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 |
|
Long Throw |
EX |
2 |
Choose a Pokémon from your Bench. This Pokémon can be moved 1 space from an entry spot. Your turn ends. |
ID-2 |
|
Bright Powder |
EX |
1 |
Select a Pokémon on the Field. This turn, the opponent will be unable to respin their wheel. |
ID-4 |
|
Special Up |
EX |
1 |
Select one of your Pokémon on the Field or on your Bench. This turn, the Pokémon's moves are increased by ☆☆ |
ID-5 |
|
Revive |
R |
2 |
Move a Pokémon from your PC to your Bench. The Pokémon does not need to wait. |
ID-6 |
|
Cornered |
R |
2 |
Select a Pokémon on the Field or on your Bench. This turn, if the damage this Pokémon would do from its attacks is between 10 and 50, it will do 50 more damage |
ID-7 |
|
Double Chance |
R |
1 |
Choose a Pokémon on the Field. This turn, that Pokémon can respin an attack |
ID-8 |
|
Wait Clear |
R |
2 |
Choose a Pokémon on the Field or on your Bench. Remove the wait time from that Pokémon. |
ID-9 |
|
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 |
|
Full Heal |
R |
1 |
Remove all special conditions from one of your Pokéon on the Field. This does not remove Wait time |
ID-11 |
|
Pokémon Recovery |
UC |
1 |
Move a Pokémon from the Field to your Bench. |
ID-12 |
|
Plus Power |
UC |
1 |
For one turn, the damage inflicted by this Pokémon is increased by 30 |
ID-13 |
|
Switch Pokémon |
UC |
1 |
Switch the positions of 2 Pokémon on the Field. Your turn ends. |
ID-14 |
|
Swap Spot |
UC |
1 |
Switch 1 of your Pokémon with another of your Pokémon on the Field |
ID-15 |
|
Defiance |
UC |
1 |
Select a Pokémon on the Field or on your Bench. This turn, if the Pokémon would be knocked out by an attack that does 10 to 100 damage, it is not Knocked Out |
ID-16 |
|
No Guard |
UC |
1 |
Select a Pokémon on the Field or your Bench. This turn, that Pokémon and its opponent, can respin once if their spin lands on a Blue move. |
ID-18 |
|
Priority Recovery |
C |
1 |
Reorder the position of the Pokémon in your PC. Your turn ends. |
ID-19 |
|
Bob |
C |
1 |
Select a Pokémon on the Field. This turn, that Pokémon isn't affected by the effect of the move, Whirlwind |
ID-20 |
|
Awakening |
C |
1 |
Heal Sleep from 1 of your Pokémon on the Field. |
ID-21 |
|
Paralyz Heal |
C |
1 |
Heal Paralysis from 1 of your Pokémon on the Field. |
ID-22 |
|
Confusion Heal |
C |
1 |
Heal Confusion from 1 of your Pokémon on the Field. |
ID-23 |
|
Antidote |
C |
1 |
Heal Poison from 1 of your Pokémon on the Field. |
ID-24 |
|
Steel Threat |
C |
2 |
All damage from moves from Steel-type Pokémon is increased by 20. This lasts until one of your Steel-type Pokémon knocks out an opponent. |
ID-25 |
|
Dark Threat |
C |
2 |
All damage from moves from Dark-type Pokémon is increased by 20. This lasts until one of your Dark-type Pokémon knocks out an opponent. |
ID-26 |
|
Fire Threat |
C |
2 |
All damage from moves from Fire-type Pokémon is increased by 20. This lasts until one of your Fire-type Pokémon knocks out an opponent. |
ID-27 |
|
Grass Threat |
C |
2 |
All damage from moves from Grass-type Pokémon is increased by 20. This lasts until one of your Grass-type Pokémon knocks out an opponent. |
ID-28 |
|
Water Threat |
C |
2 |
All damage from moves from Water-type Pokémon is increased by 20. This lasts until one of your Water-type Pokémon knocks out an opponent. |
ID-39 |
|
Invisibility Cloak |
EX |
3 |
Select a Pokémon on your Bench. This turn, that Pokémon can move through other Pokémon |
ID-40 |
|
Power Battle |
UC |
2 |
Select a Pokémon on the Field or your Bench. This turn, that Pokémon and its opponent, can respin once if their spin lands on a Purple move. |
ID-41 |
|
Hurdle Jump |
UC |
2 |
Select a Pokémon on the Field. This turn, that Pokémon can jump over an adjacent Pokémon. |
ID-53 |
|
Ringer |
R |
1 |
Select a Pokémon on your Bench. Switch that Pokémon with a Pokémon in your P.C. |
ID-56 |
|
Goal Block |
R |
2 |
Move a Pokémon to your vacant goal. |