Like the Gym Leaders of the main games, the eight Club Masters of Pokémon Trading Card Game each run a club specializing in one card type. Defeating them earns you their medal and two booster packs. Here are the eight Clubs, their Masters and our tips for facing them.
The eight Clubs
| Club | Master | Energy | Featured Pokémon | Medal |
|---|---|---|---|---|
| Fighting Club | Mitch | Fighting | Fighting-type Pokémon | Fighting Medal |
| Rock Club | Gene | Fighting | Rock and Ground Pokémon | Rock Medal |
| Water Club | Amanda | Water | Water and Ice Pokémon | Water Medal |
| Lightning Club | Isaac | Lightning | Electric Pokémon | Lightning Medal |
| Grass Club | Nikki | Grass | Grass and Bug Pokémon | Grass Medal |
| Psychic Club | Murray | Psychic | Psychic and Ghost Pokémon | Psychic Medal |
| Science Club | Rick | Grass and Psychic | Poison and Psychic Pokémon | Science Medal |
| Fire Club | Ken | Fire | Fire Pokémon | Fire Medal |
How to go about it
- Exploit weaknesses: the Pokémon in a given Club often share the same weakness. A Water deck wreaks havoc in the Fire Club, a Fighting deck in the Lightning Club.
- Beat the Members first: in each Club, players weaker than the Master offer duels. They earn you booster packs and let you test your deck.
- Adapt your deck: on the computer, build a deck for each Club. The game also offers ready-made starter decks.
- Beware of Ronald, who challenges you regularly. Beating him earns you a promotional card.
#0068MachampFightingFighting
#0076GolemRockGroundRock
#0131LaprasWaterIceWater
#0026RaichuElectricLightning
#0045VileplumeGrassPoisonGrass
#0065AlakazamPsychicPsychic
#0110WeezingPoisonScience
#0059ArcanineFireFire
What’s next
With all eight medals, the Pokémon Dome opens its doors to you: see Grand Masters and Ronald.


