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List of Plates

ID Name Rarity Description Cost Gems
1 Long Throw EX Move one Pokémon from your bench to one space away from your entry point. Your turn ends. 2 160
2 Bright Powder EX Choose one of your Pokémon on the field. For this turn, you can make any battle opponent of this Pokémon spin again once. 1 160
3 Recycle EX All Plates from both players except Recycle become usable. Your turn ends. 2
4 X Sp. Atk EX Choose one of your Pokémon on the field or bench. For this turn, it has ★+2. 1 160
5 Max Revive R Choose one of your Pokémon in the P.C. Move that Pokémon to the bench. (It will not gain Wait.) 2 72
6 Desperate Times R Choose one of your Pokémon on the field or bench. For this turn, if that Pokémon spins an Attack between 10 and 50 damage, it deals +50 damage. 2
7 Double Chance R Choose a Pokémon on the field or bench. (You cannot select unusable Pokémon) For this turn, you can choose to respin once for it. 1 72
8 Clear Wait R Choose one of your Pokémon on the field or bench. This Pokémon cannot have Wait. 2 72
9 Focus Band R Choose one of your Pokémon on the field or bench. For this turn, it cannot be knocked out. 2
10 Full Heal R Choose one of your Pokémon on the field. Remove all special conditions from that Pokémon. (This excludes Wait.) 1 72
11 Scoop Up UC Choose one of your Pokémon on the field. Return it to the bench. 1 18
12 X Attack UC Choose one of your Pokémon on the field or bench. For this turn, it deals +30 damage. 1 18
13 Pokémon Switch UC Choose two of your Pokémon on the field or bench and switch their positions. Your turn ends. (You cannot select two Pokemon from the bench.) 1 18
14 Swap Spot UC Choose two of your Pokémon on the field. Switch it with another of your Pokémon that it is next to. 1
15 X Defend UC Choose one of your Pokémon on the field or bench. For this turn, if its opponent deals 10-100 damage in battle, this Pokémon will not be knocked out. 1 18
16 No Guard UC Choose one of your Pokémon on the field or bench. For this turn, it can spin again once if it spins a Blue Attack. 1 18
17 Quick Care UC Choose one of your Pokémon on the field. If there is space in your P.C., move it there. Your turn ends. 1
18 Priority Recovery C Switch the order of your Pokémon in the P.C. You cannot use this Plate if there are less than 2 Pokémon in the P.C. Your turn ends. 1 10
19 Ballast C Choose one of your Pokémon on the field. For this turn, it cannot be affected by Whirlwind. 1 10
20 Awakening C Choose one of your Pokémon on the field. That Pokémon is no longer asleep. 1
21 Paralyze Heal C Choose one of your Pokémon on the field. That Pokémon is no longer paralyzed. 1
22 Confuse Heal C Choose one your Pokémon on the field. That Pokémon is no longer confused. 1
23 Antidote C Choose one your Pokémon on the field. That Pokémon is no longer poisoned. 1
24 Iron Power C Steel-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Steel-type Pokémon's Attack. Your turn ends. 2
25 Dread Power C Dark-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Dark-type Pokémon's Attack. Your turn ends. 2
26 Flame Power C Fire-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Fire-type Pokémon's Attack. Your turn ends. 2
27 Meadow Power C Grass-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Grass-type Pokémon's Attack. Your turn ends. 2
28 Splash Power C Water-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Water-type Pokémon's Attack. Your turn ends. 2
39 Invisibility Cape EX Choose one of your Pokémon on the bench. For this turn, it can move through other Pokémon when making an MP move. 3
40 Power Battle UC Choose one of your Pokémon on the field or bench. For this turn, if this Pokémon or its opponent spins a Purple Attack in battle, they must both spin again once. 2
41 Hurdle Jump UC Choose one of your Pokémon on the field, and move it over a connected Pokémon. Your turn ends. 2
53 Switcheroo R Choose one of your Pokémon on the bench. Switch it with one of your Pokémon from your P.C. Your turn ends. 1 72
56 Goal Block UC Choose one of your Pokémon on the field and move it to your goal point if it is open. Your turn ends. 2 18
57 Clay Power C Ground-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Ground-type Pokémon. Your turn ends. 2
61 Spooky Power C Ghost-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Ghost-type Pokémon. Your turn ends. 2
73 Zap Power C Electric-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by an Electric-type Pokémon. Your turn ends. 2
303 Force Remove EX This Plate can be used when you have Pokémon on all of your opponent's entry points. Select one of your Pokémon on the field or bench. If that Pokémon's attack knocks a Pokémon out that turn, it will be eliminated from the duel. 1
304 Counter Attack EX This Plate can be used when you have enemy Pokémon on all your own entry points. Select one of your Pokémon on the field. That Pokémon will have MP +1 for that turn. 1
306 X Accuracy UC Select one of your Pokémon on the field of bench. If the Attack for that Pokémon is a miss that turn, it will shift to the adjacent Attack. 1 18
312 Burn Drive R Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ice-type, Bug-type, or Steel-type, the opponent will be removed from the duel. 1 18
313 Douse Drive R Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Fire-type, Ground-type, or Rock-type, the opponent will be removed from the duel. 1 18
314 Chill Drive R Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ground-type, Flying-type, or Dragon-type, the opponent will be removed from the duel. 1 18
315 Shock Drive R Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Water-type or Flying-type, the opponent will be removed from the duel. 1 18
316 Burn Drive EX R Select 1 of your Genesect on the fieldor on the bench. During this turn, that Pokémon can re-spin 1 time during battle. Also, if the fainted battle opponent is a Grass-type, Ice-type, Bug-type or Steel-type, the opponent will be excluded from the duel. 1 72
317 Douse Drive EX R Select 1 of your Genesect on the fieldor on the bench. During this turn, that Pokémon can re-spin 1 time during battle. Also, if the fainted battle opponent is a Fire-type, Ground-type or Rock-type, the opponent will be excluded from the duel. 1 72
318 Chill Drive EX R Select 1 of your Genesect on the fieldor on the bench. During this turn, that Pokémon can re-spin 1 time during battle. Also, if the fainted battle opponent is a Grass-type, Ground-type, Flying-type or Dragon-type, the opponent will be excluded from the duel. 1 72
319 Shock Drive EX R Select 1 of your Genesect on the fieldor on the bench. During this turn, that Pokémon can re-spin 1 time during battle. Also, if the fainted battle opponent is a Water-type or Flying-type, the opponent will be excluded from the duel. 1 72
320 Cosmo Energy R During this duel, when your Deoxys is attacked, before the battle, you may switch that Deoxys with another of your Deoxys on the field. Your turn ends. 1 72
321 Flame Energy R Your opponent's burned Pokemon gain Wait 3. During this duel, your Fire-type Pokémon cannot be frozen or burned. Your turn ends. 1 72
323 Overdrive R Choose one of your Reshiram or Zekrom on the field. Remove all special conditions affecting that Pokémon. (Except wait.) While that Pokémon is on the field, that Pokémon deals +30 damage. 1 72
324 Land's Energy R During this duel, the effect of Land's Wrath from your Zygarde becomes, "Spin for all of the opponent's Pokémon on the field, excluding Flying-types. If it lands on Purple Attack, the Pokémon faints." Your turn ends. 1 72
325 Long Barrel R Choose 1 of your Rhyperior on the field or bench. Until the end of the duel, the effect of that Rhyperior's Rock Wrecker becomes: "Knock out 1 of your opponent's Fire-, Ice-, Flying-, or Bug-type Pokémon that is 2 or 3 steps away." Your turn ends. 1 72
329 Sticky Grass UC Select one of your Grass-type Pokémon on the field. While that Pokémon is on the field, the battle opponents of that Pokémon cannot respin. Spin-again effects are treated as single spins only. 1
331 Tropical Energy R Any special conditions are removed from your Grass-, Flying-, and Bug-type Pokémon. During this duel, the effects of Abilities that allow you or your opponent to respin or force respins in battle are nullified for the battle opponents of your Grass-, Flying-, and Bug-type Pokémon. Your turn ends. 1 72
332 Dark Energy R During this duel, if the opponent Pokémon is a Psychic type, your Dark-type Pokémon are not knocked out in battle, but are moved to the bench and gain Wait instead. And when you have two or more Dark-type Pokémon on the field, Energy effects on your opponent's Psychic- and Ghost-type Pokémon are nullified. Your turn ends. 1 72
333 Phantom Energy R During this duel, your Ghost-type Pokémon can move over Pokémon affected by special conditions when using an MP move. In addition, when one or more of your Ghost-type Pokémon surround an opposing Pokémon, if there are three or more opposing Pokémon on the field or on your opponent's bench with the same name as the surrounded Pokémon, remove the surrounded Pokémon from the game. Your turn ends. 1 72
335 Steel Energy R During this duel, your Steel-type Pokémon cannot become poisoned or noxious and the damage of one of each of those Pokémon's most highly damaging White Attacks that normally deal at least 10 damage is increased by 10. Your turn ends. 1 72
338 Muscle Energy R Remove the sleep and frozen conditions, Mp-1 and MP -2 markers and Wait from all of your Fight-type Pokémon. During this duel, your Fighting-type Pokémon gain +1 to the damage they deal after those Pokémon move from P.C. to bench. Your turn ends 1 72

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