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FAQ/Walkthrough by marshsun

Version: 1.11 | Updated: 12/11/2011

Pokemon Trading Card Game (GBC)

Pokemon Trading Card Game FAQ
Version: 1.11
Date: December 10th, 2011
By Nicholas Grimes
Email/Donations: nicholasmgrimes@gmail.com

Table Of Contents
1. Introduction & Updates
2. Overview
3. Basic Pokemon TCG Mechanics
4. Menu and Controls
5. Game Start
6. Deck Building Strategies
7. Club Battles
8. The Grand Masters
9. The Challenge Cup
10. The Challenge Machine
11. Trading & Promo Cards
12. Advanced TCG Strategy Bank
13. Multiplayer Guide
14. Card Info Appendix
15. References
16. Thanks & Copyright Info
17. Donations

 1. Introduction & Updates \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\

- Version 1.0 Date: 07/24/2010

Hello everyone! This is the first FAQ I've ever contributed to GameFAQs, but
my second FAQ overall. I originally purchased this game much nearer to its
release date in 2000, lost it, and then recently repurchased it. After playing
through the game in its entirety and perusing various FAQs along the way, I
realized that there were still some portions of the game that were not
completely elaborated upon and that required further instruction, which I hope
to provide! If you happen to find any errors in this guide or have any
suggestions whatsoever, please do not hesitate to email me at

NOTE: If you're looking for something in particular, don't forget to CTRL+F,
or if you're using a Mac, Command+F.

A note regarding notation: In this FAQ you may see me refer to cards using a
letter followed by a number followed by a Pokemon name. For example, P04
Pikachu. This letter/number combo is the one noted in the Card Album which can
be viewed by checking the PC in any of the Club Lobbies. (You can also find
this list in the Card Info Appendix of this guide.) I do this because there are
some Pokemon cards in this game with the same name and level, and which are
only distinguished by their background art. So, to avoid confusion, I use the
numbers given to them in the Card Album.

- Version 1.1 Date: 08/06/2010

Fixed a few minor errors and allowed permission for a few other sites to host
the guide.

- Version 1.11 Date: 12/10/2011

Updated my email address, corrected the name of the Electric Club to the
Lightning Club, made minor grammar/factual corrections, and updated booster
pack info for Lightning Club member Jennifer via input from an email
correction. Thanks Don!

 2. Overview \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\///\\/\///

Pokemon TCG (GBC) is a card game simulator in the same vein as those for the
Yu-Gi-Oh! series of trading cards. It emulates other titles in the Pokemon
series of games in that it involves the battle between two pokemon, except in
this case, they are in the form of cards that are limited to the attacks
printed on them. These cards mimic the real life cards of the Pokemon Trading
Card Game, and for the most part, the mechanics of play carry over as well. 

There was a sequel to this game called Pokemon Card GB2: Team Great Rocket is
Here! that was released only in Japan and contains every Japanese card
released up to the Team Rocket set. It is a Game Boy Color exclusive title,
meaning it is not compatible with Game Boy, Game Boy Pocket, or Game Boy Light.
An unofficial English translation of the game is being done by danke and is 70%
complete at the time of writing. You can visit the official website where you
can download the most current version of the translation patch here: http://

In this guide I hope to provide a more in-depth walkthrough and strategy for
the main game as well as elaborate upon the various 'side-quests' (aka promo
card trades) that become available throughout the game. In addition to this
basic information you'll also find some sample decks and advanced playing
strategies that will help you defeat any opponent you come across. So, without
further ado, let's learn how to play Pokemon TCG!

 3. Basic Pokemon TCG Mechanics \\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\//

This section will be broken down into two subsections, each of which is
targeted to a different type of player. For those who are already familiar with
the card game I have prepared a 'refresher course' to help remind you of some
of the particulars that you may have forgotten as well as to draw attention to
the differences between the modern TCG game as played today and the GBC game.
For those of you who are used to the old style of play, I will also include 
differences from the style of play when the TCG game was first released to that
of the GBC game.

The Pokemon TCG Refresher can be found after the detailed mechanics guide,
which will follow shortly. The more detailed guide will cover all the aspects
of the TCG as it pertains to the GBC game. There is a practice dual that begins
shortly after game start, so if you feel that you learn more easily by doing,
then by all means move onto that first, however this guide will be much more
detailed and should serve as a nice reference when you have a question about
game mechanics.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
         Pokemon TCG Beginners Guide (assumes no knowledge of the TCG)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

The cards: There are three main types of cards in the Pokemon TCG. These are
the Pokemon Cards themselves that you will use to battle with, Energy cards
that are used to 'power up' your Pokemon Cards so that they are able to attack,
and Trainer Cards, each which vary in function but generally serve to either
support your pokemon or to hamper those of your opponent.

Pokemon Cards: There are two subtypes of Pokemon Cards. The first type is the
Basic Pokemon Card. A basic pokemon is one in its most juvenile stage. Some
pokemon evolve into more powerful pokemon, while others don't evolve at all.
The second subtype of Pokemon Card is the Evolution Card. These are the evolved
forms of the Basic Pokemon Cards. 

A Basic Pokemon Card is indicated by a green boxed symbol with a white diamond 
inside, inside of which is a green circle. If I were to represent it using
ASCII characters it would look something like this: [<o>] only more square, and
with the diamond fully connected. You'll find this symbol in the upper left
hand corner of the card to left of the Pokemon's name.

An Evolution Card is the evolved form of the Basic Pokemon Card. An Evolution
Card can only be played to evolve one specific kind of Pokemon. An Evolution
Card is indicated by a square symbol inside of which is a blue or red arrow,
pointing up, and inside of that is the number one or two. These would look
something like this: [/1\] (blue arrow) or [/2\] (red arrow) only more square
and with the arrows more pronounced and well, shaped correctly. A Stage One 
Evolution Card is one that evolves directly from a Basic Pokemon. This symbol
is also located in the upper left hand corner of the card, to the left of the
Pokemon's name. You will also notice that below the Stage One symbol is the
name of the Basic Pokemon that the pokemon card in question evolves from. So,
for example, Ivysaur is the Stage One Evolution Card for the Basic Pokemon
Bulbasaur. A Stage Two Evolution Card is the second evolution of the Basic
Pokemon and can only be played if a Stage One Evolution Card is already in
play. You can see the name of the Stage One Evolution Card that is required for
the Stage Two Evolution Card to be played by looking directly below the Stage
Two Evolution Card symbol. So, to continue our last example, the Stage One
Evolution Card Ivysaur would then evolve into the Stage Two Evolution Card

General Pokemon Card Setup: I will now take a bit of time to explain the
different types of symbols and text you will find on each Pokemon Card and will
explain their meaning.

Here's an example of the Basic Pokemon Card Bulbasaur:
[o]   BULBASAUR                    G
                        Lv 13  HP 40
       |                  |
       |                  |
       |                  |
       |   card picture   |
       |                  |
       |                  |
       |__________________| [   ]  O

RESISTANCE                   No.   1

NOTE: In order to preserve the relative position of everything, I simplified
the Basic Pokemon symbol to "[o]" rather than the "[<o>]" symbol used above.
Both refer to the same thing.

As mentioned previously, the Basic Pokemon symbol is found in the upper left
hand corner of the card, followed by the pokemon's name, and then in the upper
right hand corner, the Pokemon's Type. In this diagram the type is the "G". In
the game this letter will be replaced by the Grass Symbol, which is a leaf.
Each Pokemon Card will have a specific type associated with it (more on that

On the next line, you will find the pokemon's level, which has no effect on
gameplay whatsoever, but is just a detail carried over from the video game
where pokemon increase in level. Next to the level, however, is something that
is very important, and that is the pokemon's hitpoints, or HP. HP is equivalent
to 'life points', meaning that when you run out of HP, your pokemon is knocked
out and sent to the discard pile (scroll down or CTRL+F for more info).

Below this is the Pokemon's picture. To the right of the picture you will see
either one or two symbols. The first symbol will be found between the two
brackets included in the diagram. This symbol indicates the series of cards
that this card belongs to in the real life Pokemon TCG. Bulbasaur belongs to
the Basic Set, which is characterized by no symbol at all, so on his card there
will be a blank space in place of the brackets. Here is a breakdown of the
symbols according to series:

Basic Series: No symbol.
Jungle Series: Flower symbol.
Fossil Series: Claw symbol.
GBC Only Cards: GB symbol.
Promo Cards: No symbol, no rarity.

To the right of the series symbol is the rarity symbol. There are three types
of rarity symbols. The first is a filled in circle which represents common
cards. The second is a filled in diamond which represents uncommon cards, and
the last is a filled in star which represents rare cards. These rarities let
you know how common or uncommon it is to find a given card inside a booster
pack. A booster pack is given as a reward (usually for beating opponents) and
contains 10 cards. One rare card, three uncommon cards, five common cards, and
an energy card.

NOTE: Below a Pokemon's picture and before a Pokemon's attack you may find a
Pokemon Power. This is different from an attack in that it (usually) does not
require any energy cards in order to be used, and can be used anytime before
you attack. The exact nature of the Pokemon Power varies from card to card.

Now on the next line below the rarity, to the left, will be one to four symbols
indicating the amount of energy cards required to use a Pokemon's attack. In
this case, each of the "G"'s represents one Grass Energy. Once these energies
have been attached, Bulbasaur will be able to use its Leech Seed attack, which
will do 20 damage to the opponent's pokemon, as indicated by the number "20" to
the right of the attack name. In some cases, you will see a "+", "x" or the
less common "-" symbol next to an attack. In the case of a "+" this means that
the attack has a base damage equivalent to the value listed but has the
potential to do additional damage if certain conditions are met. An "x" symbol
is similar to a "+", however there is no base damage, so if certain conditions
are not met then there will be no damage done at all. A "-" symbol next to the
base damage number indicates that certain factors can cause the base damage of
the attack to be lowered. The exact factors influencing the amount of damage
done vary from attack to attack. For an explanation of a given attack, you just
need to press right on the control pad and the second page of a card's
description will appear and will provide additional details.

Below the attack(s) you'll find the retreat cost. Only one Pokemon can be used
to battle at any given time, and if you decide you want to retreat that Pokemon
to a holding area known as the Bench, you will have to discard energy cards
from that Pokemon in order to do so. Each * symbol in the diagram corresponds
to one energy card that must be removed from that Pokemon in order to pay for
its retreat. Any type of energy card can be used to retreat (see Energy Card
section below for more info).

Below the Retreat Cost is the Pokemon's weakness. Not all Pokemon have a
weakness, but if they do, it will be indicated here. A Pokemon that is weak to
the opponent Pokemon's type will take double the damage from any attacks made
by that Pokemon. In this diagram "F" stands for the Fire Type, which would be
indicated by a flame icon in-game.

The last line of information indicates the Pokemon's Resistance. In this
example, Bulbasaur has no resistances so there is no icon indicated here. If
Bulbasaur were resistant to a particular type, the symbol associated with that
type would be shown. A symbol indicates that the Pokemon will take thirty less
damage points from attacks used against it by Pokemon of the type associated
with that symbol.

To the right of a Pokemon's resistance is its number in the Pokedex. There were
151 different Pokemon in the Pokemon world when this game was released, and
this number directly refers to their ordering in the Pokemon universe of games.

If you press right on the directional pad you will scroll through various other
screens. After the initial screen referenced above, you will scroll through
screens explaining each attack, and Pokemon Power (if any) in detail. After
this you will reach a screen that gives a description of the Pokemon, its
length, and weight. This last page is purely informational and does not play a
role in the TCG process.

Energy Cards: There are seven different types of Pokemon and seven
corresponding types of energy cards to go with them. Each energy card is a
different color and is associated with a particular symbol:

Grass Energy: Leaf Symbol (Green)
Fire Energy: Flame Symbol (Red)
Water Energy: Water Droplet Symbol (Blue)
Electric Energy: Lightning Symbol (Yellow)
Fighting Energy: Fist Symbol (Brown)
Psychic Energy: Eye Symbol (Purple)
Colorless Energy: Star Symbol (White)

You will see these symbols next to a Pokemon's attacks. For every symbol you
see, you will need one energy card of that type in order to use that attack.
One very important thing to note however, is that a white star symbol does NOT
require a specific type of energy. A white star symbol means that ANY type of
energy may be used. The Colorless Energy Card is special in that it is not a
"Basic Energy Card", and actually provides TWO colorless energies. In the game
it is called a "Double Colorless Energy" because it is a colorless energy,
and because it provides TWO white energies. So, for example, if we want to
use Pidgey's Whirlwind attack that requires two Colorless (white) Energies, we
could attach the Double Colorless Energy and attack right away, while if we
were to use colored energies (Grass, Fire etc.), we could only attach one at a
time but could use any combination of energies.

Trainer Cards: There are dozens of different Trainer cards you can use in your
deck, each with a particular effect either on your Pokemon, your deck, your
discard pile, or that/those of your opponent. Trainer cards have specific
instructions that must be followed, and once followed, the Trainer card is
discarded. (For more information refer to following sections.)

The Play Area: In the real life TCG the play area consisted of an official mat
indicating the locations of different cards and their significance. The GBC
game follows the same sort of idea and setup in that when certain cards are
in certain locations they are subject to certain rules regarding their ability
to be looked at or played.

The following is a representation of the setup seen in-game:

    [ ]   [ ]   [ ]   [ ]   [ ]      <- Opponent's bench.
HANDx 7  ________________
        |                |        
[ ]x  0 |   opponent's   |  [ ] [ ]  
        | active Pokemon |           }- Opponents prizes.
/ /x 48 |________________|  [ ] [ ]
[ ] [ ] |                |  / /x  48 <- Number of cards left in your deck.
        |      your      |
[ ] [ ] | active Pokemon |  [ ]x   0 <- Number of cards in your discard pile.
        |________________|  HANDx  7 <- Number of cards in your hand.
    [ ]   [ ]   [ ]   [ ]   [ ]      <- Your bench.

You can access this view at any time by choosing "Check" from the option box
while battling someone, and then choosing "In Play Area" from the second option
box that appears. There are options to view your own play area or your
opponent's play area individually, however I find myself exclusively using this
option as it allows me access to check everything on the field. If you want
more information on a given card or cards, simply use the D-Pad to select them
and you will be brought to a screen supplying you with more information about
that card. The "Check" command also offers you a Glossary of terms if you ever
need to reference something while in battle. To that end, I will provide my own
descriptions of each of the areas found on the diagram above.

The Deck: A deck is composed of 60 cards, no more, and no less. You will draw
from this deck throughout the duel, so it is important that your deck has a
good balance of the three types of cards: Pokemon Cards, Energy Cards and 
Trainer Cards. While Trainer cards are not absolutely essential to battling,
they do provide you with distinctive advantages that can really turn the tide
of battle.

The Hand: Your hand is the group of cards that you are allowed to see and play
from during your turn. When a game first starts, both players will draw seven 
cards that constitute the hand, and on every turn after that they will draw one
card from the deck and place it into the hand. You can view your hand by
choosing "Hand" from the option box at the bottom of the screen while battling.
This new screen will show you all the cards in your hand, which, if chosen by
pressing the "A" button will allow you the option to "Check" the card or to
"Play" the card. If you just want to view the card itself, choose "check", but
if you would like to play the card, choose "play". The game will automatically
place the card in the appropriate location in order to play it. Note that once
a card has been played that action cannot be reversed. In the case of an
evolution card, it will be placed on top of the Basic Pokemon Card and cannot
be removed except by a certain Trainer Card or by certain attacks. The same
goes with energies; once attached to a Pokemon they cannot be returned to the
hand. Trainers, once used, are sent to the discard pile (unless stated
otherwise on the card) and can only be reused via the effects of other trainer
cards. So, it is very important that you know the effects of a card exactly so
that you take appropriate action as far as when and where to play it.

The Discard Pile: The discard pile is the location of all cards which are no
longer in play. This includes Pokemon Cards that have been knocked out, energy
cards that have been discarded as part of a retreat cost, a requirement for an
attack, or via trainer card, and trainer cards themselves, which are usually
discarded immediately after use unless otherwise stated on the card. The only
way to retrieve cards from the discard pile is to use special Trainer Cards.

The Bench: The bench is composed of five open slots where non-active Pokemon
are placed. Once all of these slots have been taken the game will not allow you
to place anymore Pokemon down. In general, Pokemon on the Bench are 'safer'
than an active Pokemon because there are few attacks that allow for benched
Pokemon to take damage. For example, almost every Pokemon has at least one
attack that deals damage to the opponent's active Pokemon, but may not have any
that can attack benched Pokemon. Therefore, a good way to build up Basic
Pokemon Cards, which tend to have lower hit points and are more prone to being
knocked out, is to do so while they are sitting on the Bench, relatively safe
from enemy attacks. When an active Pokemon is knocked out, benched Pokemon are
moved in to take their place.

The Active Pokemon: In the center of the setup you'll find the two active
Pokemon (yours and your opponent's) facing each other. Only one Pokemon may be
active at any given time. Your active Pokemon will be the one taking direct
damage from the opponent's attacks. The ultimate goal is for your active 
Pokemon to cause the opponent's to faint by lowering its hit points to zero.
You and your opponent take turns attacking and once one of the active Pokemon
has been knocked out, the person who knocked out that Pokemon will draw one of
his Prize Cards. Drawing all of one's prize cards is but one way to win a 
Pokemon Duel.

The Prize Cards: At the beginning of a duel, a number of prize cards are set
aside in each player's play area. The number of prize cards ranges from 2-6.
Usually, the more difficult the opponent the greater the number of prizes and
therefore the longer the match. The most common way to win a Pokemon Card Duel
is to be the first to draw all one's prize cards. If for some reason both
players draw all their remaining prize cards as the result of the same attack,
then a Sudden Death match is started with one prize, and the first person to
draw that prize is the winner of the match.

Now that the general layout of the cards and the play area has been established
I'm going to move onto how the actual game is played. Basically, the individual
elements have been explained, and now we are going to see how they all interact
during a given turn.

The Objective of the Game: The main goal is to win, of course, and this is
accomplished in one of three ways:

1) Drawing all of your prize cards before your opponent.
2) Your opponent has no Basic Pokemon Cards on his bench to replace with his
knocked out active Pokemon.
3) Your opponent has no more cards in his deck to draw from at the beginning of
his turn.

I organized these in terms of how common it is to win via each condition with
the first being the most common and the third being the least. Of course, which
one you win by most often will in some way be determined by your play style.

Game Start: A duel is initiated by walking up to a NPC in-game and requesting
a battle. Once this is done, the name of your opponent will show up along with
his or her picture and the name of his or her deck. If you pay attention to the
name of the deck, you can sometimes get an idea of the sort of strategy your
opponent will be using. This can help when you are trying to predict what your
opponent will do next. After this screen passes each player will be drawn seven
cards. If either player does not draw any Basic Pokemon Cards, you will get to
see that player's hand and then this sequence of events will repeat until that
player draws at least one Basic Pokemon. 

You will then be taken to a screen showing the cards in your hand and you will
be asked to choose an active Pokemon. This is the Pokemon you will be using to
attack and is the one that will receive damage from your opponent's attacks, so
be sure to choose wisely, keeping in mind the amount of HP the Pokemon has, the
amount of energy required for it to attack, and its retreat cost in case you
meet an unfavorable opponent and need to retreat to the bench. One strategy
that allows you to get a feel for the opponent and his playing style is to play
a basic Pokemon with no retreat cost, if possible. This way, you don't have to
worry about starting out at a disadvantage because you can always switch your
active Pokemon out without the penalty of removing energy cards.

Once you have chosen an active Pokemon, the game will allow you to place any
other basic pokemon in your hand onto the bench. This is not necessary, and in
some cases, it is preferable to keep basic pokemon in your hand, for example,
if your opponent is using attacks that hurt your bench. But you should also
keep in mind that if there is no Pokemon on the bench to replace your active
Pokemon when it faints, then you will lose the game, so it's usually a good
idea to keep at least one Pokemon on the bench at all times.

After benched Pokemon have been placed each player will place their prize cards
and then a coin will be flipped in order to determine which player will go
first. As far as I know, there is no way to influence the outcome of the coin
flip (although it certainly seems to benefit the opponent more than it does the
player). Simply press the "A" or "B" button to begin the coin flip animation.
If heads, you will go first and if tails, your opponent will.

The Turn: The basic 'unit' of a duel is the turn. You and your opponent will
alternate back and forth, each of you taking specific actions during your turn
that will hopefully result in your victory. Here is a breakdown of what usually
happens during a given turn:

1) A card is drawn from the deck and placed into the hand.

2) The situation is examined and the cards in the hand are played accordingly
depending on the requirements of the situation. The following actions can be
taken at this stage (in any order, if at all), before a Pokemon attacks:

- One energy card may be attached to one and only one Pokemon, either active or
on the bench, unless otherwise noted by a particular Pokemon Power.

- A Pokemon Power may be utilized. Some Pokemon Powers are always active, while
some require them to be used prior to attacking. To use these types of Pokemon
Powers, select "Pkmn Power" from the option box at the bottom of the duel
screen, select the Pokemon whose Pokemon Power you wish to use, and then follow
the instructions given for that particular Pokemon Power.

- The active Pokemon may retreat if it pays the retreat cost noted. The active
Pokemon may be retreated as often as one likes before attacking so long as the
retreat cost is paid.

- As many Trainer cards can be played as you wish, so long as you do everything
required to play that card (as noted in its description). The ability to play
trainer cards is subject to the effects of attacks. For example, Psyduck's
attack "Headache" will not allow you to play any trainer cards during your
next turn if used against your active Pokemon.

3) A pokemon attacks, or the turn is ended. When you attack you must fulfill
any requirement in order to use that attack, and once you have chosen a given
attack, you cannot go back and choose a different one, so choose wisely. If you
don't have the proper amount of energies in order to use the attack the game
will prevent you from selecting said attack. In some cases it may be beneficial
to simply end your turn rather than attacking. An example of this might be when
your Pokemon is confused, and may hurt itself in confusion if it attempts to
attack. You will also choose to end your turn if you do not have enough energy
cards placed on your active pokemon in order to attack.

After a turn has been completed a "between turns" period will sometimes take
place in which certain actions are performed by you or your opponent. The only
time action is taken during this period is if your Pokemon is afflicted by a 
status condition. Status conditions are like a disease or affliction that have
certain negative effects. Status is given as part of the effects of certain

Poison: A Pokemon that is poisoned receives 10 damage in between turns. This
condition can be healed using a Full Heal trainer card, by moving the active
Pokemon to the bench, or by evolving the Pokemon.

Double Poison: A Pokemon that is doubly poisoned receives 20 damage in between
turns. (Poisoning a Pokemon twice does not cause double poison. Double poison
can only be caused by Nidoking's "Toxic" attack.) It is healed by using a Full
Heal trainer card, by moving the active Pokemon to the bench, or by evolving
the Pokemon.

Confusion: A trainer must flip a coin before that Pokemon attacks or retreats.
When attacking, if the coin lands on tails, that pokemon does not attack and
instead does 20 damage to itself (weakness is applied, so if your active
pokemon is a psychic type that is also weak to psychic then it will take 40
damage instead of 20). If you get a tails when attempting to retreat, then that
Pokemon cannot retreat this turn. Energies are removed before flipping, so this
makes confusion a particularly deadly status ailment. Confusion is healed via
a Full Heal trainer card, by successfully retreating to the bench, by acquiring
another status such as sleep or paralysis, or by evolving the Pokemon.

Paralysis: Paralysis is always removed during the second in between turns
period after it was afflicted. While a Pokemon is paralyzed it may not attack
or retreat. Paralysis is cured through the use of a Full Heal Trainer Card,
through the use of a Switch Trainer Card that forces the switch even while
Paralyzed, or by evolving the Pokemon.

Sleep: A player must flip a coin in between turns to see if their Pokemon is
still asleep. If tails, their Pokemon remains asleep until the next in-between
turns period. If heads, the Pokemon awakens and everything proceeds as normal.
A Pokemon that is asleep cannot attack or retreat. Sleep is healed by a Full
Heal trainer card, by a Switch trainer card, which can retreat the active
Pokemon to the bench even while asleep, by acquiring another status, such as
confusion or paralysis, or by evolving the Pokemon.

This pattern of turn taking and in-between turn periods will continue back and
forth between the player and his/her opponent until one of the winning
conditions are met. At this point the duel will conclude, and a result screen
will appear announcing the winner and displaying the condition of the play area
at the conclusion of the match. Note that there are no "Draws" in a Pokemon
duel. If such a sequence of events occurs where both parties satisfy a winning
condition as a result of the same attack (for example, if your opponent's
Magnemite uses Self-Destruct, knocking itself out and your active pokemon when
both of you only have one prize card left), then a Sudden Death match will
begin. This is basically an entirely new duel, but is played with only one
prize rather than the previously agreed upon amount. The first person to
satisfy the winning conditions of this game will be declared the winner.
Usually, if you win the match you will receive one of four different kinds of
booster packs: Colosseum, Evolution, Mystery, and Laboratory. Each type of
booster pack may contain specific cards not found in any of the other types.

This concludes the section on Basic TCG Mechanics. This is really the tip of
the iceberg as far as strategy goes. I have eluded to certain strategies in
my description, and if you would like some more ideas, as well as information
on how to build your own deck, you can find that information in section 6:
Deck Building Strategies. The Pokemon TCG Refresher will now follow.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
                         Pokemon TCG Refresher Course
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

In this section I will provide concise, essential information for those of you
who are already familiar with the TCG either as played today, or as played
during the time this game was released (2000), and will explain how the GBC
game differs from the real life version.

Differences between GBC game and old style of play:

- The only real difference to note is the absence of the "Mulligan Rule". In
the real life TCG this rule stated that if your opponent was not able to draw
a Basic Pokemon Card as part of his initial hand of seven cards, then you were
allowed to draw an additional two cards. This essentially punished those who
focused on decks involving evolution cards, or who did not include enough
basic Pokemon in their deck. It also gave the opponent the advantage of
starting out with a larger variety of cards in their hand at game start.
However, it could also become beneficial for the other player, because one of
the conditions for winning a match is to have your opponent run out of cards in
his deck, so in a sense there was some balance of favor when it came to the
Mulligan rule.

Differences between GBC game and current style of play: (Current up to the
Platinum: Supreme Victors Expansion)

- There are no supporter cards or stadium cards. PlusPower and Defender cards
are basically the precursors of supporter cards, however they can only be
activated the turn they are played and are subsequently discarded regardless of
whether or not they actually had any effect. (For example, if you attach a
defender card to a pokemon and that Pokemon receives no damage during your
opponent's next turn, then the Defender card is still discarded at the end of
your opponent's turn.)

- There are no Poke-bodies, only Pokemon Powers.

- The Mulligan Rule (where the opponent can draw an extra card if you do not
draw a basic Pokemon card from your initial hand of seven cards) is non-
existent in the GBC game.

- Your active Pokemon may be retreated as many times as you wish so long as you
discard any energy cards required to retreat that Pokemon.

- Trainer cards MAY be played on the first turn, and as many can be played as
you like so long as you fulfill the requirements noted on the card in order to
do so.

- There is no burn condition.

- There are no Steel or Dark energies, nor are there any Steel or Dark Pokemon.

- Resistances only come in one increment of 30. Weakness is always normal
damage times two.

- Confusion damage to self is 20 rather than 30. A pokemon cannot retreat
regularly if it is confused, you must flip a coin after discarding energies,
and if tails, that Pokemon may not retreat this turn.

- Smokescreen attack success check occurs before any flipping required by the
attack (as does the confusion damage check), rather than after.

- The effects of prior attacks are calculated AFTER weakness. So, if an
opponent uses an attack that reduces incoming damage by 10 during the next turn
then a super effective attack with a base damage of 10 does 10 damage rather
than no damage. (In today's trading card game, the 10 base damage would be
nullified, and therefore no damage would result. This is not true in the GBC

- There are no Pokemon LV.X or Pokemon SP cards.

Quick Facts:

The game is won by meeting one of these three conditions before your opponent:
1) Drawing all of your prize cards before your opponent.
2) Your opponent has no Basic Pokemon Cards on his bench to replace with his
knocked out active Pokemon.
3) Your opponent has no more cards in his deck to draw from at the beginning of
his turn.

If both you and your opponent fulfill one of these requirements at the same
time a Sudden Death match is played for one prize.

Status Conditions, their effects and their remedies:
Poison: A Pokemon that is poisoned receives 10 damage in between turns. This
condition can be healed using a Full Heal trainer card, by moving the active
Pokemon to the bench, or by evolving the Pokemon.

Double Poison: A Pokemon that is doubly poisoned receives 20 damage in between
turns. (Poisoning a Pokemon twice does not cause double poison. Double poison
can only be caused by Nidoking's "Toxic" attack.) It is healed by using a Full
Heal trainer card, by moving the active Pokemon to the bench, or by evolving
the Pokemon.

Confusion: A trainer must flip a coin before that Pokemon attacks or retreats.
When attacking, if the coin lands on tails, that pokemon does not attack and
instead does 20 damage to itself (weakness is applied, so if your active
pokemon is a psychic type that is also weak to psychic then it will take 40
damage instead of 20). If you get a tails when attempting to retreat, then that
Pokemon cannot retreat this turn. Energies are removed before flipping, so this
makes confusion a particularly deadly status ailment. Confusion is healed via
a Full Heal trainer card, by successfully retreating to the bench, by acquiring
another status such as sleep or paralysis, or by evolving the Pokemon.

Paralysis: Paralysis is always removed during the second in between turns
period after it was afflicted. While a Pokemon is paralyzed it may not
attack or retreat. Paralysis is cured through the use of a Full Heal Trainer
Card, through the use of a Switch Trainer Card that forces the switch even
while Paralyzed, or by evolving the Pokemon.

Sleep: A player must flip a coin in between turns to see if their Pokemon is
still asleep. If tails, their Pokemon remains asleep until the next in between
turns period. If heads, the Pokemon awakens and everything proceeds as normal.
A Pokemon that is asleep cannot attack or retreat. Sleep is healed by a Full
Heal trainer card, by a Switch trainer card, which can retreat the active
Pokemon to the bench even while asleep, by acquiring another status, such as
confusion or paralysis, or by evolving the Pokemon.

NOTE: Sleep, Paralysis and Confusion may replace each other, however Poison is
additive, so it can occur along with Sleep, Paralysis, or Confusion.

Specific Mechanics:
- Pokemon Powers limiting damage above a certain amount (like Mr. Mime's
Invisible Wall) include the prevention of attacks whose base damage is less
than 20 but whose damage including weakness is greater than 20. For example,
a Psychic attack with a base damage of 20 used against Mr. Mime would do no
damage (due to the 40 damage it would have received from weakness).

- PlusPower increases the amount of recoil damage done to your own pokemon by
10 in addition to damage done to the defending Pokemon. For example,
Electabuzz's Thunderpunch attack, which does +10 damage to the defending
if a heads is flipped, and 10 damage to itself if tails would do 50 damage if
heads and would do 40 damage plus 20 damage to itself if tails, assuming 
PlusPower were attached. Also, attacks that do no damage will not receive a +10
damage bonus when PlusPower is attached. So, for example, if Jynx uses
Doubleslap, and two tails are flipped, no damage will be dealt, even with
PlusPower attached.

 4. Menu and Controls \\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\///\\\

Now that I've established the particulars of how the TCG itself is played, I'll
focus on the controls of the GBC game and how they affect the play of the TCG
as well as the RPG portion of the game in the overworld as you move from area
to area.

Controls in the overworld:
Moving around on the main map is done using the D-Pad to hover the pointer over
different areas and then using the "A" button to select a destination. Once
selected, your character will move to and enter that locale.

Controls inside buildings:
While inside buildings you may walk around using the D-Pad. To run, hold the
"B" button down while walking. To interact with objects or people, press the
"A" button in front of them. Press the Start button to open up the Menu.

Menu options:
There are six main menu options selectable with the "A" button, they are:

Status: Shows your character's picture, name, album count (number of different
pokemon cards you have out of the total), play time, and also shows icons of
the different Master Medals you have obtained. To exit the  the Status Screen
press the "A", "B" or start button.

Diary: The Diary is the equivalent of the Save option. If you do not write in
your diary, anything you do in a given play session will not be recorded. The
exception to this is when you power off during a duel. The game will autosave
during duels, however, this save data can be overridden if you choose to start
from the diary even when there is existing duel data that may be loaded. If
there is duel data to be loaded, this will show up on the menu screen prior
to game start, and the game will draw this to your attention if you try to
start the game from the diary when saved data from within a duel exists. So, to
save the game, answer yes to the question "Would you like to keep a diary?"
After choosing either "Yes" or "No" you will be taken back to the main menu.

The in-battle save feature can also be abused in your favor during duels. For
example, you can view a prize card, turn the game off, and then choose a
different prize card. In this way you can effectively see all your prizes and
can choose the prize that is most beneficial in your particular situation.
Another way to abuse this feature is during coin flips. Once a coin is flipped,
turning off the game and trying again will never affect its outcome, regardless
of the conditions under which the coin is flipped. For example, if I use a
Thundershock attack and I flip a heads, indicating paralysis, I can turn off
the game, and instead of attacking right away I can decide to use a Pokeball
Trainer card instead. Because the result of the next coin flip is already 'set
in stone' so to speak, I know that the Trainer card success check will land on
heads. So in this way, knowledge of what the next coin flip will be can inform
decisions such as whether or not to use a trainer card. You should also note
that data is saved only during your turn, and only when you play a card from
your hand. So if you accidentally place an energy card on the wrong Pokemon,
even turing the game off will not help, as the game will have already saved
this action.

Deck: The Deck option allows you to view your current decks and also allows you
to create other decks. When you select "Deck" from the menu, it will take you
to a screen that shows the four decks you currently have available to battle
with. The deck name that has a hand next to it is the "Selected Deck". This
is the deck that will be used when you choose to battle someone. To set a
different default deck, move the arrow over the deck you would like to select
using the D-Pad, press the "A" button, then choose "Select Deck" from the menu
at the bottom. Hovering the arrow over a deck and then pressing the Start
button will bring up a page showing you all the cards in that deck and their
amounts. You will not be able to edit the deck from this page, but may view
the details of each card. You can change a deck's name by hovering the arrow
over a deck, pressing the "A" button, choosing "Change Name" from the option
box at the bottom, and then changing the name accordingly. If you leave the
name blank, the game will give the deck a default name like "Deck 001 Deck".

The final option in the Deck submenu is "Modify Deck". Selecting this option
will take you to a screen showing you a horizontal bar with the seven different
types of pokemon indicated by their respective symbol, a "T" icon representing
Trainer Cards, and an "E" icon representing Energy Cards. Hovering over these
symbols will show you all of the cards of that type that you own, how many you
possess, and how many are in the deck that you are editing. For example, the
fraction "0/12" next to the name of a card indicates that you have 12 copies of
that card, and at the moment there are no copies of that card in the deck you
are currently editing. To increase that number, move the pointer over to the
name of the card, and press Right on the D-Pad. To reduce the number, press
Left. While editing the deck it is possible to reduce the deck to more or less
than 60 cards. However, if you attempt to save the deck, you will be told that
a deck must contain 60 cards and that you cannot save the deck as currently

Once you are finished deciding which cards will be included in the deck and in
what amount, press the "B" button to bring up the Deck Modification submenu at
the top of the screen. If this menu does not appear,press the "B" button once
more. From this menu choose "Save" to save this deck's current configuration.
If you were modifying an already existing deck, this new configuration will
overwrite the old.

The Deck Modification submenu also has five other potential options to choose
from. They are admittedly confusing, but I will attempt to explain them clearly
here. The "Confirm" option will bring up a list of all the cards in the deck
and their amounts (this is the exact same screen that pressing the Start button
brings up when viewing the Deck Selection Screen). So really, this option does
not "Confirm" anything, it's more of a "Review" in that it shows you what cards
you have currently selected for inclusion in the deck. The "Modify" option will
just close the menu screen and let you continue to modify the deck.
Alternatively, you can simply press the "B" button while the menu is open to
continue to modify the deck. The "Name" option allows you to edit the deck's
name, and is exactly the same as the "Name" option on the original Deck
Selection Screen mentioned earlier. The "Dismantle" option will remove all
cards from the deck and rename it to "New Deck" (basically, it deletes the
deck). The "Cancel" option will bring you back to the Deck Selection screen and
take you out of the Modify Deck screen. Any changes made to the deck will not
be saved.

NOTE: For tips and suggestions on specific strategies involved in deck making
be sure to check section 6. Deck Building Strategies.

Card: Choosing this option from the Main Menu will take you to a screen similar
to the deck editing screen. However, no changes can be made to the numbers on
this screen. Here you will find which pokemon cards you possess and in what
amount, organized by type of card. Press "A" or Start to select a card and see
more information about it and "B" once or twice to return back to the Main
Menu. (This page also shows you how many cards you have in total. I have 9095!)

Config: This option allows you to change the rate of the Message Speed in
both battles and conversation. You may also change how often battle animations
are displayed. Note however, that even if you turn the battle animations off,
the basic animation indicating that a Pokemon has received damage (three
flashes) will still appear. The only animation turned off is the animation
particular to that attack, such as the water spout in Water Gun. You can exit
this Menu by choosing "Exit Settings" with the "A" button or simply by pressing
the "B" or "Start" button. Changes to this screen are always saved regardless
of how you exit it.

Exit: Closes the Main Menu. The "B" button may also be used.

Battle Controls:
While in battle, the "A" button is used to make selections, and the "B" button
is used to skip things such as card drawing animations, or the placing of
any more Pokemon on the bench at the beginning of the game. The Start button
will often allow you to view your active Pokemon and the information written
on the card, or if you are in the Attack submenu, it will let you view the text
corresponding to the selected attack, if any. When choosing a benched Pokemon
to replace the active Pokemon, the start button can be used to view the benched
Pokemon card in question. The Select button can be used when viewing the hand
and will organize your cards, placing energies at the top of the screen,
followed by Pokemon cards organized by Pokedex number (1-151), and then trainer
cards. Once organized with Select this action can not be undone, and is the
only way card order in the hand can be changed. Also while viewing the hand,
left or right may be pressed on the D-Pad to move the cursor to the first or
last card in the hand, respectively. Select also works when pressed while
selecting benched Pokemon and will bring up a submenu in which you can view
your hand, examine the play area (yours or your opponent's), or check the

Other Controls:
If playing on a Game Boy Advance, pressing the "L" Button will stretch the
picture to 'widescreen' mode, and the "R" button will revert the picture to
its normal dimension. On the GBA a "soft reset" may be performed by pressing
the "L", "R", "A", "B", Select, and Start buttons at the same time. On the Game
Boy Color this is achieved by pressing the "A", "B", Select and Start buttons
simultaneously. Game data will not be saved (unless you are in a duel, where
the game will have set up an alternate auto-save file) and you will be taken
to the main menu screen before game start up.

 5. Game Start \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\\//\\\\\

Now that I've covered just about everything you need to know in order to play
the Pokemon TCG and the GBC iteration, it's time to get to the actual story
of the video game. In this section I will cover the beginning of the game, the
story-line, and the goal of the game. Following this section will be a section
devoted to deck preparation because I feel that completing the story-line is
more easily done when you have a good idea of how to strategize and build decks
that will allow you to more easily defeat your opponents. After this section on
deck building I will move onto the Walkthrough portion of this guide. (Sections
7 & 8)

A new game begins by selecting "New Game" from the menu before the game is
loaded. Only one game save may exist at a time, so you will need to delete any
prior data to begin a new game. After "New Game" is selected a Name Selection
Screen will appear. This is the name you will be addressed as by other NPCs,
and it may be no longer than six characters in length.

The story of the game centers around your character and his attempt to acquire
the Legendary Pokemon Cards, which are "Extremely rare and powerful cards held
by the Pokemon Trading Card Game's Greatest Players." These "Grand Masters" are
searching for someone to inherit the cards, and that person is you. So in order
to succeed in your quest, you visit the laboratory of Dr. Mason who will show
you how to play the game, and afterward, will provide you with your very first
Pokemon Card Deck. The practice deck and the practice battle you are forced to
go through will explain the very basics of the TCG. Before you start the
practice battle, Dr. Mason will ask you whether you have any questions about
any specific parts of the TCG. If you would like to know more about any of the
topics, simply select them with the "A" button and an explanation will follow.
I would suggest that you simply begin the practice battle, as you will be told
specifically what to do regardless, and in that way will get an idea of how the
game is to be played. To start the practice battle choose "Nothing to Ask" from
the menu.

I'm not going to go into detail regarding the practice battle because
directions for it are provided in-game and I can't imagine I could provide any
more instruction. After you are finished dueling Sam, Dr. Mason will ask you
which kind of deck you would like as your starter deck, giving you three
options to choose from: Charmander & Friends Deck, Squirtle & Friends Deck, or
Bulbasaur & Friends Deck. I have provided the contents of each of these decks
below, as well as a short description of each to aid you in your decision.

Charmander & Friends     Squirtle & Friends       Bulbasaur & Friends
--------------------     ------------------       -------------------
Energy:                  Energy:                  Energy:
Grass Energy    x8       Fire Energy      x8      Grass Energy     x9
Fire Energy     x10      Water Energy     x11     Lightning Energy x8
Water Energy    x6       Lightning Energy x6      Psychic Energy   x6
Total:          x24      Total:           x25     Total:           x23

Pokemon:                 Pokemon:                 Pokemon:
LV13 Caterpie   x2       LV10 Charmander  x2      LV13 Bulbasaur   x2
LV21 Metapod    x1       LV32 Charmeleon  x1      LV20 Ivysaur     x1
LV13 NidoranF   x2       LV18 Growlithe   x1      LV67 Venusaur    x1
LV20 NidoranM   x1       LV45 Arcanine    x1      LV13 NidoranF    x2
LV24 Pinsir     x1       LV24 Magmar      x1      LV20 NidoranM    x2
LV10 Charmander x2       LV8  Squirtle    x2      LV25 Nidorino    x1
LV32 Charmeleon x1       LV22 Wartortle   x1      LV12 Tangela     x1
LV76 Charizard  x1       LV52 Blastoise   x1      LV12 Pikachu     x2
LV18 Growlithe  x2       LV12 Seel        x2      LV40 Raichu      x1
LV45 Arcanine   x1       LV42 Dewgong     x1      LV13 Magnemite   x1
LV10 Ponyta     x2       LV12 Goldeen     x1      LV35 Electabuzz  x1
LV24 Magmar     x1       LV28 Seaking     x1      LV10 Abra        x2
LV12 Seel       x2       LV15 Staryu      x1      LV38 Kadabra     x1
LV42 Dewgong    x1       LV28 Starmie     x1      LV8  Gastly      x2
LV12 Goldeen    x2       LV31 Lapras      x1      LV22 Haunter     x1
LV28 Seaking    x1       LV12 Pikachu     x2      LV23 Jynx        x1
LV9  Rattata    x2       LV13 Magnemite   x1      LV14 Jigglypuff  x1
LV41 Raticate   x1       LV28 Magneton    x1      LV14 Meowth      x1
LV14 Meowth     x1       LV35 Electabuzz  x1      LV40 Kangaskhan  x1
Total:          x27      LV9  Rattata     x2      Total:           x25
                         LV41 Raticate    x1
Trainers:                LV14 Meowth      x1      Trainers:
Professor Oak   x1       Total:           x27     Professor Oak    x1
Bill            x2                                Bill             x1
Switch          x1       Trainers:                Switch           x1
Computer Search x1       Professor Oak    x1      Poke Ball        x1
PlusPower       x1       Bill             x1      PlusPower        x2
Potion          x2       Switch           x1      Defender         x1
Full Heal       x1       Poke Ball        x1      Gust of Wind     x1
Total:          x9       Scoop Up         x1      Potion           x2
                         Item Finder      x1      Full Heal        x2
                         Potion           x1      Total            x12
                         Full Heal        x1
                         Total:           x8

As you can see from the card totals of each section, the overall breakdown of
each deck is fairly similar with some minute differences in the number of
specific types of cards. The Bulbasaur & Friends Deck is the general outlier
in that it has less Pokemon Cards, less Energy Cards, and more Trainers than
the two other decks. This is actually the deck I usually start with, although
that's really only because Bulbasaur is my favorite starter Pokemon. I'm going
to break each deck down further below. (Numbers in parentheses indicate the
number of cards that satisfy the given condition)

Charmander & Friends:
Types Included: Fire (x10), Grass (x7), Water (x6), Colorless (x4)
Strong Against: All Grass, some Water, some Fighting, most fire type Pokemon.
Weak Against: Water (x10), Electric (x6), Fire (x4), Fighting(x4), Psychic (x3)
Resistances: Psychic (x4)
Comments: This deck is weak to a greater amount of types than the other decks,
but is strong against just as many types as the other two decks. In my opinion,
decks with more than two types (not including colorless) are more difficult to
work with, simply because it makes it much more difficult to get the specific
type of energy card necessary for whichever Pokemon you decide to use. Some
highlights of this deck include access to Charizard, Pinsir, and Computer
Search early in the game, as these are three good cards. If you were to choose
this deck, I would recommend fighting the Grass Club first. The Fighting Club,
the Psychic Club, and the Science Club are also good options.

Squirtle & Friends:
Types Included: Water (x12), Fire (x6), Electric (x5), Colorless (x4)
Strong Against: Most fire, all grass, some water, some colorless type Pokemon.
Weak Against: Electric (x12), Fighting (x9), Water (x6)
Resistances: Psychic (x4)
Comments: This deck has more Pokemon that are weak to one specific type than
any other, but looking at it differently, you could say that it is more true to
type. As I mentioned regarding the previous deck, decks that have more than two
major types are difficult to work with, and it's a shame that the three basic
decks start as 3-type decks. This does allow for more variety, of which this
deck has the least. Some highlights of this deck include Blastoise, Electabuzz,
Lapras, Scoop Up and Item Finder. Both Electabuzz and Lapras are great Pokemon;
I would argue that they may be the best Basic Pokemon of their respective types
available in this game (with the exception of the legendary bird cards). If you
were to choose this deck, the Fire Club is a good first destination. The Grass
Club, Psychic Club, and Science Club are other possibilities.

Bulbasaur & Friends:
Types Included: Grass (x10), Electric (x5), Psychic (x7), Colorless (x3).
Strong Against: Most water, some Fighting, some colorless, some grass Pokemon.
Weak Against: Psychic (x9), Fighting (x8), Fire (x5)
Resistances: Fighting (x3), Psychic (x3)
Comments: This deck has the least amount of pokemon with weaknesses, the most 
different types of resistances as well as the most pokemon with resistances. In
this sense, this deck is more defensive than the others. It also has less
Pokemon and energies, but makes up for this with quite a few more trainers.
Unfortunately, none of these trainers are rare, although they are very helpful
and will probably get more use than the rare trainers offered in other decks.
Some highlights of this deck include Venusaur, Electabuzz, and Kangaskhan. Both
Kangaskhan and Electabuzz are very good Basic Pokemon, arguably the best of
their type. If you were to choose this deck, the Fighting Club is a good first
destination. The Water Club, Grass Club, and Lightning Club are other good

Now that you have chosen your deck you are free to explore the map and the
different clubs that are found about it. If you ever have any questions about
the workings of the Pokemon TCG, or would like to revisit the practice battle,
Sam will always be in the lab waiting. I would suggest that you get a few
practice battles in before trying to challenge a club leader. It's a good idea
to do some practice battles with either Sam or Aaron (in the deck machine room,
to the right of Sam) as they will give you booster packs filled with energy
cards. These will allow you to create your own decks as well as modify your
original deck to make it a dual-type deck rather than a tri-type. The following
section will provide you even more direction on the various aspects of deck
building, as it is essential to your success when battling other players and
especially the Grand Masters.

 6. Deck Building Strategies \\\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\///

To start off this section I'm going to go through each type of Pokemon Card
(Fire, Water... etc.) and give you some generalizations that characterize
Pokemon cards of that type. This way you can get an idea of what type or types
of cards you would like to include in your deck.

Grass: Grass types are known for inflicting status (particularly poison) as
well as being able to heal themselves through use of attacks like Leech Seed
and Mega Drain. Energy costs are relatively high for the amount of base damage
done. Grass cards also tend to have low to moderate HP levels, and a moderate
number of Pokemon Powers. 

Fire: Fire types are notorious for having high powered attacks with moderate to
high energy costs that require energy removal in order to be executed. They
generally have little ability to inflict status conditions and most require at
least two energies in order to attack. Basic Fire pokemon have moderate HP,
with their evolutions (if any) tending to have high HP. Few fire Pokemon have
Pokemon Powers.

Water: Water types are known for their versatility as far as their attacks and
their effects are concerned. In particular, they are known for attacks like
Water Gun, which increases in power depending on the amount of energy cards
attached to the attacking Pokemon. Basic water Pokemon tend to have low HP, and
their evolutions have low to moderate HP. Water type Pokemon have access to
paralysis, damage prevention, confusion, retreat prevention, and poison 
inducing attacks. A moderate amount of water Pokemon have Pokemon Powers.

Electric: Electric Pokemon are known for their ability to attack the bench and 
the fact that many of their attacks cause recoil damage to the attacker. Energy
costs are relatively high for some Pokemon, while low for others (so moderate
on average). Electric Pokemon have access to many paralyzing attacks as well as
attacks that can bypass resistance, and also have access to multiple versions
of basic and evolution cards. HP levels for Electric Pokemon range from low to
high. Basic Pokemon capable of evolution tend to have the lowest HP.

Fighting: Fighting Pokemon are known for being able to inflict high levels of
damage with minimal energy cost. Unfortunately they tend to lack access to
status inducing attacks. Basic Pokemon that evolve and their evolutions tend
to have low to moderate HP, while non-evolving basic Pokemon have moderate HP.
Fighting types are also known for their ability to attack the bench using
attacks like Earthquake, Selfdestruct or Stretch Kick, and also have access to
attacks that prevent damage such as Harden, Snivel, and Sand Attack. A moderate
number of fighting type Pokemon have Pokemon Powers.

Psychic: Psychic Pokemon are known for their ability to move damage counters
around and often have attacks that are dependent on the number of damage
counters or energies on the defending Pokemon. A high number of Psychic Pokemon
have Pokemon Powers. They are also known for their ability to inflict
confusion, sleep, and paralysis, as well as their ability to attack the bench.
Basic Pokemon that evolve and their evolutions have low to moderate HP, while
non-evolving basic Pokemon have moderate HP.

Colorless: Colorless Pokemon are known for their all-around versatility as they
can be added to any deck. They are also known for their resistances (every
colorless Pokemon has one). Colorless pokemon have generally high energy costs
for the amount of damage done, and this damage often has the potential to be
increased by flipping coins. Colorless pokemon can inflict sleep, confusion,
paralysis, can cause switches from the bench, and can even copy the defending
pokemon's attacks! Basic pokemon that evolve have low to high HP, and their
evolutions have moderate to high HP. Non evolving basic Pokemon also tend to
have moderate to high HP.

If I had to pick one card from each of these types that represented the
qualities of that type best they would be:

Grass: Lv 8 Tangela
Fire: Lv 45 Arcanine
Water: Lv 48 Poliwrath
Electric: Lv 35 Magneton/Lv 35 Electabuzz (Couldn't pick just one!)
Fighting: Lv 30 Hitmonlee
Psychic: Lv 42 Alakazam
Colorless: Lv 36 Pidgeotto

Now that you have an idea as to what characterizes the different Pokemon types,
you can make a decision as to which Pokemon to place in your deck. These
generalizations also help you predict the decks of your opponents! That said,
I'm going to move onto the specifics of deck building starting with what ratios
of pokemon, energies and trainers you should have and then moving on to various
deck strategies, and then ending with specific examples of decks that I have

Quick Facts:
- A deck contains exactly 60 cards.
- A max of 4 of any given card (except basic energy cards) is allowed in a
- Double Colorless Energy cards do not count as a Basic Energy Card. (So, only
four of them are allowed per deck.)
- Trainer cards are not essential; you can create decks without them, but they
are usually quite helpful as far as enhancing strategies are concerned. Trainer
cards usually occupy about 10-30% of a deck. (Although some decks can contain
percentages as high as 50%!)

One of the most important facets of deck building is the ratio of cards used.
There are various ratios you can use, each depending on the specific set up of
your deck and the strategy you are planning to use. For the attacking Pokemon
Cards themselves you will want to focus on one or two types of evolving series
of cards, and then a few non evolving basics to support them. The main point
however, is to have a specific strategy involved when choosing your Pokemon.
Let's use Psychic Club leader Murray's deck as an example.

Here's a list of the Pokemon in Murray's Deck:

LV10 Abra       x4
LV38 Kadabra    x3
LV42 Alakazam   x2
LV28 Mr. Mime   x2
LV55 Chansey    x3
LV40 Kangaskhan x3
LV20 Snorlax    x2

As you can see, Murray focuses on one evolving line of Pokemon: Abra, Kadabra,
and Alakazam in a 4:3:2 ratio. The logic behind this is that you absolutely
need the basic Pokemon in order to start the chain, so there should be more of
this card than any other, and then, because the rest of the Pokemon in this
deck are basic Pokemon, they can be used to stall and you will have time to get
the rarer evolutions. Many players however, (myself included) would probably
suggest a 4:3:3 ratio, or even a 4:4:4 ratio. The reason is that this deck
completely revolves around the idea of damage counter manipulation and relies
heavily on Alakazam's Pokemon Power "Damage Swap". If you only have 2 Alakazam
cards in your deck, the chances of you drawing that card are only about 7%,
assuming it isn't in your prizes. Having three puts you at 11%, and having four
puts you at 15%.

But Alakazam isn't the only important part of this deck. You'll also notice
that it's composed of quite a few colorless Pokemon. These pokemon have high
HP and serve as damage holders for an Alakazam to store damage counters on.
In addition, they sport psychic resistances for opponents who try to counter
this deck with other psychic types. Mr. Mime's is also a good psychic type
counter because its Pokemon Power "Invisible Wall" negates all damage coming
in amounts of 30 or above, meaning that opposing psychic types will have to
deal only 10 damage before resistance or will be unable to do any damage at
all and will face double damage from Mr. Mime's own psychic attack, Meditate.
Kangaskhan is also important for his Fetch attack, allowing Murray to draw an
extra card and helping him find Abra and its evolutions.

Now let's examine the rest of the deck:

Psychic Energy x22

Professor Oak  x2
Energy Removal x3
Switch         x4
Pokemon Center x2
Scoop Up       x4
Gust of Wind   x3
Gambler        x1

Because Murray has chosen colorless Pokemon to go along with his psychic types,
he has the advantage of needing only one type of energy in his deck; he doesn't
have to worry about having the right type of energy needed to attack.

Professor Oak will allow him to move through his deck quickly so that he can 
evolve Abra as quickly as possible. The Pokemon Center and Scoop Up cards go
along with his damage manipulation strategy in that they allow him to remove
all the damage counters from his basic Pokemon so that Alakazam can keep moving
more back onto them as he takes damage. In this deck Alakazam is meant to be
the major attacking Pokemon and the other pokemon are the supporters. The
remaining Trainers are just helpful cards that either support Murray's Pokemon
or put the opponent at a disadvantage.

Keeping the main ideas gleamed from Murray's deck organization in mind, begin
constructing your deck by choosing a specific strategy that centers around a 
particular attack being used or a certain evolutionary series, and then choose
ratios of Pokemon based off that. If you focus on one evolutionary series, then
go with a 4:3:3 or 4:4:4 ratio. If you use two, you might consider using a
3:2:2 or 3:3:3. If a pokemon only has one evolution, you should always go with
a 4:4 or 4:3 ratio if it is a main attacker. Always remember to include non-
evolving basic Pokemon as well, as you can lose a battle if you have no basic
Pokemon to attack with. I would say that at least half of all the Pokemon you
choose should be basic.

As for energy cards, you should have around 20, but the exact number really
depends on the requirements of your deck. If you use basic Pokemon that don't
require a lot of energy cards, then you may need less than that, or if you are
using Pokemon that require you to discard energies to attack, you may need
more than that. Be sure to keep in mind Trainer cards like Energy Search and
Energy Retrieval when deck building, as they can help to offset high energy
costs. As far as decks composed of two types are concerned, you will have to
pay careful attention to how many Pokemon of each type your deck will have, and
add energy according to that ratio. When making these dual-type decks, be sure
to choose Pokemon that allow for some colorless energies to be used in addition
to attacks requiring a specific energy type. For example, Ponyta's Smash Kick
attack allows any type of energy to be used, so Ponyta is able to function
effectively in decks where fire is not the only energy type. Be sure to look
for this type of setup in a Pokemon's evolved form(s) as well as its basic one.

Unlike Pokemon cards and energy cards, Trainer cards are optional but strongly
recommended. To help you choose which Trainers can help you with certain
strategies, I have organized them according to the function(s) they help to
perform. (some cards are listed in more than one section)

Drawing more cards from the deck:
Professor Oak

Drawing specific cards from the deck:
Computer Search
Poke Ball
Energy Search
Pokemon Trader
Pokedex (allows you to organize top 5 cards in deck)

Removing damage counters or status:
Potion (damage)
Super Potion (damage)
Pokemon Center (damage)
Scoop Up (both, basic card put into hand)
Full Heal (status)
Switch (status)
Mr. Fuji (both, all cards associated with that pokemon shuffled into deck)

Retrieving cards from the discard pile:
Energy Retrieval
Super Energy Retrieval
Item Finder

Evolving Pokemon more quickly:
Pokemon Breeder
Computer Search
Pokemon Trader
Poke Ball

Hampering the opponent:
Energy Removal
Super Energy Removal
Imposter Professor Oak
Gust of Wind

Removing Evolution Cards:
Devolution Spray
Scoop Up

Augmenting damage done by attacks:

Manipulate number of Pokemon on bench:
Clefairy Doll (your bench)
Mysterious Fossil (your bench)
Pokemon Flute (your opponent's bench)

Self-defeating card:
Imakuni? (confuses your active pokemon)

As for my favorite trainer cards, they are (in no order): Energy Removal,
Switch, Gust of Wind, Potion, and Bill. Switch not only helps to cure status,
but helps to preserve energy cards. Gust of Wind can help to keep away a
powerful opponent you are simply not ready to handle yet, or can serve to bring
in a weaker or previously damaged Pokemon that you can kill off to draw another
prize card. Energy Removals are great to give your Pokemon the advantage and
keeping your opponent from attacking (always remove double colorless energies
if you can!). The others are fairly self-explanatory.

The best way to learn to make decks is to do your own experimentation with your
favorite cards, and by observing the way other trainers use decks. Try looking
at the pre-constructed decks in the deck room in Professor Mason's Laboratory.
(You can also find all the deck lists in this guide, also on GameFAQ's:

Below are two of my favorite decks and the strategies surrounding them:

Lightnin' Deck
Electric Energy  x24

Pikachu Lv14     x4
Raichu Lv45      x3
Magnemite Lv13   x4
Magneton Lv28    x1
Magneton Lv35    x2
Electabuzz Lv35  x4
Zapdos Lv40      x2
Zapdos Lv68      x2

Bill             x2
Energy Removal   x4
Switch           x2
Gust of Wind     x2
Potion           x4

Strategy: This deck focuses on attacking the bench. Both cards in the Pikachu
series have the ability to do this, and it really seems to disrupt the strategy
of the opponent, since he or she will no longer be able to safely power up
Pokemon on the bench. In addition, moving a Pokemon to the bench will no longer
keep if from getting knocked out. This deck also has the potential to do high
damage quickly via Electabuzz's Thunderpunch or Magnemite's Selfdestruct. The
Zapdos cards provide helpful fighting resistance to this otherwise all Fighting
weak deck. A particularly deadly strategy is employing the Lv68 Zapdos as the 
sole active Pokemon, meaning that 70 random damage is done to one of your
opponent's pokemon each time the attack is used. This ends the game very
quickly. The amount of energy cards used supports the high energy costs of
Raichu & Zapdos' attacks as well as the costly Selfdestructs of either
Magneton. The trainers help to keep both the opponent's attacking Pokemon and
bench unprepared for my attacks by removing their energies, and the Gust of
Winds help me to easily knock out benched Pokemon that have already taken
damage (which is quite likely given the ability of my Pokemon to attack the

Fire Deck
Fire Energy      x25

Vulpix Lv11      x4
Ninetales Lv32   x2
Ninetales Lv35   x2
Growlithe Lv18   x3
Arcanine Lv34    x1
Arcanine Lv45    x2
Ponyta Lv10      x3
Rapidash Lv33    x3
Magmar Lv24      x2
Magmar Lv31      x2
Moltres Lv37     x2

Energy Retrieval x2
Switch           x2
Gust of Wind     x1
Potion           x4

Strategy: This deck revolves around the idea of doing high damage via attacks
that require energy removal. To make sure I have a good supply of energies, I
included a fairly large base amount and then added two Energy Retrieval cards.
The Lv37 Moltres also helps me obtain energies with its "Firegiver" Pokemon
Power. Moltres also serves as a counter to water Pokemon, or powerful fighting
types. Rapidash can also help take out stubborn pokemon with its Agility attack
which can prevent a turn worth of damage. Lv31 Magmar can help stall with
Smokescreen and also has the ability to poison, which comes in quite handy
against other stallers. The main attackers of this team are the Ninetales or
the Arcanine, both of which have the potential to do massive damage and are
almost unstoppable when they begin their fiery assault. One of the plus sides
to this deck is that the Pokemon only need to evolve once and the evolutions
tend to have higher HP than the average evolution.

Before I conclude this section I would like to provide you with a helpful
listing of Pokemon based on certain characteristics. This list might help you
pick cards to combat certain weaknesses or improve how your deck functions
against a certain type of Pokemon or strategy.

Pokemon with no weakness: Lv35 Moltres, Lv37 Moltres, Lv35 Articuno, Lv37
Articuno, Lv12 Flying Pikachu, Lv40 Zapdos, Lv64 Zapdos, Lv68 Zapdos, Lv8
Gastly, Lv17 Gastly, Lv17 Haunter, Lv22 Haunter, Lv38 Gengar, Lv10 Dratini,
Lv33 Dragonair, Lv41 Dragonite, Lv45 Dragonite.

Pokemon with resistances: 
FIGHTING: Lv28 Butterfree, Lv32 Beedrill, Lv10 Zubat,
Lv29 Golbat, Lv28 Venomoth, Lv25 Scyther, Lv76 Charizard, Lv35 Moltres, Lv37
Moltres, Lv41 Gyarados, Lv35 Articuno, Lv37 Articuno, Lv12 Flying Pikachu, Lv40
Zapdos, Lv64 Zapdos, Lv68 Zapdos, Lv28 Aerodactyl, Lv8 Gastly, Lv17 Gastly,
Lv17 Haunter, Lv22 Haunter, Lv38 Gengar, Lv8 Pidgey, Lv36 Pidgeotto, Lv38
Pidgeot, Lv40 Pidgeot, Lv13 Spearow, Lv27 Fearow, Lv20 Farfetch'd, Lv10 Doduo,
Lv28 Dodrio, Lv41 Dragonite, and Lv45 Dragonite.

ELECTRIC: Lv12 Sandshrew, Lv33 Sandslash, Lv8 Diglett, Lv36 Dugtrio, Lv13
Cubone, Lv26 Marowak, Lv32 Marowak, Lv18 Rhyhorn, and Lv48 Rhydon.

PSYCHIC: Lv9 Rattata, Lv41 Raticate, Lv14 Clefairy, Lv34 Clefable, Lv12
Jigglypuff, Lv13 Jigglypuff, Lv14 Jigglypuff, Lv36 Wigglytuff, Lv14 Meowth,
Lv15 Meowth, Lv25 Persian, Lv26 Lickitung, Lv55 Chansey, Lv40 Kangaskhan, Lv32
Tauros, Lv19 Ditto, Lv12 Eevee, Lv12 Porygon, Lv20 Snorlax, Lv10 Dratini, and
Lv33 Dragonair.

Pokemon with no retreat cost: Lv28 Butterfree, Lv32 Beedrill, Lv10 Zubat, Lv29
Golbat, Lv28 Venomoth, Lv25 Scyther, Lv33 Rapidash, Lv10 Tentacool, Lv21
Tentacruel, Lv19 Horsea, Lv12 Goldeen, Lv8 Diglett, Lv7 Mankey, Lv10 Abra, Lv8
Gastly, Lv17 Gastly, Lv17 Haunter, Lv40 Pidgeot, Lv9 Rattata, Lv13 Spearow,
Lv27 Fearow, Lv25 Persian, Lv10 Doduo, and Lv28 Dodrio.

Pokemon with a Pokemon Power: Lv64 Venusaur "Solar Power", Lv67 Venusaur
"Energy Trans", Lv35 Vileplume "Heal", Lv28 Venomoth "Shift", Lv34 Muk "Toxic
Gas", Lv76 Charizard "Energy Burn", Lv37 Moltres "Firegiver", Lv52 Blastoise
"Rain Dance", Lv10 Tentacool "Cowardice", Lv19 Omanyte "Clairvoyance", Lv37
Articuno "Quickfreeze", Lv68 Zapdos "Peal Of Thunder", Lv 7 Mankey "Peek", Lv67
Machamp "Strikes Back", Lv9 Kabuto "Kabuto Armor", Lv28 Aerodactyl "Prehistoric
Power", Lv42 Alakazam "Damage Swap", Lv26 Slowbro "Strange Behavior", Lv17
Haunter "Transparency", Lv38 Gengar "Curse", Lv28 Mr. Mime "Invisible Wall",
Lv8 Mew "Neutralizing Shield", Lv28 Dodrio "Retreat Aid", Lv20 Snorlax "Thick
Skinned", Lv41 Dragonite "Healing Wind", and Lv45 Dragonite "Step In".

As for physically creating a deck in-game, refer to the "Deck" section under
section 4. Menu and Controls for a detailed description as to how this is done.
One important thing to note, however, is the ability to save up to 60 decks in
the Deck Save Machine in Dr. Mason's Laboratory. Enter the lab, go to the room
on the right, and the Deck Save Machine is the one right below you when you
walk in. Once a deck has been saved here, you will be able to have it recreated
at any time so long as you have the appropriate cards.

Being able to construct decks quickly and efficiently is an important skill to
learn since beating the club leaders and the Grand Masters becomes much easier
if you can design a deck in order to counter theirs. That in mind, it is also
possible to make small adjustments to your deck to help you gain the 
upper-hand. In the following section, which will take you through each of the
club leader battles and give you in-depth strategies to defeat them, you will
have to use all that you have learned to constantly update your deck to meet
the situation at hand.

 7. Club Battles \\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\\//\\\\

The majority of the game focuses on defeating the leaders of eight different
TCG clubs found on the map. All clubs are accessible at game start, and no
indication is given as to the the order in which the battles should be fought.
It's really up to you which club leader you would like to challenge first,
though keep in mind that some Club Leaders require that you meet some special
conditions before you are able to challenge them. These will be listed in the
description of each Club that is to follow and a complete list will precede the
Rock Club's description. I would recommend that you look around the clubs and
engage in a few battles with the members there so that you can get a feel for
how your deck performs, as well as how the Pokemon TCG works if you are new to
the game. Based on your experience with these easier opponents, you can modify
your deck to improve its performance. Also, don't be afraid to make an entirely
new deck if you feel that your current deck is not working as you would like.

That said, I'm going to move on to an individual description of each club, its
members, and its leader, providing you with information and strategies to beat
each opponent. In addition to this text guide, I also recommend this IGN guide:
http://guidesarchive.ign.com/guides/11879/basics.html Although it's not the
best guide out there, it does include a lot of game screen rips, which are
great if you are looking for some visuals.

General Club Layout: All eight clubs consist of three rooms. The first, which I
will call the Medal Room, is the room that you will enter first after selecting
a club from the main map. This room has a large emblem of the club's medal set
into the floor. Above this room is the main Club Floor where the club leader is
found and where you will do most of your battling. This room is themed and
varies from club to club. To the left of the Medal Room room is what I call the
Club Lobby. You'll generally find a few NPC's here that vary from club to club,
as well as several features that will remain the same. 

Every club will have a PC on the left wall where you can check your card album,
check your mail, check the glossary, or use the Game Boy printer. The card
album lists all the cards available in the game organized by the booster pack
they are found in. You can use this feature to see which cards you are missing
and which booster packs those missing cards are found in. This is also useful
when you are trying collect duplicates of a card and need to know what booster
pack it's found in. The mail you receive will come from Professor Mason after
fulfilling certain conditions. Most mail is received after talking to the
leader of a club. Unread mail will blink when you pull up the mail screen, and
often come with a booster pack attached. A little trick is to save the game
before opening a booster pack, and then turning the game off and on and then
opening it again in order to get a specific card. If you're interested in
reading the contents of the mail, refer to Secretdesroyer's FAQ here: http://
www.gamefaqs.com/portable/gbcolor/file/250612/7483. There are 15 pieces of mail
total. The Glossary is similar to the one you'll find in the "Check" submenu
while dueling, and contains definitions of various TCG-related things. The
Print option allows you to print things using the Game Boy Printer. I
admittedly do not know what all can be printed, but if you have any information
please send me an email at nicholasmgrimes@gmail.com.

Behind the PC is a counter behind which two clerks are found. The clerk on the
left operates the Battle Center, which allows you to duel a friend via link
cable. The clerk on the right operates the Gift Center which allows you to send
and receive cards with a friend as well as send and receive deck
configurations via the Game Boy Color's infrared communications port. Clerks
can be found in all clubs as well as the Challenge Hall.

In the upper right hand corner of each Club Lobby (and the Challenge Hall
Lobby) you'll find three bookshelves containing information about the type of
cards found in that gym, as well as general strategies. (Colorless Pokemon are
discussed in the bookshelves in the Challenge Hall.)

Imakuni?: After talking to the Lass in the Lobby of the Water Club, you'll
sometimes find the "Strange Life-Form" Imakuni? hanging out in the club lobby
of one of the clubs. Once per game load he can be found facing the wall to the
left of the bookcases. After defeating him, he'll give you a different prize
depending on how many times you've battled him:

1-2 times: One of each booster pack.
3rd time: Imakuni? promo card.
4-5 times: One of each booster pack.
6th time: Imakuni? promo card.
7+ times: One of each booster pack.

Imakuni? is hands-down the strangest character in the game, particularly
because his signature Imakuni? card actually hampers his progress by confusing
his active pokemon, not to mention the general weirdness factor of his physical
appearance. In general Imakuni? is easy to beat, as he uses an Imakuni? card at
the first opportunity. However, you should try and take out his basic Pokemon
quickly as they actually do pose a bit of a threat after evolution. Golduck has
Hyper Beam, which will remove one of the energy cards attached to your active
Pokemon in addition to the 20 base damage. Slowbro's Strange Behavior Pokemon
Power will allow it to move damage counters onto it from other Pokemon, making
it difficult to take down the active Pokemon. Electric types and Gastly and its
evolutions would be helpful here if you feel you have trouble with Imakuni, but
in general these battles tend to be a piece of cake. They are also a good way
to build up a good card library seeing as Imakuni? often provides one of each
type of booster as a prize.

From this point I will begin the in-depth guide regarding each club. While I
will try to list them in order of difficulty, the true difficulty of a
particular club really depends on a player's deck and playing style. Since the
game does not force you to battle club leaders in any particular order, I would
suggest battling first those leaders against whose decks you have a type
advantage, as this will make them easier to defeat. (Some Club Leaders require
you to fulfill specific conditions before you can battle them, you'll find a
list of these below.) While it is possible to defeat opponents with the basic
deck Dr. Mason has given you (I've beaten every leader but Mitchell with one)
the duels become much easier if you make changes to your deck according to my
recommendations, or if you make an entirely new deck for a particular duel that
you are having trouble with. That said, let's begin!

Prerequisites for battling Club Leaders:
Rock (Gene): Club Leader can be battled immediately.
Grass (Nikki): All Grass club members must be defeated, then talk to Nikki in
Ishihara's house.
Lightning (Isaac): All Lightning Club Members must be defeated.
Science (Rick): Science Club Member Joseph must be defeated.
Water (Amy): All Water Club members must be defeated.
Fire (Ken): Collect at least 300 cards.
Psychic (Murray): Collect 4 medals.
Fighting (Mitch): Talk to Mitch, then all Fighting Club Members must be

..THE ROCK CLUB................................................................

Members: Matthew, Andrew, Ryan, and Club Leader Gene.
Pokemon types: Fighting, Water, Fire, Psychic, Colorless
Weaknesses: Grass, Psychic, Electric, Water, Fighting

Notes: Ryan, Andrew and Gene are found on the Club Floor while Matthew is found
in the Club Lobby. Talking to the woman near the potted plant in the lower
right hand corner of the Club Lobby will initiate trade sequences with
Ishihara. Refer to section 10 (Trading and Promo Cards) for a detailed
explanation of when the trades can be initiated and what cards are required for
them. There is a lass near the bookcases in the Club Lobby that states she will
be moving soon to a faraway place; after defeating the Grand Masters she will
no longer appear at the Rock Club. After talking with Mitch, Chris will appear
for battle in the Club Lobby near the Lass. Gene is the only club leader you
can battle without having to fulfill any prior conditions.

Name: Matthew
Deck: Hard Pokemon Deck

25x Fighting Energy
 4x Geodude
 3x Graveler
 2x Golem
 3x Cubone
 2x Marowak Lv26
 2x Rhyhorn
 1x Rhydon
 3x Onix
 1x Snorlax
 3x Bill
 2x Potion
 2x Poke Ball
 3x Gust of Wind
 4x Defender

Prizes: 4
Booster: Mystery
Pokemon Types: Fighting, Colorless
Recommended Counters: Scyther and other grass types, pokemon that can induce
status, Pokemon with fighting resistances, Gust of Winds
Watch for: Stalling using Graveler, Cubone, Rhyhorn, and Onix while the bench
is built and evolved.

Matthew's deck is somewhat similar to the Club Leader Gene's deck in that it
uses Onix, Rhydon, and Graveler to stall, however where Gene includes a much
more offensive Diglett and Dugtrio, Matthew opts for Cubone and Marowak, as
well as the odd inclusion of Snorlax. Using Cubone's Snivel, Onix and
Graveler's Harden, and Rhyhorn's Leer, Matthew will stall as he powers up his
bench and evolves his main attacking Pokemon, Geodude. In order to combat this
strategy the best thing you can do is to use grass Pokemon to deal double
damage or Pokemon with a fighting resistance. Combining this with status
effects (poison specifically) will really break through Matthew's attempts to
stall. You can also use Gust of Wind cards in order to bypass the effects of
Snivel or Harden and you can retreat your Pokemon in order to nullify the
effects of Leer. Matthew's stalling attempts are enhanced through his usage of
Defenders, which can get quite annoying as he will use them to keep his Pokemon
from fainting turn after turn in some cases. Remember that Defenders do not
block poison damage in between turns or the effects of attacks, so a Pokemon
with a Defender attached can still be inflicted with a status condition. Note
that Snorlax's Pokemon Power does not allow him to be inflicted with a status

Name: Ryan
Deck: Excavation Deck

15x Fighting Energy
 8x Water Energy
 3x Shellder
 1x Cloyster
 3x Omanyte
 2x Omastar
 4x Sandshrew
 2x Sandslash
 3x Cubone
 1x Marowak Lv32
 3x Hitmonchan
 2x Kabuto
 1x Kabutops
 2x Aerodactyl
 2x Professor Oak
 2x Bill
 2x Pokemon Breeder
 4x Mysterious Fossil

Prizes: 3
Booster: Evolution
Pokemon Types: Fighting, Water
Recommended Counters: Grass types, anything with Fighting resistance (Scyther
is perfect for this), Electric, Psychic types, Gust of Winds, and status
inducing moves.
Watch For: Sand Attack on Sandshrew, Sandslash's Fury Swipes attack, stalling
with Shellder & Cubone, Cloyster's Clamp attack, and Hitmonchan

Ryan is a rather balanced player in that he alternates between defensive and
offensive Pokemon, as well as playing a sort of middle ground with attacks like
Sandshrew's Sand Attack. In general, the biggest threat from this deck will
come from Hitmonchan and Sandslash, but the other evolutions can be dangerous
as well. Gust of Wind cards are invaluable here as they will allow you to get
around Shellder's attempt to stall using Hide in Shell, as well as Cubone's
Snivel. Choosing Pokemon with low retreat costs helps as well, as switching (or
evolving) a Pokemon is the only way to get rid of the effects of Sand Attack.
This makes Scyther even more invaluable when facing this deck, as it sports
resistances to most of Ryan's pokemon, is super effective against most of them,
and has no retreat cost. Fossil Gastly and Haunter also work well as they have
fighting resistances, no retreat cost, can both induce status to slow Ryan
down, do double damage to Hitmonchan, and Haunter's ability can negate damage
as well as the effects of Sand Attack. Using pokemon that can attack the Bench
are also helpful here since you can continue to do damage even while Ryan
attempts to stall. Unfortunately, the obvious choices such as Jungle Pikachu
and Fossil Raichu won't hold up against fighting types. Fossil Zapdos would
work well here, as could Gengar if you are using Gastly and Haunter. Hypno is
also an option, although be wary about focusing too much on evolutions as
Aerodactyl's Pokemon Power could prevent you from using them. Yet another
option is to induce Ryan's stalling pokemon with status; poison would be
particularly useful.

Name: Andrew
DeckDeck:: Blistering Pokemon Deck

 7x Fighting Energy
 4x Fire Energy
 5x Psychic Energy
 2x Double Colorless Energy
 3x Ponyta
 2x Rapidash
 4x Cubone
 2x Marowak Lv26
 4x Rhyhorn
 2x Rhydon
 4x Onix
 3x Jynx
 2x Professor Oak
 3x Bill
 2x Gust of Wind
 3x Defender
 3x Switch
 2x Pokemon Trader
 2x Mr. Fuji
 1x Energy Retrieval

Prizes: 4
Booster: Colosseum
Pokemon Types: Fighting, Fire, Psychic
Recommended Counters: Gastly and its evolutions, Articuno, Switches, Gust of
Watch For: Stalling with Cubone & Rhyhorn, bench building, Rapidash's Agility

Andrew's deck focuses on stalling with Cubone or Rhyhorn while he builds his
Bench. He uses Pokemon like Onix and Jynx in order to chisel away at your
health before he uses a Switch or Mr. Fuji to prevent you from knocking them
out. Gust of Winds can help with this as they will let you bring out already
weakened Pokemon. Switch cards can also be helpful as they allow you to nullify
the effects of Snivel and Leer. Due to the three different types that make up
this deck, another difficulty when fighting it is attempting to counter it on
the basis of type. Scyther, which would work perfectly against Rhyhorn, Onix,
and Cubone has to watch out for the likes of Ponyta and Rapidash. Other grass
types, like Grimer or Koffing, still have to be wary of Psychic type Jynx. For
this reason it may be helpful to avoid grass types altogether and to use
Pokemon that resist Fighting, or that are super effective against Psychic and
Fire. This makes Gastly and its evolutions a good choice, as well as Articuno.
A deck made up of Pokemon that are neutral to Fighting, Fire, and Psychic types
such as an all Water, Fire or Fighting (not weak to psychic) type deck may be

Name: Gene
Deck: Rock Crusher Deck

24x Fighting Energy
 2x Double Colorless Energy
 4x Diglett
 2x Dugtrio
 4x Geodude
 3x Graveler
 2x Golem
 3x Onix
 3x Rhyhorn
 2x Professor Oak
 1x Pokemon Breeder
 2x Energy Removal
 2x Switch
 1x Computer Search
 2x Defender
 2x Potion
 1x Super Potion

Prizes: 6
Booster: Mystery
Pokemon types: Fighting
Recommended Counters: Grass pokemon, pokemon with fighting resists (Scyther is
perfect), pokemon that can force switches (Pidgey  & its evolutions) or Gust of
Wind cards, Energy Removals
Watch for: Stalling with Rhyhorn & Onix as bench is built up, Dugtrio and Golem
can do massive damage and hit the bench

Gene uses Onix and Rhyhorn to stall while building the bench. Rhyhorn will
continuously use Leer as energies are attached to benched Pokemon and they are
evolved. To get rid of the effects of Leer you can either switch your Pokemon
out, or its effects are nullified if Rhyhorn is knocked out in between turns
(through poison damage) after using the attack. Status and Smokescreen are good
ways to break Rhyhorn's stall (although they usually won't force switches due
to high retreat costs), or you can just use a Gust of Wind, or a Whirlwind type
of attack to bring in a benched Pokemon. This is a particularly good strategy
since Diglett have such low HP and are therefore make easy targets. Also be
wary of Onix and Graveler's Harden attack which will negate all damage less
than 30 (but will not affect damage higher than thirty, so an attack with a
base damage of 40 will NOT be reduced to 10). Onix rarely uses the attack, but
Graveler will use it to stall until it gets enough energy to use its Rock Throw
attack. Using Energy Removals might also help give your Pokemon the upper-hand
as many of Gene's Pokemon have high retreat costs and energy costs required in
order to use their attacks. Note that Rhyhorn, Diglett and Dugtrio have
electric resistances, and that all of Gene's Pokemon have a grass weakness.
This makes Scyther the perfect counter as it resists all of Gene's Pokemon and
it deals double damage to them. Not to mention the fact that it can be easily
added to any deck.

..THE GRASS CLUB...............................................................

Members: Brittany, Heather, Kristin, and Club Leader Nikki.
Pokemon types: Grass, Fire, Colorless, Water, Fighting, Psychic, Electric
Weaknesses: Fire, Water, Fighting, Electric, Grass, Psychic

Notes: Heather, Kristin, and Nikki are found on the Club Floor while Brittany
is found in the Club Lobby at the game table. When you arrive at the Grass Club
Nikki will not be there. If you defeat the three other members of the Grass
Club the last member you defeat will tell you that Nikki is off at Ishihara's
House. If you talk to Nikki there she will return to the Grass Club where you
may now battle her. The Gal near the potted plant near Club Lobby entrance who
says that only girls are allowed to join the Grass Club will no longer there
after defeating the Grand Masters. The Lass in Club Lobby near the bookcases
wants to trade cards; refer to section 10 (Trading and Promo Cards) for
specifics. Michael will appear in the Medal Room of the Grass Club after
talking to Mitch.

Name: Brittany
Deck: Etcetera Deck

 8x Grass Energy
 4x Fire Energy
 4x Lightning Energy
 4x Fighting Energy
 4x Psychic Energy
 1x Caterpie
 1x Weedle
 2x Nidoran(F)
 2x Oddish
 2x Tangela Lv12
 2x Charmander
 1x Magmar Lv31
 2x Pikachu Lv12
 1x Magnemite Lv13
 2x Machop
 1x Diglett
 2x Gastly Lv8
 1x Jynx
 3x Bill
 3x Energy Search
 3x PlusPower
 3x PokeBall
 2x Defender
 2x Energy Retrieval

Prizes: 4
Booster: Mystery
Pokemon Types: Grass, Fire, Fighting, Psychic
Recommended Counters: Fire types, Gastly & its evolutions, Energy Removals,
Gust of Winds, Full Heals
Watch For: Status infliction and Magmar's Smokescreen

Brittany's deck is a simple deck in that it uses relatively weak basic Pokemon
that do not evolve. The difficulty in combatting it lies in the number of types
contained within it. The deck contains cards that are super-effective against
most types of Pokemon except for Fire types and anything without a weakness
such as Gastly and its evolutions, Dratini and its evolutions, or the three
mystical birds: Zapdos, Moltres and Articuno. Thankfully, Brittany's use of
may different types of Pokemon often means that she will not have the proper
energy cards in order to use them effectively. This, coupled with Gust of Winds
to switch out troublesome Pokemon and bring in Pokemon weak to yours will help
give you the upper-hand when it comes to typing. Using Energy Removals to keep
Brittany's Pokemon from attacking will help prevent damage, and including Full
Heals in your deck will help combat status. Be sure to keep a watchful eye on
Brittany's bench, as she will often switch in a Pokemon that is super effective
against yours, especially if you try and bring in a Pokemon with a resistance.

Name: Heather
Deck: Kaleidoscope Deck

10x Grass Energy
 4x Fire Energy
 4x Water Energy
 4x Lightning Energy
 3x Double Colorless Energy
 3x Venonat
 2x Venomoth
 1x Flareon Lv22
 1x Flareon Lv28
 1x Vaporeon Lv29
 1x Vaporeon Lv42
 1x Jolteon Lv25
 1x Jolteon Lv29
 4x Ditto
 4x Eevee
 4x Porygon
 2x Bill
 2x Mr. Fuji
 2x Energy Search
 4x Switch
 2x Gust of Wind

Prizes: 4
Booster: Colosseum
Pokemon Types: Colorless, Grass, Water, Fire, Electric
Recommended Counters: Fighting, Fire, Gust of Winds, Switches
Watch For: Type changes via Venomoth's Pokemon Power and Porygon's Conversion

Heather's deck is rather interesting in that it attempts to counter your deck
by changing the type of her Pokemon. This is accomplished through the different
possibilities for Eevee's evolutions as well as Porygon's Conversion attacks
and Venomoth's Pokemon Power. Thankfully, Heather fails to use Porygon very
effectively and rarely comes across Venomoth when she needs it. Using fighting
type Pokemon will make short work of Eevee, Porygon and Ditto, and then Venonat
and Venomoth are easily taken out by fire types. Be wary though, as Venomoth
does sport a fighting resistance. The wild card of this deck is of course,
Eevee, but it usually doesn't pose much of a problem. Just be sure to take it
out as quickly as possible. Gust of Wind will help with this. Including Switch
cards in your deck can be helpful as they can help you nullify Porygon's
Conversion 1 as well as Eevee's attempt to stall with Tail Wag. Other than that
it's smooth sailing. Just be wary of Venonat and Venomoth's ability to inflict

Name: Kristin
Deck: Flower Garden Deck

24x Grass Energy
 2x Double Colorless Energy
 3x Bulbasaur
 2x Ivysaur
 2x Venusaur Lv67
 3x Oddish
 2x Gloom
 2x Vileplume
 2x Bellsprout
 1x Weepinbell
 1x Victreebel
 2x Tangela Lv8
 1x Tangela Lv12
 2x Lickitung
 2x Pokemon Trader
 3x Pokemon Breeder
 1x Energy Search
 2x Switch
 2x Potion
 1x Full Heal

Prizes: 4
Booster: Evolution
Pokemon Types: Grass, Colorless
Recommended Counters: Fire types, Gust of Winds, Full Heals, Switches, Snorlax
Watch For: Status, stalling to build the bench

Kristin's deck is almost a pure grass deck, so it's easily countered with Fire
type cards. She will often sacrifice an active Pokemon in order to build her
bench, so look at what Benched Pokemon she attaches energies to so you can
predict her strategy. Her Pokemon are also very prone to inflicting status, so
it would be wise to include some Full Heals in order to combat this. Switch
cards are also helpful for eliminating status. Gust of Wind cards will help to
bring out Kristin's Pokemon that she is attempting to build up so that you can
take them out before they become threats. This is especially important, as
Heather has quite a few trainer cards in her deck that will aid her in
evolving her Pokemon quickly. Thankfully, many of her basic Pokemon have low HP
so taking them out shouldn't be a problem. If you're having trouble with status
you might also include Snorlax in your deck as it's immune to them. Kristin's
deck is also the most similar to Nikki's, although it does not have a specific
strategy, so you can battle her deck as a warm up if you're having trouble
beating Nikki.

Name: Nikki
Deck: Flower Power Deck

18x Grass Energy
 4x Psychic Energy
 4x Bulbasaur
 3x Ivysaur
 2x Venusaur Lv67
 4x Oddish
 3x Gloom
 2x Vileplume
 4x Exeggcute
 3x Exeggutor
 2x Professor Oak
 3x Bill
 2x Pokemon Breeder
 2x Energy Retrieval
 2x Switch
 2x Potion

Prizes: 6
Booster: Laboratory
Pokemon types: Grass
Recommended counters: Fire types, Energy Removals, Gust of Wind
Watch for: Quick evolutions (Exeggutor, Gloom, Venusaur), Poison/Confusion

Nikki's main focus is evolving her Exeggcute and Bulbasaur into their evolved
forms. To that end, she will use Professor Oak and Bill cards in order to get
her hands on evolution cards as well as keep her bench stocked with basic
pokemon and those pokemon affixed with energies. You can use this to your
advantage, however, and stall until she draws her entire deck; I've managed to
do this and at the same time keep her from knocking out almost any pokemon but
one (which she knocked out with 2 cards left in her deck). If she manages to
get both Exeggutor and Venusaur in play, you will need to be quite wary as she
will use Venusaur's Pokemon Power "Energy Trans" to move lots of grass energies
onto Exeggutor so as to maximize the destructive power of its "Big Eggsplosion"
attack. Watch out for Oddish and Gloom as both love to spread status around,
particularly Gloom which has the ability to poison and confuse your pokemon.
Ivysaur also has the ability to poison your pokemon, so it may be to your
advantage to include some Full Heals or Switch Trainer Cards in your deck. Also
note that Nikki will occasionally leave an active pokemon out with no energies
in favor of bulking up her bench; this is usually done when your pokemon has no
energies or is not posing a significant threat. Confusing Nikki's pokemon, or
slowing them down via energy removals is helpful, although note that she does
have energy retrievals and can get quite 'lucky' when it comes to confusion

..RIVAL BATTLE #1..............................................................

After you win your second club medal and exit the Club Floor (it doesn't matter
which order you collect the medals) Ronald will appear as you enter the Medal
Room. The rival battle will initiate as soon as you enter this room, so it is
imperative you save beforehand since you will only have one chance at winning.
If you do lose, and do not wish to turn off the game, fret not. The promo card
you would have received (P15 Jigglypuff Lv12) can still be won in the Challenge
Hall by winning the Challenge Cup. (The Challenge Cup prize is random though,
so it will be more difficult to obtain this particular card.)

Name: Ronald
Deck: I'm Ronald! Deck

10x Water Energy
 9x Fire Energy
 8x Fighting Energy
 3x Charmander
 2x Charmeleon
 3x Growlithe
 1x Arcanine Lv45
 3x Squirtle
 2x Wartortle
 2x Seel
 1x Dewgong
 2x Lapras
 3x Cubone
 2x Marowak Lv26
 1x Professor Oak
 2x Energy Search
 2x Gust of Wind
 1x Switch
 1x PlusPower
 1x Defender
 1x Energy Retrieval

Prizes: 6
Reward: P15 Jigglypuff Lv12
Booster: None
Pokemon types: Water, Fire, Fighting
Recommended Counters: Water types, types neutral to fighting, water or fire,
Energy Removals, Gust of Winds, Pokemon that can attack the bench, status
Watch for: Evolutions, confusion from Lapras

Ronald's deck isn't too difficult to defeat, but it's constructed so that many
of its weaknesses are neutralized. For example, the water types are weak
against electric types, but the Cubone and Marowak included in the deck are
resistant to electric types and will deal double damage to them. The grass
types that might have neutralized the fighting threat are themselves weak to
fire types. This is what makes water types the only "safe" type that is still
super-effective against a good portion of Ronald's pokemon. You can use
Ronald's type variety to your advantage however, by including Energy Removals
to keep him searching for the appropriate energies. Ronald is also keen on
switching his Pokemon out in order to gain a type advantage, to take out your
weakened Pokemon (watch out for Charmander's Ember in particular), or to avoid
losing his active Pokemon. You can use Gust of Wind to bring out already
damaged Pokemon or to switch out Cubone or Marowak if they are resisting your
attacks. Including Pokemon that can attack the bench is a good idea, but
electric Pokemon aren't perfectly suited here. You could include Fossil Zapdos,
however he won't function very well in a mixed deck since he requires so many
Lightning energies. Other options include Hitmonlee, Gengar and Hypno although
the last two aren't ideal as they are evolution cards. Using status inducing
moves would also be a wise idea as Ronald's Pokemon all have a retreat cost and
he only includes one Switch card and no Full Heals. Whether these conditions
force him to retreat his pokemon or not, they will still hamper his progress
and leave you with an advantage.

..THE LIGHTNING CLUB...........................................................

Members: Jennifer, Brandon, Nicholas, and Club Leader Isaac.
Pokemon types: Electric, Colorless, Fighting, Grass
Weaknesses: Fighting, Grass, Psychic

Notes: All club members can be found on the Club Floor. The Chap in the Club
Lobby will trade you a Lv20 Electabuzz for a Lv35 Electabuzz. Isaac is "a
little busy at the moment" when you first enter the Club Floor, but if you
defeat the other club members he will finish what he is doing and allow you to
battle him.

Name: Jennifer
Deck: Pikachu Deck

16x Lightning Energy
 6x Water Energy
 2x Surfing Pikachu P07
 2x Surfing Pikachu P08
 1x Pikachu Lv12
 1x Pikachu Lv14
 1x Pikachu Lv16 P04
 1x Pikachu Lv16 P05
 2x Raichu Lv40
 2x Raichu Lv45
 4x Flying Pikachu
 4x Bill
 4x Potion
 4x Full Heal
 4x PokeBall
 4x Switch
 2x Super Potion

Prizes: 4
Booster: Mystery
Pokemon Types: Electric
Recommended Counters: Fighting types with Electric resistances, Full Heals, 
Watch For: Flying Pikachu; it has no weakness and a fighting resistance, and it
can be nearly invincible if Jennifer gets lucky using its Fly attack.

As the deck's name should pretty much give away, Jennifer's deck is focused on
Pikachu and its evolution, Raichu. The fact that all but one of Jennifer's
pokemon sport a fighting weakness will make her deck particularly easy to take
out. If your fighting Pokemon have an electric resistance, this will make
things doubly easy. The only thing you need to watch out for is Flying Pikachu,
who is not weak to fighting, but instead sports a fighting resistance. You can
use pokemon with moves like Smokescreen or Sand-Attack in order to take out
Flying Pikachu, as they will make it increasingly difficult for its Fly attack
to hit, since it already requires a coin flip in order to work. Fossil Haunter
makes it near impossible by inducing sleep and using its Pokemon Power
Transparency to give Fly but a 12.5% chance of working. Yet another option is
to induce status; poison will take care of Flying Pikachu's measly 40HP in no
time. Jennifer will switch in Flying Pikachu to combat your fighting types, so
be sure to have a Switch card available to bring out a viable counter, or use
fighting Pokemon with low retreat costs (both Mankey and Diglett have none, and
Diglett sports an electric resistance). Many of Jennifer's pokemon have
stalling moves such as Growl, or moves that induce paralysis, so you should
bring a few Full Heals along to combat this, or use Snorlax, whose Pokemon
Power negates status effects. While Jennifer has quite a few PokeBalls at her
disposal, presumably to search for Raichu, she often uses them to find basic
Pokemon. So as long as you can knock out her basic pokemon at a fairly quick
pace, you probably won't even see a Raichu on the playing field.

Name: Brandon
Deck: Power Generator Deck

26x Lightning Energy
 2x Pikachu Lv12
 1x Pikachu Lv14
 1x Raichu Lv40
 1x Magnemite Lv13
 1x Magnemite Lv15
 1x Magneton Lv28
 1x Magneton Lv35
 3x Voltorb
 1x Electrode Lv35
 1x Electrode Lv42
 1x Electabuzz Lv20
 1x Electabuzz Lv35
 3x Jolteon Lv29
 2x Zapdos Lv64
 4x Eevee
 2x Bill
 2x Switch
 2x Pokemon Trader
 4x Defender

Prizes: 4
Booster: Colosseum
Pokemon Types: Electric, Normal
Recommended Counters: Fighting Types with Electric Resistance, Snorlax, Mr.
Mime, Full Heals, Gust of Winds
Watch For: Zapdos, Electabuzz, Raichu's Agility, Jolteon's Pin Missile, Tail
Wag & Defender Stall

Brandon's deck can be rather difficult to battle against as it contains quite
a few hard hitting Pokemon. Thankfully though, all of his Pokemon but two are
weak to Fighting, so exploiting this weakness should help substantially. I
would also strongly suggest using a Pokemon that has an electric resistance.
However, you still need to watch out for Zapdos, who will take out all electric
resistant Pokemon (except Rhydon) in one hit with his 100 base damage
Thunderbolt attack. Zapdos will sometimes be built up on the Bench, and he is
often switched in if you are attacking with a Fighting type Pokemon as Zapdos
has a fighting resistance rather than a weakness. For this reason you'll want
to diversify your team a bit rather than approaching this deck with a pure
Fighting type deck. I would recommend Mr. Mime as a counter to Zapdos, as it is
completely immune to both of its attacks, although watch out for Eevee since it
sports a Psychic resistance. Snorlax is also a good counter to this deck as it
will resist paralysis from Electabuzz and Magnemite. Other than Zapdos, you
also need to watch out for Electabuzz Lv35, Raichu, and Jolteon. You will want
to kill off these Pokemon as fast as possible using Fighting types or attacks
that can induce paralysis as this will minimize damage from them. If you can
knock out their basic pre-evolutions that would be best. Gust of Winds will
help in this endeavor, and will help you get around Zapdos if he is sent out,
or to avoid the effects of Agility or Tail Wag.

Name: Nicholas
Deck: Boom Boom Selfdestruct Deck

14x Lightning energy
 8x Grass energy
 8x Fighting energy
 4x Koffing
 3x Weezing
 4x Magnemite Lv15
 2x Magneton Lv28
 2x Magneton Lv35
 4x Geodude
 3x Graveler
 2x Golem
 2x Professor Oak
 2x Energy Search
 2x Defender

Prizes: 4
Booster: Colosseum
Pokemon Types: Electric, Grass, Fighting
Recommended Counters: Gastly & its evolutions, Scyther or other grass types,
Fighting types with electric resistance, Energy Removals, Full Heals, Switches
Watch For: Status infliction from Koffing/Weezing, Selfdestruct from all final
form evolutions

Nicholas' deck centers on the attack Selfdestruct and the different kinds of
Pokemon that are capable of using it. Fortunately enough for you, Nicholas'
deck is not very dangerous for two reasons. For one, it requires its basic
Pokemon to evolve in order to utilize Selfdestruct and two, the deck includes
Pokemon of three different types, and so Nicholas' strategy is often hampered
by a lack of appropriate energy cards. You can really incapacitate Nicholas'
Pokemon by including energy removals in your deck to keep his Pokemon from
attacking, particularly his evolutions, which require specific energies and in
large amounts in order to use their Selfdestruct attacks. As far as typing is
concerned, Psychic, Grass and Fighting types do well against this deck. Pokemon
with electric or fighting resistance are also valuable, for example, Pokemon
like Gastly and its evolutions, Scyther, and Fighting types with electric
resistances such as Rhyhorn, Sandshrew, or Cubone. Including Full Heals will
help with status affliction from Koffing and Weezing. Switches can help with
this as well, and are also useful to switch in different Pokemon to counter
the variety of types in Nicholas' deck.

Name: Isaac
Deck: Zapping Selfdestruct Deck

24x Lightning Energy
 2x Double Colorless Energy
 4x Magnemite Lv13
 3x Magneton Lv28
 4x Voltorb
 2x Electrode Lv35
 4x Electabuzz
 2x Kangaskhan
 1x Tauros
 1x Professor Oak
 2x Bill
 2x Switch
 4x Defender
 1x Gust of Wind
 4x Potion

Prizes: 6
Booster: Mystery
Pokemon Types: Electric and Colorless
Recommended Counters: Fighting types with Electric resistances, Full Heals,
Gust of Winds
Watch out for: Electabuzz, paralysis, Selfdestruct, ability to hit the bench
and bypass resistance (Sonicboom)

This deck is known for Magnemite and Magneton's use of the attack Selfdestruct
and is probably one of the only times you may have to go into a Sudden Death
match. Isaac usually keeps his Magnemite and Voltorb on the bench if he can,
but will bring them out when you least expect it to deal major damage to your
Pokemon. The rule is, if your Pokemon will be knocked out by Selfdestruct but
not Thunder Wave, and Magnemite or Magneton have enough energies to use
Selfdestruct, it will be used, even if they are at full health. Isaac also has
Defenders in order to keep his Pokemon from knocking themselves out, although
he often uses them on his other Pokemon. He also uses potions to remove damage
from his Pokemon that have taken Selfdestruct damage. His most dangerous
Pokemon however, is Electabuzz, which he often uses to stall using its
Thundershock attack, but is also particularly powerful in that it has the
potential to do 40 damage with just two energies. Electabuzz should be
considered a primary threat and should be knocked out as swiftly as possible.
Fighting type pokemon with electric resistances such as Sandshrew, Rhyhorn,
Diglett, Cubone, and their evolutions are the ideal counters to this deck but
you should still watch out for Electrode, whose Sonicboom attack bypasses
resistances, not to mention bench damage from Selfdestruct which also ignores
resistance. A good counter-strategy would include the use of the aforementioned
Pokemon as well as the use of Full Heal trainer cards to combat paralysis, and
the use of Gust of Wind trainer cards to bring out the weaker basic pokemon
such as Magnemite and Voltorb which should be killed off before they have the
chance to evolve.

..RIVAL BATTLE #2..............................................................

After winning your third medal, the Challenge Cup will begin in the Challenge
Hall to the North. The Challenge Cup will last until you obtain the fourth
medal, regardless of whether the game is powered off in between or other
other battles are engaged in prior to participating. If you enter the Challenge
Hall Lobby (to the left of the room that you first enter) you will run into
your rival. Talking to Ronald here is not imperative; whether you talk to him
or not, he will still appear as the third battler of the Challenge Cup. The
Challenge Cup is made up of a series of three battles. If you win all three
you will receive a promotional Pokemon Card as a prize. In this case it is the
P12 Mewtwo Lv60. Remember to save before beginning the cup; while you can still
obtain this card in a later Challenge Cup, it will be a random prize and
therefore much more difficult to obtain. For tips and a detailed explanation
regarding how the Challenge Cup operates, refer to section 9.

Name: Ronald
Deck: Invincible Ronald Deck

 7x Grass Energy
 6x Fire Energy
 7x Fighting Energy
 4x Double Colorless Energy
 3x Grimer
 2x Muk
 4x Scyther
 3x Magmar Lv31
 3x Geodude
 2x Graveler
 2x Kangaskhan
 2x Chansey
 2x Professor Oak
 2x PlusPower
 2x Scoop Up
 2x Gust of Wind
 2x Energy Retrieval
 2x Bill
 2x Energy Removal
 1x Gambler

Prizes: 6
Reward: P12 Mewtwo Lv60
Booster: None
Pokemon types: Grass, Fighting, Colorless, Fire
Recommended Counters: Fire, Water types not weak to grass, Energy Removals,
Mr. Mime, Golduck, Dragonair, status inducing attacks, Full Heals, Gust of Wind
Watch for: Scyther, PlusPower usage, Gust of Winds & Energy Removals, Muk's
Pokemon Power, status from Muk and Magmar

Ronald's deck has changed quite a bit since you last fought him. The amount of
fire types has significantly decreased, and the water types have been
eliminated altogether. This deck focuses on using non-evolving basics in the
form of Scyther, Chansey and Kangaskhan, all of which can be dangerous if
allowed to. The best counter to this deck is strong fire types like the
Charmander or Growlithe line of evolutions. Either of the Magmar work well as
a basic non-evolving Pokemon. Water types not weak to grass will help to take
out Ronald's Magmar. Mr. Mime is worth a mention as it completely blocks damage
from 5/8 of Ronald's Pokemon. Of the three remaining Pokemon, Geodude will do
damage 50% of the time, and Grimer is weak against Mr. Mime's attacks. Magmar
is the only real threat to Mr. Mime, and while Chansey and Kangaskhan are both
resistant to Mr. Mime's attacks, they can be dealt with so long as they have
already taken a minimum of 30 damage. If using Mr. Mime however, you must be
weary of Muk's Pokemon Power which will nullify Mr. Mime's. In order to keep
Ronald's Pokemon at a disadvantage, you will want to use Energy Removal cards.
Ronald often relies on double colorless energies to power up his Scyther, and
also uses Pokemon that require specific energy cards in order to attack. Using
a Pokemon like Dragonair or Golduck that can remove energy cards as a result of
their attack (Hyper Beam) can also be effective. Couple this with some Pokemon
that can induce status (Vulpix, Fossil Magmar, Golduck, Dewgong, Tentacruel)
and some Full Heals of your own and you will be set. Including some Gust of
Wind cards may also be helpful.

..THE SCIENCE CLUB.............................................................

Members: Erik, David, Joseph, and Club Leader Rick.
Pokemon types: Grass, Colorless, Psychic, Electric
Weaknesses: Psychic, Fire, Electric, Fighting

Notes: All club members are found on the Club Floor. Talking to the Lad near
the potted plant in the lower right hand corner of the Club Lobby will initiate
trade sequences with Ishihara. Refer to section 10 (Trading and Promo Cards)
for a detailed explanation of when the trades can be initiated and what cards
are required for them. Rick can be battled after defeating Joseph on the Club

Name: Erik
Deck: Poison Deck

24x Grass Energy
 3x Weedle
 2x Kakuna
 1x Beedrill
 4x Ekans
 3x Arbok
 4x Nidoran(M)
 3x Nidorino
 2x Nidoking
 3x Koffing
 2x Weezing
 1x Professor Oak
 2x Imposter Professor Oak
 1x Pokemon Breeder
 2x Potion
 2x Full Heal
 1x Gambler

Prizes: 4
Booster: Evolution
Pokemon Types: Grass
Recommended Counters: Psychic and Fire types, Snorlax, Switches, Full Heals,
Energy Removals, Gust of Winds
Watch For: Status infliction from almost all Pokemon, Nidorino & Nidoking

Erik's deck is incredibly frustrating to deal with in that almost all of his
Pokemon have the ability to inflict status. Koffing is particularly dangerous
as it can afflict either confusion or poison, but always one or the other.
Weedle is also much more dangerous than it seems; it is one of only three basic
Pokemon that can inflict a possible 50 damage in the first two turns (the other
two being Electabuzz and Magnemite). Use Full Heals to combat status ailments
or include Switch cards. Pokemon with no retreat costs are helpful as they will
spare you from having to use these trainer cards. Energy Removals help keep
Erik's Pokemon from attacking, and Snorlax can be used to absorb status if
necessary. One last thing to watch out for is Nidoran(M). It's fairly harmless
until it evolves into Nidorino or Nidoking, both of which can be particularly
dangerous, so try and take out Nidoran(M) as soon as possible. Gust of Wind
cards can help with this.

Name: David
Deck: Lovely Nidoran Deck

24x Grass Energy
 3x Nidoran(M)
 2x Nidorino
 1x Nidoking
 4x Nidoran(F)
 2x Nidorina
 2x Nidoqueen
 2x Grimer
 1x Muk
 2x Koffing
 1x Weezing
 1x Pinsir
 2x Doduo
 2x Meowth Lv15
 2x Farfetch'd
 1x Professor Oak
 2x Bill
 2x Pokemon Breeder
 2x Poke ball
 1x Switch
 1x Gambler

Prizes: 4
Booster: Mystery
Pokemon Types: Grass, Normal
Recommended Counters: Psychic and Electric types, Gust of Winds, Full Heals
Watch For: Nidoking/Nidoqueen, status infliction

David's deck is all about Nidoran (duh). He has both Nidoking and Nidoqueen in
his deck and both can be rather dangerous if he manages to evolve his Nidoran
to that stage. He manages to get his evolution cards quickly through use of
PokeBalls, Professor Oaks, Bills, and use of Meowth's Payday attack to draw
more cards from his deck.You can use this to your advantage and simply stall
until he draws his deck, however you will need to be prepared for the Nidoking
and Nidoqueen cards that will eventually be played. I would say that it would
be easier to simply focus on knocking out his Pokemon before they reach this
stage. You can use Gust of Wind cards to bring out Nidoran(M) and Nidoran(F)
from the bench to attack them directly, or you can use Pokemon that can attack
the Bench. Psychic types work well against this deck in general, but watch out
for Meowth as it sports a Psychic resistance. For this reason I would recommend
a dual-type deck composed of Psychic type Pokemon and another type not weak to
grass. Fighting types should be avoided to combat Meowth as the other Normal
types in this deck, Doduo and Farfetch'd, are resistant. Electric types are
therefore a perfect choice alongside psychic types since they can attack the
bench, are strong against Doduo, and can bypass Meowth's psychic resistance.
You should note that David often sacrifices his active Pokemon to build the
bench, so having a Pokemon that can attack the bench is even more beneficial.

Name: Joseph
Deck: Flyin' Pokemon Deck

13x Grass Energy
10x Lightning Energy
 2x Double Colorless Energy
 4x Zubat
 3x Golbat
 2x Flying Pikachu
 4x Pidgey
 3x Pidgeotto
 1x Pidgeot Lv38
 1x Pidgeot Lv40
 4x Spearow
 3x Fearow
 2x Imposter Professor Oak
 2x Bill
 2x Lass
 4x Potion

Prizes: 4
Booster: Laboratory
Pokemon Types: Colorless, Grass, Electric
Recommended Counters: Electric and Psychic types, Energy Removals, Status
inducing moves, Full Heals, low retreat costs and/or Switch cards
Watch For: Fighting resistance, Whirlwind type moves, status, Flying Pikachu's
Fly, Golbat and Fearow

This deck's theme is its ability to manipulate its opponent's bench and hand.
Thankfully, this strategy is not very effective due to the relatively high
energy costs and low base damage associated with Whirlwind type attacks and
Pidgey's low HP. The real threat lies in Golbat and Fearow, which can be
particularly dangerous if allowed to appear. These Pokemon can be countered
using psychic or electric type pokemon, according to their weakness. He will
sometimes sacrifice his active Pokemon to build his bench, so using an electric
Pokemon that can attack the bench may be helpful. Using Energy Removal cards
can be helpful as Joseph makes use of double colorless energies to charge up
his pokemon and removing one of these puts him back two turns. In addition,
because this is a dual type deck, removing a grass energy from Zubat or Golbat
is even more effective since there is a greater chance Joseph will not have the
appropriate energy to replace it. Be wary of Zubat's ability to confuse via
Supersonic, and Flying Pikachu's ability to paralyze via Thundershock. Its Fly
attack is also dangerous if it hits, as it will also negate damage done to
Pikachu in the next turn. You should also note that all of Joseph's Pokemon are
resistant to fighting type attacks, so you should avoid using fighting type
Pokemon against him. Finally, you should try and use Pokemon with little or no
retreat costs, or include more Switch cards in your deck to counteract Joseph's
Whirlwind strategy.

Name: Rick
Deck: Wonders of Science Deck

15x Grass Energy
 8x Psychic Energy
 4x Grimer
 3x Muk
 4x Koffing
 3x Weezing
 2x Mewtwo Lv53
 1x Mewtwo Lv60 P12
 1x Mewtwo Lv60 P13
 2x Porygon
 2x Professor Oak
 1x Imposter Professor Oak
 2x Bill
 2x Energy Search
 2x Switch
 2x Computer Search
 2x Pokedex
 2x Full Heal
 2x Maintenance

Prizes: 6
Booster: Laboratory
Pokemon Types: Grass, Psychic, Colorless
Recommended Counters: Psychic Pokemon not weak to psychic (Gastly &
evolutions), Pokemon with Psychic resistances (Snorlax works well as it has
status immunity), Full Heals, Switches, Energy Removals
Watch out for: Lots of status including poison, paralysis and confusion, Muk's
ability to negate Pokemon Powers (goodbye Snorlax's Thick Skin), Mewtwo's
ability to power up quickly using its Energy Absorption attack

The main threat Rick poses is his ability to spread status around incredibly
quickly. Koffing can spread both confusion and poison, the most deadly status
combination, while Grimer has the ability to paralyze your pokemon. It would be
quite wise to include a good amount of Full Heals and Switch trainer cards in
order to combat this, or consider putting Snorlax on your team, who is
completely immune to status ailments. However, if Muk is put into play, his
Pokemon Power will be negated. Psychic types are a great option as all of
Rick's Pokemon but the two lone Porygon are weak to psychic. Gastly and his
evolutions are an even better match as they can take on Mewtwo without taking
double damage. Other than trying to avoid status, the only other advice I can
give is to take out Rick's pokemon before they evolve, as they will only
continue to annoy. Muk can induce poison, as can Weezing, who can also use
Selfdestruct, and often does. Mewtwo is fairly harmless in the early game, as
its Energy Absorption attack can't work if there are no energies in the discard
pile. However, if it comes into play later in the game it will quickly become a
threat, so you should try to take it out early in the game.

..THE WATER CLUB...............................................................

Members: Sara, Amanda, Joshua, and Club Leader Amy.
Pokemon types: Water, Colorless, Grass, Psychic, Fighting
Weaknesses: Electric, Grass, Fighting, Psychic

Notes: All club members are found on the Club Floor. The Man near card table
who mentions that Amy has been bored lately as she has no one to duel will
disappear after you defeat Joshua. The Lass near the center of the Club Lobby
will allow Imakuni? to begin appearing. Refer to the beginning of this section
on Club Battles for more information on Imakuni?. The Gal near the card table
will trade you a Lv34 Arcanine for a Lapras. Joshua will not let you duel Amy
until you have beaten Sara, Amanda, and then himself. 

Name: Sara
Deck: Waterfront Pokemon Deck

18x Water Energy
 7x Psychic Energy
 2x Squirtle
 1x Wartortle
 1x Blastoise
 2x Poliwag
 1x Poliwhirl
 1x Poliwrath
 2x Goldeen
 1x Seaking
 2x Psyduck
 1x Golduck
 2x Staryu
 1x Starmie
 2x Slowpoke Lv18
 1x Slowbro
 1x Farfetch'd
 2x Dratini
 1x Dragonair
 2x Bill
 1x Pokedex
 2x Switch
 2x Potion
 2x Energy Retrieval
 1x Gust of Wind
 1x Super Potion

Prizes: 2
Booster: Colosseum
Pokemon Types: Water, Colorless, Psychic
Recommended Counters: Electric and Grass types, pokemon with low energy costs,
Switch cards, Potions, Scoop Ups, PlusPowers, Defenders
Watch For: variety of Pokemon and attacks (stalling, energy removal, paralysis,
and damage prevention)

Sara's deck is a smorgasbord of water Pokemon (and more); a sampling of what
water Pokemon can do. Due to the amount of variety in this deck, it is
difficult to give specific strategies to counter it as it's quite likely you'll
encounter different Pokemon each time you battle Sara. The best advice I can
give is general then. Use electric or grass pokemon that do not need to evolve
in order to deal a substantial amount of damage and that have low energy costs.
This is especially important given the fact that in this battle there are only
two prize cards; you want to hit as hard and as fast as possible, and take
steps in order to keep your active Pokemon from fainting. Trainer cards such as
Switch, Scoop Up, Potion, and Defender can keep your Pokemon in the game
longer, while Pluspower will help you knock out Sara's. Due to the shortness of
the game and low ratios of basic pokemon cards to their evolutions, it's likely
that Sara won't be able to use her more powerful cards, however you should
still be wary of a few in particular. Sara has access to Poliwrath, Golduck,
and Dragonair, all of which have a move that can remove energies. Squirtle,
Starmie, Golduck, and Slowbro can induce paralysis. Squirtle and Wartortle can
stall using Withdraw. Poliwhirl can also stall with Amnesia, which blocks the
opponent from using on of its attacks. Psyduck's Headache blocks the opponent's
trainer card usage for one turn, and last but not least, Slowbro and Blastoise
have some annoying Pokemon Powers. One last thing to note would be that Dratini
and Dragonair don't have a weakness but carry a psychic resistance, so I would
avoid using Psychic types to combat slowpoke or slowbro for this reason.

Name: Amanda
Deck: Lonely Friends Deck

 9x Water Energy
 8x Grass Energy
 4x Double colorless Energy
 4x Scyther
 4x Poliwag
 2x Omanyte
 1x Omastar
 1x Aerodactyl
 2x Jigglypuff Lv13
 2x Jigglypuff Lv14
 4x Wigglytuff
 2x Professor Oak
 2x Bill
 4x Mysterious Fossil
 4x Clefairy Doll
 4x Potion
 2x Scoop Up
 1x Super Potion

Prizes: 3
Booster: Mystery
Pokemon types: Colorless, Grass, Fighting, Water
Recommended counters: Fighting types, pokemon that can attack the bench.
Watch for: Wigglytuff's "Do The Wave" aided by benched Clefairy Doll's &
Mysterious Fossils

Amanda's deck doesn't really center around water types. If anything, her main
focus is on Jigglypuff and evolving it to Wigglytuff to make use of the
potentially devastating move "Do The Wave" which does 20 damage plus 10 more
damage for each benched pokemon. Amanda's bench normally consists of
Jigglypuff, Scyther, the occasional Poliwag, and most often, lots of Mysterious
Fossils and Clefairy Dolls. These trainer cards don't pose a direct threat, but
are actually essential to Amanda's strategy, which is solely to abuse
Wigglytuff's aforementioned signature move. The best thing you can do to stop
her (if she doesn't stop herself by playing an Aerodactyl that prevents the
play of all other evolution cards via its Pokemon Power) is to keep her at bay
using energy removals. This works particularly well since she likes to use
double colorless energies on her Jigglypuff/Wigglytuff, Scyther and Aerodactyl.
Another way to ruin her plan is to include pokemon cards in your deck that can
attack the bench. Jungle Pikachu is good at this, and I have used it to single
handedly destroy Amanda's strategy by picking off the trainer cards, or simply
hitting her benched pokemon that she has retreated and are already close to
death. Another more deadly option, is to use Magnemite or Magneton's
Selfdestruct. Yet another option is Hitmonlee's stretch kick, but be aware that
both Scyther and Aerodactyl sport fighting resists. Gust of Wind is also
incredibly useful since it will allow you to bring out her trainer cards so
that you can attack them directly if you don't have access to pokemon that can
attack the bench or would rather not completely reconstruct your deck to
include these cards. One last thing to note, is Jigglypuff & Wigglytuff's
ability to inflict sleep status. This works in Amanda's favor in that it allows
her to stall for time until she manages to get Jigglypuff's evolution or until
she has enough energies to attack. Some Full Heals can help with this, or
Switch cards, as can Gust of Winds, which will allow you to switch out Jiggly
Wigglytuff in favor of a less annoying opponent. All in all, Amanda is not a
very difficult opponent, but if you're not careful, Wigglytuff definitely has
the ability to sweep a team, and it does tend to show up often, so be wary.

Name: Joshua
Deck: Sounds Of The Waves Deck

24x Water Energy
 2x Tentacool
 1x Tentacruel
 3x Krabby
 2x Kingler
 3x Shellder
 2x Cloyster
 2x Horsea
 1x Seadra
 3x Seel
 2x Dewgong
 3x Lapras
 3x Bill
 3x PlusPower
 2x Energy Removal
 2x Pokemon Trader
 2x Full Heal

Prizes: 4
Booster: Mystery
Pokemon Types: Water
Recommended Counters: Electric types, Snorlax or Full Heals, Gust of Winds, and
Switch cards
Watch For: Stalling with Shellder, Horsea, and Seadra. Status from Tentacruel,
Cloyster, Dewgong and Lapras.

Joshua's deck has the potential to be powerful if you allow his basic Pokemon
to evolve. However, if you can take them out quickly enough, they shouldn't
provide you with much a problem. Seeing as all of Joshua's Pokemon are weak
against electric types, they make the best counter. Snorlax is also advisable
if you're worried about possible status effects, although Full Heals are just
as useful. To get around Smokescreen you'll need to switch your active Pokemon,
so Switch cards will help with this and will also remove any other status
conditions. Switching is the only thing that will rid the opponent's Pokemon of
the effects of Withdraw, Hide in Shell, or Agility, so Gust of Wind cards are
advisable there. You also want to note that these attacks (except Agility) only
prevent damage and not other effects of attacks, therefore the defending
Pokemon is still affected by a status condition or any other effect of your

Name: Amy
Deck: Go Go Rain Dance Deck

24x Water Energy
 4x Squirtle
 3x Wartortle
 2x Blastoise
 3x Horsea
 2x Seadra
 4x Goldeen
 3x Seaking
 2x Lapras
 2x Professor Oak
 1x Pokemon Breeder
 1x Energy Retrieval
 1x Super Energy Retrieval
 2x Energy Removal
 1x Super Energy Removal
 2x Switch
 2x Potion
 1x Gambler

Prizes: 6
Booster: Colosseum
Pokemon types: Water
Recommended counters: Electric types, pokemon that can attack the bench, Lass
Watch for: Quick evolutions (Seaking, Wartortle, Blastoise), (Super) Energy
Removals, (Super) Energy Retrievals, Confusion & Paralysis, Withdraw &
Smokescreen stall

Amy uses Professor Oak's to get evolution cards, energies, and other Trainer
cards swiftly. Her deck centers around Blastoise, and she will try to power up
and evolve Squirtle while on the bench, all the while using Energy Removals
(regular and super) to hamper your progress. Take note of Blastoise's Pokémon
Power, Rain Dance, which allows her to attach as many water energies cards from
her hand to her pokemon during her turn as she likes. She combines this Pokémon
Power with the use of Energy Retrievals (regular and super) to keep all her
pokemon set to attack. The best way to stop her strategy, is to take out her
Squirtles as quickly as possible. They are usually benched in favor of Goldeen
or Lapras, but almost always have an energy card on them if they happen to get
switched into battle. Use a Gust of Wind or an attack similar to "Whirlwind" to
bring Squirtle onto the playing field, or use an attack that can damage the
bench. Electric pokemon are good for this, and the fact that all Amy's pokemon
are weak to electricity makes this an even better strategy. I recommend Jungle
Pikachu and Fossil Raichu as an evolution. Jungle Zapdos is another good
option. Another option is to prevent her from using Trainer Cards via Psyduck's
"Headache" attack or by using the Lass Trainer Card. This is really only a
short-term strategy, however, and doesn't get you closer to winning so much as
it hampers her strategy. Slowpoke or Poliwhirl's Amnesia can effectively stop
almost all her pokemon from using damaging attacks, but again it would be
rather difficult to build a deck around that strategy, which does nothing but
to stall, which is something you do NOT want to do, as Amy is usually quite
offensive and can still put a hurting on you through trainer cards, or by
simply evolving her pokemon to end the effect of your attack. Beware of Lapras'
"Confuse Ray", especially on Psychic pokemon who are weak to Psychic, for they
take double damage if they hurt themselves. Amy does attempt to stall a bit
with her use of Squirtle and Wartortle's "Withdraw", and her Horsea's
"Smokescreen" can be quite annoying, so kill them off quickly. Also note that
Amy tends to evolve her pokemon quickly, often sending Lapras to stall until
she gets evolution cards. Rarely does she send a pokemon into battle with no
energy to be sacrificed as she builds up her bench, and don't be surprised if
she evolves her pokemon while active, usually just in time to eliminate status
conditions. Two last possible counter strategies might include the use of Muk
or Aerodactyl, the first to prevent Amy's use of the Rain Dance ability on
Blastoise, and the second to stop evolutions entirely, which would probably be
more devastating.

..RIVAL BATTLE #3..............................................................

After obtaining five medals and exiting the Club Floor another rival battle
will initiate. It's therefore important that you save your game after defeating
your fifth Club Leader. The prize for winning this battle is a P18 Super Energy
Retrieval card. If you fail to win the battle, the card can be randomly
obtained as a prize by winning the Challenge Cup.

Name: Ronald
Deck: Powerful Ronald Deck

 7x Lightning Energy
 9x Fighting Energy
 7x Psychic Energy
 3x Double Colorless Energy
 3x Electabuzz Lv35
 2x Hitmonchan
 2x Hitmonlee
 1x Mr. Mime
 2x Jynx
 1x Mewtwo Lv53
 2x Doduo
 1x Dodrio
 2x Kangaskhan
 2x Lickitung
 3x Tauros
 1x Energy Search
 2x Gust of Wind
 2x Energy Retrieval
 1x Super Energy Retrieval
 2x Energy Removal
 2x Pluspower
 1x Switch
 1x Full heal
 1x Gambler

Prizes: 6
Reward: P18 Super Energy Retrieval
Booster: None
Pokemon types: Colorless, Psychic, Fighting, Electric
Recommended Counters: Fighting types not weak to psychic, Gastly and its
evolutions, Energy Removals, Switch cards, status infliction
Watch for: Tauros, Electabuzz, Mr. Mime's Pokemon Power, Energy Removals, Gust
of Winds

Ronald's deck has evolved further towards being completely filled with basic
Pokemon. He has removed the Grass and Fire types completely and has instead
focused on Colorless Pokemon while adding Psychic and Electric type Pokemon
into the mix. This deck is actually easier to counter than previous decks,
although it requires more specific Pokemon in order to do so. The Pokemon to
use are Fighting types that are not weak to psychic. It just so happens that
these Pokemon (like Cubone, Sandshrew, or Rhyhorn and their evolutions), are
also resistant to electric type attacks, thereby countering Ronald's Electabuzz
while being able to deal double damage to most of his colorless Pokemon. The
inclusion of Gastly in your deck allows you to hit Ronald's psychic types for
double damage while not taking double damage yourself. In addition, they sport
fighting resistances, so you will deal double damage to Ronald's fighting types
and be resistant to their attacks. Other than that, I would recommend using
Pokemon that are neutral to the types in this deck. That means Grass types,
Fire types, Water types weak to grass, and Pokemon with no weaknesses
(like the legendary birds and Dratini and its evolutions) are all fair game.
Besides the Pokemon in his deck, Ronald also has some annoyingly effective
trainer cards he loves to use. To counter these, you'll want to include Switch
cards, and some Energy Retrievals of your own. You also want to include lots of
Energy Removal cards in your deck, as Ronald often finds it difficult to find
the right energy cards even if you're not constantly removing them. Inflicting
status will also be helpful, as it may induce switches which will only further
hinder Ronald's attempts to energize his Pokemon. Also, be sure to be wary of
the heavy hitters in this deck and their ability to inflict damage quickly; you
may want to include some Defender cards.

..RIVAL BATTLE #4..............................................................

After winning your fifth badge the Challenge Cup will be held. The prize for
this cup is a P14 Mew. As the third challenger in a series of three, Ronald
will be using the same deck as in the previous challenge hall battle. Here is
his deck and some quick facts regarding it. For an in depth strategy against
this deck, refer to the description of Rival Battle #2. For tips and a detailed
explanation regarding how the Challenge Cup operates, refer to section 9 of
this guide.

Name: Ronald
Deck: Invincible Ronald Deck

 7x Grass Energy
 6x Fire Energy
 7x Fighting Energy
 4x Double Colorless Energy
 3x Grimer
 2x Muk
 4x Scyther
 3x Magmar Lv31
 3x Geodude
 2x Graveler
 2x Kangaskhan
 2x Chansey
 2x Professor Oak
 2x PlusPower
 2x Scoop Up
 2x Gust of Wind
 2x Energy Retrieval
 2x Bill
 2x Energy Removal
 1x Gambler

Prizes: 6
Reward: P14 Mew Lv8
Booster: None
Pokemon types: Grass, Fighting, Colorless, Fire
Recommended Counters: Fire, Water types not weak to grass, Energy Removals,
Mr. Mime, Golduck, Dragonair, status inducing attacks, Full Heals, Gust of Wind
Watch for: Scyther, PlusPower usage, Gust of Winds & Energy Removals, Muk's
Pokemon Power, status from Muk and Magmar

..THE FIRE CLUB................................................................

Members: John, Adam, Jonathan, and Club Leader Ken.
Pokemon types: Fire, Colorless, Fighting
Weaknesses: Water, Fighting, Electric, Grass

Notes: All club members are found on the Club Floor. The Lad near the bookcases
will let you in on the location of a rare card if you give him all your energy
cards (you also need to have 3 medals). Refer to section 10 (Trading and Promo
Cards) for more info.  Jessica will appear at the card table in the Club Lobby
after talking to Fighting Club Leader Mitch. The Chap near the PC in the Club
Lobby will initiate trade sequences with Ishihara. Refer to section 10 (Trading
and Promo Cards) for a detailed explanation of when the trades can be initiated
and what cards are required for them. If it's your first time entering the Fire
Club, Ken may tell you that you don't have enough cards to duel with him yet
and will tell you to go and collect more. You'll need 300 cards before you can
battle him.

Name: John
Deck: Anger Deck

10x Fire Energy
 8x Fighting Energy
 4x Double Colorless Energy
 3x Growlithe
 2x Arcanine Lv34
 3x Cubone
 3x Rattata
 2x Raticate
 3x Doduo
 2x Dodrio
 3x Tauros
 2x Professor Oak
 3x Bill
 2x Defender
 2x Computer Search
 2x Energy Retrieval
 2x Gust of Wind
 4x PlusPower

Prizes: 4
Booster: Evolution
Pokemon Types: Colorless, Fire, Fighting
Recommended Counters: Fighting, Water, Electric, Defenders, Scoop Ups, Status
Watch For: Attacks increasing in damage as the Pokemon gains damage counters

Adam's deck revolves around Rage and attacks that have similar effects. All of
his Pokemon except for Rattata and Raticate have access to this type of move in
one of their evolutionary stages. The best way to defeat them will be through
1-hit KO's, as John's Pokemon just become more dangerous when their damage
count increases. Unfortunately, the typing of John's deck will make this
difficult to pull off; most of his Pokemon are weak to fighting, but some (like
Doduo and Dodrio) have Fighting resistance. A Fighting-Electric or Fighting-
Water type deck would be ideal. Hitmonchan, Hitmonlee, Electabuzz, Zapdos,
Lapras, and Dewgong come to mind as good counters to this deck. You also need
to be aware of John's PlusPowers, which make his Pokemon even more dangerous.
He also loves to use Gust of Winds to bring in vulnerable pokemon so watch out
for this when you switch out a damaged Pokemon. Scoop Ups will help to keep
your Pokemon from fainting, and if you use lots of Basic Types you don't have
to worry about evolving again after the Scoop Up. Status infliction will also
be very helpful in this battle. Paralysis, Confusion, Sleep, and to an extent,
Poison, will all help you to wear down John's Pokemon while avoiding taking
damage yourself. Be wary of poison though, as it will only increase the amount
of damage you will receive from Rage type attacks if it doesn't knock out the
defending Pokemon. If you aren't using type advantage or status to win this
fight, the best you can do is to play close attention to the amount of damage
counters on your opponent and how much damage your attacks will do and then
plan your moves carefully to strategically knock out your opponent without
taking heavy damage from a powered up rage-type attack.

Name: Adam
Deck: Flamethrower Deck

22x Fire Energy
 4x Double Colorless Energy
 2x Charmander
 2x Charmeleon
 1x Charizard
 2x Growlithe
 1x Arcanine Lv45
 2x Vulpix
 1x Ninetales Lv32
 3x Magmar Lv24
 2x Flareon Lv28
 3x Eevee
 1x Pokemon Trader
 3x Energy Retrieval
 3x Bill
 3x Gust of Wind
 2x PlusPower
 1x Super Energy Retrieval
 2x Switch

Prizes: 4
Booster: Colosseum
Pokemon Types: Fire, Normal
Recommended Counters: Water, Fighting, Basic Pokemon with low energy and
retreat costs, Energy Removals, Gust of Winds, Switches, and Mr. Mime
Watch For: Flamethrower, Gust of Winds, PlusPowers, Charizard, Flareon

Adam's Pokemon can get dangerous quite quickly, and most of them sport a
Flamethrower-type move, that is, one that deals massive damage but requires the
removal of one or more energy cards. In order to combat this, you're going to
want to take out Adam's basic pokemon as quickly as possible. To do this, I
would recommend basic Pokemon that only require one energy card to attack (all
of Adam's basic Pokemon require two energies to inflict damage so you will have
at least one free turn). If your Pokemon can also inflict a status condition
this makes it even better (Electabuzz comes to mind, Horsea or Squirtle work
well if you're using water types). You also need to be very wary of what
Pokemon you place on the Bench in this battle. Adam loves to use Gust of Wind
to bring out Pokemon that have no energies and high retreat costs, and if your
Pokemon cannot retaliate or make it safely back to the Bench, they will fall
quickly to Pokemon like Magmar. If Adam does manage to evolve any of his
Pokemon, Mr. Mime is a wonderful counter, as he completely blocks damage from
Charmeleon, Charizard, Arcanine, Ninetales, and Magmar. Flareon is also limited
to doing 10 damage 50% of the time. Just watch out for Eevee as it sports a
psychic resistance. Adam will also sacrifice Pokemon in order to build his
Bench, so pay attention to which Pokemon he's attaching energies to so you can
predict his strategy. Use Energy Removals to keep Pokemon with Flamethrower
attacks at an energy loss; Adam also uses Double Colorless energies so Energy
Removals can be particularly useful. Also, be sure to include Switch cards to
bring back Pokemon with high retreat costs that get switched out due to Gust Of
Wind, and don't hesitate to use your own Gust of Winds in order to bring out
weaker basic Pokemon in order to kill them off before they become threats. Also
note Adam's potential PlusPower usage. It might be helpful to have a Mankey or
two in your deck to utilize its Peek ability.

Name: Jonathan
Deck: Reshuffle Deck

23x Fire Energy
 2x Double Colorless Energy
 2x Ponyta
 2x Growlithe
 1x Arcanine Lv45
 4x Vulpix
 3x Ninetales Lv35
 4x Pidgey
 3x Pidgeotto
 2x Pidgeot Lv38
 1x Jigglypuff Lv13
 1x Wigglytuff
 1x Tauros
 2x Lickitung
 1x Kangaskhan
 2x Bill
 1x Energy Removal
 1x Super energy Removal
 2x Switch
 2x Energy Retrieval

Prizes: 4
Booster: Colosseum
Pokemon Types: Colorless, Fire
Recommended Counters: Electric, Fighting, Water types, Switch Cards, Full
Heals, Pokemon with low retreat costs and energy costs
Watch For: Ninetales' Dancing Embers, Whirlwind-type attacks, Sleep & Confusion

This deck is named after Pidgey and its evolutions' abilities to shuffle your
Pokemon around. Thankfully, these attacks don't do much damage, but if your
Pokemon don't have a low retreat cost and energy costs, it will be difficult to
get much damage dealt. At the same time, you also have to be wary of John's
powerful Fire types. Both Arcanine and Ninetales are particularly dangerous,
each having the potential to do 80 damage in one hit. Also watch out for status
coming from Vulpix, Jigglypuff, Wigglytuff, and Lickitung; a few Full Heals
would help to combat this. As far as types go, Electric types will do well to
combat the colorless birds that are the focus of this deck. Fighting types work
well against the other normal types, although note that Pidgey and its
evolutions sport a Fighting resistance. Water types will make short work of the
remaining Fire types. Snorlax is also worth a mention for its ability to soak
up status. One last note: be sure to include a few switch cards to help combat
the Whirlwinds from Pidgey et al. Thankfully many of John's Pokemon require
more than one energy in order to begin attacking, so if you use Pokemon with
low energy costs you'll have at least one free turn to attack before your
opponent is ready to go.

Name: Ken
Deck: Fire Charge Deck

21x Fire Energy
 4x Double Colorless Energy
 4x Growlithe
 3x Arcanine Lv45
 2x Magmar Lv24
 3x Jigglypuff Lv12
 1x Jigglypuff Lv14
 1x Wigglytuff
 2x Chansey
 2x Tauros
 1x Professor Oak
 2x Bill
 2x Energy Retrieval
 1x Poke Ball
 1x Computer Search
 2x Defender
 3x Potion
 1x Full Heal
 1x Gambler
 3x Recycle

Prizes: 6
Booster: Mystery
Pokemon types: Fire and Colorless
Recommended counters: Water and Fighting types, Energy Removals, attacks like
Hyper Beam or Whirlpool
Watch out for: Stall with Chansey or Jigglypuff/Wigglytuff, Flamethrower on
Arcanine & Magmar, Chansey's Double Edge

Ken's deck is actually half colorless, half fire. Jigglypuff,Wigglytuff and
Chansey mainly serve to stall, but can also become offensive with enough
energies. Chansey is particularly notorious for this, and is not afraid to go
kamikaze in order to take out your Pokémon. The main threat of this deck
probably comes from Arcanine, and a slightly lesser extent, Tauros which will
be built up on the bench as Chansey or Jigglypuff stall using Scrunch or
Lullaby, respectively. Using Full Heals can help bypass the sleep status (as
can Snorlax via its Pokémon Power), or you can try to prevent them by inducing
confusion or paralysis or by using Smokescreen. Other than that, bringing a
mixed deck consisting of water and fighting types is your best counter.
Including pokemon whose attacks can remove energies will further hamper Ken's
progress, since he makes use of double colorless energies and his Magmar and
Arcanine already require an energy to be removed in order to attack. The fact
that two of the Pokemon that can learn energy removing moves are of the water
type (Poliwrath and Golduck) makes them even better choices (the other is
Dragonair). Hitmonlee is a decent choice for a fighting type, as he has the
ability to attack the bench, which is useful for hitting the Pokemon that Ken
is trying to build up there. Horsea also deserves mention as it functions well
against fire types and its Smokescreen will also slow down Chansey and

..THE PSYCHIC CLUB.............................................................

Members: Robert, Stephanie, Daniel, and Club Leader Murray.
Pokemon types: Psychic, Colorless, Grass
Weaknesses: Psychic, Fighting, Fire

Notes: Robert can be found in the Club Lobby, while Stephanie, Daniel and Club
Leader Murray are on the Club Floor. Pappy near the card table will give you a
P13 Lv60 Mewtwo after you defeat Murray. If this is your first time at the
Psychic Club, Murray may be in the corner of the club floor "not listening to
what people are saying". You'll need to collect 4 medals before he'll come out
of his corner and allow you to duel him. Club member Daniel will not battle you
until you have 1 medal, and Stephanie requires 2. Robert will battle you
regardless of how many medals you have. It is not necessary to battle any of
the Psychic club members before battling Murray.

Name: Robert
Deck: Ghost Deck

15x Psychic Energy
 6x Grass Energy
 3x Double Colorless Energy
 4x Zubat
 3x Golbat
 2x Gastly Lv8
 2x Gastly Lv17
 2x Haunter Lv17
 2x Haunter Lv22
 4x Gengar
 3x Meowth Lv15
 3x Ditto
 2x Professor Oak
 1x Bill
 1x Full Heal
 2x Potion
 2x Pokemon Breeder
 1x Gust of Wind
 2x Recycle

Prizes: 4
Booster: Evolution
Pokemon Types: Psychic, Colorless, Grass
Recommended Counters: Colorless pokemon with psychic resistance and Pokemon
neutral to psychic and grass, Full Heals 
Watch For: Status, Fighting and Psychic resistance, Lv17 Haunter's Pokemon
Power "Transparency", Gengar

Robert's deck is difficult to counter not only due to the psychic type ghosts
with no weakness that it contains, but also due to the fact the other two types
of Pokemon included in the deck serve to block each others weaknesses. (Ditto
and Meowth are weak to fighting, but Zubat and Gastly and its evolutions resist
it, and some fighting types are weak against psychic. Zubat is weak against
psychic, but Meowth and Ditto are resistant and most psychic pokemon are also
weak against psychic.) So the best way to counter this deck is to either use
your own ghost Pokemon (which would still be met with psychic resistance) for
use against Zubat, or to use a Pokemon whose type is neutral to Psychic and
Grass. Colorless pokemon with psychic resistance (such as Snorlax, who also
benefits from a resistance to Zubat, Gastly and Haunter's status inducing
attacks) are a good option as they will negate all possible damage from all
the ghost Pokemon in this deck, with the exception of Lv22 Haunter if it
manages a Dream Eater attack on them (Snorlax will never take damage from the
ghosts as Dream Eater requires the defending Pokemon to be asleep in order to
work and Snorlax cannot be put to sleep). Using Full Heals is also an option to
combat status, and if you use status inducing attacks yourself you'll be in
good shape to deal with Haunter's "Transparency" Pokemon Power which requires
a coin to be flipped whenever an attack is to be directed towards it (the power
is nullified while Haunter is Asleep, Confused or Paralyzed).

Name: Stephanie
Deck: Strange Power Deck

25x Psychic Energy
 1x Double Colorless Energy
 3x Slowpoke Lv9
 2x Slowbro
 4x Drowzee
 3x Hypno
 2x Mr. Mime
 2x Jynx
 1x Mew Lv8
 2x Mew Lv23
 2x Lickitung
 1x Snorlax
 2x Pokemon Trader
 2x Energy Retrieval
 2x Energy Removal
 1x Super Energy Removal
 2x PlusPower
 1x Item Finder
 1x Gust of Wind
 1x Full Heal

Prizes: 4
Booster: Laboratory
Pokemon Types: Psychic, Colorless
Recommended Counters: Gastly and its evolutions, fighting types not weak to
Psychic, Colorless Pokemon (Snorlax works well), Full Heals, Gust of Winds, and
non-evolving Basic Pokemon
Watch For: Slowbro's "Strange Power", Mr. Mime's "Invisible Wall", and Mew's
"Neutralizing Shield"

Stephanie's deck functions similarly to Murphey's, but does not focus so
heavily on stalling.The main theme of this deck is Slowbro's "Strange Power"
Pokemon Power, which allows Stephanie to move damage counters from other
Pokemon onto slowbro. Since Slowbro does not have that much HP and cannot move
damage counters onto other Pokemon (like Alakazam), this strategy is not
particularly effective and can be countered by knocking out Stephanie's
Slowpoke before they evolve or by using Gust of Winds so that her Slowbro can
be attacked directly. You also need to watch out for Mew's Pokemon Power
"Neutralizing Shield" which nullifies damage done by evolved Pokemon. I would
recommend using Basic Pokemon, Snorlax being a good counter as it has psychic
resistance and is immune to paralysis, which is another strategy utilized by
Stephanie's deck. Mr. Mime's Pokemon Power "Invisible Wall" can also be tricky
to deal with as it blocks all damage greater than 30. Mr.Mime is best dealt
with using status to quickly deplete his health (poison) or to stop his Pokemon
Power from working (sleep, confusion or paralysis). Gastly and its evolutions
are good for this as they are not weak to psychic, will deal maximum damage to
Mr. Mime, and can induce status.

Name: Daniel
Deck: Nap Time Deck

18x Psychic Energy
 8x Grass Energy
 4x Paras
 4x Exeggcute
 4x Gastly Lv8
 2x Haunter Lv17
 2x Haunter Lv22
 4x Jigglypuff Lv14
 3x Wigglytuff
 2x Bill
 3x PlusPower
 2x Gust of Wind
 2x Potion
 2x Switch

Prizes: 4
Booster: Evolution
Pokemon Types: Psychic, Grass, Colorless
Recommended Counters: Colorless Pokemon (Snorlax is perfect), fire types,
Switches, Full Heals, and Gust of Winds
Watch For: Sleep attacks on all Pokemon, Dream Eater on Basic Haunter,
Transparency on Fossil Haunter

Daniel's deck focuses completely on putting your Pokemon to sleep; all of his
Pokemon are capable of doing so. In order to combat this, you should include
lots of Full Heals and Switch cards. Snorlax also works well as he sports a
psychic resistance and his Pokemon Power negates Daniel's sleep inducing moves.
Using a deck that relies on evolution can also be effective, as evolving a
Pokemon is one of the ways of getting rid of status effects. Despite the
annoyance posed by a plethora of sleep attacks, Daniel generally has trouble
doing damage due to a lack of proper energies and the low base damage done by
most of his Pokemons' attacks. I would say that both types of the Haunter card
in Daniel's deck are the most dangerous, particularly base set Haunter if it
gets a chance to use its Dream Eater attack. Fossil Haunter can also be tricky
as its Pokemon Power can prevent damage and effects of attacks. However, if you
use a Gust of Wind to switch in Haunter from the bench, his Pokemon Power will
not be recognized during that turn (this is a glitch in the game).

Name: Murray
Deck: Strange Psyshock Deck

22x Psychic Energy
 4x Abra
 3x Kadabra
 2x Alakazam
 2x Mr. Mime
 3x Chansey
 3x Kangaskhan
 2x Snorlax
 2x Professor Oak
 3x Energy Removal
 4x Switch
 2x Pokemon Center
 4x Scoop Up
 3x Gust of Wind
 1x Gambler

Prizes: 6
Booster: Laboratory
Pokemon Types: Psychic & Colorless
Recommended Counters: Psychic types not weak to psychic (Gastly & its
evolutions), colorless pokemon (Snorlax works well as it has status immunity)
Watch out for: Alakazam's "Damage Swap" Pokemon Power, confusion and paralysis,
extreme stall tactics, damage counter removals via Pokemon Center trainer just
when most of Murray's Pokemon have taken maximum damage

Murray's deck is a dedicated stall deck, so much so that it is difficult to
defeat him by drawing all of your prizes. It may be simpler to just let him
defeat himself by drawing all of his cards. In order to do this, you'll need to
make use of psychic resistances. Colorless pokemon, therefore, make good
combatants against Murray's deck, with Snorlax being particularly useful in
that it resists Abra and Alakazam's status-inducing attacks. Another way to
foil Murray's plan, which focuses solely on building Alakazam up on the bench
and then using its Pokemon Power to keep the attacking Pokémon free of damage,
is through the use of Gust of Winds or attacks like Whirlwind which will allow
you to either switch in Abra to knock it out before it evolves or to switch in
Murray's colorless pokemon that serve as damage holders. Another option is to
include pokemon that can attack the bench, such as Jungle Pikachu or fossil
Raichu. Killing off Abra and its evolutions are key, as they are the main
attackers, but also be wary of Kangaskhan and Mr. Mime, who are also sometimes
used offensively. To make short work of psychic types, Fossil set Gastly and
its fossil evolutions work well as they do not sport psychic weaknesses and due
to the fact that both Gastly and Haunter have attacks that do 10 base damage,
meaning they can deal an ideal 20 damage to Mr. Mime after weakness. Another
option is to use Lickitung to to confuse Murray's psychic types, which will
take double confusion damage (note that Mr. Mime is immune to this as its
Pokemon Power prevents the damage). Murray's colorless Pokemon can be kept at
bay with fighting types, but make sure they are not weak to psychic. Also pay
attention to the retreat cost of your pokemon. Murray does a lot of switching
himself so you will have to keep up with him by using Pokemon with low retreat
costs and by including more Switch trainer cards and Gust of Winds in your
deck. Don't forget to include Full Heals as well to combat status.

..THE FIGHTING CLUB............................................................

Members: Michael, Chris, Jessica, and Club Leader Mitch.
Pokemon types: Fighting, Colorless, Fire, Electric
Weaknesses: Psychic, Fighting, Electric, Water

Notes: After talking with Mitch, Chris will appear for battle in the Rock Club
Lobby near the Lass. Michael will appear in the Medal Room of the Grass Club.
Jessica will appear at the card table in the Club Lobby of the Fire Club. After 
defeating them, they will all return to the Club Floor of the Fighting Club.
The Granny next to the card table in the Club Lobby who says that she would be
dueling too if she were younger disappears after defeating the Grand Masters.
The Man at the card table is a collector looking for various cards. If you give
him all the cards he is looking for he will reward you with a P05 Pikachu Lv16.
Refer to section 10 (Trading and Promo Cards) for more info. Mitch will battle
you after you defeat his pupils, which are off training at other clubs.  

Special Note: Your opponent can't seem to tell when a Defender has been placed
on a benched Pokemon, so he or she will continue to attack it with an attack
like Stretch Kick even when other Pokemon without defenders attached are

Name: Michael
Deck: Heated Battle Deck

15x Fighting Energy
 8x Fire Energy
 4x Lightning Energy
 4x Magmar Lv24
 2x Electabuzz
 3x Mankey
 2x Primeape
 3x Hitmonlee
 3x Hitmonchan
 2x Kangaskhan
 2x Energy Search
 2x Scoop Up
 3x PlusPower
 2x Defender
 3x Potion
 2x Full Heal

Prizes: 4
Booster: Colosseum 
Pokemon Types: Fighting, Fire, Electric, Colorless
Recommended Counters: Gastly & evolutions, Water types, and Fighting types with
Electric resistance, Gust of Winds, and Energy Removals.
Watch For: Powerful and devastating basic pokemon, PlusPower & Defender

Michael focuses on using powerful basic pokemon with no evolutions that can
cause high amounts of damage rather quickly (Mankey being an exception). The
Pokemon themselves are quite dangerous, but thankfully Michael often lacks the
proper energies to utilize them effectively. This means that you'll often have
a few turns to attack his active Pokemon as he is forced to build his bench.
You can further weaken his strategy by using Energy Removals to keep him from
powering up his Pokemon. Gust of Winds are also helpful as they will allow to
bring out Pokemon that have no energies on them, or a Mankey, both of which are
vulnerable to attack. The best strategy is to take out Michael's Pokemon as
soon as possible, particularly his fighting types, or to take them out more
slowly by concentrating on resistances. Gastly and its evolutions are perfect
for this, as they deal double damage to Hitmonchan, Hitmonlee, and Mankey and
also have a fighting resistance. One last bit of warning, be wary of Michael's
use of Defender and PlusPower cards, as he'll use them to stall or to put even
more of a hurting on your Pokemon. 

Name: Chris
Deck: Muscles For Brains Deck

26x Fighting Energy
 2x Double Colorless Energy
 3x Machop
 2x Machoke
 2x Machamp
 1x Mankey
 1x Primeape
 2x Hitmonchan
 2x Hitmonlee
 3x Meowth Lv15
 2x Persian
 1x Lickitung
 2x Tauros
 1x Kangaskhan
 1x Bill
 1x Energy Removal
 1x Revive
 1x Potion
 1x Super Potion
 2x PlusPower
 1x Full Heal
 2x Gust of Wind

Prizes: 4
Booster: Evolution
Pokemon Types: Fighting, Colorless
Recommended Counters: Gastly & its evolutions, fighting types, status inducing
moves, Gust of Winds, Energy Removals
Watch For: Hitmonchan/Hitmonlee, PlusPowers

Chris' deck can be particularly destructive if you let him build up his bench.
To stop this, try to get Hitmonlee and Hitmonchan out early using a Gust of
Wind, or kill off his active pokemon quickly before he is able to build up his
Bench. You can also slow Chris down using status inducing moves or via moves
like Smokescreen and Sand Attack. Beware of Chris' PlusPower usage as he always
seems to get them at just the right time. Like other fighting club members,
Chris will attempt to evolve Machop (as well as Meowth). The main danger of his
deck, however, is Tauros. It's very difficult to take it out without losing a
Pokemon thanks to Tauros' Rampage attack increasing by 10 damage for every
damage counter on Tauros. The best way to deal with Chris' colorless types is
with a fighting type Pokemon of your own, but make sure you can take Tauros out
in one hit or can withstand damage from his now boosted Rampage attack. Another
option is to inflict Tauros with status such as sleep or paralysis, although
beware that both of these will replace confusion if Tauros has confused itself.

Name: Jessica
Deck: Loves To Battle Deck

26x Fighting Energy
 4x Machop
 3x Machoke
 2x Machamp
 2x Mankey
 1x Primeape
 3x Rattata
 2x Raticate
 2x Doduo
 1x Dodrio
 1x Tauros
 4x Defender
 2x Full Heal
 3x Potion
 4x PlusPower

Prizes: 4
Booster: Colosseum
Pokemon Types: Fighting, Colorless
Recommended Counters: Gastly & its evolutions, Fighting types and Zapdos, 
Potions & Defenders, Status infliction
Watch For: Defender & PlusPower usage, Raticate's Super Fang attack, quick
damage from Rattata and Machop

Like the other trainers of the Fighting Club, Jessica loves to use Pokemon that
can attack quickly with minimal energy costs. The central danger of this deck
is the Machop evolutionary line, and to a lesser extent, Rattata and Tauros. To
combat this Jessica's strategy, try to take out her Machop as soon as possible.
If she manages to evolve it into Machamp you will be sorely sorry (and so will
your Pokemon!). The best way to do this is by using Gastly and his evolutions
against her fighting types, and then Fighting types against Rattata, Raticate,
and Tauros. Unfortunately, Doduo and Dodrio have Fighting resistances, so if
Zapdos happens to fit in your deck, you can include him in there to help take
care of him (as Zapdos is resistant to Fighting types, unlike all other
Electric types). Also, be sure to watch out for Jessica's use of PlusPower and
Defender. She will use Defender to stall or to negate recoil damage from
her Machoke's Submission attack. I would recommend using your own Defenders to
protect your Pokemon from Jessica's attacks, and to stall her using Smokescreen
or by inflicting her Pokemon with a status condition while healing with

Name: Mitch
Deck: First-Strike Deck

25x Fighting Energy
 4x Mankey
 1x Primeape
 4x Machop
 3x Machoke
 2x Machamp
 4x Hitmonlee
 2x Hitmonchan
 4x Bill
 2x Switch
 2x PlusPower
 2x Defender
 3x Gust of Wind
 2x Potion

Prizes: 6
Booster: Laboratory
Pokemon types: Fighting
Recommended Counters: Psychic types and pokemon with Fighting resistances
(Gastly and its evolutions are perfect), basic Pokemon with low energy costs,
Gust of Wind, status-inducing attacks
Watch for: Hitmonlee, Hitmonchan, heavy Trainer card use

Mitch can really take you unaware if you aren't careful. Every turn will count,
and it's almost impossible to stall this deck as its main focus is to attack as
quickly and as powerfully as possible. All Mitch's pokemon except Hitmonlee
(which is arguably his most powerful) can attack with just one energy. Both
Machop and Hitmonchan can do 20 damage with just one energy card attached, and
make short work of many basic pokemon that have low HP. Your best counter is a
psychic type or something with a fighting resistance. Gastly fits the bill
perfectly. I would recommend fossil Gastly and fossil Haunter as en evolution
as both can induce status and will slow down Mitch's otherwise relentless
attack. Other than that, the best you can do is to use basic Pokemon with high
HP that have low energy costs associated with their attacks. You should couple
this with Potions and Defenders and even Scoop Up cards if they fit your
strategy. Note that Mitch will be using Defenders and PlusPowers of his own so
you should be wary; you may think you are safe from a KO when in reality you're
not. Mitch will usually keep all his active pokemon ready to attack, and
generally won't sacrifice pokemon to build his bench, other than Mankey. Also
note that even when you have a pokemon with fighting resistance active, he will
often use Hitmonlee to attack your bench or Gust of Wind pokemon out that are
not resistant. Another way to slow him down is to induce status. Poison will
almost always induce switches which will keep his energy supply low and give
you the upper-hand when attacking.

 8. The Grand Masters \\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\\//

"Those in search of the legendary Pokemon cards... defeat the masters of the 8
clubs and obtain the 8 medals. Once attained, defeat the grand master here at
Pokemon Dome...then you shall inherit the legendary Pokemon cards."

So reads the inscription next to the door of the Pokemon dome proper. Your
quest has finally come to an end; four great masters of the Pokemon TCG lie
before you, each with a mysterious and powerful legendary Pokemon card. For a
brief description of each card check the bookcases to the left of the first
Pokemon dome entrance. I will provide the exact details of each card right
before introducing the trainer that uses that card. I will also provide a
sample counter deck for each of the trainers in addition to a general strategy
for defeating them. You by no means need to create a deck for each of these
trainers, although doing so will make them much more easy to deal with. So
without further ado, let the final challenge begin!

NOTE: Before and after each battle, I would recommend saving your game. To do
this, choose "Yes" when asked if you wish to prepare for the duel. All portions
of the menu will be accessible, meaning you can save, switch decks, or even
create decks between battles.

Courtney's Legendary Pokemon card is P02 Moltres Lv37. 
HP: 100
Type: Fire
Pokemon Power: Firegiver - When you put Moltres into play during your turn (not
during set-up), put 1-4 (chosen at random) fire energy cards from your deck
into your hand. Shuffle your deck afterward.
Attack: Dive Bomb - Flip a coin. If tails, this attack does nothing. 
Base damage: 70
Energy Cost: 3 Fire Energies
Weakness: None
Resistance: Fighting
Retreat Cost: 2

Name: Grand Master Courtney, the Fire Queen
Deck: Legendary Moltres Deck                 Sample counter deck:

25x Fire Energy                              22x Water Energy
 4x Vulpix                                    4x Psyduck
 3x Ninetales Lv35                            4x Golduck
 4x Growlithe                                 3x Seel
 2x Arcanine Lv45                             3x Dewgong
 2x Magmar Lv24                               3x Horsea
 2x Magmar Lv31                               3x Seadra
 2x Moltres Lv35                              4x Lapras
 2x Moltres Lv37                              2x Bill
 3x Bill                                      1x Energy Retrieval
 2x Lass                                      4x Energy Removal
 1x Pokemon Trader                            2x Switch
 1x Energy Retrieval                          2x Gust of Wind
 1x Super Energy Retrieval                    3x Potion
 2x Energy Removal
 2x Switch
 1x Potion
 1x Super Potion

Prizes: 6
Pokemon types: Fire
Recommended counters: Water types, attacks that remove energies (Hyper Beam on
Golduck and Dragonair, and Whirlpool on Poliwrath)
Watch for: Lv37 Moltres' Pokemon Power Firegiver, quick evolutions to Arcanine
and Ninetales

Courtney relies on a constant supply of energies for her Pokemon who have high
energy requirements, and a few of which (like Arcanine and the Fossil Moltres)
require the removal of energies for some of their attacks. She does this by
relying on the Pokemon Power of her Legendary Moltres card as well as through
the use of Energy Retrievals, Bill cards, and the Pokemon Trader Trainer
(which she uses to find and play Moltres). There is no real way to prevent
this, except perhaps through the use of Muk's Pokemon Power to stop Moltres'
from functioning. However, by the time a Grimer has been evolved, it may be too
late. Instead, a strategy involving pokemon cards that have attacks that
involve energy removals can keep Courtney grabbing for energies. This will be
especially useful on her Arcanine, who will not be able to keep up with your
attacks since its own attack, Flamethrower, also requires the removal of a fire
energy to work. If you couple these kinds of pokemon with Energy Removal
Trainers, you'll really leave Courtney powerless to attack. Another thing to
note, is that while a Pokemon like Arcanine is active and consuming an energy
per turn, Courtney is unable to attach any energies to Pokemon on her bench
(since she is constantly attaching energies to her active pokemon), leaving
them to become prime targets for Gust of Wind Trainer cards. And not only do
her benched pokemon usually lack energies, they also tend to have high energy
costs associated with their attacks (both varieties of Moltres, as well as
Arcanine and Ninetales require three fire energies in order to attack), so you
will be met with no resistance for at least three turns of attacking. Also note
that Courtney will stop attaching energies to her active Pokemon, and instead
begin attaching energies to her benched Pokemon when it is clear her active
Pokemon will be knocked out next turn (sometimes this results in situations
where her Pokemon could have knocked out the opposing pokemon if an energy card
was attached, such as in Arcanine's Flamethrower, but the energy is attached to
a benched Pokemon instead).

NOTE: Remember to save!

Steve's Legendary Pokemon card is P10 Zapdos Lv68. 
HP: 100
Type: Electric
Pokemon Power: Peal of Thunder - When you put Zapdos into play during your
turn (not during set-up), do 30 damage to a Pokemon other than Zapdos chosen at
random. (Don't apply weakness and resistance.)
Attack: Big Thunder - Choose a Pokemon other than Zapdos at random. This attack
does 70 damage to that Pokemon. Don't apply weakness and resistance for this
attack. (Any other effects that would happen after applying weakness and
resistance still happen.) 
Base damage: 70
Energy cost: 3 Lightning Energies
Weakness: None
Resistance: Fighting
Retreat Cost: 2

Name: The Thunder Grand Master Steve
Deck: Legendary Zapdos Deck                  Sample counter deck:

25x Lightning Energy                         15x Fighting Energy
 4x Voltorb                                   8x Psychic Energy
 3x Electrode Lv35                            3x Sandshrew
 4x Electabuzz Lv35                           3x Sandslash
 2x Jolteon Lv29                              4x Diglett
 1x Zapdos Lv40                               4x Dugtrio
 1x Zapdos Lv64                               3x Rhyhorn
 2x Zapdos Lv68                               3x Mr. Mime
 3x Eevee                                     3x Mewtwo Lv53
 4x Bill                                      2x Bill
 2x Energy Retrieval                          2x Energy Search
 2x Switch                                    4x Energy Removal
 3x PlusPower                                 2x Switch
 3x Potion                                    2x Gust of Wind
 1x Gambler                                   2x Pokemon Flute

Prizes: 6
Pokemon types: Electric, Normal
Recommended counters: Fighting types with electric resistance, Pokemon neutral
to electric types with low energy costs and high base attack power (to combat
Zapdos), Energy Removals, Mr. Mime, Gust of Winds, Pokemon Flute
Watch for: Lv68 Zapdos' Pokemon Power Peal of Thunder, Electabuzz,
Jolteon, PlusPower usage

Steve's deck, like Courtney's, is quite true to type. This means that it has
little diversity as far as typing is concerned and has a major weakness that
can be exploited. In this case, that is fighting type attacks. Pokemon like
Cubone, Rhyhorn, Diglett, Sandshrew and their evolutions are all good options
for countering this deck, as they will do double damage to Steve's Pokemon and
sport electric resistances. You'll also want to include other Pokemon that are
neutral to electric type attacks though, as Steve will certainly attempt to
block your fighting types with his various Zapdos cards, all of which sport no
weakness and are resistant to Fighting. A Pokemon like Dragonair is good
against them as it can use its Hyper Beam to keep them from getting up to
attacking strength. A Pokemon like Scyther is a good candidate, but you need to
make sure that it can be powered up quickly, as it will be a race to see who
can power up their Pokemon first once Zapdos is placed on the scene. Oftentimes
Steve's Zapdos will simply be sent out to stall while he powers up his benched
Pokemon, so it might be wise to include Pokemon that can attack the bench, or
perhaps you want to induce switches using Gust of Wind cards. One thing you
should be wary of at all times, is Lv68 Zapdos' Peal of Thunder Pokemon Power,
as well as its attack Big Thunder. Its Pokemon Power does 30 damage to a random
Pokemon in play (it can hit either player)! This means you should try to keep
as few Pokemon on your bench as possible. It also means that this is one of the
few situations where the Pokemon Flute trainer card may actually be useful (it
allows you to take a basic Pokemon card from your opponent's discard pile and
put it on his/her bench). The more Pokemon on your opponent's Bench, the
greater chance Zapdos' Pokemon Power will hit his Pokemon rather than yours.
You also need to be very wary of this Zapdos' attack, Big Thunder. With three
energies it does 70 damage to a random Pokemon in play! This is another reason
to keep your benched Pokemon to a minimum. To combat this, you should keep lots
of Defenders and Potions handy. You might also include Mr. Mime in your deck,
as he is immune to all of Steve's Zapdos! (except the bench damage from Lv40
Zapdos' Thunderstorm)

NOTE: Remember to save!

Jack's Legendary Pokemon card is P03 Articuno Lv37. 
HP: 100
Type: Water
Pokemon Power: Quickfreeze - When you put Articuno into play during your turn
(not during set-up), flip a coin. If heads, the defending Pokemon is now
Attack: Ice Breath - Does 40 damage to 1 of your opponent's pokemon chosen at
random. Don't apply weakness and resistance for this attack. (Any other effects
that would happen after applying weakness and resistance still happen.) 
Base damage: 40
Energy Cost: 3 Water Energies
Weakness: None
Resistance: Fighting
Retreat Cost: 2

Name: Grand Master Jack, the Ice-man
Deck: Legendary Articuno Deck                Sample counter deck:

25x Water Energy                             22x Lightning Energy
 4x Seel                                      2x Double Colorless Energy
 3x Dewgong                                   2x Pikachu Lv12
 4x Lapras                                    2x Pikachu Lv14
 2x Articuno Lv35                             2x Raichu Lv40
 2x Articuno Lv37                             2x Raichu Lv45
 3x Chansey                                   3x Magnemite Lv13
 2x Ditto                                     3x Magneton Lv28
 2x Professor Oak                             4x Electabuzz Lv35
 2x Pokemon Trader                            4x Snorlax
 3x Energy Retrieval                          3x Bill
 3x Switch                                    3x Switch
 4x Scoop Up                                  3x Gust of Wind
 1x Gambler                                   4x Potion
                                              2x Full Heal
Prizes: 6
Pokemon types: Water, Colorless
Recommended counters: Electric Pokemon, Snorlax, Full Heals, Gust of Winds
Watch for: Lv37 Articuno's Pokemon Power Quickfreeze, stalling with Chansey,
Dewgong, status from Articuno and Lapras

Jack's deck is a bit more defensive than the preceding decks, but it can still
wreak havoc if you are not prepared to deal with it. Jack has a habit of
sending out stalling Pokemon (or just sacrificing one) in order to build up his
Bench. He especially loves to build up his Articuno. The best way to combat
this is through the use of Gust of Wind cards to bring out his Articuno cards
before they are able to be built up. You can also use Pokemon that can attack
the bench, but these Pokemon don't tend to do enough damage for what is needed.
What's worse, is that PlusPower cards do not work to increase damage done by
attacks that can hit the bench; you can and should use them to attack Jack's
Pokemon directly, though. You should use electric Pokemon against Jack, and
while it might be tempting to use Fighting types against his normal types, it
would be wise to stay away from them as his Articuno are resistant to fighting.
Instead you can use a Pokemon like Snorlax, who is immune to Articuno's
attempts at paralysis, Lapras' Confuse Ray, and Dewgong's Ice Beam. Electabuzz
is a great Pokemon to use against Jack as it hits many of his Pokemon for
double damage and will really hit his Articuno hard. Be sure to include lots of
Switch or Full Heals in your deck to combat status, particularly from Lv37
Articuno's Quickfreeze, a Pokemon Power that activates when Articuno is played
from the hand allowing for Jack to flip a coin and paralyze your active Pokemon
if heads (he likes using Scoop Ups to keep trying his luck). Energy Removal
cards can also come in handy, but don't rely on them too much as Jack already
packs quite a few energies in his deck and also has three energy retrieval

NOTE: Remember to save!

Rod's Legendary Pokemon card is P16 Dragonite Lv41. 
HP: 100
Type: Colorless
Pokemon Power: Healing Wind - When you put Dragonite into play, remove 2
damage counters from each of your Pokemon. If a pokemon has fewer damage
counters than that, remove all of them from that Pokemon.
Attack: Slam - Flip 2 coins. This attack does 30 damage times the number of
Base damage: 30x
Energy Cost: 3 Colorless Energies
Weakness: None
Resistance: Fighting
Retreat Cost: 2

Name: Grand Master Rod, leader of the Grand Masters
Deck: Legendary Dragonite Deck               Sample counter deck:

20x Water Energy                             17x Lightning Energy
 4x Double Colorless Energy                   6x Water Energy
 3x Charmander                                3x Squirtle
 2x Charmeleon                                3x Wartortle
 2x Charizard                                 2x Pikachu Lv12
 3x Magikarp                                  2x Pikachu Lv14
 2x Gyarados                                  4x Raichu Lv40
 2x Lapras                                    3x Magnemite Lv13
 2x Kangaskhan                                3x Magneton Lv28
 4x Dratini                                   4x Electabuzz Lv35
 3x Dragonair                                 2x Bill
 2x Dragonite Lv41                            1x Energy Search
 2x Professor Oak                             2x Energy Removal
 2x Pokemon Trader                            2x Switch
 2x Pokemon Breeder                           2x Pluspower
 1x Energy Retrieval                          2x Gust of Wind
 1x Super Energy Retrieval                    2x Full Heal
 2x Switch
 1x Gambler

Prizes: 6
Pokemon types: Colorless, Fire, Water
Recommended counters: Electric, Water, Energy Removals, Gust of Winds,
PlusPowers, Switches, Full Heals, Pokemon that can attack the bench
Watch for: Quick Evolutions, Confusion from Lapras

This deck's theme is the use of dragon-like Pokemon. That said, they don't
cover their weaknesses very well, and as basic Pokemon, many of the Pokemon
here don't pose much of a threat. The basic types to watch out for are Lapras
and Kangaskhan. Electabuzz works wonders against Lapras and can also handle
Kangaskhan well, especially if Kangaskhan is waiting on energies to attack.
Electric Pokemon also work well on Magikarp and Gyarados, while water types
will make short work of Charmander and his evolutions. Including Pokemon that
attack the bench is a good idea here, as Rod likes to send out Lapras and
Kangaskhan to stall a bit while he builds his bench. Gust of Wind cards coupled
with PlusPowers are perfect for taking out Rod's benched basics like Dratini
and Magikarp that have such low HP. You'll be thankful you took them out early!
You'll want to include some Switch or Full Heal cards to deal with Lapras'
Confuse Ray. You might consider adding some Energy Removals as these will help
you deal with Kangaskhan and the Dratini line (watch out for Dragonair's Hyper
Beam, as it will remove one energy card in addition to doing 20 damage). Note
that there are no fire energies in this deck, which means that Charmander and
Charmeleon do not have access to their higher power attacks. If you take out
Rod's basic Pokemon quickly this battle isn't particularly difficult. Just pay
attention to what Rod is doing on his Bench and use trainers appropriately.

NOTE: Remember to save!

..RIVAL BATTLE #5..............................................................

It would seem that your rival Ronald has already inherited the legendary cards!
The only way to win them back is to defeat him in the duel to end all duels!

Name: Ronald
Deck: Legendary Ronald Deck                   Sample counter deck:

20x Fire Energy                               22x Lightning Energy
 4x Double Colorless Energy                    2x Pikachu Lv12
 4x Eevee                                      2x Pikachu Lv14
 4x Dratini                                    2x Raichu Lv40
 3x Dragonair                                  2x Raichu Lv45
 2x Dragonite Lv41                             4x Electabuzz
 2x Kangaskhan                                 4x Tauros
 2x Moltres Lv37                               2x Energy Retrieval
 1x Zapdos Lv68                                4x Energy Removal
 1x Articuno Lv37                              3x Switch
 1x Vaporeon Lv29                              3x PlusPower
 1x Jolteon Lv24                               3x Defender
 1x Flareon Lv22                               3x Gust of Wind
 1x Gambler                                    4x Potion
 2x Pokemon Breeder
 3x Energy Removal
 1x Pokemon Trader
 1x Professer Oak
 2x Scoop Up
 4x Bill

Prizes: 6
Pokemon types: Colorless, Fire, Electric, Water
Recommended Counters: Electric and Colorless types (these are the only Pokemon
that can be included that are not weak to Ronald's Pokemon or that Ronald's
Pokemon have resistance to), Energy Retrievals, Energy Removals, Gust of Winds,
Stalling, Pokemon that can attack the bench
Watch for: The Pokemon Powers of the three legendary birds and Dragonite,
Dragonair's Hyper Beam attack

The variety of different types included in this deck makes it fairly difficult
to counter. Eevee, Kangaskhan, Dratini and Dragonair are resistant to psychic,
Dragonite and the three legendary birds carry fighting resistance, and then the
three Eevee evolutions pose threats to Grass, Water, and Fire types. Because of
this I would suggest choosing the only two types left that will not face any
resistances and will not be weak to any of Ronald's Pokemon. These two types
are Colorless and Electric. You might also consider adding some fighting types
despite the resistances, but that's up to you. One major difficulty when facing
this deck is the Energy Removal cards at Ronald's disposal as well as
Dragonair's Hyper Beam, which will really keep you searching for energies. You
definitely want to include a few energy retrieval cards as well as some Energy
Removal cards of your own. They will definitely help to remove the double
colorless energies that Ronald likes to attach to the Dratini line. As far as
basic energies are concerned, Ronald is pretty much covered, as he will use
Scoop Ups and Moltres in order to keep a steady supply of fire energies handy.
You do want to note though, that because Ronald only uses Fire energies in this
deck, Zapdos and Articuno cannot attack. He will still make use of their
Pokemon Powers, oftentimes multiple times using his Scoop Up cards. There's one
more thing you should note about Zapdos and Articuno; if Ronald sends them out
as active Pokemon, or if you bring them out using a Gust of Wind, he will not
attach energies to them, and will not use Scoop Up on them! While you could
just take the free kill, you can also simply keep ending your turn until Ronald
draws all of his cards! Just be sure not to use many Professor Oak or Bill
cards. You can include some Gust of Wind cards in order to get these Pokemon
active and then you'll be set from there!

The Legendary Pokemon cards vanished from Ronald's deck! "No! My...my legendary
Pokemon cards! No...! Noooooo!!!"

Congratulations! You are a card master worthy of inheriting the legendary
Pokemon cards! The legendary Pokemon cards recognize you as a true master! Now
go through the hall of honor to receive the legendary cards!

The 4 legendary pokemon cards float, glowing in the air!

The legendary cards speak to you... "You who have inherited us... great card
master! Our master must not forget: Inheriting us does not make you a Pokemon
card master! A true Pokemon card master is one who has the skill to use the
abilities of the different cards and the courage to duel powerful opponents.
And most of all, the ability to love the Pokemon trading card game no matter
what - win or lose! A new journey has just begun..."

NOTE: In the back of the hall of honor is a Legendary Deck Machine. This deck
machine has the configurations for the decks of the Grand Masters as well as
for a "Mysterious Pokemon Deck".

After claiming the Legendary Pokemon cards, the credits will roll (you can turn
off the game at this time, if you wish, and the data will be saved) and then
you will be returned to the pre-game menu screen. Upon loading the game you
will find yourself in the laboratory of Dr. Mason, where he will inform you
that he has installed a Challenge Machine in his laboratory. You can find more
information on this machine as well as the Challenge Cup (which will now be
held randomly at game start up) in the sections that follow.

You can continue challenging the Grand Masters as many times as you wish in
order to collect duplicate copies of the legendary cards. However, after
obtaining the initial four cards, you will receive only one legendary card as a
prize for each subsequent Grand Masters defeat. In addition, you can only
collect a maximum of 2 of each card. The only way to obtain more than this is
to trade over additional cards from another Pokemon TCG game cartridge.

 9. The Challenge Cup \\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\\/

The Challenge Cup takes place in the Challenge Hall, and is held twice during
the main game (after acquiring your 3rd and 5th medals), and then is held
randomly upon game start up after defeating the Grand Masters and Ronald for
the first time. (The Challenge Cup cannot be triggered at any other time before
defeating the Grand Masters.)

As the Challenge Cup may be triggered at game loading, you can use this fact to
your advantage by saving just inside the Pokemon Dome (as it's closest to the
Challenge Hall) and then resetting and loading your game until the Challenge
Cup is being held. Soft resetting makes this process much faster. ("A"+"B"+
Start+Select on GBC's, "A"+"B"+"L"+"R"+Start+Select on GBA's.) The Challenge
Cup will continue to be held until you reset the game or turn it off, meaning
that engaging in other battles and then engaging in the Challenge Cup is

NOTE: The Challenge Cup can be triggered by loading the game from any location
EXCEPT from within any room in the Challenge Hall itself. If you load the game
from within the Challenge Hall, it will always be in the same condition that
you saved it in. If when you saved there was no Challenge Cup going on, then
there will never be one; the game must be loaded somewhere else.

The Challenge Cup consists of a series of 3 battles back to back. All of the
challengers will be random players from one of the eight Clubs. Your rival
Ronald will also show up from time to time. After defeating him at the Pokemon
Dome, this will be the only way to battle him again. He will always use his
Invincible Ronald Deck. The Strange Life-Form Imakuni? may also make an
appearance. The Club Leaders and the Grand Masters do not appear as challengers
in the Challenge Cup.

It is important to note that the challengers you will face in a given challenge
cup are not pre-decided. You can use this fact to your advantage and save at
particular points throughout the Challenge Cup to avoid battling specific
opponents. A challenger is only set in stone if you save while he or she has
reached the challenge table. For this reason, the only way to 'change out' the
first challenger is to turn off the game and reset for another challenge cup.
In order to be able to influence the second challenger you will need to save
before battling the first. If you were to save after the first, the second
challenger would be set in stone. To be able to manipulate the third challenger
you will want to save after beating the first challenger. After choosing your
save spot, to manipulate the challenger just power off and then reload the
game. This process is rather long (as you'll have to battle the first
challenger again if you want to change the second), but if you are having
trouble with a particular challenger and don't want to build/modify another
deck in order to beat him/her this may be an option.

Just like in your battles with the Grand Masters, you will have full access to
the menu in-between battles (if you so choose). I strongly advise you to take
this time to save, construct, modify or choose decks according to your
preferences. If you save before battling an opponent, you can begin the battle,
see which challenger you are facing, and then turn off the game, reload, and
then create a deck to counter your opponent (or simply choose a different deck
you've already created).

The prizes for winning the Challenge Cup include all the Promotional Cards
EXCEPT the four legendary Pokemon cards (P02, P03, P10 & P16) and the two
special Card Pop! Promo cards (Lv64 Venusaur & Lv15 Mew). This means that if
you missed any promo cards in the main game (such as those given to you by your
rival after defeating him or in the two main game Challenge Cups) you will be
able to obtain them here. The prize you receive is random, however, so it will
probably take a while if you are looking to get a specific card or cards.

NOTE: If you save before defeating the last opponent, you can reset the game
and defeat the opponent again to receive a different prize. This will save you
some time if you are looking for a specific promo card.

For your convenience, here is a list of the possible prizes:

P01 Arcanine Lv34
P04 Pikachu Lv16
P05 Pikachu Lv16
P06 Flying Pikachu Lv12
P07 Surfing Pikachu Lv13
P08 Surfing Pikachu Lv13
P09 Electabuzz Lv20
P11 Slowpoke Lv9
P12 Mewtwo Lv60
P13 Mewtwo Lv60
P14 Mew Lv8
P15 Jigglypuff Lv12
P17 Imakuni?
P18 Super Energy Retrieval

To my knowledge, the Challenge Cup will be held indefinitely, and there is no
limit to how many of a given Promo card you can receive. (The max you can hold
onto is 99, so I imagine after that when you receive your 100th card it will
simply be discarded.)

 10. The Challenge Machine \\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\

After defeating the Grand Masters for the first time and obtaining the
Legendary Pokemon cards, Dr. Mason will bring you back to his lab and will show
you his latest invention- the Challenge Machine.

This machine offers a sort of "survival" challenge similar to the Battle Tower
of the Pokemon RPG series of games. You will battle five challengers in a row
using only one deck. You may not save in-between battles, modify your deck, or
choose a different deck. Resetting the game in-between battles will reset the
consecutive win counter to zero and return the player to the last save point.
You may, however, turn the game off during a battle; a temporary save file will
be saved and can be loaded without penalty. After winning the five battles, you
will exit the Challenge Machine screen where you may now save or do whatever
else you wish. You can come back to the Challenge Machine again at any time
(even after saving/quitting) and battle another five challengers to increase
your consecutive win streak. If you lose against a challenger your consecutive
win score will be set to zero and you will exit the Challenge Machine screen.

NOTE: Resetting the game before initiating a battle or in-between battles will
reset the consecutive win counter. For example, if you had a consecutive win
streak of five and had saved, and then used the Challenge Machine again and
reset before battling challenger #6, the counter would be reset. So, if you
must turn your game off, do so while in a battle with one of the challengers.

Each challenger will have an icon next to their name that corresponds to the
club they hail from. This symbol does NOT indicate the dominant type of Pokemon
card in their deck! Refer to the strategies listed in section 7 (Club Battles)
of this guide for tips on to how to defeat any of the opponents you come across
and to see what sort of Pokemon are included in their decks.

The first three challengers of the five will be a random Club Member from one
of the eight different clubs. They will use the same decks as they usually do,
but they will NOT use the same number of prize cards. Each of the first three
battles will be for four prize cards as opposed to the usual amount that player

The fourth challenger will be a random Club Leader and will be for six prizes,
as usual.

The fifth challenger is usually a Grand Master, but may sometimes be the
Strange Life-form Imakuni? or Dr. Mason's Tech, Aaron. Regardless of the
challenger, the duel will be played for six prizes. For tips on how to defeat
the grand masters refer to section 8 (The Grand Masters), tips on defeating
Imakuni? can be found in the introduction portion of section 7 (Club Battles).
Strategies used to defeat Aaron will follow. 

NOTE: Both times I battled Aaron he used the Grass & Psychic Deck. It is
possible that he could use a different deck, and so I have provided strategies
for all three. If anyone has fought Aaron as a challenger in the Challenge
Machine and has any information as to what deck he was using, please email me
at nicholasmgrimes@gmail.com

Name: Aaron
Deck: Grass & Psychic Deck

12x Grass Energy
12x Psychic Energy
 2x Weedle
 1x Kakuna
 1x Beedrill
 2x Exeggcute
 1x Exeggutor
 2x Nidoran(F)
 1x Nidorina
 2x Paras
 1x Parasect
 1x Pinsir
 3x Abra
 2x Kadabra
 3x Drowzee
 2x Hypno
 1x Jynx
 1x Farfetch'd
 1x Tauros
 2x Bill
 2x Potion
 1x Full Heal
 2x Energy Search
 2x Gust of Wind

Prizes: 6
Booster: None
Pokemon Types: Grass, Psychic, Colorless
Recommended Counters: Gastly & its evolutions and fire types, Full Heals, Gust
of Winds, Energy Removals, Switches, Snorlax
Watch For: Kadabra & Hypno, status infliction

This deck is fairly harmless due to the excessive evolutionary lines, but there
are a few you need to watch out for such as Abra's evolution to Kadabra and
Drowzee's evolution to Hypno. Other than that, the main threat from this deck
comes from status infliction like sleep from Exeggcute, Paras, and Parasect,
paralysis from Abra & Pinsir, confusion from Drowzee and Nidorina, and then
poison from Weedle and its evolutions. Full Heals and Switches will help with
this. Alternatively, Snorlax doesn't mind the status and will resist the main
threats of the this deck, Kadabra & Hypno. The fact that this is a mixed type
deck means that including Energy Removals in your deck will put Aaron in a
tight spot as far as energies are concerned. Gust of Winds can help to bring
out Aaron's weaker Pokemon, or to take out threats before Aaron has a chance to
energize them (this is especially true in Tauros' case). As far as typing is
concerned, Gastly and its evolutions works well against other psychic types,
and also deals super-effective damage to the likes of Nidoran(F) & Nidorina. A
solid fire type can take care of most of the rest of this deck, leaving
Farfetch'd & Tauros the only Pokemon not taking double damage from this
combination of types.

Name: Aaron
Deck: Fire & Lightning Deck

10x Fire Energy
10x Lightning Energy
 2x Double Colorless Energy
 2x Charmander
 1x Charmeleon
 1x Charizard
 2x Growlithe
 1x Arcanine Lv45
 2x Ponyta
 1x Rapidash
 1x Magmar Lv24
 1x Magmar Lv31
 1x Pikachu Lv12
 1x Pikachu Lv14
 1x Raichu Lv40
 3x Voltorb
 1x Electrode Lv35
 1x Electrode Lv42
 2x Magnemite Lv13
 1x Magneton Lv28
 2x Rattata
 1x Raticate
 1x Professor Oak
 2x Energy Search
 2x Bill
 1x Potion
 2x PlusPower
 2x Defender
 2x Switch

Prizes: 6
Booster: None
Pokemon Types: Fire, Electric, Colorless
Recommended Counters: Water types not weak to Electric, Fighting types
(preferably those with electric resistance), Energy Removals
Watch For: Pluspower/Defender usage, hard hitting attacks (Pikachu's Thunder
Jolt, Charmander's Ember, Rattata's Bite) with small energy costs

This deck is actually more dangerous than it looks if Aaron can draw the right
energies at the right time. Though it is still plagued by the incredibly large
range evolutionary lines (making it difficult for Aaron to get the right
evolution cards, although he does sometimes succeed), and by being a dual-type
deck. By making use of Energy Removals you should be able to keep Aaron's
Pokemon at bay. One thing to watch out for though are the PlusPowers &
Defenders in this deck. These can be particularly dangerous with the likes of
Charmander and Pikachu, as it gives them a two for 40 energy card to base
damage ratio (although this can backfire in Pikachu's case, as it doesn't
appreciate taking double recoil damage). Magnemite also sports a similar
attack, and Rattata can be powerful in the early game if you find yourself
searching for energies and can't retaliate. Type-wise, water types not sporting
an electric weakness work well against the fire types in this deck (Poliwag &
its evolutions, Omanyte & Omastar, and Articuno). Fighting types with electric
resistances do well against the other half of this deck, including the few
colorless Pokemon in the mix (I'm thinking Cubone, Diglett, Sandshrew & Rhyhorn
lines of evolution).

Name: Aaron
Deck: Water & Fighting Deck

12x Water Energy
10x Fighting Energy
 2x Double Colorless Energy
 2x Poliwag
 1x Poliwhirl
 1x Poliwrath
 2x Seel
 1x Dewgong
 2x Staryu
 1x Starmie
 2x Goldeen
 1x Seaking
 2x Sandshrew
 1x Sandslash
 3x Machop
 2x Machoke
 1x Machamp
 2x Rhyhorn
 1x Rhydon
 1x Hitmonchan
 1x Professor Oak
 3x Potion
 2x Bill
 2x Full Heal
 2x Energy Search

Prizes: 6
Booster: None
Pokemon Types: Water, Fighting
Recommended Counters: Scyther (and other grass types), Psychic types, pokemon
with fighting resistance, Energy Removals, Gust of Winds, Switches
Watch For: Sandshrew's Sand Attack, Machop & its evolutions, Hitmonchan

The water half of this deck isn't particularly dangerous (until the evolutions
are placed), but the fighting half can be rather dangerous (or just annoying)
if you let them. You'll want to use grass types to take out Poliwag & its
evolutions as well as the fighting types in this deck that are weak to grass.
Running electric types against this deck is quite a gamble considering some of
Aaron's Pokemon carry electric resistances and those fighting types that don't
will still deal heavy double damage. Scyther is a perfect counter as it's a
grass type and yet has a fighting resistance. Psychic types can be used to take
care of the remaining fighting types that aren't weak to grass. Gastly & its
evolutions are a good choice as they have fighting resistance. Energy Removals
will be helpful to keep Aaron fumbling for energies (although he does have
energy searches in his deck, so energy removals may not be as effective). Gust
of Winds are great to bring out weaker pokemon, pokemon who are weak to yours,
or Pokemon that have already taken damage. You definitely want to try and take
care of Machop before it can evolve as it will only get tougher to take down.
Hitmonchan is also a big threat and should be taken out ASAP. Switches will rid
you of the effects of Sand Attack as well as Rhyhorn's Leer.

As far as what sort of deck to use for the Challenge Machine in general, I
have yet to find a truly spectacular one. Since you will be facing all sorts of
opponents it's nearly impossible to construct a deck that will be able to
counter each one without trouble. I will make some general recommendations,

1) Keep type match-ups, resistances, weaknesses, and retreat costs in mind.
   - Since you won't be able to control which opponents you will be fighting,
     it is important to include a variety of types in your deck, but not so
	many that you will be left searching for energy cards. Try to focus on
	Pokemon with helpful resistances, low energy costs & retreat costs, and
	if possible, no weaknesses. (Scyther, Gastly & evolutions, Dratini & 

2) Include a substantial amount of trainer cards in order to deal with varying
   - This includes cards that help you to get rid of status like Full Heals and
	Switch cards. Including Pokemon in your deck that have low retreat costs
	helps as well as it conserves energies and allows you to use Switch cards
	on those Pokemon with higher retreat costs. If your Pokemon causes recoil
	damage consider including Potions & Defenders. Use Bills and Professor
	Oak cards to gain an advantage and to help you draw energy cards. Gust of
	Wind cards help you to get rid of stallers and bring out weaker, more
	vulnerable Pokemon.

3) Keep your strategy simple.
   - Try limiting your deck to a few evolutionary lines and include a good
	amount of Basic Pokemon in your deck. A strategy that is too complex may
	take too long to develop and will leave you a sitting duck for your
	opponent. You will be facing Club Leaders and Grand Masters, so keep this
	in mind when developing your deck. 

 11. Trading & Promo Cards \\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\

This section will detail the various in-game trades including information on
when and how these trades are established. I will also provide a list of the
Promotional Cards in the game and information on how they are acquired. I will
start with a club by club listing of the trades offered and then will explain
the trades done with Ishihara and then finally outline the rest of the
Promotional Cards and the elusive Card Pop! cards.

Rock Club: No trades take place in the Rock Club.

Grass Club: The Lass in the Club Lobby near the bookcases wants to trade cards.
She will trade with you three times, each time asking for a different card.
This trading sequence can be completed at any time. Her first trade requires
you to trade her an Oddish for her Vileplume. If you save and quit, she will
then be looking for a Clefairy for which she will give you a P04 Pikachu Lv16
in return. Save and quit again and she will ask for a Charizard and will
provide you with a Blastoise in return. Oddish and Clefairy appear in Mystery
booster packs, while Charizard appears in Evolution boosters as well as in the
Charmander & Friends starter deck.

Electric Club: The Chap in the Club Lobby will trade you a P09 Electabuzz Lv20
if you give him an Electabuzz Lv35. This trade can be completed at any time.
Electabuzz Lv35 can be found in Colosseum boosters and is also included in both
the Squirtle & Friends and Bulbasaur & Friends starter deck.

Science Club: No trades take place in the Science Club.

Water Club: The Gal near the card table in the Club Lobby will trade you a P01
Arcanine Lv34 if you give her a Lapras. This trade can be completed at any
time. Lapras can be found in Mystery booster packs and is also included in the
Squirtle & Friends starter deck.

Fire Club: The Lad near the bookshelves in the Club Lobby will tell you about
the 'secret location' of a special card if you let him have all of your
energy cards. The amount of energy cards that you have is not important (even
though he may say you don't have enough energy cards), the only requirement is
that you have three medals. After that he will allow you to hand over your
cards. All you need is one 'free' energy card to give him (free energy cards
are those not included in decks); so put all but one energy in decks and talk
to him when you're ready. It's VERY important that you accept his offer. If you
reject his offer he will storm off and you will not be able to talk to him
again. After giving him your energies, he will inform you that there is a P11
Slowpoke Lv9 behind the picture next to the bookcases (if you try looking
without giving him your energies, you won't find anything). If you did happen
to miss out on this trade, you can receive this card as a Challenge Cup prize.

Psychic Club: Pappy near the card table will give you a P13 Lv60 Mewtwo after
you defeat Murray. You must have four medals before Murray will agree to battle

Fighting Club: The Man at the card table in the Club Lobby is a collector
looking for various cards. The order he'll ask for them in seems to be random,
but it's always the same five cards: Rapidash, Omastar, Graveler, Parasect, 
and Weezing. You'll need to save and quit in between trades in order to get him
to request another card. After giving him the final card he will give you get a
P05 Pikachu Lv16. Rapidash and Graveler are found in Evolution booster packs, 
Parasect and Omastar are found in Mystery boosters, and Weezing is found in
Laboratory booster packs. This trade can be competed at any time.

Ishihara: Ishihara is a well-known Pokemon card collector who is said to have
amassed thousands of cards and lives in the house on the cape (in the upper
left hand corner of the map). When you first begin the game you'll find the
house empty. In order to get Ishihara to appear, you must talk to one of three
NPCs: the Woman in the Rock Club Lobby near the potted plant just as you enter,
the Lad in the Science Club Lobby also near the potted plant, and the Chap in
the Fire Club Lobby next to the PC. After speaking with Ishihara, save and quit
the game, and then talk to one of the three NPCs mentioned above. They will
inform you that Ishihara is looking to trade cards. The first card Ishihara
will ask for is a Clefable, for which he will trade you a P07 Surfing Pikachu.
If you save and quit again, and then talk to one of the three NPCs, they will
tell you Ishihara is looking to trade yet again. Upon visiting Ishihara he will
ask for a Ditto, for which he will trade you a P06 Flying Pikachu. Both
Clefable and Ditto can be found in Laboratory booster packs. These two trades
can be completed at any time.

The final Ishihara trade can only be initiated after defeating the Grand
Masters. Just talk to one of the three NPCs after receiving the Legendary
Pokemon cards and they will inform you that Ishihara is looking to trade. This
time he wants a Chansey (found in Colosseum boosters) and will provide you with
a P08 Surfing Pikachu in return. After this final trade, Ishihara will
disappear. If you talk to one of the three NPCs they will tell you that he's
left to search for a very rare card. He will never return.

Promotional Cards: Half of the promotional cards are obtained through the above
trades, but the others require you to meet different conditions. I've mentioned
these conditions in the main walkthrough, but I will post all Promos and how to
collect them here for easy access.

P01 Arcanine - Trade a Lapras to the Gal in the Water Club Lobby.
P02 Moltres - Defeat the Grand Masters.
P03 Articuno - Defeat the Grand Masters.
P04 Pikachu - Trade a Clefairy to the Lass in the Grass Club Lobby.
P05 Pikachu - Trade the Man in the Fighting Club Lobby the cards he wants.
P06 Flying Pikachu - Trade Ishihara a Ditto.
P07 Surfing Pikachu - Trade Ishihara a Clefable.
P08 Surfing Pikachu - Trade Ishihara a Chansey.
P09 Electabuzz - Trade the Chap in the Electric Club Lobby an Electabuzz Lv35.
P10 Zapdos - Defeat the Grand Masters.
P11 Slowpoke - Give the Lad in the Fire Club Lobby all your energies.
P12 Mewtwo - Defeat Ronald in the first Challenge Cup.
P13 Mewtwo - Talk to Pappy in the Psychic Club Lobby after defeating Murray.
P14 Mew  - Defeat Ronald in the second Challenge Cup.
P15 Jigglypuff - Defeat Ronald after obtaining 2 medals.
P16 Dragonite - Defeat the Grand Masters.
P17 Imakuni? - Defeat Imakuni? for the third and sixth time.
P18 Super Energy Retrieval - Defeat Ronald after obtaining 5 medals.

NOTE: Promo cards P01, P04, P05, P06, P07, P08, P09, P11, P12, P13, P14, P15,
and P18 can also be received as prizes in the Challenge Cup after defeating the
Grand Masters.

Card Pop!: In addition the above Promo cards, there are two Card Pop! Promo
cards that can be received by Card Pop!-ing with other players. To do this, you
will need two Game Boy Colors and two Pokemon TCG (GBC) game cartridges. Simply
select Card Pop! on the Main Menu screen before loading the game and follow the
on-screen instructions. Each of you will receive a random card. You cannot Card
Pop! again with the same player, so you will need to Card Pop! with many
players in order to obtain both promo cards. Alternatively, you can restart the
game on one of the carts over and over again in order to Card Pop! again.

I have received the following cards through Card Pop!: Gloom, Charmeleon, Jynx,
Poliwag, Graveler, Growlithe, Rapidash, Nidoran(M).

Here is the card info for the two Card Pop! cards, Venusaur and Mew:

Venusaur Lv64, 100HP (Grass type) [Stage 2 Evolution - Evolves from Ivysaur]
Pokemon Power: Solar Power
- Once during your turn (before your attack), you may use this power. Your
  active Pokemon and the defending Pokemon are no longer Asleep, Confused,
  Paralyzed, or Poisoned. This power can't be used if Venusaur is Asleep,
  Confused, or Paralyzed.
4 Grass Energies - Mega Drain - 40 damage
- Remove a number of damage counters from Venusaur equal to half the damage
  done to the Defending Pokemon (after applying Weakness and Resistance)
  (rounded up to the nearest 10).  If Venusaur has fewer damage counters than
  that, remove all of them.
Retreat cost: 2 energies, Weakness: Fire, Resistance: None.
Seed Pokemon, Length: 6'7", Weight: 221lbs.
The flower on its back catches the sun's rays. The sunlight is then absorbed
and used for energy.

Mew Lv15, 50HP (Psychic type) [Basic Pokemon Card]
1 Psychic Energy, 1 Colorless - Mystery Attack
- Does a random amount of damage to the Defending Pokemon and may cause a
  random effect to the Defending Pokemon.
Retreat cost: None, Weakness: Psychic, Resistance: None.
New species Pokemon, Length: 1'4", Weight: 9lbs
When viewed through a microscope, this Pokemon's short, fine, delicate hair can
be seen.

 12. Advanced TCG Strategy Bank /\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\\

This section will go into detail on specific subjects relating to how the TCG
is played, including detailed tips on when to use certain trainer cards, how to
manage your energy cards, examples of more complex strategies involving more
than one Pokemon or evolutionary line, and finally ways to counter certain
strategies and Pokemon.

Potions: While potions can be helpful to keep your Pokemon from being knocked
out, it is possible to use them foolishly. Computer players will oftentimes do
this. For example, a Machop with 30 damage is up against a Hitmonchan that has
three energy cards attached to it. Using a Potion on the Machop in this
situation is a waste of a trainer card. Regardless of whether the Potion is
used or not, Machop can be knocked out by Hitmonchan's Special Punch on your
opponent's next turn. Pay particular attention when using Potions while
afflicted by a status condition. For example, a poisoned Machop with 30HP
remaining against the same Hitmonchan would also find the Potion useless; the
Machop would still get 10HP taken away after finishing its turn, giving it 40HP
remaining, the perfect amount to be taken out by Hitmonchan's Special Punch.
The only time a Potion is beneficial in a situation like this, is if it is used
in tandem with another card, such as a Gust of Wind, to bring out a Pokemon
that will not be able to knock it out, or if Energy Removal cards are used to
make it impossible for the opponent to attack your active Pokemon with a
finishing blow during the next turn.

PlusPowers: PlusPowers are also easily wasted. Let's say a Machop was up
against a Pinsir (60HP). Using one PlusPower here is useless because either way
it will take three hits in order to knock out the Pinsir. The only time a
strategy like this is viable is if you plan to switch out Machop with another
Pokemon who can finish the opponent's active Pokemon, or if you plan to evolve
Machop after having used the PlusPower (assuming Machoke/Machamp will now be
able to knock the Pinsir out in less hits). Remember that a PlusPower will not
add damage to a non-damaging attack (such as Fetch), or an attack that involves
flipping coins where no damage is done (such as getting all four tails when
attempting a Comet Punch). In addition, a PlusPower does not augment any sort
of bench damage (yours or your opponent's). This includes attacks like Stretch
Kick or Cat Punch or bench damage done by attacks like Selfdestruct. However,
any recoil damage is augmented, so a tails flip for Electabuzz's Thunderpunch
will deal 20 damage in recoil rather than 10, and will also deal 40 damage to
the opponent rather than 30. The effects of PlusPowers take place after
weakness is taken into account but before resistance is taken into account. So
if you use Pikachu's Thunder Jolt on Sandshrew with a Pluspower attached, you
will do 10 damage. However, if Sandshrew has a PlusPower attached and uses Sand
Attack, it would do 30 damage, not 40.

Defenders vs Potions: Defenders can function to block more damage than Potions
can heal in certain situations. For example, if a Magnemite with a Defender
attached uses Selfdestruct against a Growlithe with full HP, the Defender will
prevent 20 damage of recoil, leaving Magnemite with 20HP. Since the Defender
remains until the end of the opponents next turn, it will also block the 20
damage from Growlithe's Flare attack. In this way it has blocked a total of 40
damage, where a Potion would not have sufficed at all in this case; Magnemite
would have been knocked out after using Selfdestruct, and then the Potion would
have removed 20 damage from your new active Pokemon, who received Growlithe's
Flare attack. You should also note that Defenders can be attached to benched
Pokemon, and I'm quite sure that the computer opponents cannot detect this.
They will attack benched Pokemon with a defender attached with a Stretch Kick
even if there are other benched Pokemon that do not have defenders attached.
A defender card is also carried over to the bench if the active Pokemon it is
attached to retreats or is sent to the bench by the effect of an attack or a
Trainer card.

Gust of Winds: If you're not careful, you can easily waste a Gust of Wind
trainer card by bringing in the wrong benched Pokemon. For example, bringing in
a Pokemon that resists your active Pokemon, or bringing in a Pokemon with no
retreat cost that can simply be switched back out next turn. You also need to
take into account the amount of energies on all Pokemon in play and the attacks
of the Pokemon you are considering switching out and the one you are planning
on switching in. For example, if it's the first turn of battle and you are
facing a Hitmonchan with your Machop, would you rather deal 60 damage before
being knocked out by Hitmonchan, or switch in a weaker Pokemon, but allow
Hitmonchan to be built up on the bench? I would probably take out Hitmonchan
as he is a greater threat and can deal more damage per turn than a weaker
Pokemon like Mankey who will deal considerably less and is easy to take care of
any time he becomes active.

Scoop Ups: While you might think Scoop Ups are limited to just saving Pokemon
from fainting, they can actually serve many other specific purposes. Scoop Ups
can be used in place of Switch Cards and Full Heals, the only downside being
that any energies attached to the Pokemon are removed. Scoop Ups are also quite
helpful when you are using the Legendary bird cards (whose Pokemon Powers are
activated upon playing the cards), or are fighting an opponent who is using the
cards. Scoop Up will allow you to replay these cards if you're using them
yourself, and it gives you a certain advantage against Zapdos. Both Zapdos'
Pokemon Power and his attack do damage to a random Pokemon in play, so the less
you have in play, the more likely Zapdos' attack will damage your opponent. In
addition, if you're the one using Zapdos, the same rule applies; you want to
have as few Pokemon on the Bench as possible, and Scoop Ups help with this. An
alternative to the Scoop Up card is the Mr. Fiji trainer card, however it is
only limited to benched Pokemon and places Pokemon cards (and all cards
attached to them) into the deck rather than into the hand.

Pokemon Flute: While seemingly useless, this card does have a few uses,
particularly in the GBC game, where it makes a great counter to P10 Zapdos.
This card can be used to place more basic Pokemon on the opponent's bench, so
that it becomes more likely for Zapdos to attack them using his Big Thunder
attack and Peal of Thunder Pokemon Power. You can even bring Zapdos itself back
into play if you feel luck is on your side. An alternative use for this card is
to bring back weak basic Pokemon cards you've already knocked out. This is
usually best coupled with a Gust of Wind card or a Pokemon that knows Whirlwind
or a similar attack.

Energy Cards: Proper energy card attachment and discard is an essential part to
successful TCG play. It's important to know when to attach energies and which
Pokemon to attach them to. There are certain instances where it is beneficial
for you to allow a Pokemon to be sacrificed in order for you to build up one of
your benched Pokemon. An example: Let's say that your opponent has just
finished the first turn of the match. His Machop has just attacked your Ponyta
for 20 damage. You have a few fire energy cards in your hand and a Charmander
on the bench. Ponyta can't attack this turn, because it needs two energy cards
to attack. While you could attach an energy card to it and retreat it, this
would leave Charmander with no energy cards and unable to attack. In this case,
rather than attempt to retreat Ponyta, you should attach an energy card to
Charmander and let Ponyta faint. In this way, you can attach another energy
card to Charmander next turn, allowing it to use its Ember attack for a
substantial amount of damage against Machop. So now, instead of fighting a
losing battle with Charmander, you have the upper-hand.

Another aspect of energy card use I would like to comment on is that of
discarding cards, specifically involving the discard of double colorless
energies. When you retreat a Pokemon with a double colorless energy card
attached, pay close attention to how you discard the energies. Because of the
way the retreat system is set up, it is possible to overpay a retreat cost
using double colorless energies! This happens because double colorless energies
count for two energies, but cannot be split. So, if you try to pay a one energy
retreat cost with a double colorless energy, the double colorless energy card
must be removed entirely, causing you to remove two energies instead of one! To
avoid this, always remove single energy cards when possible (so long as they
equal the amount of energy cards you need to discard). Be careful though, as
always discarding single energies first can still trip you up! For example, if
you are trying to retreat a Nidoqueen, which requires three energies to be
discarded in order to retreat, and it has two grass energy cards and one double
colorless energy card attached to it, you should remove the double colorless
energy first, and then one grass energy so you're still left with one grass
energy attached. Removing the two grass energies first would be a mistake
because you still need to pay one more energy to retreat, and since the double
colorless cannot be split, you'll need to discard it as well.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now that I've commented on a few trainer cards and strategies for their use,
I'm going to move on to discussing combinations of cards, both Pokemon cards
and trainer cards as well as combinations of Pokemon Cards and Pokemon Powers.
I will provide counterstrategies as well in case you have to face these combos
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Venusaur + Exeggutor: One of the most common match-ups is that of Venusaur and
Exeggutor, and for good reason! Exeggutor is capable of dealing incredible
amounts of damage due to the fact that its Big Eggsplosion allows one coin to
be flipped for each energy card attached and then does 20 damage for each
heads flipped. Venusaur comes into the equation with its Pokemon Power Energy
Trans, which allows you to move as many Grass Energies to and from your Pokemon
as often as you'd like during your turn, thus making it quite easy and quick to
power up Exeggutor to ridiculously dangerous levels.

Counterstrategies: Energy Removals and Super Energy Removals will hurt this
strategy to an extent, but if Exeggutor already has a large amount of energy
cards attached, removing one isn't going to hurt very much. Just about any fire
Pokemon will pose a threat to both of these Pokemon, but Pokemon like Magmar
Lv31 are particularly useful. Its Smokescreen attack will keep Exeggutor
attacking only half of the time, regardless of how many energies it has
attached. Its Smog attack takes out half of Exeggutor's HP and has the chance
to poison. Even Charmander can take both Venusaur and Exeggutor out in two
turns (although it will only last one if either is ready to attack). As for
Venusaur, he falls in one hit to the many fire Pokemon who use a Flamethrower-
like attack of at least 50 damage. This makes Charmeleon, Charizard, Ninetales
Lv32 (and potentially Ninetales Lv35 if the flipping goes right), Arcanine
Lv45 (and Arcanine Lv34 if it has any damage on it), Magmar Lv24, Flareon Lv28,
and both Moltres particularly devastating cards. If the Venusaur was evolved
with a Pokemon Breeder, Mew Lv23's Devolution Beam can be particularly useful,
as it will turn Venusaur into a Bulbasaur, thus removing its ability to use its
Pokemon Power (very useful if your opponent doesn't have any more Pokemon
Breeders/Ivysaur, as he will need to draw one before being able to evolve
Bulbasaur again). Mew Lv8's Neutralizing Shield makes it a great counter to
both Venusaur and Exeggutor as it negates damage from evolved Pokemon. Mr. Mime
can help as well, as he doesn't take any damage from Venusaur and will only
take 20 damage maximum from Exeggutor (and the more energy cards attached, the
less of a chance he will take any damage!). Mewtwo Lv53 can also be used, as
his Psychic attack does 10 more damage for each energy card on the defending
Pokemon (7 or more energy cards means 1-HKO!). Another Pokemon to consider is
Pidgeot Lv40 and its Hurricane attack. If all your opponent's energies are
attached to Exeggutor, this attack will put them all back in your opponent's
hand! Since your opponent can only attach one energy per turn, you have put him
or her at an incredible disadvantage. Chansey is also worthy of mention, as it
can stall with Scrunch until it can use Double-Edge, at which point it can take
out Exeggutor in one hit.

Notes: Venusaur's Pokemon Power doesn't limit it to just being used with
Exeggutor; it works well with many grass Pokemon with high energy costs, and
can open up spots in your deck that may have otherwise been filled with energy
cards. Exeggutor is also versatile and can work in just about any deck as a
main attacker since its attack does not require a specific type of energy card.
This makes it a good partner with both Blastoise and Alakazam. Blastoise's
Pokemon Power- Rain Dance, will allow you to attach as many Water Energies to
Exeggutor as you have in your hand, and Alakazam can keep Exeggutor damage free
as he attacks, turning him into quite a tank.

Leech Life-type attacks and PlusPowers: Pokemon like Butterfree, Zubat, Golbat,
Venonat, and Kabutops have attacks that both heal and deal damage. What's more,
the amount they heal depends on how much damage they deal. By using PlusPowers
you'll deal more damage and heal more damage making your Pokemon even harder to
take down!

Counterstrategies: The only way to hamper this strategy is to deal high damage
blows so that the opponent can't heal stall, use status to keep them from
attacking, use attacks that the reduce the damage of your opponent's attacks
(like Persian's Pounce), or perhaps use Mr. Mime, although he will still take
damage equaling 20 or less; not only that, since Mr. Mime's attack varies in
the amount of damage it does depending on the amount of damage counters on the
defending Pokemon, it may be quite difficult (even impossible) to take out the

Selfdestruct + Defender & Potions: The point of this strategy is to take out
(at least) two of your opponent's Pokemon with one of your own. The Pokemon to
use this sort of strategy with are Magnemite Lv13 or perhaps Weezing. Magneton
and Golem are options, but they require at least two Defenders to be attached
in order keep them from fainting after using the attack. I would venture to say
that Magnemite Lv13 is the ideal candidate since it can deal heavy damage early
in the game, while Weezing needs to evolve from Koffing and will likely take
damage in that process, thereby requiring a potion and defender to survive the
attack. Potions also help the turn after using Selfdestruct, and if you have
two Defenders, you can potentially use Selfdestruct 3 times in a row! Even
Electabuzz has trouble dealing that much damage in 3 turns and surviving it!

Counterstrategies: What makes this strategy particularly difficult to counter
in the early game is the fact that with a Defender attached, a Pokemon like
Magnemite, even with 20HP left, requires 40 damage to be done in order to be
knocked out! Not many Pokemon can do that kind of damage, especially if the
game recently started and Pokemon have not had the time to be built up with
energies. Countering this strategy then, will take a bit of luck and a good
amount of HP! Snorlax makes a good choice, as he can take two Selfdestructs
from Magnemite, and isn't phased by its Paralysis-inducing Thunder Wave or
Weezing's Smog. In addition, if Snorlax manages to paralyze either Pokemon with
its attack, it will keep them from using yet another Selfdestruct the next
turn. Mr. Mime is a good counter as it's completely immune from Selfdestructs,
but doesn't like being paralyzed by Magnemite's Thunder Wave or poisoned by
Weezing's Smog. Alternatively you could simply use a Pokemon with Electric
resistance. Sandshrew makes a particularly potent counter with its Sand-Attack.

Moltres + Fire Pokemon: As you probably noticed when battling Courtney and
Ronald in the Pokemon Dome, this combination of cards works amazingly to keep
you stocked with energies. Since many fire Pokemon have attacks similar to
Flamethrower, requiring you to discard one or more fire energies in order to
use the attack, combining these cards with P02 Moltres Lv37 will give you a
unique advantage. Plus, Moltres does not have a weakness, AND it carries a
fighting resistance, something no other fire Pokemon can boast about. You can
improve this strategy further by including Scoop Up cards in your deck so that
you can keep reusing Moltres' Pokemon Power, and by including Pokemon Trader
Trainer Cards or Computer Searches in your deck so you can easily locate
Moltres or any other card you happen to be looking for. Using Moltres in any
deck where Fire energy cards are needed will allow you to use less Fire Energy
cards in the deck, since you don't have to rely on drawing them individually.
Including some Energy Retrieval cards wouldn't hurt though!

Counterstrategies: Countering this strategy is pretty difficult. The only way
to stop it completely is through the use of Muk's Pokemon Power Toxic Gas,
which negates the effect of all other Pokemon Powers. Other strategies might be
to use lots of Energy Removals and Super Energy Removals, and to knock out
Moltres so that it cannot be Scooped Up and reused. Mr. Mime is nice for this
as it won't take damage from Moltres' Dive Bomb attack. Another strategy might
be to use the Pokemon Flute to fill your opponent's bench so that Moltres
cannot be played. Of course, if your opponent is already using Scoop Ups in his
deck, this plan of attack is fairly useless as he can just scoop up a benched
pokemon to put Moltres down.

Blastoise + Water Pokemon: Blastoise is the focal point of the dreaded Rain
Dance deck, whose power has been exaggerated to mythical proportions. This is
the type of Deck Amy uses, and is feared for good reason. Blastoise's Pokemon
Power Rain Dance allows you to attach as many water energy cards per turn as
there are in your hand. (You are still only allowed to attach one of any other
kind of energy.) The idea behind this strategy is to stall until you can evolve
Squirtle into Blastoise and then attach a great amount of energies quickly to
either Blastoise itself or to powerful Pokemon like Dewgong, Gyarados, or
Articuno so you can immediately use powerful attacks that would otherwise take
many turns to charge up.

Counterstrategies: This strategy can be stopped completely through the use of
Muk or Aerodactyl's Pokemon Powers. Aerodactyl will halt evolution while Muk
stops all other Pokemon Powers from working. You'll find that one of these two
pokemon work to stop many strategies. Muk might be a slightly better choice in
this case as some Water pokemon are weak to grass (like Poliwag and its
evolutions) might be included in a water deck of this type. Mr. Mime comes
through once again, as it's immune to the high hitting attacks characteristic
of this type strategy. Watch out though, for if Lv37 Articuno uses its
Quickfreeze and paralyzes you, your pokemon power will no longer be functional.
Electric types will also make short work of the water types in this deck, with
Gust of Winds a good way to get Squirtle out into play quickly so he can be
taken out before he is able to evolve. Energy Removals and Super Energy
Removals are always a great option.

Hyper Beam/Whirlpool + Energy Removals: This strategy is quite annoying, and
quite deadly once the Hyper Beams get going. The idea here is to keep removing
energy cards from your opponent's pokemon in order to keep it from attacking.

Counterstrategies: This is a great strategy, with one flaw- all the pokemon
that can use Hyper Beam (Golduck & Dragonair) and Whirlpool (Poliwrath) are
evolutions. If you stop their significantly weaker basic pokemon forms,
defeating this kind of deck becomes quite simple. Aerodactyl should be
mentioned right off the bat, as he'll stop the evolutions outright. However, he
is an evolution card himself, so you'll have to work on evolving him before you
can halt the energy removal strategy. Other good options are pokemon with
attacks similar to Sand Attack or a paralyzing move, and pokemon with low
energy costs. Where energy removal strategy gets dangerous is on pokemon with
high energy costs and high retreat costs. If you have a pokemon like Snorlax
out, he's a sitting duck unless you've already powered him up. If he has two
energy cards or less on him then you'll never power him up or be able to
retreat him with the constant energy loss. Even with three energy cards
attached, you'd have to pray for a double colorless on the next turn. Using
Energy Removal cards yourself can be a good way to stop the onslaught of Hyper
Beams as Dragonair usually takes double colorless energies, and Golduck and
Poliwrath require water energies specifically so removing those could give you
a few turns to fight back while your opponent searches for more energies
himself. Energy Retrievals can also help combat this, but if you can never
charge up your pokemon to the point where it can attack, become useless.

Stalling: Many pokemon are capable of doing this, the most dangerous being
Chansey and to a lesser extent Cubone and Graveler. Pokemon with stalling
attacks are usually not meant to be attackers (although in the case of the
pokemon previously mentioned, they certainly can be), but are meant to stall
the opponent until the player has had time to build up his/her bench.

Counterstrategies: The specific counterstrategy employed depends on the pokemon
using the stalling move, and the particulars of the stalling move itself. Some
stalling attacks prevent only damage, some prevent a limited amount, while some
prevent all damage and effects of attacks, or simply prevent one from attacking
outright. Attacks that prevent damage but not effects of attacks include
Metapod & Kakuna's Stiffen, Squirtle and Wartortle's Withdraw, Shellder's Hide
in Shell, and Chansey's Scrunch. These attacks can only be nullified by
switching out the Pokemon that used them. Since they don't block other effects
of attacks, you should always see if you can poison/paralyze etc. the pokemon.
Other attacks, like Onix and Graveler's Harden only block up to 30 damage. Any
damage over 30 is not blocked or minimized at all. Other pokemon minimize
damage by a certain amount regardless of the amount of damage received. This
includes attacks like Lv16 Pikachu's Growl, Cubone's Snivel, Clefable's
Minimize, Jigglypuff's Expand, and Persian's Pounce. These attacks are not
particularly powerful, as they don't reduce too much damage (no more than 20),
but should still be paid attention to, specifically in Cubone's case, as his
Rage attack's damage increases based upon the number of damage counters on him.
Also note that in the case of Cubone and Persian, benching either the attacking
or defending pokemon nullifies the preventative damage effect. Then come the
Agility attacks on Rapidash, Seadra, Lv40 Raichu and Flying Pikachu's Fly
attack. These attacks prevent all damage and effects of attacks done to the
pokemon that manages to use them. The only way to get around these attacks is
to bench the pokemon that uses them. Finally come attacks like Marowak's Bone
Attack and Rhyhorn's Leer. Both keep the opponent's pokemon from attacking. The
only way to nullify the effects of these attacks is to retreat the affected
pokemon. To summarize, you'll want to include lots of Gust of Wind cards and
Switch cards in your deck in order to get around these stalling attempts.
Another strategy is to use attacks that hit the bench. Hitmonlee is probably
best for this, as he poses a significant threat to any Chansey or normal type
that tries to come out and stall, doesn't have to worry about being dealt
double damage from other fighting types like Pikachu or Raichu might when
trying to attack the bench, and has no problem dealing with Onix or Graveler's
Harden attacks.

Alakazam + (Tank): This strategy relies on Alakazam's Pokemon Power "Damage
Swap" in order keep the attacking pokemon free from damage either by moving
this damage to other members of the bench or onto itself. The damage holders
are usually basic pokemon with high HP such as Chansey or Kangaskhan. This
strategy usually involves the use of Trainer cards such as Scoop Up, Pokemon
Center, or Super Potion in order to get rid of damage counters as they build up
on the benched pokemon. Alternatively, Alakazam can be the one attacking, while
still diverting damage counters onto benched pokemon. Keeping Alakazam on the
bench however, provides some security that it will not be knocked out, which is
vitally important considering it is absolutely essential to this strategy.

Counterstrategies: The best thing one can do against this setup is to simply
knock out Abra before it is able to evolve. Aerodactyl is an option, but you'll
be racing against your opponent to evolve it before they evolve Abra. As Abra
has such little HP it should be easy to knock out, but chances are your
opponent will keep it on the bench while a staller like Chansey is sent out to
soak up damage. Gust of Wind cards will be essential in bringing Abra out to
fight. If you don't manage to defeat Abra before it evolves, pokemon like
Snorlax or Lickitung are great counters. Snorlax resists Alakazam's potential
confusion from its Confuse Ray attack. In addition, it deals the perfect amount
of damage to knock out Abra, and resists the paralysis from its Psyshock, not
to mention it has a psychic resistance and can paralyze, which will prevent
Alakazam from being able to use its pokemon power to manage damage. Lickitung
is advantageous in that it can confuse, which will severely hurt Alakazam, who
will be hard-pressed to retreat and will take heavy damage if it tries to
attack you. Unfortunately, Lickitung's other attack can cause paralysis, which
will override the confusion. While Mr. Mime may look like a good candidate to
pick off pokemon holding damage counters, it doesn't hold up well against Abra
and doesn't like being confused, as Confusion negates its Pokemon Power.

Strange Behavior: Slowbro's Pokemon Power "Strange Behavior" is similar to
Alakazam's in that it allows you to move damage counters around. However, in
this case, the damage counters can only be moved to Slowbro. This makes Slowbro
an alternative to Alakazam, albeit much more limited. Slowbro functions best on
the bench, since as a damage holder he can't really stand on his own to attack.
In this strategy Potions, Super Potions, and Pokemon Center cards are necessary
to keep Slowbro going. So while it may be easier to get Slowbro into play, he
isn't going to be as much as a game changer as Alakazam.

Counterstrategies: Slowpoke may have more HP than Abra, but it's a sitting duck
when it's not safely sitting on the bench. Gust of Winds are essential to
getting Slowpoke off the bench, and if it has already been evolved to Slowbro,
it shouldn't be a problem to take out as it most likely has a hefty amount of
damage counters on it. An alternative would be to use pokemon that can attack
the bench, as Slowbro will be less capable of holding onto damage counters
since it needs to be able to take damage directly from your attacking pokemon
as well as absorbing indirect damage.

Gengar + Hypno: In the same vein of damage counter manipulation comes this
interesting combination. This strategy has Hypno as the attacker while Gengar
sits on the bench using its Pokemon Power "Curse". Hypno slowly adds damage
to the bench, while Gengar can shift it around depending on the changing battle
situation. Gengar can move the bench damage done by Hypno's Dark Mind attack
onto the opponent's active pokemon, or can focus damage on the bench. And then
if necessary, Gengar can attack with a Dark Mind attack of its own.

Counterstrategies: Unfortunately there's not much that can be done to stop this
combination once it gets going, other than the use of Muk's pokemon power to
stop Curse from functioning. This is a rather poor counterstrategy as Muk is
weak to psychic attacks so it will have to keep away from Gengar and Hypno
anyways. So your best bet would probably be keeping your opponent from
evolving Gastly and Drowzee to this stage in the first place. A pokemon with
psychic resistance would do well here, and a Gust of Wind would help bring the
pokemon out and active.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Now that I've covered strategies involving multiple cards, I'm going to focus
on how you can deal with specific threats. While there are certain cards that
are more powerful and useful than others, they are always brought into balance
by other cards or combinations of cards. I hope to explain this here. You'll
want to note that I don't cover all of the pokemon cards here. For the sake of
brevity, I've limited myself to the more powerful evolutions. Many other
evolutionary lines and basic pokemon fill other niches, and are certainly
worthy of use, but I'm leaving it up to you to find them and experiment with
your favorite pokemon!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Venusaur: Venusaur is coveted for its Pokemon Power Energy Trans, often used
in conjunction with Exeggutor. However it can stand very well on its own, with
Solar Beam dealing heavy damage and allowing for a one hit KO of many basic
Pokemon. Due to its Pokemon Power, which allows it to move grass energy cards
around at will, Trainer cards like Energy Removal become less effective. If you
can, a fire type that can deal heavy damage will do well here. Magmar Lv24 with
its Flamethrower attack comes to mind. Pokemon that can afflict a status
condition are also helpful, and you can use these in conjunction with Energy
Removals as Venusaur's Pokemon Power does not function when it is asleep,
confused, or paralyzed. Poison is worth a mention, simply because it will wear
Venusaur out even if you have to sacrifice multiple pokemon in order to do so.
Magmar Lv31 is great for this, as it can poison and then stall using its
Smokescreen attack all while dealing double damage. Mr. Mime is always worth a
mention, as Venusaur is helpless against it, due to Mr. Mime's Pokemon Power
Invisible Wall. Somewhat less effective is Lv8 Mew and its Pokemon Power
Neutralizing Shield. While its Pokemon Power will also negate the damage done
by Venusaur's attack, Mew is not as powerful offensively and it will take as
many as 10 turns before Venusaur is knocked out. Mr. Mime will only take four
turns assuming Venusaur doesn't have any damage counters on him already. As
always, Muk and Aerodactyl are always good to mention as their Pokemon Powers
can stop other Pokemon Powers from working or prevent evolution, respectively.
Due to Solar Beam's high base damage, it would also be a good idea to include
some Defenders in your deck to prevent basic pokemon with low HP from dying in
one blow.

Muk: Muk's main claim to fame is its Pokemon Power Toxic Gas which negates all
other Pokemon Powers. While its sludge attack can be rather potent, it will
probably end up sitting on the bench to make use of its annoying Pokemon Power.
To this end, you'll want to include pokemon that can attack the bench in your
deck, or a Gust of Wind to bring Muk out to play. As for specific counters,
both Lv53 and Lv60 Mewtwo cards are great. Mewtwo Lv53 will discourage the
attachment of energy cards on Muk and if he does have enough to attack, Mewtwo
will knock Muk out in a one-hit KO, as its Psychic attack increases in damage
as the amount of energy cards of the opponent's active pokemon increases.
Mewtwo Lv60 can also take Muk out in one hit using its Psyburn attack. Kadabra
is also capable of a one-hit KO, but is an evolution card. Just about any
psychic type does the job well, Mr. Mime being an exception, as it's no longer
protected by its Pokemon Power, Invisible Wall, and if Muk poisons it, Mr. Mime
is out in one hit.

Exeggutor: With less HP and a higher retreat cost than Venusaur, Exeggutor has
to watch out for double damaging fire attacks even more. Anything with
Flamethrower is a great counter and will knock Exeggutor out instantly. Due to
the fact that Exeggutor will probably be carrying quite a few energy cards,
Mewtwo Lv54 is a good option, as is Mew Lv23. Mr. Mime is always great, as it
resists everything but minimum damage (20) from Exeggutor, and the more energy
cards Eggy has attached, the less of a chance Mr. Mime is in for any trouble.

Scyther: Scyther is one of the most coveted cards of the Pokemon TCG world, due
to its many advantages. It's a basic pokemon with high HP, no retreat cost, a
great resistance, and it can be used in any deck! This is hard to counteract,
admittedly, but it can be done. First of all, there's the use of fire types
which will pose a surefire threat. Pokemon with Flamethrower will take Scyther
out in a hurry, but you have to be quick about it, as Scyther can flee to the
bench with no problems. To prevent this, you might look into a move that can
cause paralysis or confusion. Any Pokemon with Supersonic or Confuse Ray have
a chance of dealing confusion, however the only sure way to do it is Gloom's
Foul Odor. Koffing's Foul Gas and Venomoth's Venom Powder are also worth a
mention. Because Double Colorless energy cards are often attached to Scyther,
Energy Removals and Super Energy Removals are great assets to have, but since
Scyther has no retreat cost, it can always retreat to the bench to avoid
attack. You can use Gust of Winds to get him back out or you can simply attack
him on the bench using attacks that can reach him there. In this case, Lv.14
Pikachu is an option as is Lv45 Raichu as an evolution.

Charizard: Charizard is the one of the most overrated cards in Pokemon TCG
history. The reason being that its Fire Spin attack knocks out every single
card in one hit, the exceptions being another Charizard, Chansey, Mr. Mime, and
Mew Lv8 (the last two due to their pokemon powers). While Charizard may seem
like a beast, the reality is that the energy cost for its single attack is
outrageously high, not to mention the fact that it requires one to discard two
energy cards every time it's used. This means that Charizard can only attack
every other turn unless you have a double colorless energy handy. To stop
Charizard in his tracks, use an energy removal or an attack like Hyper Beam
that removes an energy card as an additional effect of the attack. This makes
Poliwrath and Golduck great counters as they'll deal double damage to Charizard
with their attacks and can remove an energy card at the same time. Muk can
render Charizard useless (depending on the deck construction) since some
players may be relying on its Pokemon Power to change the energy cards attached
to it to the fire type. Mr. Mime laughs in the face of Charizard's fiery
onslaught as its Invisible Wall Pokemon Power negates the damage. Water types
are great against Charizard. Many can take it out in two hits, some in one hit.
Water Pokemon with attacks that can paralyze it are great. This includes
Pokemon like Articuno, Dewgong, and Gyarados. Horsea and Seadra make
particularly good counters since both of them have attacks that can help them
avoid damage. Your best bet against Charizard though,is probably to take him
out in an earlier form.

Ninetales Lv32: Ninetales is a slightly less powerful version of Charizard, and
in some ways can be considered the better of the pair. While it doesn't have
as much HP, it does have two attacks rather than one. And while it can't boast
a Pokemon Power like Charizard's, it still has a very unique attack- Lure,
which allows its trainer to switch out the opponent's active pokemon with
another on the bench. (Perhaps this is what that Pokemon Flute is supposed to
be used for? Put a bunch of easy to kill pokemon on your opponent's bench and
then have Ninetales lure them to their doom.) Fire Blast, its other attack,
while not as powerful, still manages to knock out all but about 12% of all
cards available in the game. It still requires four fire energy cards to use
its attack, but you only have to discard one to use the attack. So, if you have
a steady supply of energies, you can just keep using the attack turn after
turn, something you can't do with Charizard. Now, to combat Ninetales, you're
going to want to rely even more on status inducing attacks. This is because
with its Lure attack, Ninetales can send any potential threats back to the
bench. Any status will work fine really, although sleep is perhaps the least
preferred as there is a chance Ninetales could wake up and turn your active
Pokemon into poke-toast. Water types are recommended, of course, and with less
HP there are plenty more pokemon that pose a threat to Ninetales that Charizard
didn't have to worry as much about. Pokemon like Starmie and Kingler which can
now 2KO or OHKO Ninetales, respectively. You might also note, that since the
damage Ninetales deals is 1/3 less than Charizard's, it's now more likely that
the application of a Defender could stop it from OHKO'ing your pokemon, so be
sure to keep them handy. And lastly, I must mention Mr. Mime and Mew Lv8 whose
Pokemon Powers will completely negate damage from Ninetales.

Arcanine Lv45: This Arcanine is another powerhouse in the same vein as its
fire brethren Ninetales and Charizard. Both of its attacks pack a punch, but
both deal some sort of recoil whether it be actual damage or the removal of
an energy in order to be used. It's definitely a force to be reckoned with,
with its high HP. Like Charizard (and unlike Ninetales) however, it has a high
retreat cost, which you can use to your advantage with Energy Removal trainers
that will not only keep it from retreating, but attacking as well. Since
Arcanine is so similar to Ninetales and Charizard, I would suggest the same
sort of tactics to defeat it, and rather than realist them, you can just
reference them above.

Magmar Lv31: Magmar is unique among the fire types in that it offers a great
status inducing attack and has access to Smokescreen. Both are very potent and
make Magmar a threat very early on in a pokemon duel. It has decent HP and is a
basic pokemon, plus it has a low retreat cost, all adding up to make it a great
choice for any fire deck. There are a few pokemon that can thwart it, however.
Snorlax is great as it doesn't mind being poisoned and can potentially
paralyze Magmar. If you're looking to avoid its Smokescreen effects, you'll
have to retreat the affected pokemon to the bench, so a pokemon with a low
retreat cost would be beneficial. Be sure to keep a full heal around, as poison
damage is no fun. Other than that, water types are your best bet. A water type
like Lapras, Starmie, Dewgong, or Squirtle among others would be great as they
can inflict status.

Moltres Lv37: Moltres is a great asset to may decks because of its Pokemon
Power Firegiver. This gives it some energies to power up its Dive Bomb attack.
You can try and put it at a disadvantage by playing Muk, which will negate its
Pokemon Power, however your opponent may simply wait until Muk has already been
dealt with before playing Moltres. If Moltres has already been played, then you
will want to use a Pokemon that can induce status or that has Smokescreen. By
using Smokescreen, it requires the opponent to get two heads in order to do a
successful Dive Bomb. Another alternative is sleep which will cause the same
sort of thing. You might even try Haunter Lv17. While it will take a while to
get Moltres knocked out only dealing 10 damage per turn, you will have reduced
the chances of Moltres landing an attack to 12.5%. Mr. Mime is a great asset to
have as well since it doesn't need to worry about damage from Moltres at all
with its Pokemon Power Invisible Wall negating it all. Getting back to
Smokescreen, Magmar Lv31 is great as you can poison Moltres and then use
Smokescreen to avoid getting attacked. Just avoid using any sort of fighting
type as Moltres is resistant.

Blastoise: Blastoise can get very powerful very fast due to its Pokemon Power
Rain Dance, and its Hydro Pump is nothing to scoff at. That said, its electric
weakness leaves it quite vulnerable. Pokemon like Magnemite Lv13 and Electabuzz
Lv35 can take it out in two hits. Magnemite would use Thunder Wave on the first
turn, hopefully paralyzing, and then go kamikaze with Selfdestruct. If you're
lucky, you might have a Defender handy to keep Magnemite from knocking itself
out. The strategy is the same with Electabuzz, who aims to paralyze with
Thundershock, and then finish off with Thunderpunch. Raichu Lv40, either
Magneton, Jolteon Lv29, and Zapdos Lv64 have the potential to knock Blastoise
out in one hit. Outside of the electric types, pokemon that remove energies can
be helpful, although Blastoise's Pokemon Power allows them to be easily
reattached if the opponent has any energies available. Confusion would be a
wise status condition to inflict, as it could force a retreat, which would be
very expensive, and if it failed, would leave you in a perfect position to take
Blastoise out.

Gyarados: As powerful as Gyarados is, he's rarely seen due to the fact that his
initial form is so weak and easy to kill. And I highly advise you to do so
before Gyarados ever steps out to attack, particularly if it's powered up. If
Gyarados comes out without enough energy cards to attack, using a Pokemon that
can remove energies as a result of its Attack (like Dragonair or Golduck's
Hyper Beam and Poliwrath's Whirlpool) will keep Gyarados from being able to
ever attack, since your opponent can only attach one energy card per turn. A
Rain Dance deck bypasses this, so don't count on this strategy alone. Oddly
enough Gyarados is weak to grass rather than Electric. This isn't so bad as
there are plenty of grass types that can inflict status, which is a great way
to slow down and take out a powerhouse such as this. Gloom offers the only
move that confuses the opponent outright without involving a coin flip, and is
definitely a threat as it can also poison and has enough HP to take a Dragon
Rage attack. Butterfree's Mega Drain will deal heavy damage while healing off
much if not all of any damage dealt to it by Gyarados. Alternatively, it can
send Gyarados back to the bench with Whirlwind while still dealing it a heavy
40 damage in the process. Many other grass types have the capability to poison
or paralyze, both very good options. Of course, I must mention Mr. Mime once
again who need not worry about Gyarados' attacks with its Pokemon Power
Invisible Wall negating the damage. Mew Lv8 does the same with its Neutralizing

Lapras: Lapras is a great non-evolving basic Pokemon, and a great inclusion to
any water deck. Its Confuse Ray attack is a great attack to have, although in
some cases it's more beneficial to simply use Water Gun as it will deal more
damage and knock out the opponent's Pokemon more quickly. Since Lapras has
access to a confusion-inducing attack, you definitely want to keep Psychic
pokemon who are weak to psychic attacks away, since they will take double
damage if they hurt themselves in confusion. Electric types are great against
Lapras (I'm looking at you Magnemite Lv13 and Electabuzz Lv35) and can take it
out in one hit. As with any pokemon with high HP, status is great as it can
keep the pokemon from attacking or wear it down more quickly. Electric types
have access to quite a few paralyzing attacks, so those are great assets to
use. If you're worried about confusion, Snorlax is an option, and its Body Slam
attack does come with a chance of paralysis. Alternatively, you could just
keep a few Full Heals or Switch Trainer cards handy.

Articuno Lv35: This Articuno is a common inclusion in many Rain Dance decks due
to its high energy costs. You can use this to your advantage by including
Energy Removals in your deck to keep it from attacking. Snorlax deserves a
mention as it doesn't mind the paralysis and can paralyze Articuno right back.
Mr. Mime doesn't take any damage from Articuno so it's also an option. Other
than that, use status to knock out Articuno more quickly and to keep it from
attacking. Attacks like Sand Attack or Smokescreen work well, as does poison, 
confusion, and paralysis. Due to Articuno's high energy costs, Mewtwo Lv53 is
an option, as it takes a fully charged Articuno out in two hits and can take a
Blizzard attack.

Articuno Lv37: This Articuno can be rather dangerous, as it has the ability to
freeze the opponent's active pokemon when it's played if the coin flipping goes
right. What's more, Scoop Ups can be used to reuse and abuse the Pokemon Power.
Its main attack isn't anything to scoff at either, as it has the potential to
it benched pokemon with a hefty 40 damage. Mr. Mime is the first thing that
comes to mind as he'll negate the damage, but even if he's active, it's not
certain that he'll be the one taking the damage, since Ice Breath attacks a
random pokemon. For that reason it might be wise to include Scoop Ups in your
own deck so that you can manage who gets dealt damage and perhaps Scoop Up a
Pokemon that is in danger of being knocked out. You definitely want to keep
Articuno from attacking, and you do this through status. Energy Removals might
help, particularly if the Articuno is in a mixed deck, as it requires all water
energies to attack.

Raichu Lv40: Much like any other pokemon with high attack costs, Raichu doesn't
like having its energy cards removed. Unfortunately, it has a low retreat cost,
so it doesn't mind retreating if you inflict it with a status ailment like
poison. While Raichu's Thunder attack is rather powerful, the possibility of
dealing recoil damage will probably deter your opponent from using it except as
a last resort or if you're not putting up much of a fight and he/she thinks
Raichu will be able to absorb future damage. Agility is even more annoying, as
it can provide a free turn or two worth of damage and there is no way around it
other than to attack the bench, or using a Gust of Wind to bring out another
active pokemon. Using a fighting type is definitely recommended as it will deal
double damage to Raichu. A fighting type with an electric resistance would be
even better. Sandshrew, Cubone, and Rhyhorn are great counters. Sandshrew's
Sand Attack keeps Raichu from attacking while dealing 20 damage a turn. Cubone
would just love to get hit by a Thunder attack so that his rage attack would
knock out Raichu in one hit. If Raichu takes recoil damage after hitting
Rhyhorn with its Thunder attack, Rhyhorn finishes it off with its Horn Attack.
And of course, Hitmonchan and Hitmonlee can knock Raichu out in one hit, plus
Hitmonlee can use Stretch Kick to hit the bench if Raichu is keen on using

Electabuzz Lv45: Electabuzz is a powerhouse in the early game, as it has good
HP, is a basic pokemon, and has ridiculously low energy requirements for a
great amount of damage. If you are unprepared, Electabuzz could easily take you
out within the first few turns of the game because it can power up so quickly
and has the potential to do so much damage. Snorlax is a good counter to
Electabuzz as it can't be paralyzed, and can paralyze back. However, if Snorlax
isn't already powered up with energy cards, it too will fall to Electabuzz. The
real way to take out an Electabuzz is with fighting types, and there are plenty
that can do the job. Hitmonchan is a great choice, as two Jabs will wipe
Electabuzz out. Machop is ok, but if it gets paralyzed by Electabuzz's
Thundershock and then Electabuzz gets a 40 damage Thunderpunch, Machop is long
gone. Anything with a an electric resistance also works well. Status helps as
usual to take Electabuzz down, but since there are very few attacks that
automatically inflict status as a result of the attack it's sometimes better
just to try and deal more damage to Electabuzz and take it out that way even
if it results in the loss of a pokemon in the process.

Jolteon Lv29: Jolteon can do some major damage with just three energies.
Thankfully, it doesn't have the best HP and it's weak to fighting types, which
is a hard-hitting bunch. Fighting types with electric resistances fare even
better, like Sandshrew, Cubone and Rhyhorn. Mr. Mime will only take a maximum
of 20 damage a turn, and Jolteon has a 1/4 chance of dealing just 20 damage, so
Mr. Mime makes a fairly reliable counter. Mew Lv8 will nullify any incoming
damage with its Neutralizing Shield. Other than that, a pokemon that has 70HP
or more would be a good counter, as it will take all heads flipped in order to
knock it out, so you should get at least two hits on Jolteon. Chansey has tons
of HP to absorb hits, and can Scrunch to avoid damage until it's able to
attack, at which points it destroys Jolteon with Double-Edge. Anything that can
prevent you from taking damage or that gives Jolteon a status condition is a
good idea.

Zapdos Lv64: This Zapdos may have some ridiculously damaging attacks, but at
that energy cost, I would venture to say it's not really worth it. Not to
mention the fact that it has such a high retreat cost. Why, it could very well
seal its fate using its own attacks. Thunder has recoil damage potential and
then Thunderbolt requires a removal of ALL energy cards! However, it's tied
with Charizard for having the most damaging attack in the TCG. To deal with
Zapdos, just get it out off the bench before it's powered up to attack. You can
use Energy Removals to keep it out of commission if you need an extra turn to
attack it. Because both of its attacks cause such negative effects to itself,
it shouldn't be long before Zapdos is knocked out. Attacks like Agility or
Smokescreen, or any status effect is great though, as you still want to avoid
damage. Unfortunately, all pokemon resistant to electricity are fighting types,
which means that they will also deal 30 less damage to Zapdos. As usual, Mr.
Mime won't be taking any damage at all and can Meditate Zapdos' health away.

Zapdos Lv68: Now this Zapdos is very dangerous, to both players. Its Pokemon
Power does 30 damage to a random Pokemon when played, and then using its attack
it does 70 damage to a random Pokemon. Since you can't really determine which
pokemon this card will attack, it's hard to say any one pokemon has an
advantage, what with Zapdos not having any weakness. However, trainer cards can
provide you with an advantage. You can use Scoop Up cards to get pokemon off of
your bench, so you're less likely to get hit. You can also use Pokemon Flute to
put more pokemon on the opponent's bench, which will increase the chances of
your opponent hurting himself. Mr. Mime is mentionable as he won't take damage
from either attack, whether active or on the bench.

Hitmonlee: The kicking fiend. Hitmonlee is a great fighting pokemon plagued
only by a slight lack of HP. While he is somewhat disadvantaged by the fact
that his only direct damaging attack requires three energy cards, being able to
attack the bench does provide an advantage, and 50 damage for three energy
cards is rather deadly. Due to its poor HP, there are many psychic types that
can handle Hitmonlee, with Gastly and its evolutions providing a great counter,
as they have resistance to fighting types while dealing double damage to
Hitmonlee. Of course, even though pokemon may be resistant to Hitmonlee's
attack, Hitmonlee may instead decide to attack the bench (in fact I've noticed
that the computer AI will often choose to do this for whatever reason). You
can use a Defender to prevent this, because the computer does not recognize
that you have attached a defender to the benched pokemon and will continue to
attack it even if there are other pokemon on the bench available to attack
that do not have a defender attached. Scyther is a another good counter, and
Mr. Mime won't be taking any damage as he knocks Hitmonlee out with two

Hitmonchan: Hitmonchan is like version two of Hitmonlee. He has 10 more HP, can
attack with just one energy, but his Special Punch doesn't do as much damage as
Hitmonlee's High Jump Kick. You could make arguments either way as to which is
better, although it most likely depends on your play style and deck
construction. Unlike Hitmonlee, Mr. Mime gets beat silly by Hitmonchan, as it
will take damage from Hitmonchan's Jab attack. Gastly and its evolutions are
even better here though, as they will take little damage due to their handy
resistance to fighting. If you have trouble with Hitmonchan, definitely try to
give it some sort of status, as it will cost Hitmonchan more to retreat to the

Aerodactyl: Aerodactyl's claim to fame is its Pokemon Power which halts all
evolution by both players. It can completely devastate a deck bent on evolution
if it appears early on in the game. To prevent this, use a Gust of Wind to
bring out Mysterious Fossil and knock it out. Thankfully, Aerodactyl has low HP
and so it's easily taken out by grass types, which it is weak to. Giving it a
status is something it won't like either. Scyther is probably the best counter
here as it's a basic pokemon, will knock Aerodactyl out in one hit, and is
resistant to its attack.

Alakazam: Alakazam's Pokemon Power Damage Swap is known to many for being a
royal pain in the Jigglypuff. It's great at stalling as it can divert damage
from the active pokemon or from itself if it's the one doing the attacking.
Its Confuse Ray attack is nothing to scoff at either, as confusion is a rather
difficult status to deal with. Now, Snorlax is the obvious counter, since it
can't be confused and can paralyze Alakazam so that its Pokemon Power is no
longer functional. Just about anything with a psychic resistance is great, but
Lickitung has an advantage in that it can confuse Alakazam back with its
Supersonic attack. This is particularly useful as Alakazam will deal a hefty
40 damage to itself if it attacks itself in confusion. Mr. Mime should be
avoided as its Pokemon Power is not active while its confused, so it will take
full confusion damage if it hit itself. Gastly and its evolutions are certainly
an option as they have no weakness yet can deal Alakazam double damage.

Haunter Lv17: And you thought Alakazam was bad. Haunter's combination of its
Transparency ability and its Nightmare attack result in a 25% chance that its
opponent's active pokemon will get to attack next turn. If the pokemon's attack
requires a coin flip to work, that percentage is reduced to 12.5%. Thankfully
Nightmare only does 10 damage, but allows Haunter to stall until it can evolve.
Unfortunately, Haunter doesn't have a weakness, and it can retreat to the bench
at will. Still, poison, confusion and paralysis will work wonders. Attacks like
Smokescreen and Agility are great as well, as you'll be safeguarded a bit from
possible sleep status. Snorlax is an option since he doesn't mind sleep and can
paralyze Haunter, plus he won't take any damage. Really, any pokemon with
psychic resistance will eventually knock out Haunter, it's just a matter of

Mr. Mime: I don't know how many times I've mentioned this pokemon in this
guide. He makes a great counter to many of the powerful pokemon simply because
they cannot damage him. Funnily enough, most of the good Mr. Mime counters are
basic pokemon, simply because they can damage Mr. Mime so easily. Weedle makes
a great counter, as Mr. Mime doesn't do well with status infliction. The
ultimate threat though, is Nidoking's Toxic, which is the only attack that can
knock out Mr. Mime in one turn. Funnily enough Nidoking is weak to psychic
attacks. Lickitung does well to confuse or paralyze Mr. Mime, who likes neither
and can't damage Lickitung. Anything with psychic resistance and a base attack
of 20 or less works great. Koffing is worth a mention as it will either confuse
or poison Mr. Mime, neither of which Mr. Mime likes. Gastly and its evolutions
also do well against Mimey, as Gastly Lv17 can paralyze it, while Haunter can
put it to sleep, all while dealing maximum damage.

Wigglytuff: Do the Wave! What an annoying little attack. Wigglytuff is nice
because it has a sleep inducing move to stall the opponent while it gets enough
energies to use its damaging attack, which increases in power as pokemon are
added to the bench. Gust of Winds are crucial here as they will allow you to
bring benched pokemon out to play, which you can defeat and gain a prize card,
while at the same time lessening Wigglytuff's potential attack power. Snorlax
should be mentioned since it can't be put to sleep, and can paralyze Wiggly.
It's a shame that it has such high energy costs. Any fighting type does well
against Wigglytuff, with Hitmonchan coming to mind as it powers up quickly and
has enough HP to take a hit. Be sure to keep Full Heals on hand to deal with
sleep status against Wigglytuff!

Chansey: Chansey ties with Charizard for the most HP in the game. It serves her
well, although the immense recoil from her double-edge attack is rather
disappointing. Chansey is often better of stalling rather than attacking, but
can certainly go kamikaze if the need arises. Chansey doesn't mind status too
much, often deflecting it with her Scrunch attack. However poison isn't a bad
option, neither is confusion. Fighting types are great here, especially the
heavy hitters like Hitmonchan and Hitmonlee. The only way to bypass Chansey's
Scrunch attack is by switching it out, so a Gust of Wind may be in order.

Kangaskhan: Kangaskhan is a very interesting pokemon in that it's one of the
only pokemon that will allow you to draw a card from the deck (the other being
Lv15 Meowth). It also has a pricey but powerful Comet Punch. My recommendation
would be to bring along a fighting type pokemon to take it out quickly before
it can get enough energy cards to attack. Energy Removals will help as
Kangaskhan will often take double colorless energies. Status will once again
help take down Kangaskhan, who has a ton of HP for a basic pokemon.

Tauros: Tauros is a very dangerous pokemon that will easily knock your pokemon
out if you don't play close attention to it. It does great damage for the
amount of energy cards, the only real drawback being the possibility of
confusion. However, if you pack your deck with lots of Full Heals and Switch
cards, you have a way to keep Tauros going. Now, Tauros is perhaps one of the
only opponents you might want to hold off on attacking, or at least, attack
with caution, because its Rampage attack increases in damage the more damage
counters on Tauros. So, to defeat it, you'll want to keep an eye on the amount
of damage you're doing and how much HP you have left. Try to knock Tauros out
in one hit if possible. Energy removals and super energy removals help as it
often has double colorless energies attached to it. Attacks like Agility and
Smokescreen are great ways to slow Tauros down and keep your pokemon safe.

Snorlax: It's most known for its Pokemon Power Thick Skinned, which keeps it
safe from status, and which is why I've mentioned it so many times in this
guide. Now, it's a bit overrated as it has a ridiculously high energy cost and
a high retreat cost as well. If you don't mind that, then it's a great
defensive pokemon. To defeat a Snorlax, use a fighting type. Fighting types are
known for having low energy costs and highly damaging attacks, which is perfect
against Snorlax.

 13. Multiplayer Guide \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\/////

Pokemon TCG is a Type 2 Game Boy Pak (also known as Class B or Black Cartridge)
and as such can be played on a multitude of systems including the original Game
Boy, the Game Boy Pocket, the Game Boy Light, the Game Boy Color, the Game Boy
Advance and Game Boy Advance SP. As a multiplayer game, it requires a link
cable in order to exchange data with the other player. Among these systems
there are three different sizes of connection ports, thereby requiring a
certain type of cable or adapter depending on the system that each player is
using. In this portion of the FAQ I will detail the different cables required
for whatever combination of systems you happen to be using and will also
explain how the multiplayer function works in-game.

To begin, a rundown of the game boy systems according to port size:

Game Boy:

| ---------- |
||  ------  || <-- Link Cable Port
||.|      | ||                        ______
|| |      | ||        Actual size:   |======| (Generation I)
|| |______| ||                        ------
| ---------' |
|...GMBY.    |
|          O.|
|_||_    O.  |
|-||-        |
|    ////  \\|

Game Boy Pocket:               ____________
                              | ---------- |
                              || -------- ||
          Link Cable Port --> |||        |||
                   ____       |||        |||
   Actual size:   |====|      |||________|||
                   ----       | ----------'|
              (Generation II) |   (NTDO)   |             
                              | _||_   o O |
                              | -||-       |
                              |     = = .;;|

Game Boy Light:                ------------
                              | ---------- |
                              || -------- ||
          Link Cable Port --> |||        |||
                   ____       |||        |||
   Actual size:   |====|      |||________|||
                   ----       | ----------'|
              (Generation II) |   (NTDO)   |             
                              | _||_   o O |
                              | -||-       |
                              |     = = .;;|

Game Boy Color:                ____________
                              | ---------- |
                              ||  ------  ||
                              ||.|      | ||
          Link Cable Port --> || |      | ||
                   ____       || |______| ||
   Actual size:   |====|      |'.________.'|
                   ----       |   (NTDO)   |             
              (Generation II) | _||_   o O |
                              | -||-       |
                              |            |
                              |    = =  .;;|

Game Boy Advance:

                 ,----------- Link Cable Port
                 V                              ____
       _______________          Actual size:   |====|
  _---; _____________ ;---_                    '-__-'
 :---' |.-----------.| ';--;              (Generation III)      
 |_||_ ||           ||     | 
 |-||- ||           || o O |
 |    o||           ||     |
 :    o|'-----------'| ==  ;
  '-._  -___________-  _.-'

Game Boy Advance SP: (Closed, but with see-through top to view controls.)

                 ,----------- Link Cable Port
                 V                              ____
             _____________      Actual size:   |====|
            {_||___|___||_}                    '-__-'
            ;--'   '------;               (Generation III) 
            |      o     =|
            | _||_    o O |
            | -||-:::     |
            |     :::     |
            |     o o     |

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

               Side by side comparison of link cable port sizes:
                         ______        ____         ____
                      I |======|   II |====|   III |====|
                         ------        ----        '-__-'
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

I will now list the compatible link cables or adapters that can be used
depending on the combination of systems used. Note that I am listing only
official Nintendo brand cables. Third party cables may be used, but they may
not follow the setup outlined below in that they may have a variety of
different plugs on either side of the cable. The size I, II, or III plugs I
mention below refer to the sizes outlined above.

Player 1: Game Boy
Player 2: Game Boy

Connection options:
- Use a Game Link Cable (model DMG-04) (also known as Game Boy Video Link).
This cable has two size "I" plugs, one at each end of the cable.

- Use a Game Boy Pocket Game Link Cable (model MGB-008) and two Universal Game
Link Adapters (model DMG-14). The Game Boy Pocket Game Link Cable is a cable
with two size "II" plugs, one at each end of the cable. A Universal Game Link
Adapter would be attached to each plug, so that there is now a size "I" plug at
each end.

- Use a Game Boy Color Game Link Cable (model CGB-003) and two Universal Game
Link Adapters (model DMG-14). The Game Boy Color Link Cable (CCB-003) is a
cable with two size "II" plugs, one at each end of the cable. A Universal Game
Link Adapter would be attached to each plug, so that there is now a size "I"
plug at each end.

- Use a Universal Game Link Cable (model MGB-010) and one Universal Game Link
Adapter (model DMG-14). The Universal Game Link Cable (MGB-010) is a cable with
one size "II" plug at one end, a splitter in the middle, and two short cables
with plugs at the other end. One of these cables has a size "I" plug, and the
other has a size "II" plug. A Universal Game Link Adapter would be attached to
the size "II" plug on the side of the splitter with only one cable branching
off of it. Alternatively, if the size "I" plug on the Universal Game Link Cable
was no longer functioning properly, or simply because you wanted to, you could
attach a Universal Game Link Adapter to each of the size "II" plugs on the
cable, so there is now two size "I" plugs one one end (one with an adapter and
one without) and then another size "I" plug on the other end (with an adapter).

Player 1: Game Boy
Player 2: Game Boy Pocket, Game Boy Light, Game Boy Color, Gameboy Advance, or
Game Boy Advance SP
Connection options:
- Use a Game Link Cable (model DMG-04) (also known as Game Boy Video Link) and
one Game Link Cable Adapter (model MGB-004). The Game Link Cable has two size
"I" plugs, one at each end of the cable. Attach a Game Link Cable Adapter to
one of the plugs so that there is now a size "I" plug on one side of the cable
and a size "II" plug on the other side of the cable.

- Use a Universal Game Link Cable (model MGB-010). The Universal Game Link
Cable (MGB-010) is a cable with one size "II" plug at one end, a splitter in
the middle, and two short cables with plugs at the other end. One of these
cables has a size "I" plug, and the other has a size "II" plug. Attach the size
"II" plug that sits alone on one side of the splitter to Player 2's Game Boy
Pocket, Game Boy Light, Game Boy Color, Gameboy Advance, or Game Boy Advance
SP, and attach the size "I" plug to Player 1's Game Boy. Attaching the two
plugs on the same side of the splitter to the Game Boys will not work.

- Use a Game Boy Pocket Game Link Cable (model MGB-008) and one Game Link Cable
Adapter (model MGB-004). The Game Boy Pocket Game Link Cable is a cable with
two size "II" plugs, one at each end of the cable. Attach a Game Link Cable
Adapter to one of the plugs so that there is now a size "I" plug on one side of
the cable and a size "II" plug on the other side of the cable.

- Use a Game Boy Color Game Link Cable (model CGB-003) and one Game Link Cable
Adapter (model MGB-004). The Game Boy Color Link Cable is a cable with two size
"II" plugs, one at each end of the cable. Attach a Game Link Cable Adapter to
one of the plugs so that there is now a size "I" plug on one side of the cable
and a size "II" plug on the other side of the cable.

Player 1: Game Boy Pocket, Game Boy Light, Game Boy Color, Gameboy Advance, or
Game Boy Advance SP
Player 2: Game Boy Pocket, Game Boy Light, Game Boy Color, Gameboy Advance, or
Game Boy Advance SP

Connection Options: 
- Use a Game Boy Color Game Link Cable (model CGB-003). This cable has two size
"II" plugs, one at each end of the cable.

- Use a Game Boy Pocket Game Link Cable (model MGB-008). This cable has two
size "II" plugs, one at each end of the cable.

- Use a Universal Game Link Cable (model MGB-010). Attach a size "II" plug to
each player's device.

- Use a Game Link Cable (model DMG-04) (also known as Game Boy Video Link) and
two Game Link Cable Adapters (model MGB-004). A Game Link Cable Adapter would
be attached to each plug, so that there is now a size "II" plug at each end.

NOTE: The size "II" plug will fit into a size "III" slot. In fact, it is a
requirement for you to use a size "II" plug in any size "III" slot because a
cord with a size "III" plug is NOT COMPATIBLE with the multiplayer feature on
Pokemon TCG. That means, if you have a Game Boy Advance or Game Boy Advance SP
you will need to use a cord with a size "II" plug to connect it to another
device. Size "III" cords are only used with GBA GAMES to connect together two
or more Game Boy Advance Systems, Game Boys Advance SP Systems, or a
combination thereof.

Purchasing cables and adapters: Nintendo is no longer selling any of the
aforementioned cables or adapters; they are discontinued products. You may be
able to find them online, at a used game store, or at the flea market. If you
are ordering online, be sure to ask/look for the model number of the cable, to
ensure that it is Nintendo brand. Third-party cables will work fine, just be
sure that you know what size plugs are on either end. 

Just a note, the Game Boy Color Link Cable (model CGB-003) was sold in a set
called the Universal Game Link Cable Set in the USA and Europe along with the
Universal Game Link Adapter (model DMG-14). As far as I know, this was the only
way to obtain either product in either region. The Universal Game Link Cable
(model MGB-010) was packaged with the Game Boy Printer and was not available
separately. I'm unsure as to how the Game Link Cable (model DMG-04) or the 
Universal Game Link Adapter (model DMG-14) were packaged outside of Japan, as I
have not been able to locate box pictures for either of these products. In
Japan they were both released separately. The Game Boy Pocket Game Link Cable
(model MGB-008) may have only been released in Japan. 

If you're still having trouble connecting, it might be worth your while to
check out the manual that comes with the Game Boy Advance system as it explains
how and what you'll need to connect and provides a few diagrams to help you
figure out how the connections work. What's more you can download it in three
different languages from here: 

The Super Game Boy: Pokemon TCG can also be used in conjunction with the Super
Game Boy, which is an adapter cartridge for use with Nintendo's Super Nintendo
Entertainment System as well as the Super Famicom in Japan. The Super Game Boy
will display the game graphics on the TV screen using the SNES or Super Famicom
controllers. When the Pokemon TCG is played on the Super Game Boy, it features
enhanced colors during battles, making it look almost identical to its display
on a Game Boy Color.

The Super Game Boy 2: The updated version of the Super Game Boy, the Super Game
Boy 2, which is also for use on Nintendo's Super Nintendo Entertainment System
or the the Super Famicom in Japan, has a built-in link port (size "II") which
will allow you to access the multiplayer mode of Pokemon TCG if you hook up
(using the appropriate cables/adapters) a Game Boy system or another Super Game
Boy 2 (with its own SNES/Famicom and TV screen). This will allow for epic, big
screen battles. Just be sure to point the TV screens away from each other so
that you can't see the other player's hand, because that would be cheating! :P

The Battle Center: In order to access Pokemon TCG's multiplayer mode, just
walk up to the Clerk closest to the PC in any of the Club lobbies or the
Challenge Hall and respond "Yes" when asked if you would like to duel a friend. 
Note that both players need a copy of Pokemon TCG in order to battle. Now make
sure that the appropriate link cable plug is plugged into each Game Boy's EXT
port (see above for more info on this). Once both players have reached the
screen displaying the two yellow Game Boy Colors, press Start on one of the
Game Boys. The player that presses Start will be able to choose the number of
prizes the duel will be played for (from two to six). Play will progress as
usual, with each player taking turns to attack until one of the players
satisfies the winning conditions, after which the battle ends and both players
are returned to the Club Lobby.

The Gift Center: Right next to the Battle Center clerk is the Gift Center
clerk. She will give you four options: Send Card, Receive Card, Send Deck
Construction, and Receive Deck Construction. Unlike the Battle Center, which
uses a Link Cable to exchange data, card and deck exchanges are done using the
Game Boy Color's infrared communications port on the top of the system. Card
trading works at a max distance of about 8 inches. Nintendo states that the
'proper' distance is 1.5-2 inches per their website: http://www.nintendo.com
consumer/systems/gameboy/trouble_infrared.jsp Up to 60 cards may be sent at one
time. This is the only way to acquire more than two of each of the Legendary
Pokemon Cards, as you will not receive any more cards as prizes for beating the
Grand Masters after collecting two of each Legendary Pokemon Card.

Note: The Game Boy Color is the only system with an infrared port, meaning that
if both you and the person you are trading with do not have a Game Boy Color
and a Pokemon TCG game, you will not be able to trade.

 14. Card Info Appendix \\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\//\

This section will contain a listing of all the cards in the game, which packs
they're found in, and which trainers will give you which packs. You won't find
in-depth info on each individual card. I felt that the Card List provided by
NickWhiz1 http://www.gamefaqs.com/gbc/250612-pokemon-trading-card-game/faqs/
7698 more than covered this and that its inclusion here would make the FAQ
even longer than it already is.

There are four trading card packs in the game: Colosseum, Evolution, Mystery
and Laboratory. The following is a listing of the cards that can be found in
each pack in game order. I have also provided the Promotional Card list as it
appears in the Card Album in the PC. There are 228 cards total including the
Card Pop! promotional cards.

1. Colosseum (56 Cards Total)          2. Evolution (50 cards total)

   A01 Nidoran(M) Lv20                    B01 Bulbasaur  Lv13
   A02 Nidorino   Lv25                    B02 Ivysaur    Lv20
   A03 Tangela    Lv12                    B03 Venusaur   Lv67
   A04 Scyther    Lv25                    B04 Caterpie   Lv13
   A05 Pinsir     Lv24                    B05 Metapod    Lv21
   A06 Charmander Lv10                    B06 Butterfree Lv28
   A07 Charmeleon Lv32                    B07 Weedle     Lv12
   A08 Growlithe  Lv18                    B08 Kakuna     Lv23
   A09 Arcanine   Lv45                    B09 Beedrill   Lv32
   A10 Ponyta     Lv10                    B10 Nidoking   Lv48
   A11 Magmar     Lv24                    B11 Bellsprout Lv11
   A12 Seel       Lv12                    B12 Weepinbell Lv28
   A13 Dewgong    Lv42                    B13 Victreebel Lv42
   A14 Goldeen    Lv12                    B14 Charizard  Lv76
   A15 Seaking    Lv28                    B15 Rapidash   Lv33
   A16 Staryu     Lv15                    B16 Flareon    Lv28
   A17 Magikarp   Lv8                     B17 Squirtle   Lv8
   A18 Gyarados   Lv41                    B18 Wartortle  Lv22
   A19 Pikachu    Lv12                    B19 Blastoise  Lv52
   A20 Raichu     Lv40                    B20 Krabby     Lv20
   A21 Magnemite  Lv13                    B21 Kingler    Lv27
   A22 Magneton   Lv28                    B22 Starmie    Lv28
   A23 Electabuzz Lv35                    B23 Vaporeon   Lv42
   A24 Zapdos     Lv64                    B24 Jolteon    Lv29
   A25 Diglett    Lv8                     B25 Sandshrew  Lv12
   A26 Dugtrio    Lv36                    B26 Sandslash  Lv33
   A27 Machop     Lv20                    B27 Machoke    Lv40
   A28 Hitmonchan Lv33                    B28 Machamp    Lv67
   A29 Abra       Lv10                    B29 Geodude    Lv16
   A30 Kadabra    Lv38                    B30 Graveler   Lv29
   A31 Rattata    Lv9                     B31 Golem      Lv36
   A32 Raticate   Lv41                    B32 Cubone     Lv13
   A33 Jigglypuff Lv14                    B33 Marowak    Lv32
   A34 Wigglytuff Lv36                    B34 Gastly     Lv8
   A35 Meowth     Lv14                    B35 Haunter    Lv22
   A36 Chansey    Lv55                    B36 Gengar     Lv38
   A37 Kangaskhan Lv40                    B37 Jynx       Lv23
   A38 Snorlax    Lv20                    B38 Pidgey     Lv8
   A39 Professor Oak                      B39 Pidgeotto  Lv36
   A40 Bill                               B40 Pidgeot    Lv40
   A41 Switch                             B41 Jigglypuff Lv13
   A42 Poke Ball                          B42 Eevee      Lv12
   A43 Scoop Up                           B43 Pokemon Trader
   A44 Computer Search                    B44 Pokemon Breeder
   A45 Pluspower                          B45 Clefairy Doll
   A46 Defender                           B46 Energy Retrieval
   A47 Item Finder                        B47 Energy Search
   A48 Potion                             B48 Gust of Wind
   A49 Full Heal                          B49 Super Potion
   A50 Revive                             B50 Pokemon Flute
   E01 Grass Energy
   E02 Fire Energy
   E03 Water Energy
   E04 Lightning Energy
   E05 Fighting Energy
   E06 Psychic Energy

3. Mystery (51 cards total)            4. Laboratory (51 cards total)

   C01 Nidoran(F) Lv13                    D01 Ekans      Lv10
   C02 Nidorina   Lv24                    D02 Arbok      Lv27
   C03 Nidoqueen  Lv43                    D03 Zubat      Lv10
   C04 Oddish     Lv8                     D04 Golbat     Lv29
   C05 Gloom      Lv22                    D05 Venonat    Lv12
   C06 Vileplume  Lv35                    D06 Venomoth   Lv28
   C07 Paras      Lv8                     D07 Grimer     Lv17
   C08 Parasect   Lv28                    D08 Muk        Lv34
   C09 Exeggcute  Lv14                    D09 Koffing    Lv13
   C10 Exeggutor  Lv35                    D10 Weezing    Lv27
   C11 Vulpix     Lv11                    D11 Tangela    Lv8
   C12 Ninetales  Lv32                    D12 Ninetales  Lv35
   C13 Flareon    Lv22                    D13 Magmar     Lv31
   C14 Moltres    Lv35                    D14 Psyduck    Lv15
   C15 Shellder   Lv8                     D15 Golduck    Lv27
   C16 Cloyster   Lv25                    D16 Poliwag    Lv13
   C17 Lapras     Lv31                    D17 Poliwhirl  Lv28
   C18 Vaporeon   Lv29                    D18 Poliwrath  Lv48
   C19 Omanyte    Lv19                    D19 Tentacool  Lv10
   C20 Omastar    Lv32                    D20 Tentacruel Lv21
   C21 Articuno   Lv35                    D21 Horsea     Lv19
   C22 Pikachu    Lv14                    D22 Seadra     Lv23
   C23 Raichu     Lv45                    D23 Magnemite  Lv15
   C24 Voltorb    Lv10                    D24 Magneton   Lv35
   C25 Electrode  Lv42                    D25 Electrode  Lv35
   C26 Jolteon    Lv24                    D26 Onix       Lv12
   C27 Zapdos     Lv40                    D27 Marowak    Lv26
   C28 Mankey     Lv7                     D28 Hitmonlee  Lv30
   C29 Primeape   Lv35                    D29 Slowpoke   Lv18
   C30 Rhyhorn    Lv18                    D30 Slowbro    Lv26
   C31 Rhydon     Lv48                    D31 Gastly     Lv17
   C32 Kabuto     Lv9                     D32 Haunter    Lv17
   C33 Kabutops   Lv30                    D33 Hypno      Lv36
   C34 Aerodactyl Lv28                    D34 Mr. Mime   Lv28
   C35 Alakazam   Lv42                    D35 Mewtwo     Lv53
   C36 Drowzee    Lv12                    D36 Pidgeot    Lv38
   C37 Mew        Lv23                    D37 Spearow    Lv13
   C38 Clefairy   Lv14                    D38 Fearow     Lv27
   C39 Meowth     Lv15                    D39 Clefable   Lv34
   C40 Persian    Lv25                    D40 Doduo      Lv10
   C41 Farfetch'd Lv20                    D41 Dodrio     Lv28
   C42 Lickitung  Lv26                    D42 Ditto      Lv19
   C43 Tauros     Lv32                    D43 Porygon    Lv12
   C44 Dratini    Lv10                    D44 Imposter Professor Oak
   C45 Dragonair  Lv33                    D45 Lass
   C46 Dragonite  Lv45                    D46 Super Energy Removal
   C47 Mr. Fuji                           D47 Pokedex
   C48 Mysterious Fossil                  D48 Devolution Spray
   C49 Energy Removal                     D49 Maintenance
   C50 Pokemon Center                     D50 Gambler
   E07 Double Colorless Energy            D51 Recycle

5. Promotional Card (18 cards total) (or is it 20?)

   P01 Arcanine        Lv34
   P02 Moltres         Lv37
   P03 Articuno        Lv37
   P04 Pikachu         Lv16
   P05 Pikachu         Lv16
   P06 Flying Pikachu  Lv12
   P07 Surfing Pikachu Lv13
   P08 Surfing Pikachu Lv13
   P09 Electabuzz      Lv20
   P10 Zapdos          Lv68
   P11 Slowpoke        Lv9
   P12 Mewtwo          Lv60
   P13 Mewtwo          Lv60
   P14 Mew             Lv8
   P15 Jigglypuff      Lv12
   P16 Dragonite       Lv41
   P17 Imakuni?
   P18 Super Energy Retrieval

I have yet to acquire the Card Pop cards, so like most of the other guide
writers, we'll just label them PXX. :P If you know the correct number, or if
that is indeed their correct number, email me at nicholasmgrimes@gmail.com

   PXX Venusaur        Lv64
   PXX Mew             Lv15

Now I will list all the trainers in the game by booster pack they provide and
by how many prize cards they play for. This will help you if you're looking for
a specific card as you can choose the quickest opponent to defeat.

Colosseum Boosters (10 Trainers)
Prizes - Name...................Location.................Deck Name
  2 - Sara.................(Water Club Floor)......Waterfront Pokemon Deck
  4 - Andrew...............(Rock Club Floor).......Blistering Pokemon Deck
  4 - Heather .............(Grass Club Floor)......Kaleidoscope Deck
  4 - Brandon..............(Lightning Club Floor)..Power Generator Deck
  4 - Nicholas.............(Lightning Club Floor)..Boom Boom Selfdestruct Deck
  4 - Adam.................(Fire Club Floor).......Flamethrower Deck
  4 - Jonathan.............(Fire CLub Floor).......Reshuffle Deck
  4 - Michael..............(Fighting Club Floor)...Heated Battle Deck
  4 - Jessica..............(Fighting Club Floor)...Love To Battle Deck
  6 - Club Leader Amy......(Water Club Floor)......Go Go Rain Dance Deck

Evolution Boosters (7 Trainers)
Prizes - Name...................Location.................Deck Name
  3 - Ryan.................(Rock Club Floor).......Excavation Deck
  4 - Kristin..............(Grass Club Floor)......Flower Garden Deck
  4 - Erik.................(Science Club Floor)....Poison Deck
  4 - John.................(Fire Club Floor).......Anger Deck
  4 - Robert...............(Psychic Club Lobby)....Ghost Deck
  4 - Daniel...............(Psychic Club Floor)....Nap Time Deck
  4 - Chris................(Fighting Club Floor)...Muscles For Brains Deck

Mystery Boosters (9 Trainers)
Prizes - Name...................Location.................Deck Name
  3 - Amanda...............(Water Club Floor)......Lonely Friends Deck
  4 - Matthew..............(Rock Club Lobby).......Hard Pokemon Deck
  4 - Brittany.............(Grass Club Lobby)......Etcetera Deck
  4 - David................(Science Club Floor)....Lovely Nidoran Deck
  4 - Joshua...............(Water Club Floor)......Sounds Of The Waves Deck
  4 - Jennifer.............(Lightning Club Floor)..Pikachu Deck
  6 - Club Leader Gene.....(Rock Club Floor).......Rock Crusher Deck
  6 - Club Leader Isaac....(Lightning Club Floor)..Zapping Selfdestruct Deck
  6 - Club Leader Ken......(Fire CLub Floor).......Fire Charge Deck

Laboratory Boosters (6 Trainers)
Prizes - Name...................Location.................Deck Name
  4 - Joseph...............(Science Club Floor)....Flyin' Pokemon Deck
  4 - Stephanie............(Psychic Club Floor)....Strange Power Deck
  6 - Club Leader Nikki....(Grass Club Floor)......Flower Power Deck
  6 - Club Leader Rick.....(Science Club Floor)....Wonders Of Science Deck
  6 - Club Leader Murray...(Psychic Club Floor)....Strange Psyshock Deck
  6 - Club Leader Mitch....(Fighting Club Floor)...First-Strike Deck

Remember that Imakuni? might give you a booster pack of each type when you beat
him (depending on the amount of times you've beat him).
1-2 times: One of each booster pack.
3rd time: Imakuni? promo card.
4-5 times: One of each booster pack.
6th time: Imakuni? promo card.
7+ times: One of each booster pack.

Also remember that Dr. Mason will periodically send you booster packs through
the PC. You can save just before you open them and then turn the game off and
try again until you get the card(s) you want.

Miscellaneous Notes:
- The game does not include Electrode from the Basic Set or Ditto from the
Fossil Set. Not to mention the non-holographic version of every rare card holo
card from the Jungle and Fossil sets.

- Ninetale's name is misspelled as "Ninetails".

- While Ronald appears in Ishihara's house after defeating him and the Grand
Masters at the Pokemon Dome, there is no way to battle him again other than
his random appearances at the Challenge Cup where he will always use his
Invincible Ronald Deck.

- There is no way to get inside the door in the upper right hand corner of the
Challenge Hall Arena. That door is the door your opponent walks in from... or
so it's said. :P

- After the final trade with Ishihara which is triggered after defeating the
Grand Masters, Ishihara will disappear. If you talk to one of the three NPCs
that initiate some of the Ishihara trades, they will tell you that he's left to
search for a very rare card. He will never return.

 15. References \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\\\\\//\\\\\

- Pokemon TCG IGN Guide: 

- Game Boy Series Model Number Info:

- Game Link Cable Explanation/Rant:

- Nintendo GBA Manuals:

- Pokemon Card GB2 Translation Info:

- Super Game Boy 2 Info Page:

---Wikipedia Articles---
- Pokemon TCG Game:

- Super Game Boy/Super Game Boy 2:

- Game Link Cable:

- Game Boy:

- Game Boy Line:

- Game Boy Color:

Many of the General & In-Depth FAQs already listed for this game provided great
reference material. I hope that this guide adds something to this wealth of

 16. Thanks & Copyright Info \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//

I would like to thank Satoshi Tajiri for creating the Pokemon franchise,
Nintendo for making this game on such a great system, all the card illustrators
who did such a wonderful job translating the first 151 pokemon into card
format, and Wizards of the Coast for distributing the cards here in the US. I
would like to thank all those who edit on Wikipedia and who write guides for
gamefaqs, your work is certainly appreciated. I would also like to thank
pinkerdroit and The Crossing Raven from ACC for your encouragement. I hope that
if you're reading this, you've found the above info to be helpful! :D

This guide may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly with out advance written permission. Use of this guide on any other
web site or as part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright owners.

Copyright 2010 Nicholas Grimes

If you see this guide somewhere other than www.gamefaqs.com, www.neoseeker.com,
or www.supercheats.com email me and let me know! (nicholasmgrimes@gmail.com)

 17. Donations \\\\\\\////\\\////\\\\\//\\\\\/\/\\////\\\\/\\/\//\\//\\\\\\\/\\

Please send any donations via Paypal to nicholasmgrimes@gmail.com And if you
do decide to donate, please send me an email so I can add you to the Thanks
section. :P

If you find any errors whatsoever, or have any comments, suggestions, or
criticism regarding this guide please do not hesitate to email me at
nicholasmgrimes2@gmail.com I would love to hear from you!

This FAQ was started on October 24th, 2009 and Version 1.0 was completed on
July 24th, 2010. It is written in Lucinda Console, size 12 font and is 51,406
words in length.

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