Aquapolis Trainers Profile
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Water Cube 01
Lightning Cube 01
Fighting Cube 01
Fire Cube 01
Psychic Cube 01
Grass Cube 01
Darkness Cube 01
Metal Cube 01
Town Volunteers
Seer
Forest Guardian
Juggler
Pokemon Fan Club
Traveling Salesman
Pokemon Park
Apricorn Forest
Undrsea Ruins
Power Plant
Time Shard
Healing Berry
Energy Switch
Weakness Guard
Super Energy Removal 2
Water Cube 01
Water Cube 01
Tech-Machine Text: Attach this card to 1 of your Water Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Water Cube 01.
Attack 1: (I never thought I'd type this for a trainer card) Splatter
Attack 1 Energy Cost: 1 Water
Attack 1 Special: Choose 1 of your opponent's Pokemon. This attack does 20 damage to that Pokemon. Don't apply Weakness and Resistance.
Recommendation: This attack is a Bench Destroyer. Even though it can only be used for 1 turn, it can do 20 damage to a weakened Pokemon on the Bench for only 1 Water Energy. This card will probably get some good use in a deck.
Lightning Cube 01
Lightning Cube 01
Tech-Machine Text: Attach this card to 1 of your Electric Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Lightning Cube 01.
Attack 1: Discharge 40x
Attack 1 Energy Cost: 1 Electric
Attack 1 Special: Discard all Electric Energy cards attached to this Pokemon. Then, flip a number of coins equal to the number of Energy cards discarded that way. This attack does 40 damage times the number of heads.
Recommendation: This has to be the strongest TM attack. If you ever need a last ditch KO move, this is the one for you. Discharge, if used on a fully powered 4 Energy attack Pokemon, then you can do a max of 160 damage, with an average of 80. Use it when your Pokemon is about to be KO'd. If you want to, use some other Trainer's and Pokemon Powers to add more Energy for the final blow.
Fighting Cube 01
Fighting Cube 01
Tech-Machine Text: Attach this card to 1 of your Fighting Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Fighting Cube 01.
Attack 1: Violent Rage 10x
Attack 1 Energy Cost: 1 Fighting
Attack 1 Special: Flip a number of coins equal to the number of damage counters on this Pokemon. This attack does 10 damage times the number of heads.
Recommendation: This is another one of the last ditch attacks. If you have 10 or 20 HP left on one of your 3 digit HP Pokemon, than let this attack loose. Hopefully, you will get enough damage out of the attack to KO the Defending Pokemon, and possibly last one turn longer.
Fire Cube 01
Fire Cube 01
Tech-Machine Text: Attach this card to 1 of your Fire Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Fire Cube 01.
Attack 1: Singe
Attack 1 Energy Cost: 1 Fire
Attack 1 Special: The Defending Pokemon is now Burned.
Recommendation: This is a good Special Condition attack. For 1 Energy, you can automatically Burn a Defending Pokemon, which is quite a good show if you can force the Defending Pokemon to stay out for a while. This attack can do a max of 40 damage before you have to attack again.
Psychic Cube 01
Psychic Cube 01
Tech-Machine Text: Attach this card to 1 of your Psychic Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Psychic Cube 01.
Attack 1: Psy Confuse
Attack 1 Energy Cost: 1 Psychic
Attack 1 Special: The Defending Pokemon is now Confused.
Recommendation: This is another standard Special Condition attack. If your opponent has 20 or 30 HP left, use this attack to Confuse. Your opponent will have to risk an attack to KO your Pokemon, or his or her Pokemon will take damage and leave it open to a finishing blow.
Grass Cube 01
Grass Cube 01
Tech-Machine Text: Attach this card to 1 of your Grass Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Grass Cube 01.
Attack 1: Sleep Poison
Attack 1 Energy Cost: 1 Grass
Attack 1 Special: The Defending Pokemon is now Asleep and Poisoned.
Recommendation: Oh this is rich! This attack applies 2 Special Conditions at once, making it harder for your opponent to attack or retreat. The Poison will do 20 damage before you attack again, and there is a chance your opponent won't be able to attack you.
Darkness Cube 01
Darkness Cube 01
Tech-Machine Text: Attach this card to 1 of your Dark Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Darkness Cube 01.
Attack 1: Plunder 10
Attack 1 Energy Cost: 1 Darkness
Attack 1 Special: Before doing damage, discard any Trainer cards attached to the Defending Pokemon.
Recommendation: Plunder can get rid of any annoying healing tool or guard item before you attack. Also, the Defending Pokemon will take 20 damage if this is a real Darkness Energy we are talking about.
Metal Cube 01
Metal Cube 01
Tech-Machine Text: Attach this card to 1 of your Steel Pokemon in play. That Pokemon may use this card's attack instead of its own. At the end of your turn, discard Metal Cube 01.
Attack 1: Metal Reversal 10
Attack 1 Energy Cost: 1 Metal
Attack 1 Special: Before doing damage, you may choose 1 of your opponent's Benched Pokemon and switch it with the Defending Pokemon.
Recommendation: This is a great card. Instead of switching the Defending Pokemon after an attack, this one does it before. This card can bring a completely weak Pokemon to the Defense position and destroy it, or weaken it so a stronger attack can destroy it.
Town Volunteers
Town Volunteers
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Take 5 Baby Pokemon, Basic Pokemon, Evolution, and/or basic Energy cards from your discard pile and then show them to your opponent. Shuffle them into your deck.
Recommendation: If you found Neo Genesis popular, then you probably have seen a similar card effect there. This card is like having a Time Machine card, but only for your side of the field, so you get 5 more turns before you deck out.
Seer
Seer
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Look at the top 6 cards of your deck. Take all basic Energy cards you find there, show them to your opponent, and then put them into your hand. Shuffle your deck afterward.
E-Reader: Construction Action Game: Player card: Seer - Starts with 15 Pokeballs.
Recommendation: Ever have one of those times you just don't have the right Energy cards in your hand? Well, this card solves your problems, because it takes all basic Energy cards from the top 6 cards of your deck and puts them into your hand. With any luck, you'll probably be able to use them well in your strategy.
Forest Guardian
Forest Guardian
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Shuffle your deck. Then, look at the top 7 cards of your deck. Choose 1 of those cards and put it into your hand. Shuffle the rest into your deck afterward.
E-Reader: Construction Action Game: Player card: Forest Guardian - Starts with 30 Pokeballs.
Recommendation: This is like a Master Ball, but for any card you want. Even better than that, you don't have to show your opponent what it is, so you can keep him or her in suspense.
Juggler
Juggler
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Discard up to 2 basic Energy cards from your hand. If you discarded 1 basic Energy card, draw 3 cards. If you discarded 2 basic Energy cards, draw 5 cards.
E-Reader: Construction Action Game: Player card: Juggler - Starts with 15 Pokeballs.
Recommendation: This is a nice card to have. If you have way to much Energy in your hand, just get rid of some with this card and get some other cards that you need right away. If you need the Energy, use Ecogym to get the Energies back.
Pokemon Fan Club
Pokemon Fan Club
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Search your deck for up to 2 Baby Pokemon and/or Basic Pokemon cards and put them onto your Bench. Shuffle your deck afterward.
E-Reader: Construction Action Game: Player card: Pokefan - Starts with 15 Pokeballs.
Recommendation: This card is absolutely perfect. You can get a Basic Battler card like Lugia out or a stalling Baby card like Elekid in one turn. This will make the game go faster if you can power up your strongest Basic Battlers at the very beginning.
Traveling Salesman
Traveling Salesman
Supporter Subtext: You can only play one Supporter card each turn. When you play this card, put it next to your Active Pokemon. When your turn ends, discard this card.
Trainer Text: Search your deck for up to 2 Technical Machine and/or Pokemon Tool cards, show them to your opponent, and then put then into your hand. Shuffle your deck afterward.
Recommendation: Spelling Mistake! Whoop, whoop, whoop! It should be "then put them into your hand." I can't believe that the editors would miss such an error. Anyway, does your Pokemon not have enough Energy to use a high quality attack, or you need to heal it quickly? Then look no further than this card. He's got every Tool or TM in your deck up for sale. His only price is that you show them to your opponent and not play another Supporter card this turn.
Pokemon Park
Pokemon Park
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Once during each of his or her turns, whenever a player attaches an Energy card from his or her hand to 1 of his or her Benched Pokemon, he or she removes 1 damage counter, if any, from that Pokemon.
Recommendation: This is like an Energy based Healing Field. This card is a good recovery card for those Pokemon that take a while to power up, and discard Energies when they attack.
Apricorn Forest
Apricorn Forest
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Once during each player's turn (before attacking), if that player's Bench isn't full, that player flips a coin. If heads, that player shows his or her opponent a basic Energy card from his or her hand. Then, that player searches his or her deck for a Basic Pokemon card of the same type (color) as the revealed Energy card and puts it onto his or her Bench. The player shuffles his or her deck afterward.
Recommendation: Take note that it must be a basic Energy card, so no Colorless, Dark, Steel, or Crystal Pokemon for you. This is great to bring out Basic Battlers or other cards that you can evolve into quickly.
Undersea Ruins
Undersea Ruins
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Once during each player's turn (before attacking), that player may flip a coin. If heads, that player chooses 1 of his or her Evolved Pokemon in play and discards the top Evolution card from that Pokemon, devolving it.
Recommendation: This can be a dangerous card to use. If you devolve a Pokemon, it removes Special Conditions, but the Pokemon's HP is less. If you remove the evolution card, you may inadvertently KO that Pokemon. Of course, you may want to use one of your previous attacks too.
Power Plant
Power Plant
Stadium Subtext: This card stays in play when you play it. Discard this card if another Stadium card comes into play.
Trainer Text: Once during each of his or her turns, a player may discard a basic Energy card from his or her hand. If that player does, he or she chooses a basic Energy card from his or her discard pile, shows it to his or her opponent, and then puts it into his or her hand.
Recommendation: This card can help get back valuable Energy cards. Since you have to discard an Energy card, it is like an elemental switcher, which should be quite entertaining when you use one of your multi-energy attacks on your opponent.
Time Shard
Time Shard
Tool Text: Attach Time Shard to 1 of your Pokemon that doesn't already have a Pokemon Tool card attached to it. If that Pokemon is Knocked Out, discard this card.
Trainer Text: If the Pokemon this card is attached to is Knocked Out by damage from the Defending Pokemon's attack during your opponent's turn, you may return up to 2 basic Energy cards attached to that Pokemon into your hand.
Recommendation: You know your Pokemon is about to be KO'd and you have no Energy attached to your Bench and none in your hand, so you play this card. It can remove 2 Energy cards so you can use them over again on other Pokemon. The way to bypass this card is to use a Pokemon Power to do damage.
Healing Berry
Healing Berry
Tool Text: Attach Healing Berry to 1 of your Pokemon that doesn't already have a Pokemon Tool card attached to it. If that Pokemon is Knocked Out, discard this card.
Trainer Text: At the end of any turn, if the Pokemon this card is attached to has 20 HP or less, remove 3 damage counters from that Pokemon and discard this card.
Recommendation: This card can be a lifesaver at some points, but it is better, I think, to use a Gold Berry. It can remove 40 damage at any time, but can only be used on a 50 HP Pokemon or above. This one can do it for 40 HP Pokemon or above.
Memory Berry
Memory Berry
Tool Text: Attach Memory Berry to 1 of your Pokemon that doesn't already have a Pokemon Tool card attached to it. If that Pokemon is Knocked Out, discard this card.
Trainer Text: The Pokemon this card is attached to can use any attack from its Basic Pokemon card or any Evolution card from which the Pokemon evolved. (You still have to pay for that attack's Energy cost.) Discard this card at the end of any turn the Pokemon attacks.
Recommendation: This is a good card if you save your Pokemon from being KO'd by evolving it. Even if you don't have the Energy cards to attack normally, you can use this card to use a previous attack.
Energy Switch
Energy Switch
Trainer Text: Move a basic Energy card attached to 1 of your Pokemon to another of your Pokemon.
Recommendation: This card can instantly help Zapdos or any Pure Body Power Pokemon by transferring the correct Energy to it. This, combined with other attacks and Pokemon powers can be very helpful in powering up your stronger Pokemon and saving your basic Energy cards from Knock Out discarding.
Weakness Guard
Weakness Guard
Special Subtext: Attach this card to 1 of your Pokemon. Discard it at the end of your opponent's next turn.
Trainer Text: As long as this card is attached, this Pokemon has no Weakness.
Recommendation: This is great if you are up against your Weakness. It could very well save the match for you in a tight spot. The best strategy is to keep rotating so you don't have a glaring weakness, but if you do, this card will definitely help.
SER 2
Super Energy Removal 2
Trainer Text: Flip 2 coins. If both are heads, discard all Energy cards attached to the Defending Pokemon. If both are tails, discard all Energy cards attached to your Active Pokemon. If 1 is heads and 1 is tails, this card does nothing.
E-Reader: Clefairy's Melody Box: Tune Change: Team Rocket Music
Recommendation: This rates pretty high on the scale of 1 to worthless. If you get 2 heads, it may discard all Energy cards on the Defending Pokemon, but there is a 75% chance that it will do something that won't help you whatsoever. It could do absolutely nothing or remove all damage on your Active Pokemon. If you use this card at all, which I don't recommend, make sure your Active Pokemon has little to no Energy attached to it.