In addition to the Pokémon figures that are used in gameplay, there are also a number of Plates that can be used. Plates are comparable to Trainer cards in the Pokémon Trading Card Game in that they will give you special effects for your Pokémon such as boosting their attack damage or healing them. They are obtained by Trevo, obtained at the end of a stage in the reward wheel, or by purchasing them outright in the shop.

Each plate has got a specific cost and you cannot have the cost of the plates exceed 6 in your deck. Each plate can only be used once per game.

ID No. Icon Plate Title Rarity Cost Effect
ID-1 Purple Long Throw EX 2 Move one Pokémon from your bench to one space away from your entry point. Your turn ends.
ID-2 Gold Bright Powder EX 1 Choose one of your Pokémon on the field. For this turn, you can make any battle opponent of this Pokémon spin again once.
ID-3 Green Recycle EX 2 All Plates from both players except Recycle become usable. Your turn ends.
ID-4 Gold X Sp. Atk EX 1 Choose one of your Pokémon on the field or bench. For this turn, it has ☆+2
ID-5 Pink Max Revive R 2 Choose on of your Pokémon in the P.C. Move that Pokémon to the bench. (It will not gain Wait.)
ID-6 Red Desparate Times R 2 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
ID-7 Blue Double Chance R 1 Choose a Pokémon on the field or bench. (You cannot select unusable Pokémon) For this turn, you can choose to respin once for it.
ID-8 Pink Clear Wait R 2 Choose one of your Pokémon on the field or bench. This Pokémon cannot have Wait.
ID-9 Gold Focus Band R 2 Select a Pokémon on the Field or on your Bench. This turn, the Pokémon cannot be Knocked Out by attacks.
ID-10 Gold Full Heal R 1 Choose one of your Pokémon on the field. Remove all special conditions from that Pokémon. (This excludes Wait.)
ID-11 Purple Scoop Up UC 1 Choose one of your Pokémon on the field. Return it to the bench.
ID-12 Red X Attack UC 1 Choose one of your Pokémon on the field or bench. For this turn, it deals +30 damage
ID-13 Purple Pokémon Switch UC 1 Choose two of your Pokémon on the field or bench and switch their positions. Your turn ends. (You cannot select two Pokémon from the Bench)
ID-14 Purple Swap Spot UC 1 Switch 1 of your Pokémon with another of your Pokémon on the field
ID-15 Gold X Defend UC 1 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
ID-16 Blue No Guard UC 1 Choose one of your Pokémon on the field or bench. For this turn, it can spin again once if it spins a Blue Attack.
ID-17 Purple Quick Care UC 1 Choose one of your Pokémon on the field. If there is space in your P.C., move it there. Your turn ends.
ID-18 Purple Priority Recovery C 1 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.
ID-19 Gold Ballast C 1 Choose one of your Pokémon on the field. For this turn, it cannot be affected by Whirlwind.
ID-20 Pink Awakening C 1 Choose one of your Pokémon on the field. That Pokémon is no longer asleep
ID-21 Pink Paralyz Heal C 1 Choose one of your Pokémon on the field. That Pokémon is no longer paralysed
ID-22 Pink Confuse Heal C 1 Choose one of your Pokémon on the field. That Pokémon is no longer confusion
ID-23 Pink Antidote C 1 Choose one of your Pokémon on the field. That Pokémon is no longer Poisoned or noxious.
ID-24 Red Iron Power C 2 Steel-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Steel-type Pokémon. Your turn ends
ID-25 Red Dread Power C 2 Dark-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Dark-type Pokémon. Your turn ends
ID-26 Red Flame Power C 2 Fire-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Fire-type Pokémon. Your turn ends
ID-27 Red Meadow Power C 2 Grass-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Grass-type Pokémon. Your turn ends
ID-28 Red Splash Power C 2 Water-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Water-type Pokémon. Your turn ends
ID-39 Purple Invisibility Cape EX 3 Choose one of your Pokémon on the bench. For this turn, it can move through other Pokémon when making an MP move
ID-40 Blue Power Battle UC 2 Choose on 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 once again.
ID-41 Purple Hurdle Jump UC 2 Choose one of your Pokémon on the field and move it over a connected Pokémon. Your turn ends.
ID-42 Red Mind Power C 2 Psychic-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Psychic-type Pokémon. Your turn ends
ID-49 Red Toxic Power C 2 Poison-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Poison-type Pokémon. Your turn ends
ID-53 Purple Switcheroo R 1 Choose one of your Pokémon on the bech. Switch it with one of your Pokémon from your P.C. Your turn ends.
ID-56 Purple Goal Block R 2 Choose one of your Pokémon on the field and move it to your goal point if it is open. Your turn ends.
ID-57 Red Clay Power C 2 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
ID-58 Red Spooky Power C 2 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
ID-73 Red Zap Power C 2 Electric-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Electric-type Pokémon. Your turn ends
ID-303 Gold Force Remove EX 1 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
ID-304 Purple Counter Attack EX 1 This plate can be used when you have enemy Pokémon on all of your entry points. Select one of your Pokémon on the field. That Pokémon will have MP + 1 for that turn.
ID-306 Blue X Accuracy UC 1 Select one of your Pokémon on the field or bench. If the Attack for that Pokémon is a miss that turn, it will shift to the adjacent attack.
ID-312 Gold Burn Drive UC 1 Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands of 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.
ID-313 Gold Douse Drive UC 1 Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands of 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.
ID-314 Gold Chill Drive UC 1 Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands of 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.
ID-315 Gold Shock Drive UC 1 Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands of 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.
ID-316 Gold Burn Drive EX R 1 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.
ID-317 Gold Douse Drive EX R 1 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.
ID-318 Gold Chill Drive EX R 1 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.
ID-319 Gold Shock Drive EX R 1 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.
ID-320 Gold Cosmo Energy R 1 During this duel, when your Deoxys is attacked, before the battle, you may switch that Deoxys with another of your Deoxys on the field or bench. Your turn ends
ID-321 Gold Flame Energy R 1 During this duel, your Fire-type Pokémon cannot be frozen or burned. Your turn ends
ID-323 Red Overdrive R 1 Choose on 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
ID-324 Gold Land's Energy R 1 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 Attacks, the Pokémon Faints". Your turn ends
ID-325 Gold Long Barrel R 1 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 are 2 or 3 steps away." Your turn ends
ID-328 Gold Concentrated Fertilizer UC 1 Select 1 of your Grass-type pokémon on the field or bench. For this turn, that Pokémon gains ☆+1. It also gains damage +20
ID-329 Gold Sticky Grass UC 1 Select one of your Grass-type Pokémon on the field. While that Pokémon is on the field, the battle opponent of that Pokémon cannot respin. Spin-again effects are trated as single spins only.
ID-331 Gold Tropical Energy R 1 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
ID-332 Gold Dark Energy R 1 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.
ID-333 Gold Phantom Energy R 1 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
ID-335 Gold Steel Energy R 1 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.
ID-338 Gold Muscle Energy R 1 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
 
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