Amplification Infinie
This Pokémon gets +30 HP for each Psychic Energy attached to it
Parcourez les 165 capacités et découvrez quelles cartes les utilisent.
165 Capacités
This Pokémon gets +30 HP for each Psychic Energy attached to it
Once during your turn, if this Pokémon is on your Bench, you may switch it with your Active Pokémon
Whenever you attach a Energy from your Energy Zone to this Pokémon, do 20 damage to your opponent's Active Pokémon
Once during your turn, when you put this Pokémon from your hand onto your Bench, you mayheal 20 damage from your Active Grass Pokémon
At the end of your turn, if this Pokémon is in the Active Spot, draw a card
If any damage is done to this Pokémon by attacks, flip a coin. If heads, prevent that damage
Once during your turn, if this Pokémon is on your Bench, you may attach an Enertgy from your discard pile to your Active Dragon Pokémon
At the end of your turn, if this Pokémon is in the Active Spot, heal 20 damage from it
Each of your Pokémon that has any Energy attached recovers from all Special Conditions and can't be affected by Special Conditions
As long as this Pokémon is on your bench, prevent all damage done to this Pokémon by attacks
At the beginning of your turn, if this Pokémon is in the Active Spot, put a random Psychic Pokémon from your deck into your hand
Once during your turn, you may heal 20 damage from your Activep okémon
Once during your turn, you may take a Water Energy from your Energy Zone and attach it to this Pokémon
Once during your turn, you may take a Energy from your Energy Zone and attach it to this Pokémon
Once during your turn, you may choose either player. Look at the top card of that player's deck.
Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may flip a coin. If heads, your opponent's Active Pokémon is now Paralyzed
Once during your turn, if this Pokémon is on your Bench, you may discard all Pokémon Tools from your opponent's Active Pokémon. If you do, discard this Pokémon
Once during your turn, when you play this Pokémon from your hand to evolve 1 of your Pokémon, you may look at the top 4 cards of your deck and put all Item cards you find there into your hand. Shuffle the other cards back into your deck
If this Pokémon is in the Active Spot and is damaged by an atack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon
Once during your turn, you may discard the top card of your opponent's deck
Once during your turn, you may remove a random Special Condition from your Active Pokémon
Once during your turn, you may move all Psychic Energy from 1 of your Benched Psychic Pokémon to your Active Pokémon
If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, do 20 damage to the Attacking Pokémon
If any damage is done to this Pokémon by attacks, flip a coin. If heads, this Pokémon takes -80 damage from that attack
If this Pokémon is in the Active Spot and is Knocked Out by damage from an attack from your opponent's Pokémon, flip a coin. If heads, the Attacking Pokémon is Knocked Out
If you have another Beldum in play, this Pokémon's Retreat Cost is 2 less
Prevent all effects of attacks used by your opponent's Pokémon done to this Pokémon
As long as this Pokémon is in the Active Spot, your opponent can't play any Stadium cards from their hand
If this Pokémon is in the Active Spot and is damaged by an attack from your opponent's Pokémon, take a Water Energy from the Energy Zone and attach it to 1 of your Benched Pokémon
Once during your turn, you may flip a coin. If heads, your opponent's Active Pokémon is now Poisoned
Once during your utn, you may switch your Active Water Pokémon with 1 of your Benched Pokémon
If this Pokémon would be Knocked Out by damage from an attack, flip a coin. If heads, this Pokémon is not Knocked Out and its remaining HP becomes 10
Once during your turn, you may take a Water Energy from your Energy Zone and attach it to the Water Pokémon in the Active Spot
As often as you like during your turn, you may choose 1 of your Pokémon that has damage on it, and move all its damage to this Pokémon
Once during your turn, you may take 5 Darkness Energy from your Energy Zone and attach it to this Pokémon. If you do, do 30 damage to this Pokémon
Once during your turn, you may take a Energy from your Energy Zone and attach it to this Pokémon. If you use this Ability, your turn ends
When ths Pokémon is Knocked Out, flip a coin. If heads, your opponent can't get any points for it.
As long as this Pokémon is in the Active Spot, attacks used by your opponent's Active Pokémon do -20 damage
Once during your turn, you may switch out your opponent's Active Pokémon to the Bench. (Your opponent chooses the new Active Pokémon)
Once during your turn, when you play this card from your hand to evolv 1 of your Pokémon, put 2 random Pokémon Tool cards from your dicard pile into your hand
When this Pokémon is Knocked out, flip a coin. If heads, your opponent can't get any points for it
This Pokémon may have up to 2 Pokémon Tool cards attached to it
Parcourez les capacités Pokémon et découvrez toutes les cartes qui les partagent. Les entrées identiques sont fusionnées et les effets différents restent des variantes distinctes.
Utilisez la recherche et les filtres d’Énergie pour construire des decks, comparer les cartes et étudier votre collection.