Type (TCG): Difference between revisions

new sentence for reverse holo, off type energy costs for flavor reasons, Energy type adding for Energy cards, reorganized the Energy type changing of Energy section, changed headers so "Types of Pokemon" is second level (Mobile view says that's preferable over making both Energy & Pokemon third level headers)
(typo corrections, new section for the misconception of attack type.)
(new sentence for reverse holo, off type energy costs for flavor reasons, Energy type adding for Energy cards, reorganized the Energy type changing of Energy section, changed headers so "Types of Pokemon" is second level (Mobile view says that's preferable over making both Energy & Pokemon third level headers))
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The {{ct|Colorless}} has the peculiar property of being something of a "neutral" type, due to Colorless costs in attacks being a wildcard symbol that can be met using Energy of any type.  
The {{ct|Colorless}} has the peculiar property of being something of a "neutral" type, due to Colorless costs in attacks being a wildcard symbol that can be met using Energy of any type.  


===Types of Pokémon===
==Types of Pokémon==
Most Pokémon have a single type. For example, the {{TCG ID|Chilling Reign|Steenee|14}} from {{TCG|Chilling Reign}} is {{ct|Grass}}. The type of a Pokémon card is displayed as a symbol in the upper right corner of the card. Some Pokémon are {{TCG|Dual-type Pokémon}}, and they have two types. Dual-type Pokémon were first introduced in the {{TCG|EX Team Magma vs Team Aqua}} expansion. This property is displayed slightly differently depending on the set, with the more recent ones from {{TCG|Steam Siege}} and the {{TCG|HeartGold & SoulSilver Series}} displaying both symbols. Older cards from the {{TCG|EX Series}} are always either part {{ct|Darkness}} or {{ct|Metal}}, and a variation of the symbol of their non-Darkness or Metal type but with a background based on the Darkness or Metal type. (Those cards have an extra text box explaining their Energy types with both symbols.)
Most Pokémon have a single type. For example, the {{TCG ID|Chilling Reign|Steenee|14}} from {{TCG|Chilling Reign}} is {{ct|Grass}}. The type of a Pokémon card is displayed as a symbol in the upper right corner of the card. Some Pokémon are {{TCG|Dual-type Pokémon}}, and they have two types. Dual-type Pokémon were first introduced in the {{TCG|EX Team Magma vs Team Aqua}} expansion. This property is displayed slightly differently depending on the set, with the more recent ones from {{TCG|Steam Siege}} and the {{TCG|HeartGold & SoulSilver Series}} displaying both symbols. Older cards from the {{TCG|EX Series}} are always either part {{ct|Darkness}} or {{ct|Metal}}, and a variation of the symbol of their non-Darkness or Metal type but with a background based on the Darkness or Metal type. (Those cards have an extra text box explaining their Energy types with both symbols.)


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Even with this in mind, there are many cards which do not follow this these conventions. Some cards will have one Energy type, but have attacks with costs that include other Energy types. For instance, one {{TCG ID|Ancient Origins|Quagsire|39}} card from {{TCG|Ancient Origins}} is {{ct|Fighting}}, but both of its attacks have costs including {{e|Water}} Energy. This often correlates to a typing the species has in the video games that is not the typing of the specific card. However, there are a number of cases where cards have Energy types in their attack costs that do not have a basis in the video games. Many of these cases are part of specific groups of Pokémon, such as {{TCG|Amazing Pokémon}} or {{TCG|Crystal Pokémon}}.
Even with this in mind, there are many cards which do not follow this these conventions. Some cards will have one Energy type, but have attacks with costs that include other Energy types. For instance, one {{TCG ID|Ancient Origins|Quagsire|39}} card from {{TCG|Ancient Origins}} is {{ct|Fighting}}, but both of its attacks have costs including {{e|Water}} Energy. This often correlates to a typing the species has in the video games that is not the typing of the specific card. However, there are a number of cases where cards have Energy types in their attack costs that do not have a basis in the video games. Many of these cases are part of specific groups of Pokémon, such as {{TCG|Amazing Pokémon}} or {{TCG|Crystal Pokémon}}.


A card's typing affects the rest of the card's aesthetic, as the frame of a Pokémon card is the same color as the type. For {{ct|Darkness}} Pokémon, this causes text on the card to be printed in white instead of black. This does not always apply to Dual-type Pokémon that are Darkness-type.: In Steam Siege only the portions of the card printed on a black background used white text, while in EX Team Magma vs Team Aqua the cards just used regular black text.
A card's typing affects the rest of the card's aesthetic, as the frame of a Pokémon card is the same color as the type. For {{ct|Darkness}} Pokémon, this causes text on the card to be printed in white instead of black. This does not always apply to Dual-type Pokémon that are Darkness-type.: In Steam Siege only the portions of the card printed on a black background used white text, while in EX Team Magma vs Team Aqua the cards just used regular black text. {{TCG|Reverse Holofoil}} Pokémon cards starting from {{TCG|Emerging Powers}}, with some exceptions for specific groups of Pokémon cards, have [[holofoil]] patterns that incorporate the symbol of the Energy type of the Pokémon.


A Pokémon can change its type through certain effects, overwriting the original typing of the card. For instance, {{TCG ID|Rising Rivals|Wash Rotom|RT5}} has an {{TCG|Poké-Power}} which swaps its Energy type from {{ct|Lightning}} to {{ct|Water}}. Meanwhile, older card {{TCG ID|Wizards Promo|Smeargle|32}} has an attack that places Coloring {{TCG|counter}}s that change the opponent's Energy type to a chosen non-Colorless type. Some of these effects can make a Pokémon have two types. For example, [[Hoopa V (SWSH Promo 176)|Hoopa]]{{TCGV}} is {{ct|Psychic}}, but its ''Two-Faced'' {{TCG|Ability}} makes it a a Psychic-type and {{ct|Darkness}} card once it is in play. Technically, through such effects, a Pokémon can have any number of types. The {{TCG ID|Rising Rivals|Kecleon|67}} from {{TCG|Rising Rivals}} has a {{TCG|Poké-Body}} that just makes it every extant type at time of printing, all at once. However, effects that change the type of a Pokémon other than the one the effect is printed on are rare. There are also effects that can add types to Pokémon without replacing types, which are also rare. Three such examples are the {{TCG ID|Ancient Origins|Flareon|13}}, {{TCG ID|Ancient Origins|Vaporeon|22}}, and {{TCG ID|Ancient Origins|Jolteon|26}} cards from {{TCG|Ancient Origins}}, which have Abilities that add the Pokémon's respective Energy type to all of their owner's {{TCG|Stage 1 Pokémon}} without replacing their original types.
A Pokémon can change its type through certain effects, overwriting the original typing of the card. For instance, {{TCG ID|Rising Rivals|Wash Rotom|RT5}} has an {{TCG|Poké-Power}} which swaps its Energy type from {{ct|Lightning}} to {{ct|Water}}. Meanwhile, older card {{TCG ID|Wizards Promo|Smeargle|32}} has an attack that places Coloring {{TCG|counter}}s that change the opponent's Energy type to a chosen non-Colorless type. Some of these effects can make a Pokémon have two types. For example, [[Hoopa V (SWSH Promo 176)|Hoopa]]{{TCGV}} is {{ct|Psychic}}, but its ''Two-Faced'' {{TCG|Ability}} makes it a a Psychic-type and {{ct|Darkness}} card once it is in play. Some of these effects are active as soon as the Pokémon enters play, but others like ''Dual Armor'' on {{TCG ID|Plasma Storm|Lucario|78}} with collector number 78 from {{TCG|Plasma Storm}} have to be activated through specific game actions. Technically, through such effects, a Pokémon can have any number of types. The {{TCG ID|Rising Rivals|Kecleon|67}} from {{TCG|Rising Rivals}} has a {{TCG|Poké-Body}} that just makes it every extant type at time of printing, all at once. However, effects that change the type of a Pokémon other than the one the effect is printed on are rare. There are also effects that can add types to Pokémon without replacing types, which are also rare. Three such examples are the {{TCG ID|Ancient Origins|Flareon|13}}, {{TCG ID|Ancient Origins|Vaporeon|22}}, and {{TCG ID|Ancient Origins|Jolteon|26}} cards from {{TCG|Ancient Origins}}, which have Abilities that add the Pokémon's respective Energy type to all of their owner's {{TCG|Stage 1 Pokémon}} without replacing their original types.


====Weakness & Resistance====
===Weakness & Resistance===
[[File:CorvisquirePaldeaEvolved165.jpg|200px|thumb|right|{{TCG ID|Paldea Evolved|Corvisquire|165}} is a {{ct|Colorless}} Pokemon, and the species is a {{t|Flying}} type in the video games. This correlates with the Weakness and Resistance seen on the card. As per the bottom of the card, this card's {{ct|Lightning}} Weakness means it takes double the damage from an attack used by a Lightning-type Pokémon, and it has a {{ct|Fighting}} Resistance, so it takes 30 less damage from any attacks from a Fighting-type Pokémon]]
[[File:CorvisquirePaldeaEvolved165.jpg|200px|thumb|right|{{TCG ID|Paldea Evolved|Corvisquire|165}} is a {{ct|Colorless}} Pokemon, and the species is a {{t|Flying}} type in the video games. This correlates with the Weakness and Resistance seen on the card. As per the bottom of the card, this card's {{ct|Lightning}} Weakness means it takes double the damage from an attack used by a Lightning-type Pokémon, and it has a {{ct|Fighting}} Resistance, so it takes 30 less damage from any attacks from a Fighting-type Pokémon]]
One of the key ways a Pokémon type matters is through Weakness and Resistance.  
One of the key ways a Pokémon type matters is through Weakness and Resistance.  
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Certain attacks have effects that make them ignore Weakness and Resistance in damage calculation. Ignoring Resistances is an upside, but ignoring Weakness is a downside. These effects often comes bundled with an effect that ignores any other effect on the {{DL|Appendix:Glossary (TCG)|Defending Pokémon}}, but the Weakness and Resistance ignoring effects have been seen separately. Despite the usual wording of "isn't affected by Weakness or Resistance, or by any effects on your opponent's Active Pokémon," Weakness and Resistance are not effects.
Certain attacks have effects that make them ignore Weakness and Resistance in damage calculation. Ignoring Resistances is an upside, but ignoring Weakness is a downside. These effects often comes bundled with an effect that ignores any other effect on the {{DL|Appendix:Glossary (TCG)|Defending Pokémon}}, but the Weakness and Resistance ignoring effects have been seen separately. Despite the usual wording of "isn't affected by Weakness or Resistance, or by any effects on your opponent's Active Pokémon," Weakness and Resistance are not effects.
[[File:PorygonBaseSet39.jpg|200px|thumb|left|{{TCG ID|Base Set|Porygon|39}}, the only card with an attack that can modify the opponents Weakness and an attack that can modify the opponents Resistance. Notice that Colorless is not a valid choice for either. This is an older card, where this was the status quo for type selecting effects.]]
[[File:PorygonBaseSet39.jpg|200px|thumb|left|{{TCG ID|Base Set|Porygon|39}}, the only card with an attack that can modify the opponents Weakness and an attack that can modify the opponents Resistance. Notice that Colorless is not a valid choice for either. This is an older card, where this was the status quo for type selecting effects.]]
Pokémon usually have one Energy type as a Weakness. Some cards have one Energy type as a Resistance, but most cards lack it. {{ct|Metal}} Pokémon usually have a Resistance. A rare few cards like the {{TCG ID|XY|Sableye|68}} in {{TCG|XY}} and the {{TCG ID|Unbroken Bonds|Spiritomb|112}} in {{TCG|Unbroken Bonds}} have the special property of having no Weakness.
 
Pokémon usually have one Energy type as a Weakness. A rare few cards like the {{TCG ID|XY|Sableye|68}} in {{TCG|XY}} and the {{TCG ID|Unbroken Bonds|Spiritomb|112}} in {{TCG|Unbroken Bonds}} have the special property of having no Weakness. So too do all {{ct|Dragon}} Pokémon released from {{TCG|Evolving Skies}} onward. Some cards have one Energy type as a Resistance, but most cards lack it. The vast majority of {{ct|Metal}} Pokémon have a Resistance, but the Energy type of that Resistance varies depending on the set.  


Some special Pokémon, such as {{TCG|Pokémon-ex}}, have two Energy types as Weaknesses and/or Resistances. In these cases, both if a Pokémon using an attack against them has the Energy types of both Weaknesses and/or both Resistances, then the damage of the attack is modified twice by the Weakness and/or Resistance amount. <ref>[https://compendium.pokegym.net/ruling/823/ Compendium VMAX], [[Team Compendium]]</ref>
Some special Pokémon, such as {{TCG|Pokémon-ex}}, have two Energy types as Weaknesses and/or Resistances. In these cases, both if a Pokémon using an attack against them has the Energy types of both Weaknesses and/or both Resistances, then the damage of the attack is modified twice by the Weakness and/or Resistance amount. <ref>[https://compendium.pokegym.net/ruling/823/ Compendium VMAX], [[Team Compendium]]</ref>


Some effects can change the Weakness and Resistance of Pokémon in play. Most commonly, this is to remove the Weakness from a card, as seen on the very literally named {{TCG ID|Aquapolis|Weakness Guard|141}} and {{TCG ID|Unified Minds|Weakness Guard Energy|213}}, or as an effect on {{TCG ID|Primal Clash|Gardevoir-EX|105}}'s attacks. Resistance can also be removed in this way, like on {{TCG ID|Flashfire|Magnetic Storm|91}}. Other effects can overwrite the Energy type of the Weakness of a card, such as the attack on {{TCG ID|151|Porygon|137}} from {{TCG|151}} or one attack on {{TCG ID|Unbroken Bonds|Meowstic|80}} from Unbroken Bonds. These effects do not change the amount of Weakness, only the Energy type of that Weakness. If there was no Weakness before, these effects will set the amount to "x2". Other effects can indeed change an amount of Weakness, usually setting it to "x4" and really boosting the damage. Examples of that include the Abilities on {{TCG ID|Boundaries Crossed|Vileplume|3}} from {{TCG|Boundaries Crossed}} and {{TCG ID|151|Kabutops|141}} from 151. These effects will not do anything to a card that has no Energy type as a Weakness.
Some effects can change the Weakness and Resistance of Pokémon in play. Most commonly, this is to remove the Weakness from a card, as seen on the very literally named {{TCG ID|Aquapolis|Weakness Guard|141}} and {{TCG ID|Unified Minds|Weakness Guard Energy|213}}, or as an effect on one of {{TCG ID|Primal Clash|Gardevoir-EX|105}}'s attacks. Resistance can also be removed in this way, like on {{TCG ID|Flashfire|Magnetic Storm|91}}. Other effects can overwrite the Energy type of the Weakness of a card, such as the attack on {{TCG ID|151|Porygon|137}} from {{TCG|151}} or one attack on {{TCG ID|Unbroken Bonds|Meowstic|80}} from Unbroken Bonds. These effects do not change the amount of Weakness, only the Energy type of that Weakness. If there was no Weakness before, these effects will set the amount to "x2". Other effects can indeed change an amount of Weakness, usually setting it to "x4" and really boosting the damage. Examples of that include the Abilities on {{TCG ID|Boundaries Crossed|Vileplume|3}} from {{TCG|Boundaries Crossed}} and {{TCG ID|151|Kabutops|141}} from 151. These effects will not do anything to a card that has no Energy type as a Weakness.


=====Metagame=====
====Metagame====
According to the game's director, [[Atsushi Nagashima]], the metagame of the TCG has traditionally focused on "a rock-paper-scissors relationship" between {{TCG|Grass}}, {{TCG|Fire}}, and {{TCG|Water}} Pokémon. However, it was believed that the metagame had been shifting too rapidly, and as such, the {{DL|List of Pokémon Trading Card Game expansions|Sword & Shield Series}} would expand the focus to further incorporate {{TCG|Lightning}} and {{TCG|Fighting}} Pokémon.<ref name = ablaze20/><ref name = comic20/>
According to the game's director, [[Atsushi Nagashima]], the metagame of the TCG has traditionally focused on "a rock-paper-scissors relationship" between {{TCG|Grass}}, {{TCG|Fire}}, and {{TCG|Water}} Pokémon. However, it was believed that the metagame had been shifting too rapidly, and as such, the {{DL|List of Pokémon Trading Card Game expansions|Sword & Shield Series}} would expand the focus to further incorporate {{TCG|Lightning}} and {{TCG|Fighting}} Pokémon.<ref name = ablaze20/><ref name = comic20/>


 
===Gym Leader Challenge===
====Gym Leader Challenge====
The {{TCG|Gym Leader Challenge format}} uses Pokémon type as part of its ruleset. A legal [[deck]] in Gym Leader Challenge can only contain Pokémon that share a single type. Those Pokémon can have types in addition to this shared type. This restriction only checks Pokémon as they exist outside of play, fully ignoring effects printed on cards that change their own type.
The {{TCG|Gym Leader Challenge format}} uses Pokémon type as part of its ruleset. A legal [[deck]] in Gym Leader Challenge can only contain Pokémon that share a single type. Those Pokémon can have types in addition to this shared type. This restriction only checks Pokémon as they exist outside of play, fully ignoring effects printed on cards that change their own type.


====Relationship to Video Games====
===Relationship to Video Games===
As an adaption of the Pokémon video games, many details of Pokémon cards regarding Energy types call back to elements seen in the games. The Energy type that a Pokémon card has usually matches one of the types the species has in the video games. For example, {{p|Infernape}} is a {{2t|Fire|Fighting}} in the games, so {{TCG|Infernape}} cards tend to be either {{ct|Fire}} or {{ct|Fighting}}. For the Pokémon in the games that have types do not have a corresponding Energy type, they get cards that have Energy types that their typing has been grouped into, as per the table at the start of the article. One example of this is that {{t|Rock}}- and {{type|Ground}} Pokémon from the games get cards in the TCG that have the {{TCG|Fighting}} Energy type.
As an adaption of the Pokémon video games, many details of Pokémon cards regarding Energy types call back to elements seen in the games. The Energy type that a Pokémon card has usually matches one of the types the species has in the video games. For example, {{p|Infernape}} is a {{2t|Fire|Fighting}} in the games, so {{TCG|Infernape}} cards tend to be either {{ct|Fire}} or {{ct|Fighting}}. For the Pokémon in the games that have types do not have a corresponding Energy type, they get cards that have Energy types that their typing has been grouped into, as per the table at the start of the article. One example of this is that {{t|Rock}}- and {{type|Ground}} Pokémon from the games get cards in the TCG that have the {{TCG|Fighting}} Energy type.


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The pages for each Energy type make note of these correlations between video game and trading card game.
The pages for each Energy type make note of these correlations between video game and trading card game.


====="Attacks and types"=====
===="Attacks and types"====
One misconception of the TCG is that each attack has a type, and this type is what is used to determine if a Pokémon takes increased or decreased damage due to Weakness and Resistance. This line of thought further notes that the Energy types in the cost of an attack do not affect this "typing". This interpretation likely draws from the video games, where every [[move]] has a type. This is false, even a rulebook for [[Base Set 2]] states that Weakness and Resistance are applied when the Energy type of the Pokémon using the attack matches.<ref>[https://www.judgeball.com/files/archives/tcg-rulebooks/en/WOTC_v1.pdf Advanced Rulebook, version 1],Judge Ball </ref>. However, this interpretation has been officially acknowledged in the past, in a question to Wizards of the Coast. <ref>[https://compendium.pokegym.net/ruling/322/ Compendium VMAX], [[Team Compendium]]</ref>. It has also been listed on this very page as a truth.
One misconception of the TCG is that each attack has a type, and this type is what is used to determine if a Pokémon takes increased or decreased damage due to Weakness and Resistance. This line of thought further notes that the Energy types in the cost of an attack do not affect this "typing". This interpretation likely draws from the video games, where every [[move]] has a type. This is false, even a rulebook for [[Base Set 2]] states that Weakness and Resistance are applied when the Energy type of the Pokémon using the attack matches.<ref>[https://www.judgeball.com/files/archives/tcg-rulebooks/en/WOTC_v1.pdf Advanced Rulebook, version 1],Judge Ball </ref>. However, this interpretation has been officially acknowledged in the past, in a question to Wizards of the Coast. <ref>[https://compendium.pokegym.net/ruling/322/ Compendium VMAX], [[Team Compendium]]</ref>. It has also been listed on this very page as a truth.
However, it is true that sometimes, the TCG uses non-standard attack costs to be thematic. For example, {{TCG ID|Wizards Promo|Surfing Pikachu|28}} is a {{ct|Lightning}} Pokémon, but its ''Surf'' attack has a cost of {{e|Water}}{{e|Water}}. This may be to depict the idea of the move {{m|Surf}}, which attacks opponents with a wave of water, on a TCG card which itself is not {{ct|Water}}.


==Types of Energy==
==Types of Energy==
[[File:BasicLightningEnergySVEEnergy4.jpg|200px|thumb|right|{{TCG|Basic Lightning Energy}} is a Basic Energy card with an Energy type of {{TCG|Lightning}}, so it provides {{e|Lightning}} Energy]]
[[File:BasicLightningEnergySVEEnergy4.jpg|200px|thumb|right|{{TCG|Basic Lightning Energy}} is a Basic Energy card with an Energy type of {{TCG|Lightning}}, so it provides {{e|Lightning}} Energy]]
The Energy type of an {{TCG|Energy card}} determines the type of Energy it provides. <ref name="JungleTotemBlazingEnergy">[https://compendium.pokegym.net/ruling/1833/ Compendium VMAX], [[Team Compendium]]</ref> For {{TCG|Basic Energy card}}s, this indicated both by the name of the card, and by the illustration that shows the Energy symbol of that type. {{TCG|Basic Darkness Energy}} for instance, is a card that has an Energy type of Darkness, and provides one unit of Darkness Energy. It shows a Darkness Energy on the card. {{TCG|Special Energy card}} is less consistent about this. Many Special Energy depict Energy that appear to be an Energy of a specific type, as seen on {{TCG ID|Rebel Clash|Speed L Energy|173}}, {{TCG ID|BREAKpoint|Splash Energy|113}}, and the Special Energy version of {{TCG ID|Neo Genesis|Metal Energy|19}}. However, most Special Energy provide any Energy of any non-Colorless type until they are in play, even if their illustration appears to show so.<ref>[https://compendium.pokegym.net/ruling/668/ Compendium VMAX], [[Team Compendium]]</ref>. This means that effects that look for Energy of specific Energy types in zones that are not the in-play zone are unable to interact with Special Energy. (The primary exceptions to this are the Special Energy versions of Metal Energy and {{TCG ID|Neo Genesis|Darkness Energy|104}}, which do provide Metal and Darkness Energy while not in play.)
The Energy type of an {{TCG|Energy card}} determines the type of Energy it provides. <ref name="JungleTotemBlazingEnergy">[https://compendium.pokegym.net/ruling/1833/ Compendium VMAX], [[Team Compendium]]</ref> For {{TCG|Basic Energy card}}s, this indicated both by the name of the card, and by the illustration that shows the Energy symbol of that type. {{TCG|Basic Darkness Energy}} for instance, is a card that has an Energy type of Darkness, so it provides one unit of Darkness Energy. The card's illustration shows a Darkness Energy. {{TCG|Special Energy card}} is less consistent about this. Many Special Energy depict Energy that appear to be an Energy of a specific type, as seen on {{TCG ID|Rebel Clash|Speed L Energy|173}}, {{TCG ID|BREAKpoint|Splash Energy|113}}, and the Special Energy version of {{TCG ID|Neo Genesis|Metal Energy|19}}. However, most Special Energy cards do not have a non-Colorless Energy type until they are in play, even if their illustration appears to show so.<ref>[https://compendium.pokegym.net/ruling/668/ Compendium VMAX], [[Team Compendium]]</ref>. This means that effects that look for Energy of specific Energy types in zones that are not the in-play zone are unable to interact with Special Energy. (The primary exceptions to this are the Special Energy versions of Metal Energy and {{TCG ID|Neo Genesis|Darkness Energy|104}}, which do have the Metal and Darkness Energy types while not in play.)
[[File:YveltalShiningFates46.jpg|200px|thumb|left|The ''Amazing Destruction'' attack on the {{TCG ID|Shining Fates|Yveltal|46}} needs Energy of three different Energy types just to use, and after meeting those requirements the attack has two Colorless Energy left in the cost.]]
[[File:YveltalShiningFates46.jpg|200px|thumb|left|The ''Amazing Destruction'' attack on the {{TCG ID|Shining Fates|Yveltal|46}} needs Energy of three different Energy types just to use, and after meeting those requirements the attack has two Colorless Energy left in the cost.]]
Also note that while {{ct|Dragon}} Pokémon do exist, Dragon Energy does not exist within the rules. No Energy card can provide Dragon-typed Energy. {{TCG ID|Roaring Skies|Double Dragon Energy|97}} depicts two "Dragon Energy" but does not change this.
Also note that while {{ct|Dragon}} Pokémon do exist, Dragon Energy does not exist within the rules. No Energy card can provide Dragon-typed Energy. {{TCG ID|Roaring Skies|Double Dragon Energy|97}} depicts two "Dragon Energy" but does not change this.


The Energy type that Energy provides is important because in order for a Pokémon to use an attack, that Pokémon must have Energy attached to them that meets the cost of cost of the attack. The Energy types of that Energy have to match the Energy types contained within the cost. For instance, the {{TCG ID|Dragons Exalted|Garchomp|90}} in {{TCG|Legendary Treasures}} has the attack ''Dragonblade'', which has a cost of {{e|Water}}{{e|Fighting}}. For Garchomp to be able to use the attack, it needs an Energy card attached to it that provides {{e|Water}} Energy and an Energy card attached to it that provides {{e|Fighting}} Energy. A combination of{{TCG|Basic Water Energy}} and {{TCG|Basic Fighting Energy}} is the simplist way to meet this cost, but there are multiple other ways to mix and match Energy cards that allow Garchomp to use ''Dragonblade''. A player could attach a {{TCG ID|Vivid Voltage|Wash W Energy|165}} instead of Basic Water Energy, or a {{TCG ID|Vivid Voltage|Stone F Energy|164}} in place of the Basic Fighting Energy. Many cards, one of which is {{TCG ID|Team Rocket|Rainbow Energy|17}}, can provide one unit of Energy of any typing and could substitute for either Basic Energy
The Energy type that Energy cards have is important because in order for a Pokémon to use an attack, that Pokémon must have Energy attached to them that meets the cost of cost of the attack. The Energy types of that Energy, and therefore the types of the Energy they are providing, have to match the Energy types contained within the cost. For instance, the {{TCG ID|Dragons Exalted|Garchomp|90}} in {{TCG|Legendary Treasures}} has the attack ''Dragonblade'', which has a cost of {{e|Water}}{{e|Fighting}}. For Garchomp to be able to use the attack, it needs an Energy card attached to it that provides {{e|Water}} Energy and an Energy card attached to it that provides {{e|Fighting}} Energy. A combination of {{TCG|Basic Water Energy}} and {{TCG|Basic Fighting Energy}} is the simplest way to meet this cost, but there are multiple other ways to mix and match Energy cards that allow Garchomp to use ''Dragonblade''. A player could attach a {{TCG ID|Vivid Voltage|Wash W Energy|165}} instead of Basic Water Energy, or a {{TCG ID|Vivid Voltage|Stone F Energy|164}} in place of the Basic Fighting Energy. Many cards, one of which is {{TCG ID|Team Rocket|Rainbow Energy|17}}, can provide one unit of Energy of any type and could substitute for either Basic Energy.


Colorless Energy in attack costs is interesting because the symbol in attack costs represents a "wildcard": Any Energy type can fulfill the requirements of a Colorless Energy cost. For instance, the attack ''Clanging Scales'' on the {{TCG ID|Crimson Invasion|Kommo-o|77}} from {{TCG|Crimson Invasion}} has a cost of {{e|Lightning}}{{e|Fighting}}{{e|Colorless}}. It can be met with Energy providing {{e|Lightning}}{{e|Fighting}}{{e|Metal}}, {{e|Lightning}}{{e|Fighting}}{{e|Fairy}}, {{e|Lightning}}{{e|Fighting}}{{e|Psychic}}, or even {{e|Lightning}}{{e|Fighting}}{{e|Colorless}}.  
Colorless Energy in attack costs is interesting because the symbol in attack costs represents a "wildcard": Any Energy type can fulfill the requirements of a Colorless Energy cost. For instance, the attack ''Clanging Scales'' on the {{TCG ID|Crimson Invasion|Kommo-o|77}} from {{TCG|Crimson Invasion}} has a cost of {{e|Lightning}}{{e|Fighting}}{{e|Colorless}}. It can be met with Energy providing {{e|Lightning}}{{e|Fighting}}{{e|Metal}}, {{e|Lightning}}{{e|Fighting}}{{e|Fairy}}, {{e|Lightning}}{{e|Fighting}}{{e|Psychic}}, or even {{e|Lightning}}{{e|Fighting}}{{e|Colorless}}.  


Some effects can change the Energy type that an Energy provides. The absolute most iconic example is the {{TCG ID|Base Set|Charizard|4}} in {{TCG|Base Set}}, whose ''Energy Burn'' {{TCG|Pokémon Power}} changes the Energy type of all Energy attached to it to {{ct|Fire}}. It has been imitated multiple times, with the relevant example of {{TCG|Lost Thunder}}'s {{TCG ID|Lost Thunder|Typhlosion|42}} having a ''Blazing Energy'' Ability that can change all of the Energy attached to its owner's Pokémon to Fire. There are two odd rules when it comes to changing Energy types of Energy. One is that when the Energy type of an Energy card that can provide multiple different types of Energy is changed, the effect that allows the card to provide multiple different types of Energy ends.<ref>[https://compendium.pokegym.net/ruling/74/ Compendium VMAX], [[Team Compendium]]</ref> The second is that changing the Energy type of an Energy card does not cause the name of the card to change. <ref name="JungleTotemBlazingEnergy" />
Some effects can change the Energy type that an Energy provides. The absolute most iconic example is the {{TCG ID|Base Set|Charizard|4}} in {{TCG|Base Set}}, whose ''Energy Burn'' {{TCG|Pokémon Power}} changes the Energy type of all Energy attached to it to {{ct|Fire}}. It has been imitated multiple times, with the relevant example of {{TCG|Lost Thunder}}'s {{TCG ID|Lost Thunder|Typhlosion|42}} having a ''Blazing Energy'' Ability that can change the Energy types of all of the Energy attached to all of its owner's Pokémon to Fire. Changing the Energy type of an Energy card in this way does not change the name of the card.<ref name="JungleTotemBlazingEnergy" /> As such, a {{TCG|Basic Grass Energy}} attached to the Charizard would have an Energy type of {{TCG|Fire}}, and provide {{e|Fire}}, but still be called Basic Grass Energy. This kind of effect interacts less than gracefully with Energy cards that can provide multiple types of Energy like the aforementioned Rainbow Energy. When this kind of card has its Energy type changed, the effect that allows the card to provide multiple different types of Energy ends.<ref>[https://compendium.pokegym.net/ruling/74/ Compendium VMAX], [[Team Compendium]]</ref>  
 
The prior effects overwrite an Energy's Energy type, but it is possible for a card to add Energy types without replacing the orginal type. The only such example is {{TCG ID|EX Delta Species|Holon Research Tower|94}}, which can add the Metal Energy type to any Energy attached to a Delta Species Pokémon. This effect works similarly to cards like {{TCG ID|Forbidden Light|Unit Energy FDY|118}} and {{TCG ID|Dragons Exalted|Blend Energy GRPD|117}}, making it so that the Energy card can provide either Energy of its original Energy type or Metal Energy, but only 1 unit of either.


==In the video games==
==In the video games==
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