List of TCG cards with hidden attacks
In the Pokémon Trading Card Game, there are several cards in the Expedition Base Set, Aquapolis, and Skyridge expansions that can use extra abilities in a duel when the card is scanned through the e-Reader. The ability will often be an attack (which may require Energy like a normal attack), but it can also be a Poké-Power. All abilities have some random aspect to them that requires use of the scanned program to properly utilize.
Cards with e-Reader enabled abilities
Expedition Base Set
Roll 1: // This attack may cause a random effect to the Defending Pokémon.
00-14 Poison 15-29 Burn 30-77 Sleep 78-87 Paralyze 88-97 Confuse 98-99 Burn+Confuse
Aquapolis
Roll 1: // This attack does X damage to the Defending Pokémon.
00-01 No Effect 02-04 10 Damage 05-08 20 Damage 09-46 30 Damage 47-83 40 Damage 84-93 50 Damage 94-95 60 Damage 96-97 70 Damage 98-99 80 Damage
Roll 1: // You may remove X number of damage counters from your Active Pokémon or from each of your Benched Pokémon.
00-15: No Effect 16-37: Heal 10 38-60: Heal 20 61-85: Heal 30 86-87: Heal 40 88-99: Heal 20 Bench // Heal all your Benched Pokémon by 20HP.
Roll 1: // This attack does X damage to the Defending Pokémon
00-24: No Effect 25-78: 10 Damage 79-96: 20 Damage 97-99: 40 Damage
Roll 2: // and may affect it with a Special Condition.
00-39: No Effect 40-48: Poison 49-57: Burn 58-77: Sleep 78-87: Paralyze 88-97: Confuse 98: Poison+Sleep 99: Burn+Sleep
Roll 1: // This attack does X damage to each of your opponent's Benched Pokémon. (Don't apply Weakness and Resistance.) (Same Damage is applied to all benched pokemon.)
00-59: No Effect 60-94: 10 Damage Bench 95-97: 20 Damage Bench 98-99: 30 Damage Bench
Skyridge
Roll 1: // This Poké-Power lets you move a number of basic Energy cards from your discard pile to your hand.
00-39: 0 Cards 40-79: 1 Card 80-94: 2 Cards 95-97: 3 Cards 98-99: 5 Cards
Roll 1: // This Poké-Power lets you move a number of basic Energy cards attached to Electrode to any number of your Benched Pokémon.
00-54: 1 Card 55-84: 2 Cards 85-94: 3 Cards 95-97: 4 Cards 98-99: All Cards
Roll 1: // This Poké-Power lets each player draw a number of cards from his or her deck.
00-19: 0 Cards 20-69: 1 Card 70-94: 2 Cards 95-97: 3 Cards 98-99: 5 Cards
Roll 1: // This attack may cause a random effect to the Defending Pokémon
00-65: No Effect 66-73: Poison+Sleep 74-77: Poison+Paralyze 78-83: Poison+Confuse 84-90: Burn+Paralyze 91-99: Burn+Confuse
Roll 2: // and lets you remove a number of damage counters from your Active Pokémon.
00-48: No Effect 49-83: Heal 10 84-93: Heal 20 94-96: Heal 30 97: Heal 40 98: Heal 50 99: Heal 60
Roll 1: // This attack randomly does damage to the Defending Pokémon
00-04: No Effect 05-34: 10 Damage 35-79: 20 Damage 80-89: 30 Damage 90-94: 40 Damage 95-97: 50 Damage 98: 60 Damage 99: 70 Damage
Roll 2: // and lets you remove a number of damage counters from your Active Pokémon.
00-39: No Effect 40-84: Heal 10 85-89: Heal 20 90-94: Heal 30 95-97: Heal 40 98-99: Heal 50
Roll 1: // This Poké-Power lets you move a card from your discard pile to your hand.
00-02: a Trainer card. 03-14: a Technical Machine card. 15-29: a Pokémon Tool card. 30-44: a Stadium card. 45-49: a Supporter card. 50-54: a Special Energy card. 55-99: a Basic Energy card.
| This article is part of Project TCG, a Bulbapedia project that aims to report on every aspect of the Pokémon Trading Card Game. |