have a Hippowdon Active, you would be putting 2 damage counters between each turn.
Hippowdon #25, RR
(Groundquake)
Does
10 damage to each Benched Pokémon that isn't an Evolved
Pokémon (both yours and your opponent's). (Don't apply
Weakness and Resistance for Benched Pokémon.)
Groundquake does 10 damage to all Benched Pokemon (all players) in play that aren't Evolved Pokemon.
Mamoswine GL #27, RR (Icy
Aura)
As long as
Mamoswine GL is your Active Pokémon, put 1 damage counter on
each Active Pokémon (excluding [W] Pokémon) (both
yours and your opponent's) between turns.
You put 1 damage counter on both opponent's Active Pokemon (excluding [W] Pokemon) between each player's turn if Mamoswine GL is Active. If you and your teammate both have a Mamoswine GL Active, you would be putting 2 damage counters between each turn.
Nidoking #29, RR
(Territoriality)
If
your Active Pokémon is damaged by an opponent's attack (even
if that Pokémon is Knocked Out),
put 2 damage counters on the Attacking Pokémon. You can't put
more than 2 damage counters in this way.
Territoriality activates whenever either your or your partner's Active Pokemon is damaged by an opponent's attack.
If you and your partner have more than 1 Nidoking with Territoriality in play between the two of you, you can use only one.
If an opponent's attack damages both your and your partner's Active Pokemon, you still put only 2 damage counters on the Attacking Pokemon.
Nidoqueen #30, RR
(Maternal Comfort)
At
any time between turns, remove 1 damage counter from each of your
Pokémon. You can't use more than 1 Maternal Comfort Poké-Body
between turns.
Both you and your partner remove 1 damage counter from each of your Pokemon between each player's turn.
If you and your partner have more than 1 Nidoqueen with Maternal Comfort in play between the two of you, you can use only one.
Leafeon #45, RR (Energy
Refresh)
As long
as Leafeon is your Active Pokémon, whenever you attach an
Energy card from your hand to 1 of your Pokémon, remove 2
damage counters from that Pokémon.
If your partner has a Leafeon with Energy Refresh as their Active Pokemon, remove 2 damage counters whenever you attach an Energy card from your hand to one of your Pokemon.
If both you and your partner have a Leafeon with Energy Refresh as your Active Pokemon, you remove 4 damage counters instead.
Upper Energy #102,
RR
Upper Energy
provides [C] Energy. If you have more Prize cards left than your
opponent and this card is attached to a Pokémon (excluding
Pokémon LV.X), Upper Energy provides [C][C] Energy.
Upper Energy only provides [C][C] if you and your partner together have more Prize cards remaining than your opponent and their partner together.
Floatzel GL LV.X #104, RR
(Water Rescue)
Whenever
any of your [W] Pokémon (excluding any Floatzel GL) is
Knocked Out by damage from your opponent's attack, you may put that
Pokémon and all cards that were attached to it from your
discard pile into your hand.
If your partner has a Floatzel GL LV.X with Water Rescue in play, you may use Water Rescue whenever any of your [W] Pokemon (excluding any Floatzel GL) are Knocked Out.
Flygon LV.X #105, RR
(Wind Erosion)
As
long as Flygon is your Active Pokémon, discard the top card
from your opponent's deck between turns.
Since Wind
Erosion discards 4 cards from both opponent's decks every turn
cycle and there is the potential for having 2 Flygon LV.X as Active
Pokemon, Wind Erosion has been errataed to read as follows:
As
long as Flygon is your Active Pokemon, discard the top card from
your opponent's deck at the beginning and end of their turn.
Basically, you discard the cards as you would in a standard game (2 cards every turn cycle), but from both opponents and you have the option of having 2 Flygon LV.X as your Active Pokemon for double the effect. It should provide more of a balance.
Hippowdon LV.X #107, RR
(Sand Reset)
Once
during a game on your turn (before your attack), each player
shuffles all cards in play (excluding Pokémon and Supporter
cards) into his or her deck. You can't use more than 1 Sand Reset
Poké-Power each game.
Sand Reset affects all players when it is used.
Each player may not use more than 1 Sand Reset per game, but both players on a team may each use 1 Sand Reset.
Infernape E4 LV.X #108,
RR (Intimidating Roar)
Once
during your turn (before your attack), you may have your opponent
switch his or her Active Pokémon with 1 of his or her Benched
Pokémon. This power can't be used if Infernape E4 is affected
by a Special Condition.
You choose which opponent to have switch their Active Pokemon. That opponent chooses which of their Benched Pokemon to switch it with.
Drifblim FB #3, SV (Pump
Up)
If your
opponent has 3 or less Prize cards left, Drifblim FB gets +40 HP.
If your opponents have 3 or less Prize cards remaining between them, Drifblim FB gets +40 HP.
Metagross #7, SV
(Gravitation)
Each
Pokémon in play (both yours and your opponent's) gets -20 HP.
No more than 20 HP can be reduced by all Gravitation Poké-Bodies.
Gravitation affects all Pokemon in play (all players).
Metagross #7, SV (Geo
Impact)
If you
have a Stadium card in play, this attack does 20 damage to each of
your opponent's Benched Pokémon that is the same type as the
Defending Pokémon. (Don't apply Weakness and Resistance for
Benched Pokémon.)
If your partner has a Stadium card in play, you also get Geo Impact's additional effect.
Venusaur #13, SV (Green
Aroma)
Remove all
Special Conditions from each of your [G] Pokémon. Each of
your [G] Pokémon can't be affected by any Special Conditions.
Green Aroma affects both your and your partner's [G] Pokemon.
Exploud #28, SV (Erasing
Sound)
Each of
your Pokémon has no Weakness.
Erasing Sound affects both your and your partner's Pokemon.
Honchkrow #29, SV
(Riot)
Does 30
damage plus 10 more damage for each Pokémon that isn't an
Evolved Pokémon in play (both yours and your opponent's).
Riot counts all Pokemon that are not Evolved Pokemon in play (all players).
Lunatone #32, SV (Marvel
Eyes)
If you have
Solrock in play, prevent all effects of attacks, including damage,
done to any of your Lunatone or Solrock by your opponent's Pokémon
LV.X.
Marvel Eyes affects your partner's Lunatone and Solrock as well.
Blaziken FB LV.X #142, SV
(Burning Spirit)
Any
damage done by attacks to a Burned Pokemon (both yours and your
opponent's) is increased by 40 (after applying Weakness and
Resistance). No more than 40 damage can be added by all Burning
Spirit Poke-Bodies.
Burning Spirit affects all players, though only 40 damage can be added between all Burning Spirit Poke-Bodies.