Eevee Profile



Home>Pokeprofile>Jungle>Colorless


Eevee Jungle
Eevee Team Rocket
Eevee Neo Discovery
Eevee SkyRidge
Lt. Surge's Eevee Gym Challenge
Vaporeon Jungle
Vaporeon SkyRidge
Dark Vaporeon Team Rocket
Light Vaporeon Neo Destiny
Jolteon Jungle
Jolteon SkyRidge
Dark Jolteon Team Rocket
Light Jolteon Neo Destiny
Lt. Surge's Jolteon Gym Challenge
Flareon Jungle
Flareon SkyRidge
Dark Flareon Team Rocket
Espeon Level 45 Neo Discovery
Espeon Level 38 Neo Discovery
Espeon Aquapolis
Umbreon Level 40 Neo Discovery
Umbreon Level 33 Neo Discovery
Umbreon Aquapolis
Umbreon SkyRidge


Eevee Jungle



Links for this card are the same as above.

Eevee
50 HP
Basic Pokemon
Attack 1: Tail Wag
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Flip a coin. If heads, the Defending Pokemon can't attack Eevee during your opponent's next turn. (Benching either Pokemon ends this effect.)
Attack 2: Quick Attack 10+
Attack 2 Energy Cost: 2 Colorless
Attack 2 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: Keep this Pokemon as a backup on the Bench. Get ready to evolve it into its other forms by powering it up, but be careful, because your opponent may see which one you are going to evolve it into, so power it with both types of Energy. If you need its evolution quickly, use a Boss's Way or a Poke Ball.

Eevee TR



Home>Pokeprofile>Team Rocket>Colorless

Eevee
40 HP
Basic Pokemon
Attack 1: Tackle 10
Attack 1 Energy Cost: 1 Colorless
Attack 2: Sand-attack 10
Attack 2 Energy Cost: 2 Colorless
Attack 2 Special: If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: This is a good stall starter. Tackle does damage the first turn, and the next, Sand-attack gives an added bonus of evasion to the mix. This lets you power it or your Bench up for battle evolutions.

Eevee ND



Home>Pokeprofile>Neo Discovery>Colorless

Eevee
50 HP
Basic Pokemon
Pokemon Power: Energy Evolution: Whenever you attach an Energy card to Eevee, flip a coin. If heads, search your deck for a card that evolves from Eevee that is the same type as the Energy card you attached to Eevee. Shuffle your deck afterward. This power can't be used if Eevee is Asleep, Confused, or Paralyzed.
Attack 1: Smash Kick 10
Attack 1 Energy Cost: 1 Colorless
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: This is a nice little card, but it is a bit on the weak side. Smash Kick will stall while you get the Evolved form with Energy Evolution. This works best if you have a single Energy deck.

Eevee Sky



Home>Pokeprofile>SkyRidge>Colorless

Eevee
50 HP
Basic Pokemon
Attack 1: Smash Kick 10
Attack 1 Energy Cost: 1 Colorless
Attack 2: Take Down 30
Attack 2 Energy Cost: 2 Colorless
Attack 2 Special: Eevee does 10 damage to itself.
Weakness: Fighting
Retreat Cost: 1
Recommendation: Smash Kick is a standard attack, but Take Down will do wonders against Basic Pokemon. Even so, evolve quickly and really give your opponent a wallop.

Lt. Surge's Eevee GC



Home>Pokeprofile>Gym Challenge>Colorless

Lt. Surge's Eevee
40 HP
Basic Pokemon
Attack 1: Surprise
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Look at a random card from your opponent's hand. Your opponent shuffles that card into his or her deck.
Attack 2: Scratch 20
Attack 2 Energy Cost: 2 Colorless
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: This is a nice little starter. Surprise may take away a really good card away from your opponent for a while, and Scratch will do 20 damage the second turn. Refrain from using a DCE, because you'll need all the Electric Energy cards you can when you evolve it.

Vaporeon Jungle



Home>Pokeprofile>Jungle>Water

Vaporeon
80 HP
Stage 1 Pokemon
Attack 1: Quick Attack 10+
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Attack 2: Water Gun 30+
Attack 2 Energy Cost: 2 Water, 1 Colorless
Attack 2 Special: Does 30 damage plus 10 more damage for each Water Energy attached to Vaporeon but not used to pay for this attack's Energy cost. Extra Water Energy after the 2nd doesn't count.
Weakness: Electric
Retreat Cost: 1
Recommendation: If you evolve this card from the Discovery Eevee, make sure to have 2 Energy cards on it. Use Quick Attack to do a max of 30 damage while you bring Water Gun up to full power. Water Gun at full power can do 50 damage, and the 80 HP will make it last a long time before it is KO'd.

Vaporeon Sky



Home>Pokeprofile>SkyRidge>Water

Vaporeon
70 HP
Stage 1 Pokemon
Pokemon Power: Poke-Body: Self-healing: Whenever you attach a Water Energy card from your hand to Vaporeon, remove all Special Conditions affecting Vaporeon.
Attack 1: Hypnosplash 10
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: The Defending Pokemon is now Asleep.
Attack 2: Aqua Trick 40
Attack 2 Energy Cost: 1 Water, 2 Colorless
Attack 2 Special: If the Defending Pokemon has any Energy cards attached to it, flip a coin. If heads, choose 1 of those Energy cards and move it to 1 of your opponent's Benched Pokemon. If your opponent has no Benched Pokemon, ignore this effect.
Weakness: Electric
Retreat Cost: 1
Recommendation: This is an interesting card to use. Hypnosplash is a stall attack that does 10 damage, but Aqua Trick does a strong constant 40 damage with an Energy transfer effect that can keep your opponent from using his or her strongest attack. Just give the Energy to one Pokemon that can't use it.

Dark Vaporeon TR



Home>Pokeprofile>Team Rocket>Water

Dark Vaporeon
60 HP
Stage 1 Pokemon
Attack 1: Bite 30
Attack 1 Energy Cost: 3 Colorless
Attack 2: Whirlpool 20
Attack 2 Energy Cost: 2 Water, 1 Colorless
Attack 2 Special: If the Defending Pokemon has any Energy cards attached to it, choose 1 of them and discard it.
Weakness: Electric
Retreat Cost: 1
Recommendation: If you used Sand or Quick attack on Eevee, then Bite and Whirlpool shouldn't be a problem. Use Bite most of the time, but if you see that your opponent has enough energy to attack next turn, use Whirlpool until he runs out of Energies.

Light Vaporeon NDes



Home>Pokeprofile>Neo Destiny>Water

Light Vaporeon
80 HP
Stage 1 Pokemon
Attack 1: Wash Away
Attack 1 Energy Cost: 1 Water
Attack 1 Special: If you have any Benched Pokemon, flip a coin. If heads, remove all damage counters from 1 of your Benched Pokemon and discard all Energy cards attached to it.
Attack 2: Hypnoshower 30
Attack 2 Energy Cost: 2 Water, 1 Colorless
Attack 2 Special: The Defending Pokemon is now Asleep. Remove 1 damage counter from each Benched Pokemon (yours and your opponent's) with any damage counters on it.
Weakness: Electric
Retreat Cost: 1
Recommendation: Like all Light Pokemon, this one also helps your opponent. Wash Away gives a fresh start to one of your Pokemon, but it acts like a mini Pokemon Center by taking away the Energy cards attached too it. Now that's what I call a really fresh start. Hypnoshower is great for attacking a Stage 1 Pokemon, but don't count on KOing a Stage 2. It heals your Pokemon that have taken hits from a Bench Destroyer, but you better not have used one yourself, because it heals them as well.

Jolteon Jungle



Home>Pokeprofile>Jungle>Electric

Jolteon
70 HP
Stage 1 Pokemon
Attack 1: Quick Attack 10+
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Attack 2: Pin Missile 20x
Attack 2 Energy Cost: 2 Electric, 1 Colorless
Attack 2 Special: Flip 4 coins. This attack does 20 damage times the number of heads.
Weakness: Fighting
Retreat Cost: 1
Recommendation: It is great to have a Pokemon with the same attack as its past self. It lets you power it up while still using your original attack. When it is ready, Pin Missile can do a max of 80. The one Retreat Cost is a steal for the evolution.

Jolteon Sky



Home>Pokeprofile>SkyRidge>Electric

Jolteon
70 HP
Stage 1 Pokemon
Pokemon Power: Poke-Body: Self-Healing: Whenever you attach an Electric Energy card from your hand to Jolteon, remove all Special Conditions affecting Jolteon.
Attack 1: Thundershock 10
Attack 1 Energy Cost: 1 Electric
Attack 1 Special: Flip a coin. If heads, the Defending Pokemon is now Paralyzed.
Attack 2: Thunderspark 40
Attack 2 Energy Cost: 1 Electric, 2 Colorless
Attack 2 Special: This attack does 10 damage to each Benched Pokemon with at least 1 Energy card attached to it (yours and your opponent's).
Weakness: Fighting
Retreat Cost: 0
Recommendation: Thundershock is a normal stall attack, but then Thunderspark does a lot of damage and can Bench Destroy. Just don't forget not to add Energies to your Bench to keep damage away.

Dark Jolteon TR



Home>Pokeprofile>Team Rocket>Electric

Dark Jolteon
50 HP
Stage 1 Pokemon
Attack 1: Lightning Flash 20
Attack 1 Energy Cost: 1 Electric
Attack 1 Special: If the Defending Pokemon tries to attack during your opponent's next turn, your opponent flips a coin. If tails, that attack does nothing.
Attack 2: Thunder Attack 30
Attack 2 Energy Cost: 2 Electric, 1 Colorless
Attack 2 Special: Flip a coin. If heads, the Defending Pokemon is now Paralyzed. If tails, Dark Jolteon does 10 damage to itself.
Weakness: Fighting
Retreat Cost: 1
Recommendation: If you used any of Eevee's attacks, then you are in good shape. Lightning Flash buys time for you to power up Thunder. The only downside to Thunder is that it can do damage to you, so watch which attack you choose.

Light Jolteon NDes



Home>Pokeprofile>Neo Destiny>Electric

Light Jolteon
70 HP
Stage 1 Pokemon
Attack 1: Pulse Guard
Attack 1 Energy Cost: 1 Electric
Attack 1 Special: During your opponent's next turn, whenever 30 or more damage is done to Light Jolteon (after applying Weakness and Resistance), prevent that damage. (Any other effects of attacks still happen.)
Attack 2: Thunder Needle 20x
Attack 2 Energy Cost: 2 Electric, 1 Colorless
Attack 2 Special: Flip 3 coins. This attack does 20 damage times the number of heads. If you get 2 or more heads, the Defending Pokemon is now Paralyzed.
Weakness: Fighting
Retreat Cost: 0
Recommendation: This is a great card! Play it when you have a Weakness to the opponent or when your opponent's Pokemon is the strongest one in his or her deck. Pulse Guard will keep you alive until you power up your best Pokemon. Thunder Needle can do a max of 60 damage, plus Paralysis is very likely. This is one of the best Jolteon I've seen.

Lt. Surge's Jolteon GC



Home>Pokeprofile>Gym Challenge>Electric

Lt. Surge's Jolteon
70 HP
Stage 1 Pokemon
Attack 1: High Voltage 20
Attack 1 Energy Cost: 1 Electric, 1 Colorless
Attack 1 Special: Flip a coin. If heads, your opponent can't play Trainer cards during his or her next turn.
Attack 2: Thunder Flare 30+
Attack 2 Energy Cost: 3 Electric
Attack 2 Special: Does 30 damage plus 10 more damage times the number of damage counters on Lt. Surge's Jolteon, then flip a coin. If tails, Lt. Surge's Jolteon does 30 damage to itself.
Weakness: Fighting
Retreat Cost: 1
Recommendation: High Voltage is a very good attack when you evolve it, because your opponent can't use a Healing Item on the Defending Pokemon. Thunder Flare can do a max of 90 damage, but it's risky because of the possible 30 damage to itself. Have a Focus Band to get the max out of this attack.

Flareon Jungle



Home>Pokeprofile>Jungle>Fire

Flareon
70 HP
Stage 1 Pokemon
Attack 1: Quick Attack 10+
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Attack 2: Flamethrower 60
Attack 2 Energy Cost: 2 Fire, 2 Colorless
Attack 2 Special: Discard 1 Fire Energy card attached to Flareon in order to use this attack.
Weakness: Water
Retreat Cost: 1
Recommendation: Just like Jolteon, it already has a powered attack from a former evolution. While you charge up Flamethrower, use it to stall. To start up quickly, use a DCE to count the two Colorless.

Flareon Sky



Home>Pokeprofile>Skyridge>Fire

Flareon
70 HP
Stage 1 Pokemon
Pokemon Power: Poke-Body: Self-healing: Whenever you attach a Fire Energy card from your hand to Flareon, remove all Special Condtions affecting Flareon.
Attack 1: Singe
Attack 1 Energy Cost: 1 Fire
Attack 1 Special: The Defending Pokemon is now Burned.
Attack 2: Burn Booster 40+
Attack 2 Energy Cost: 3 Colorless
Attack 2 Special: Discard an Energy card attached to Flareon in order to use this attack. If the discarded card is a Fire Energy card, this attack does 40 damage plus 10 more damage.
Weakness: Water
Retreat Cost: 1
Recommendation: This Flareon is a little weaker than some others. Singe is a good first attack. It Burns the Defending Pokemon, weakening it for Burn Booster. I wouldn't discard a Fire Energy card with Burn Booster. What is 10 damage anyway? Discard a Fire Energy only if it can KO a Pokemon that turn.

Dark Flareon TR



Home>Pokeprofile>Team Rocket>Fire

Dark Flareon
50 HP
Stage 1 Pokemon
Attack 1: Rage 10+
Attack 1 Energy Cost: 1 Colorless
Attack 1 Special: Does 10 damage plus 10 more damage for each damage counter on Dark Flareon.
Attack 2: Playing with Fire 30+
Attack 2 Energy Cost: 2 Fire
Attack 2 Special: Use this attack only if there are any Fire Energy cards attached to Dark Flareon. Flip a coin. If heads, discard 1 of those Energy cards and this attack does 30 damage plus 20 more damage; if tails, this attack does 30 damage.
Weakness: Water
Retreat Cost: 1
Recommendation: You have a choice with this Pokemon. Use a Focus Band and then use a 50 damage Rage, or use Playing with Fire which can also do 50 damage, but there is a coin flip involved and a discarding of Energy. A tough discision, if I do say so myself. If you have Rocket's Hideout, then Rage with Focus Band will do a max of 70.

Espeon Lv. 45 ND



Home>Pokeprofile>Neo Discovery>Psychic

Espeon (Level 45)
80 HP
Stage 1 Pokemon
Attack 1: Bite 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Psychic 30+
Attack 2 Energy Cost: 2 Psychic, 1 Colorless
Attack 2 Special: Does 30 damage plus 10 more damage for each Energy card attached to the Defending Pokemon.
Weakness: Psychic
Retreat Cost: 0
Recommendation: Bite is a nice attack to use the turn you evolve it, because it does a quick 20 damage. The next turn, Psychic can do limitless damage, because it is determined by how many Energy cards the Defending Pokemon has. Usually it does 50 damage, but the fully evolved Pokemon can have 70 damage done to them.

Espeon Lv. 38 ND



Links for this card are on the above card.

Espeon (Level 38)
70 HP
Stage 1 Pokemon
Attack 1: Quick Attack 10+
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Attack 2: Psybeam 30
Attack 2 Energy Cost: 2 Psychic, 1 Colorless
Attack 2 Special: Flip a coin. If heads, the Defending Pokemon is now Confused.
Weakness: Psychic
Retreat Cost: 1
Recommendation: Have you noticed that the first time we meet a new Eevee evolution, it always has a Quick Attack? I guess that means that they want us to evolve it from the Jungle or Team Rocket Eevee, since they have 2 Energy cards on them. Psybeam will do a more constant 30 damage with a bonus of Confusion. Continue to use it until the foe is defeated or Espeon is too weak to continue.

Espeon Aquapolis



Home>Pokeprofile>Aquapolis>Psychic

Espeon
80 HP
Stage 1 Pokemon
Pokemon Power: Poke-Power: Energy Return: As often as you like during your turn (before you attack), choose an Energy card attached to 1 of your Pokemon and return it to your hand. This power can't be used if Espeon is affected by a Special Condition.
Attack 1: Damage Blast 30+
Attack 1 Energy Cost: 1 Psychic, 2 Colorless
Attack 1 Special: Flip a number of coins equal to the number of damage counters on the Defending Pokemon. This attack does 30 damage plus 10 more damage for each heads.
Weakness: Psychic
Retreat Cost: 0
E-Reader: Part 6 of 7 for a Drowzee Dream Eater mini-game. Recommendation: This is a great card. With the Poke-Power, you can recycle all of your Energy cards, especially Special ones, and move them into your hand instead of having them discarded when your Pokemon is KO'd. Damage Blast's attack power increases with every attack. Here's the way it works. A fresh Defending Pokemon is out. First attack - 30 damage; second attack - max of 60; third attack - max of 90. By this time, your opponent's Pokemon is in the discard pile.

Umbreon Lv. 40 ND



Home>Pokeprofile>Neo Discovery>Darkness

Umbreon (Level 40)
80 HP
Stage 1 Pokemon
Attack 1: Bite 20
Attack 1 Energy Cost: 2 Colorless
Attack 2: Feint Attack
Attack 2 Energy Cost: 2 Darkness, 1 Colorless
Attack 2 Special: Choose 1 of your opponent's Pokemon. This attack does 30 damage to that Pokemon. This attack's damage isn't affected by Weakness, Resistance, Pokemon Powers, or any other effects on the Defending Pokemon.
Resistance: Psychic
Retreat Cost: 1
Recommendation: Bite is a short term attack, like Espeon's, but Feint Attack is the ultimate Baby Destroyer. Feint Attack does 30 damage to any Pokemon of your opponent's, and even if the Defending Pokemon is a Baby, the Baby Power doesn't have any effect. Also, if you do damage to the Defending Pokemon, this attack does 50 damage due to the Darkness Energy cards.

Umbreon Lv. 33 ND



Links for this card are on the above card.

Umbreon (Level 33)
70 HP
Stage 1 Pokemon
Attack 1: Quick Attack 10+
Attack 1 Energy Cost: 2 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 20 more damage; if tails, this attack does 10 damage.
Attack 2: Pursuit 30
Attack 2 Energy Cost: 1 Darkness, 2 Colorless
Attack 2 Special: During your opponent's next turn, if the Defending Pokemon tries to retreat, do 10 damage to it. (Don't apply Weakness and Resistance.)
Resistance: Psychic
Retreat Cost: 1
Recommendation: Quick Attack is a quick fix until you put on the Darkness Energy for Pursuit. Quick Attack does a max of 30 damage, but it isn't constant. Pursuit does actually 40 damage, and works most effectively against a deck that switches a lot. If it were up to me, I'd use the other Umbreon to take out those switched Pokemon.

Umbreon Aqua



Home>Pokeprofile>Aquapolis>Darkness

Umbreon
80 HP
Stage 1 Pokemon
Pokemon Power: Poke-Power: Dark Moon: As long as Umbreon is your Active Pokemon and has a Darkness Energy attached to it, once during your turn (before you attack), you may look at your opponent's hand. Choose from it a number of cards up to the number of Darkness Energy attached to Umbreon and shuffle them into your opponent's deck. Your opponent then draws the same number of cards from his or her deck. This power can't be used if Umbreon is affected by a Special Condition.
Attack 1: Shadow Bind 30
Attack 1 Energy Cost: 3 Colorless
Attack 1 Special: The Defending Pokemon can't retreat during your opponent's next turn.
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: This card is great. If you have a Darkness Energy on Umbreon, you can do 40 damage with Shadow Bind and shuffle a card into your opponent's deck with Dark Moon. Make sure to have your opponent shuffle that card into the middle of his or her deck.

Umbreon Sky



Home>Pokeprofile>SkyRidge>Darkness

Umbreon
70 HP
Stage 1 Pokemon
Pokemon Power: Poke-Body: Dark Gaze: As long as Umbreon is your Active Pokemon, Benched Pokemon (yours and your opponent's) can't use Poke-Powers.
Attack 1: Sharp Claws 10+
Attack 1 Energy Cost: 1 Darkness, 1 Colorless
Attack 1 Special: Flip a coin. If heads, this attack does 10 damage plus 30 more damage.
Weakness: Fighting
Resistance: Psychic
Retreat Cost: 1
Recommendation: This is one of the weaker Umbreons. Dark Gaze keeps the other Pokemon from using Poke-Powers, which can really add to your advantage, unless you have some of your own. Sharp Claws does 40 damage max, but it can only do 10 at its weakest. This isn't very good.