Pokémon TCG Pocket Trainer Cards: Items, Supporters, Tools and Stadiums
Items, Supporters, Tools and Stadiums: the cards that win games.
Pokémon win battles, but it is Trainer cards that set them up. In a deck of only 20 cards, knowing which Item or Supporter to play often makes the difference between a stuck hand and a decisive attack on turn three.
UnlimitedItems played per turn
1Supporter per turn
1Tool per Pokémon
1Stadium in play at a time
The four families of Trainer cards
No limit
Items
One-off effects: searching for a Pokémon, healing, looking at cards. You can play as many as you like during your turn.
One per turn
Supporters
The most powerful effects: drawing, damage bonuses, moving the opposing Pokémon. Only one per turn, which forces you to choose.
One per Pokémon
Pokémon Tools
They attach to a Pokémon and stay in play: extra HP, reflected damage, healing. Introduced with Space-Time Smackdown.
One on the field
Stadiums
They change the field for both players. A new Stadium replaces the old one. Introduced by Fantastical Parade.
The basic shop cards
These seven cards from the Promo-A series are not found in packs. You get them at the shop for two shop tickets each, and they form the base of almost every deck.
Professor's ResearchPoké BallPotionRed Card
Card
Effect
Our take
Professor’s Research
Draw 2 cards.
Essential, play two copies.
Poké Ball
Put 1 random Basic Pokémon from your deck into your hand.
Essential for finding your starting Pokémon.
Potion
Heal 20 damage from 1 of your Pokémon.
Useful for surviving one more turn against a specific attacker.
X Speed
The Retreat Cost of your Active Pokémon is reduced by 1 Energy this turn.
Handy for Pokémon that often retreat.
Red Card
Your opponent shuffles their hand into their deck and draws 3 cards.
Excellent late in the game against a full hand.
Hand Scope
Your opponent reveals their hand.
Pure information, rarely a priority.
Pokédex
Look at the top 3 cards of your deck.
Does not draw anything: avoid in most decks.
The Supporters to know
The Supporters are sorted here by role. Those that bear the name of a specific Pokémon or type only work with them: always check the card before adding it.
Damage bonuses
Supporter
Expansion
Effect
Giovanni
Genetic Apex
During this turn, your attacks do +10 damage to your opponent’s Active Pokémon.
Red
Shining Revelry
During this turn, your attacks do +20 damage to your opponent’s Active Pokémon ex.
Korrina
Pulsing Aura
The attacks of your Fighting Pokémon do +30 damage to your opponent’s Active Pokémon ex.
Iris
Mega Shine
You gain 1 more point if Haxorus KOs your opponent’s Active Pokémon this turn.
Cynthia
Space-Time Smackdown
+50 damage for the attacks of Garchomp or Togekiss.
Blaine
Genetic Apex
+30 damage for the attacks of Ninetales, Rapidash or Magmar.
Moving and controlling
Supporter
Expansion
Effect
Sabrina
Genetic Apex
Switch your opponent’s Active Pokémon with one of their Benched Pokémon (they choose which).
Cyrus
Space-Time Smackdown
Switch in 1 of your opponent’s Benched Pokémon that has damage on it to the Active Spot.
Leaf
Mythical Island
The Retreat Cost of your Active Pokémon is reduced by 2 Energy this turn.
Carolina
Ruler of the Skies
Switch your Active Stage 1 Pokémon with one of your Benched Pokémon.
Team Rocket Boss
Team Rocket’s Ambition
Look at your opponent’s hand and put their Basic Pokémon onto their Bench.
SabrinaGiovanniCyrusTeam Rocket Boss
MistyFloraSerenaIris
Drawing and searching
Supporter
Expansion
Effect
Mashynn
Shining Revelry
Each player shuffles their hand into their deck and draws the same number of cards.
Flora
Mega Rising
Put 2 random Pokémon from your deck into your hand, then put the same number of cards from your hand back into your deck.
Atalante
Mega Rising
Put 2 random Basic Pokémon with 50 HP or less from your deck into your hand.
Serena
Crimson Blaze
Put 1 random Mega Pokémon ex from your deck into your hand.
Juliana
Paradox Drive
Put 1 random Stage 2 Pokémon from your deck into your hand.
Copycat
Mega Rising
Shuffle your hand into your deck, then draw as many cards as your opponent has in their hand.
Calem
Mega Shine
Draw a card for each Mega Pokémon ex in play, on both sides.
Energy and healing
Supporter
Expansion
Effect
Misty
Genetic Apex
Flip a coin until you get tails: for each heads, take a Water Energy from your Zone and attach it to a Water Pokémon.
Timmy
Ruler of the Skies
Take the Energy from your Energy Zone and attach it to 1 of your Stage 2 Pokémon.
Erika
Genetic Apex
Heal 50 damage from 1 of your Grass Pokémon.
Lillie
Celestial Guardians
Heal 60 damage from 1 of your Stage 2 Pokémon.
Pokémon Center Lady
Shining Revelry
Heal 30 damage from 1 Pokémon and heal all of its Special Conditions.
Blue
Mythical Island
During your opponent’s next turn, your Pokémon take 10 less damage.
Items from packs
Beyond the shop, expansions add more specialized Items. Two deserve a special mention:
Rare Candy (Celestial Guardians): evolves a Basic Pokémon directly into a Stage 2, skipping Stage 1. Not possible on your first turn or on a Pokémon played this turn. It hugely speeds up Stage 2 Mega Evolution decks.
Pokémon Communication (Space-Time Smackdown): swap a Pokémon in your hand for a random Pokémon from your deck. Ideal for getting rid of a useless card at the wrong moment.
Rare Candy
Pokémon Tools
Tool
Effect
Use
Giant Cape
+20 HP.
Puts a Pokémon out of range of a specific attack.
Leaf Cape
+30 HP for a Grass Pokémon.
The stronger version, restricted to one type.
Rocky Helmet
Deals 20 damage to the attacker when the Active Pokémon is hit.
Punishes fragile attackers and sets up KOs.
Leftovers
Heals 10 damage at the end of your turn if the Pokémon is in the Active Spot.
For Pokémon that stay at the front a long time.
Sitrus Berry
Heals 30 damage once the Pokémon is at half of its HP, then is discarded.
A welcome reprieve for a Pokémon ex.
Lucky Egg
If the Pokémon is Knocked Out, draw until you have 5 cards in hand.
To bounce back after losing an attacker.
Air Balloon
A Stage 2 Pokémon has no Retreat Cost.
Makes big evolved Pokémon mobile.
Giant Cape
Stadiums
A Stadium stays on the field and applies to both players. Playing a new Stadium replaces the previous one: it is also a way to get rid of an annoying opposing Stadium.
Stadium
Expansion
Effect
Starting Plains
Fantastical Parade
Each Basic Pokémon in play gets +20 HP.
Training Area
Fantastical Parade
The attacks of Stage 1 Pokémon do +10 damage to the opponent’s Active Pokémon.
Scented Forest
Pulsing Aura
Once during each player’s turn, they may put a random Basic Grass Pokémon from their deck into their hand.
Ancient Colosseum
Pulsing Aura
Fighting Pokémon do +20 damage to the opponent’s Active Pokémon ex.
Barrier Field
Pulsing Aura
For attackers that are not Mega Pokémon ex, Weakness doubles the damage instead of adding 20.
Rainbow Cave
Ruler of the Skies
At the end of a turn, a player may discard the Energy from their Zone to generate a different one.