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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 Choose a Pokémon from your Bench. This Pokémon can be moved 1 space from an entry spot. Your turn ends.
ID-2 Gold Bright Powder EX 1 Select a Pokémon on the Field. This turn, the opponent will be unable to respin their wheel.
ID-4 Gold 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 Pink Revive R 2 Move a Pokémon from your PC to your Bench. The Pokémon does not need to wait.
ID-6 Red 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 Blue Double Chance R 1 Choose a Pokémon on the Field. This turn, that Pokémon can respin an attack
ID-8 Pink Wait Clear R 2 Choose a Pokémon on the Field or on your Bench. Remove the wait time from that Pokémon.
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 Remove all special conditions from one of your Pokéon on the Field. This does not remove Wait time
ID-11 Purple Pokémon Recovery UC 1 Move a Pokémon from the Field to your Bench.
ID-12 Red Plus Power UC 1 For one turn, the damage inflicted by this Pokémon is increased by 30
ID-13 Purple Switch Pokémon UC 1 Switch the positions of 2 Pokémon on the Field. Your turn ends.
ID-14 Purple Swap Spot UC 1 Switch 1 of your Pokémon with another of your Pokémon on the Field
ID-15 Gold 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 Blue 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 Purple Priority Recovery C 1 Reorder the position of the Pokémon in your PC. Your turn ends.
ID-19 Gold 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 Pink Awakening C 1 Heal Sleep from 1 of your Pokémon on the Field.
ID-21 Pink Paralyz Heal C 1 Heal Paralysis from 1 of your Pokémon on the Field.
ID-22 Pink Confusion Heal C 1 Heal Confusion from 1 of your Pokémon on the Field.
ID-23 Pink Antidote C 1 Heal Poison from 1 of your Pokémon on the Field.
ID-24 Red 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 Red 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 Red 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 Red 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 Red 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 Purple Invisibility Cloak EX 3 Select a Pokémon on your Bench. This turn, that Pokémon can move through other Pokémon
ID-40 Blue 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 Purple Hurdle Jump UC 2 Select a Pokémon on the Field. This turn, that Pokémon can jump over an adjacent Pokémon.
ID-53 Purple Ringer R 1 Select a Pokémon on your Bench. Switch that Pokémon with a Pokémon in your P.C.
ID-56 Purple Goal Block R 2 Move a Pokémon to your vacant goal.