Team Rocket Card List.
Team Rocket Card List.

Team Rocket Pokémon Card List, and Attacks.

Key
R? Unknown Rare.
R* Holo-Rare.
R Rare.
U Uncommon.
C Common.

Names of Attack may be different in American Cards.

  1. Evil Alakazam.R?: Teleport Blast: Does 30 Damage. You may select one of your Benched Pokémon and switch for Evil Alakazam. Mindshock: Does 40 Damage.
  2. Evil Arbok.R?: Glare: Select one Pokémon from opponent's play area and do 10 damage to it. Defending Pokémon can not attack during opponent's next turn. Poison Spray: Does 10 damage, Defending Pokémon is Poisoned, and does 10 damage to all of opponent's benched Pokémon.
  3. Evil Blastoise.R?: Hydro-Pump: Does 30 Damage, add 20 damage for each energy card attached to Evil Blastoise, not used to pay for Attack's cost. Rocket Tackle Does 40 Damage, and 10 to itself. Flip a coin, if heads, Evil Blastoise takes no damage during next turn.
  4. Evil Charazard.R?: Tail Slap: Does 20 Damage. Fireball: Does 70 Damage. Flip a coin, if tails, this attack does not work. If heads, discard one Fire Energy Card attachd to Evil Charazard.
  5. Evil Dragonite.R?: Pokémon Power: Calling One's Men: Only once per turn, you can select up to two Pokémon from your deck and put them in your bench. Shuffle your Deck afterwards. Power does not work if Evil Dragonite is Asleep, Paralyzed, or Confused. Giant Tail: Does 70 Damage. Flip a coin, if tails, the attack fails.
  6. Evil Dugtrio.R?: Pokémon Power: Pitfall: When opponent's Active Pokémon retreats, he/she must flip a coin. If tails, it does 20 damage to that Pokémon (Weakness and Resistance does not apply). If Evil Dugtrio is Asleep, Paralyzed, or Confused, Power does not work. Push Off: Does 20 Damage. Opponent must flip a coin, if tails, adds 20 damage.
  7. Evil Garaydos.R?: Pokémon Power: Final Beam: This power can only br used when Evil Garaydos is just knocked out by opponent's Active Pokémon. Flip a coin, if heads, does 20 damage times number of Water Energy Cards on Evil Garaydos, to the Pokémon that knocked him out. This power can not be used if Evil Garaydos is Asleep, Paralyzed, or Confused. Ice Beam: Does 30 Damage. Flip a coin, if heads, Defending Pokémon is Paralyzed.
  8. Evil Golbat.R?: Pokémon Power: Secret Bite: You may use this power only once, when this card is put into play, select a Pokémon in oponent's play area and give it 10 damage (Do not apply weakness and resistance).
  9. Evil Hypno.R?: Psycho Punch: Does 20 Damage. Bench Manipulation: Does 20 Damage. Opponent must flip a coin times the number of Pokémon on his/her bench. Does 20 damage times the number of tails (Weakness and Resistance does not apply).
  10. Evil Machamp.R?: Megaton Punch: Does 30 Damage. Yank out: Shuffle Defending Pokémon, and all attached cards to opponent's deck. Will not work if opponent has no Benched Pokémon.
  11. Evil Magneton.R?: Sonicboom: Does 20 Damage. Magnetic Lines: Does 30 Damage. Select one Basic Energy Card attached to Defending Pokémon, and attach it to one of opponent's Benched Pokémon. If opponent has no Benched Pokémon, effect does not work.
  12. Evil Slowbro.R?: Pokémon Power: Pull up: Only once per turn, you can select up to two Basic or Evolution Pokémon and add it to your hand. Power will not work if Evil Slowbro is Asleep, Paralyzed, or Confused. Whimpy Attack: Does 40 Damage. Flip a coin, if tails, attack does not work.
  13. Evil Vileplume.R?: Pokémon Power: Pollen: No player can use any Trainer Cards. Power does not work if Evil Vileplume is Asleep, Paralyzed, or Confused. Swirling Petals: Flip three coins. Does 30 Damage time the number of heads. If there are more than 2 heads, Evil Vileplume is Confused.
  14. Evil Weezing.R?: Big Explosion: Does 20 Damage times the number of Koffong, Weezing, an Evil Weezing on both sides, then does 20 damage to each Koffing, Weezing, and Evil Weezing on both sides. Numbling Gas: Does 20 Damage. Flip a coin, if heads, Defending Pokemon is Poisoned. If tails, Defending Pokémon is Paralyzed.
  15. Evil Charmeleon.U: Tail Slap: Does 20 Damage. Fireball: Does 70 Damage. Flip a coin. If tails, attack fails. If heads, discard one Fire Energy Card.
  16. Evil Dragonair Pokémon Power: Evolution Light: Once during your turn, you may select an Evolved Pokémon from your Deck and add it to your hand. Shuffle your deck afterwards. Power does not work if Evil Dragonair is Asleep, Paralyzed, or confused. Tail Poke: Does 20 Damage. Flip a coin, if heads, add 20 damage.
  17. Evil Electrode.U: Rolling Tackle: Does 10 Damage. Energy Bomb: Does 30 Damage. Take all attached Energy cards attached to Evil Electrode, and attach them to your benched Pokémon however you like. If there are no Pokémon in your bench, discard all Energy Cards.
  18. Evil Flareon.U: Rage: Does 10 Damage. Add damage equal to 10 times the number of Damage Counters on Evil Flareon. Fire-Play: Does 30 Damage. Flip a coin, if heads, add 20 damage and discard one Fire Energy Card attached to Evil Flareon.
  19. Evil Gloom.U: Pokémon Power: Stinky Pollen: Once during your turn, you may flip a coin. If heads, Defending Pokémon is Confused. If tails, Evil Gloom is Confused. Power does not work if Evil Gloom is Asleep, Paralyzed, or Confused. Foul Gas: Does 10 Damage. Flip a coin. If heads, Defending Pokémon is Poisoned. If tails, Defending Pokémon is Confused.
  20. Evil Golduck.U: Third Eye: Discard one Psychic Energy Card attached to Evil Golduck, then draw three cards from your deck. Super Psychic Power: Does 50 Damage.
  21. Evil Jolteon.U: Thunder Flash: Does 20 Damage. Thunder: Does 30 Damage. Flip a coin, if heads, Defending Pokémon is Paralyzed. If tails, Evil Jolteon does 10 Damage to itself.
  22. Evil Kadabra.U: Pokémon Power: Barter System: Only once during your turn, discard 1 card from your hand. Then, draw one card from your deck. Power does not work if Evil Kadabra is Asleep, Paralyzed, or Confused. Mindshock: Does 30 Damage (Do not apply weakness and resistance).
  23. Evil Machoke.U: Drag Out: Does 20 Damage. Before doing damage, select one of opponent's benched Pokémon and exchange it with the Defending Pokémon. If opponent has no Benched Pokémon, don't make the exchange. Knock Flying: Does 30 Damage. Exchange Defending Pokémon for one from the opponent's bench. If opponent has no Benched Pokémon, don't make the exchange.
  24. Evil Muk.U: Pokémon Power: Sticky Liquid: As long as Evil Muk is in play, opponent must discard from the Defending Pokémon to retreat. Power won't work if Evil Muk is Asleep, Paralyzed, or Confused. Sludge Punch: Does 20 Damage. Defending Pokémon is Poisoned.
  25. Evil Primeape.U: Pokémon Power: Violence: When Evil Primeape is Confused, add 30 to the damage done to Evil Primeape to the Defending Pokémon. Rage: Does 40 Damage. After causing damage, Evil Primeape is Confused.
  26. Evil Vaporeon.U: Bite: Does 30 Damage. Sea Swirl: Does 20 Damage. Select one Energy Card attached to Defending Pokémon, and discard it.
  27. Evil Wartortle.U: Shell-Attack: Does 20 Damage.
  28. Abra.C: Disappear Remove all Damage Counters and discard all cards attached to Abra. Then shuffle Abra into your deck. Psychic Power: Does 10 Damage. Flip a coin. If heads, Defending Pokémon is Paralyzed.
  29. Charmander.C: Pokémon Power: Fire-Taking: Once during your turn, you may take one Fire Energy Card attached to a Pokémon in your play area, and attach it to Charmander. Power will not work if Charmander is Asleep, Paralyzed, or Confused. Flare Does 20 Damage.
  30. Diglett.C: Dig: Select one Pokémon from your opponent's play area, and do 10 damage to it (Weakness & Resistance does not apply). Claw: Does 20 Damage.
  31. Dratini.C: Wrap: Does 10 Damage. Flip a coin. If heads, Defending Pokémon is Paralyzed.
  32. Drowzee.C: Pokémon Power: Remote Hypnosis: Once during your turn, flip a coin. If heads, Defending Pokémon is Asleep. Power will not work if Drowzee is Asleep, Paralyzed, or Confused.
  33. Eevee.C: Bodyslam: Does 10 Damage. Sand-Attack: Does 10 Damage. Opponent must flip a coin before he/she attacks. If tails, attack fails.
  34. Ekans.C: Poison Fangs: Does 20 Damage. Flip a coin. If heads, Defending Pokémon is Poisoned.
  35. Evil Persian.C: Temptation: Flip a coin. If heads, select a Pokéfrom opponent's Bench and switch it for his/her Active Pokémon. Poison Claws: Does 10 Damage. Flip a coin. If heads, Defending Pokémon is Poisoned.
  36. Evil Rapidash.C: Back-Kick: Does 20 Damage. Column of Fire: Does 30 Damage. You may discard one Fire Energy Card attached to Evil Rapidash to do 10 damage to any one of the opponent's Pokémon.
  37. Evil Raticate.C: Gnaw: Does 20 Damage. Killer Buckteeth: Does 50 Damage. Flip a coin. If tails, the attack fails.
  38. Grimer.C: Poison Gas: Defending Pokémon is Poisoned. Sticky: Does 10 Damage. Flip a coin, if heads, adds 20 damage, and Defending Pokémon is Paralyzed.
  39. Koffing.C: Bodyslam: Does 10 Damage. Poison Gas: Does 10 Damage. Flip a coin. If heads, Defending Pokémon is Poisoned.
  40. Machop.C: Punch: Does 20 Damage. Kick Does 30 Damage.
  41. Magikarp.C: Jump Around: Does 10 Damage. Evolved Upstream Swimming: You may select one card that will evolve from Magikarp from your deck and attach it to this card. Shuffle your deck afterwards.
  42. Magnemite.C: Bodyslam: Does 20 Damage. Linear Magnetic Force: Does 10 Damage. Add 10 Damage for each Magnemite, Magneton, and Evil Magneton on your Bench.
  43. Mankey.C: Mischeif: Shuffle your opponent's deck. Anger: Does 20 Damage. Flip a coin, if heads, add 20 damage.
  44. Meowth.C: Gold Coin Toss: Flip a coin. If heads, does 20 Damage to a Pokémon of your choice from opponent's play area (Weakness & Resistance does not apply).
  45. Oddish.C: Sleeping Powder: Puts Defending Pokémon to sleep. Poison Powder: Poisons Defending Pokémon.
  46. Ponyta.C: Spark: Does 30 Damage. Discard one Fire Energy Card attached to Ponyta to use this attack.
  47. Porygon.C: Texture 1: Switch the weakness of Defending Pokémon to any color other than colorless. Psychic Lightbeam: Does 20 Damage. Flip a coin. If heads, Defending Pokémon is Confused.
  48. Psyduck.C: Dizzy: Draw one card from your deck. Water Gun: Does 20 Damage plus 10 for each Water Energy Card attached to Psyduck, but not used to pay for attack's cost.
  49. Rattata.C: Pokémon Power: Mischief-Making: Once during your turn, select one of your Prize cards and exchange it with the card on top of your deck. Power will not work if Rattata is Asleep, Paralyzed, or Confused.
  50. Slowpoke.C: Sunbathe: Select any Energy Card from your deck and attach it to Slowpoke. Shuffle your deck afterwards. Headbutt: Does 10 Damage.
  51. Squirtle.C: Shell-Attack: Does 20 Damage.
  52. Voltorb.C: Speedball: Does 20 Damage.
  53. Zubat.C: Hit: Does 10 Damage. Bite: Does 20 Damge.
  54. Here comes Team Rocket!.R: Show all Prize cards on both players' sides (Keep the cards visible until one Pokémon is knocked out).
  55. Team Rocket's Big Sister.R: Look at your opponent's hand. If there are any trainer cards in it, select one and have your opponent shuffle that card back in their deck.
  56. Imposter Oak's Counterattack.U: This card can not be used unless you select one card from your hand and discard it. Your opponent must shuffle all cards in their hand into their deck, and draw four cards afterwards.
  57. Thrust! Letter of Challenge.U: Ask your opponent if he/she will take the challenge. If no, draw two cards from your deck. If yes, each player draws as many Pok&eacut;mon from their deck (except for Evolved cards) and bench them (Until selection is finished, the Pokémon cards must face down). Afterwards, shuffle your decks.
  58. Battlefield Craters!.C: Both players take turns flipping a coin. 10 damage goes to the Active Pokémon of the 1st person to get tails (Weakness and Resistance does not apply. The person who drew this card must flip first).
  59. Boss's Method.C: Select one card that allows evolution into a Pokémon from your deck. Show it to your opponent, add it to your hand, and shuffle your deck afterwards.
  60. Nighttime Garbage Collection.C: Select up to three Basic Pokémon, Evolution, or Basic Energy Cards from your discard pile, shuffle them into your deck.
  61. Rocket Sleep! Sleep!.C: Flip a coin. If heads, the defending Pokémon is Asleep.
  62. Spread! Sticky Gas.C: Until your opponent's next turn is over, none of the Pokémon can use their Powers, and their Effects as well (Such as putting a Pokémon to sleep).
  63. Rainbow Energy.R?: You can use this card as any color's Basic Energy card. When you attach it to your Pokémon, you must give that Pokémon 10 damage (Do not apply weakness and resistance).
  64. Colorless Energy Potion.C: Treat this card as one Colorless Energy card. When you attach it to a Pokémon, remove one damage counter from that Pokémon.
  65. Full Heal Colorless Energy.C: Treat this card as one Colorless Energy card. When you attach it to a Pokémon, that Pokémon is no longer Asleep, Confused, Paralyzed, or Poisoned.