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Plate (Duel)
Revision as of 15:12, 11 July 2023 by Daniel Carrero(talk | contribs)(Created page with "'''Plates''' are a game mechanic in Pokémon Duel. ==Lit of Plates== {{split|{{redlink|Plate (Duel)}}}} {| class="roundy sortable mw-collapsible mw-collapsed" style="back...")
Choose one of your Pokémon on the field or bench. For this turn, it can spin again once if it spins a Blue Attack.
1
18
Choose one of your Pokémon on the field or bench. For this turn, if that Pokémon or its battle opponent spins a Blue Attack, shift the spin one segment clockwise.
7.0.7
9
7.0.14
17
Quick Care
Select one of your Pokémon on the field. If there is space in your P.C., move it there. Your turn ends.
1
7.0.14
18
Priority Recovery
Switch the order of your Pokémon in your P.C. You cannot use this Plate unless you have two or more of your Pokémon in your P.C. Your turn ends.
1
10
5
7.0.14
19
Ballast
Choose one of your Pokémon on the field. For this turn, it cannot be affected by Whirlwind.
Choose one your Pokémon on the field. That Pokémon is no longer poisoned or noxious.
1
7.0.14
24
Iron Power
Steel-type Pokémon deal +20 damage. Continues until an enemy is knocked out by a Steel-type Pokémon's Attack. Your turn ends.
2
7.0.14
25
Dread Power
Dark-type Pokémon deal +20 damage. Continues until an enemy is knocked out by a Dark-type Pokémon's Attack. Your turn ends.
2
7.0.14
26
Flame Power
Fire-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Fire-type Pokémon's Attack. Your turn ends.
2
7.0.14
27
Meadow Power
Grass-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Grass-type Pokémon's Attack. Your turn ends.
2
7.0.14
28
Splash Power
Water-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Water-type Pokémon's Attack. Your turn ends.
2
7.0.14
39
Invisibility Cape
Choose one of your Pokémon on the bench. For this turn, it can move through other Pokémon when making an MP move.
3
7.0.14
40
Power Battle
Choose one of your Pokémon on the field or bench. For this turn, if this Pokémon or its opponent spins a Purple Attack in battle, they must both spin again once.
2
18
Choose one of your Pokémon on the field or bench. For this turn, if that Pokémon or its battle opponent spins a Purple Attack, shift the spin one segment clockwise.
7.0.7
9
7.0.14
41
Hurdle Jump
Choose one of your Pokémon on the field, and move it over a connected Pokémon. Your turn ends.
2
80
7.0.14
42
Mind Power
Psychic-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Psychic-type Pokémon. Your turn ends.
2
10
5
7.0.14
49
Toxic Power
Poison-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Poison-type Pokémon. Your turn ends.
2
10
5
7.0.14
50
Draco Power
Dragon-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Dragon-type Pokémon. Your turn ends.
Select one of your Pokémon on the bench. That Pokémon switches with one of your Pokémon in your P.C. Your turn ends.
1
72
36
7.0.14
56
Goal Block
Choose one of your Pokémon on the field and move it to your goal point if it is open. Your turn ends.
2
18
9
7.0.14
57
Clay Power
Ground-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Ground-type Pokémon. Your turn ends.
2
7.0.14
61
Spooky Power
Ghost-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by a Ghost-type Pokémon. Your turn ends.
2
7.0.14
73
Zap Power
Electric-type Pokémon deal +20 damage. This effect lasts until one of your opponent's Pokémon is knocked out by an Electric-type Pokémon. Your turn ends.
Choose one of your Pokémon on the field or bench. For this turn, one of this Pokémon's White Attacks will be changed to a Gold Attack before battle.
1
7.0.14
303
Force Remove
This Plate can be used when you have Pokémon on all of your opponent's entry points. Select one of your Pokémon on the field or bench. If that Pokémon's attack knocks a Pokémon out that turn, it will be eliminated from the duel.
1
7.0.14
304
Counter Attack
This Plate can be used when you have enemy Pokémon on all your own entry points. Select one of your Pokémon on the field. That Pokémon will have MP +1 for that turn.
Select your Genosect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ice-type, Bug-type, or Steel-type, the opponent will be removed from the duel.
1
18
Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ice-type, Bug-type, or Steel-type, the opponent will be removed from the duel.
Select your Genosect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Fire-type, Ground-type, or Rock-type, the opponent will be removed from the duel.
1
18
Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Fire-type, Ground-type, or Rock-type, the opponent will be removed from the duel.
Select your Genosect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ground-type, Flying-type, or Dragon-type, the opponent will be removed from the duel.
1
18
Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Grass-type, Ground-type, Flying-type, or Dragon-type, the opponent will be removed from the duel.
Select your Genosect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Water-type or Flying-type, the opponent will be removed from the duel.
1
18
Select your Genesect from the field or bench. During this turn, if your Pokémon's move lands on Miss, it will shift to the move next to it instead. Also, if the Fainted opposing Pokémon is a Water-type or Flying-type, the opponent will be removed from the duel.
Select your Genesect from the field or bench. During this turn, this Pokémon can re-spin 1 time during battle. Also, if the Fainted opposing Pokémon is a Grass-type, Ice-type, Bug-type, or Steel-type, the opponent will be removed from the duel.
Select your Genesect from the field or bench. During this turn, this Pokémon can re-spin 1 time during battle. Also, if the Fainted opposing Pokémon is a Fire-type, Ground-type, or Rock-type, the opponent will be removed from the duel.
Select your Genesect from the field or bench. During this turn, this Pokémon can re-spin 1 time during battle. Also, if the Fainted opposing Pokémon is a Grass-type, Ground-type, Flying-type, or Dragon-type, the opponent will be removed from the duel.
Select your Genesect from the field or bench. During this turn, this Pokémon can re-spin 1 time during battle. Also, if the Fainted opposing Pokémon is a Water-type or Flying-type, the opponent will be removed from the duel.
1
72
36
7.0.14
320
Cosmo Energy
During this duel, when your Deoxys is attacked, before the battle, you may switch that Deoxys with another of your Deoxys on the field or bench. Your turn ends.
1
72
During this duel, when your Deoxys is attacked, before the battle, you may switch that Deoxys with another of your Deoxys on the field. Your turn ends.
3.0.7
36
7.0.14
321
Flame Energy
During this duel, your Fire-type Pokémon cannot be frozen or burned. Your turn ends.
1
72
Your opponent's burned Pokémon gain Wait 3. During this duel, your Fire-type Pokémon cannot be frozen or burned. Your turn ends.
3.0.7
36
7.0.14
323
Overdrive
Choose one of your Reshiram or Zekrom on the field. Remove all special conditions affecting that Pokémon. (Except wait.) While that Pokémon is on the field, that Pokémon deals +30 damage.
1
72
Choose one of your Reshiram or Zekrom on the field. Remove all special conditions affecting that Pokémon. (Except for Wait.) While that Pokémon is on the field, that Pokémon deals +30 damage.
Choose one of your Reshiram, Zekrom, White Kyurem, or Black Kyurem on the field. Remove all special conditions affecting that Pokémon. (Except for Wait.) While that Pokémon is on the field, that Pokémon deals +30 damage.
7.0.10
36
7.0.14
324
Land's Energy
During this duel, the effect of Land's Wrath from your Zygarde becomes, "Spin for all of the opponent's Pokémon on the field, excluding Flying-types. If it lands on Purple Attack, the Pokémon faints." Your turn ends.
1
72
36
7.0.14
325
Long Barrel
Choose 1 of your Rhyperior on the field or bench. Until the end of the duel, the effect of that Rhyperior's Rock Wrecker becomes: "Knock out 1 of your opponent's Fire-, Ice-, Flying-, or Bug-type Pokémon that is 2 or 3 steps away." Your turn ends.
1
72
Choose one of your Rhyperior on the field or bench. Until the end of the duel, the effect of that Rhyperior's Rock Wrecker becomes: "Knock out one of your opponent's Pokémon within 3 steps." Your turn ends.
7.0.10
36
7.0.14
328
Concentrated Fertilizer
Select one of your Grass-type Pokémon on the field or bench. For this turn, that Pokémon gains ★+1 and damage +20.
1
7.0.14
329
Sticky Grass
Select one of your Grass-type Pokémon on the field. While that Pokémon is on the field, the battle opponents of that Pokémon cannot respin. Spin-again effects are treated as single spins only.
1
7.0.14
331
Tropical Energy
Any special conditions are removed from your Grass-, Flying-, and Bug-type Pokémon. During this duel, the effects of Abilities that allow you or your opponent to respin or force respins in battle are nullified for the battle opponents of your Grass-, Flying-, and Bug-type Pokémon. Your turn ends.
1
72
36
7.0.14
332
Dark Energy
During this duel, if the opponent Pokémon is a Psychic type, your Dark-type Pokémon are not knocked out in battle, but are moved to the bench and gain Wait instead. And when you have two or more Dark-type Pokémon on the field, Energy effects on your opponent's Psychic- and Ghost-type Pokémon are nullified. Your turn ends.
1
72
36
7.0.14
333
Phantom Energy
During this duel, your Ghost-type Pokémon can move over Pokémon affected by special conditions when using an MP move. In addition, when one or more of your Ghost-type Pokémon surround an opposing Pokémon, if there are three or more opposing Pokémon on the field or on your opponent's bench with the same name as the surrounded Pokémon, remove the surrounded Pokémon from the game. Your turn ends.
1
72
36
7.0.14
335
Steel Energy
During this duel, your Steel-type Pokémon cannot become poisoned or noxious, and the damage of one of each of those Pokémon's most highly damaging White Attacks that normally deals at least 10 damage is increased by 10. Your turn ends.
1
72
36
7.0.14
336
Poison Blade
Select one of your Steel-type Pokémon on the field. While that Pokémon is on the field, the White Attacks of that Pokémon gain: The battle opponent becomes poisoned.
1
7.0.14
338
Muscle Energy
Remove the sleep and frozen conditions, MP -1, and MP -2 markers, and Wait from all of your Fighting-type Pokémon. During this duel, your Fighting-type Pokémon gain +1 to the damage they deal whenever those Pokémon move from a P.C. to the bench. Your turn ends.
1
72
36
7.0.14
339
Mud Energy
During this duel, if there are 2 or more Water-type Pokémon and 2 or more Ground-type Pokémon on the field, your opponent's Pokémon on the field get +1 to Wait effects that they receive. Your turn ends.*
1
72
36
7.0.14
339
Electro Energy
Removes the paralyzed condition from all of your Electric-type Pokémon. During this duel, if one of your Electric-type Pokémon would deal damage, and there is an Electric-type Pokémon adjacent to it, that damage increases by 10. Your turn ends.
1
72
340
3.0.12
36
7.0.14
341
Molting Energy
During this duel, whenever one of your Bug-type Pokémon or Flying-type Pokémon moves from a P.C. to the bench, it can evolve. If it does, that Pokémon gains Wait 3. Your turn ends.
During a duel, this plate can be used when your Latias or Latios is excluded from the duel. That one Latias or Latios appears on your bench. That Pokémon is excluded from the duel after your next turn has ended.
2
72
This plate can be used during a duel when any of your Latias or Latios have been excluded fro the duel. Return one such Latias or Latios to the bench, and, if possible, Mega Evolve it for 7 turns (even if you have any other Pokémon that are Mega Evolved).
Choose one of your Onix, Scyther, or Steel-type Pokémon on the field. If you chose Onix or Scyther, evolve it. Until the end of the duel, battle opponents of the Pokémon you chose, or the Pokémon that evolved from it, have the effects of their Abilities that increase or decrease Attack damage nullified. This ends your turn.
1
160
80
7.0.14
372
Golden Module
Choose one of your Genesect on the field or bench. For this turn, that Pokémon's Purple Attack becomes the Gold Attack Extreme Speed 100. Also, if a battle opponent knocked out by that Pokémon is a Dark- or Fairy-type Pokémon, that battle opponent is excluded from the duel.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Scizor on the field, and Mega Evolve it for seven turns.
2
72
5.0.3
0
N/A
6.2.0
374
Metal Sphere
Choose one of your Steel-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Steel-type Pokémon do not become poisoned or noxious, and their White Attacks that deal 10 or more damage deal +10 damage. Your turn ends. The effects of this plate do not stack.
1
72
36
7.0.14
375
Phantom Sphere
Choose one of your Ghost-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Ghost-type Pokémon on the bench can MP move past Ghost-type Pokémon and Pokémon affected by special conditions. Your turn ends.
1
72
36
7.0.14
376
Flame Sphere
Choose one of your Fire-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Fire-type Pokémon do not become frozen or burned, and they can MP move past burned Pokémon on the field. Your turn ends.
1
72
36
7.0.14
377
Electro Sphere
Choose one of your Electric-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Electric-type Pokémon deal +10 damage for each Electric-type Pokémon next to them. Your Electric-type Pokémon can MP move past Pokémon that have Wait. Your turn ends. The effects of this plate do not stack.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Mewtwo on the field and Mega Evolve it for 7 turns.
2
72
5.0.6
0
N/A
6.2.0
380
Mighty Sphere
Choose one of your Fighting-type Pokémon. Until the end of the duel, while that Pokémon is on the field, opposing Pokémon surrounded by your Fighting-type Pokémon move to your P.C. Your turn ends.
1
72
36
7.0.14
381
Winged Sphere
Choose one of your Bug-type Pokémon or Flying-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Stage 1-or-higher Bug- or Flying-type Pokémon may MP move over opposing, non-Flying-type Pokémon. Your turn ends.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Gallade on the field and Mega Evolve it for seven turns.
2
72
5.0.8
0
N/A
6.2.0
383
Dark Sphere
Choose one of your Dark-type Pokémon. Until the end of the duel, while that Pokémon is on the field, opposing Ghost-type Pokémon and Psychic-type Pokémon cannot pass through your Dark-type Pokémon by the effects of Abilities. Your turn ends.
1
72
36
7.0.14
384
Mystic Sphere
Choose one of your Fairy-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Fairy-type Pokémon cannot have markers attached to them from the Attacks of other Pokémon. Your turn ends.
Choose one of your Kyurem on the field, and one of your Zekrom or Reshiram on the field or bench or in the P.C. Exclude that Zekrom or Reshiram from the duel, and change the form of Kyurem to Black Kyurem or White Kyurem. Your turn ends.
1
72
Choose one of your Kyurem on the field, plus one of your Zekrom or Reshiram on the field, bench, or in the P.C. Exclude that Zekrom or Reshiram from the duel, and change the form of Kyurem to Black Kyurem or White Kyurem. If any of your Kyurem is knocked out, this plate returns to its unused state.
Choose one of your Ice-type Pokémon on the field. While that Pokémon is on the field, it deals +20 damage. Your turn ends.
1
18
9
7.0.14
393
Microwave Oven
Choose one of your Rotom, Wash Rotom, Frost Rotom, Fan Rotom, or Mow Rotom on the field and change its form to Heat Rotom. Removes the frozen condition from all Pokémon. All Pokémon become Fire-type Pokémon for 9 turns.
1
18
9
7.0.14
394
Washing Machine
Choose one of your Rotom, Heat Rotom, Frost Rotom, Fan Rotom, or Mow Rotom on the field and change its form to Wash Rotom. Removes the poisoned condition from all Pokémon. All Pokémon become Water-type Pokémon for 9 turns.
1
18
9
7.0.14
395
Refrigerator
Choose one of your Rotom, Heat Rotom, Wash Rotom, Fan Rotom, or Mow Rotom on the field and change its form to Frost Rotom. Removes the burned condition from all Pokémon. All Pokémon become Ice-type Pokémon for 9 turns.
1
18
9
7.0.14
396
Electric Fan
Choose one of your Rotom, Heat Rotom, Wash Rotom, Frost Rotom, or Mow Rotom on the field and change its form to Fan Rotom. Removes the Wait condition from all Pokémon. All Pokémon become Flying-type Pokémon for 9 turns.
1
18
9
7.0.14
397
Lawnmower
Choose one of your Rotom, Heat Rotom, Wash Rotom, Frost Rotom, or Fan Rotom on the field and change its form to Mow Rotom. Removes the asleep condition from all Pokémon. All Pokémon become Grass-type Pokémon for 9 turns.
Choose one of your Shaymin on the field and change its form to Sky Forme. If any of your Shaymin become knocked out, this plate returns to its unused state.
1
72
36
7.0.14
401
Stony Sphere
Choose one of your Rock-type Pokémon. Until the end of the duel, while that Pokémon is on the field, opposing Flying-type and Fairy-type Pokémon cannot pass through your Rock-type Pokémon by the effects of Abilities. Your turn ends.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Rayquaza on the field and Mega Evolve it for 7 turns. That Rayquaza's Break Energy becomes Dragon Ascent 90 until the duel ends. If any of your Rayquaza or Mega Rayquaza become knocked out, this plate returns to its unused state.
Choose one of your Dragon-type Pokémon on the field. While that Pokémon is on the field, it deals +20 damage. Your turn ends.
1
18
9
7.0.14
409
Dragon Sphere
Choose one of your Dragon-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Dragon-type Pokémon with MP 1 or lower get +1 MP. If those Pokémon are not affected by a special condition, they can MP move over other Pokémon on the field. Your turn ends.
Choose one of your Water-type Pokémon on the field. While that Pokémon is on the field, it deals +20 damage. Your turn ends.
1
18
9
7.0.14
413
Aqua Sphere
Choose one of your Water-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Water-type Pokémon that are next to Water-type Pokémon gain +1 MP (to a maximum of MP 3). Your turn ends.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Gyarados on the field and Mega Evolve it for 7 turns.
0
N/A
6.2.1
415
Grass Sphere
Choose one of your Grass-type Pokémon. Until the end of the duel, while that Pokémon is on the field, your Grass-type Pokémon do not move from effects of opposing Attacks that would move them to the bench, P.C., or the Ultra Space. Your turn ends.
Choose one of your Latias or Latios on the field. While that Pokémon is on the field, it deals +30 damage. Your turn ends.
1
18
9
7.0.14
420
Venom Sphere
Choose one of your Poison-type Pokémon. Until the end of the duel, while that Pokémon is on the field, the effects of Abilities of opposing Pokémon that are poisoned or noxious that increase or decrease Attack damage are nullified. Your turn ends.
Choose one of your Pokémon on the field or bench. If that Pokémon is knocked out by Attack damage on this turn, its battle opponent is also knocked out.
Choose one of your Pokémon on the field or bench. Until the end of that Pokémon's next battle, its MP is 2, and it can MP move over other Pokémon on the field
1
N/A
6.2.9
72
7.0.14
424
Necroizer
Choose one of your Necrozma on the field and one of your Solgaleo or Lunala on the field, bench, or in a P.C. That Solgaleo or Lunala moves to the Ultra Space, and the Nerozma changes its form to Dusk Mane Necrozma or Dawn Wings Necrozma.
This plate can be used when none of your Pokémon are Mega Evolved. Choose one of your Steelix on the field and Mega Evolve it for 7 turns.
0
N/A
7.0.7
440
Restorer
Choose a Restored Pokémon in your P.C. That Pokémon moves to the bench without gaining Wait. Move one of your Restored Pokémon that has been excluded from the duel to your P.C.
1
72
7.0.10
36
7.0.14
441
Primal Sphere
Choose one of your Restored Pokémon. Until the end of the duel, while that Pokémon is on the field, if the number of your own Pokémon on the field, bench, and in your P.C. is lower than the number of the opponent's Pokémon on the field, bench, and in the opponent's P.C., your Restored Pokémon and Pokémon that have evolved from Restored Pokémon deal +30 damage and gain +1 ★. Your turn ends. The effects of this plate do not stack.
1
72
7.0.10
36
7.0.14
442
Frost Sphere
Choose one of your Ice-type Pokémon. Until the end of the duel, plates with Sphere in their name, except for Frost Sphere, have their effects negated on opposing Pokémon within 3 steps of that Pokémon. Your turn ends.
Change the form of each Tornadus, Thundurus, and Landorus on the field, if possible. This plate can be used again if the opponent uses a plate that is not Reveal Glass. This ends your turn.
1
72
7.0.11
36
7.0.14
448
Silk Sphere
Select one of your Bug-type Pokémon. While this Pokémon is on the field, the Abilities of opposing Pokémon that have an MP-reducing marker attached to them are nullified. This ends your turn.
Choose one of your Tapu Koko, Tapu Lele, Tapu Bulu, or Tapu Fini. Until the end of the duel, while that Pokémon is on the field, the Misses of your Tapu Koko, Tapu Lele, Tapu Bulu, or Tapu Fini become the ★★ Purple Attack Nature's Madness (attaches a Final Song marker to the battle opponent; Pokémon with that marker are knocked out after 5 turns), and your Fairy-type Pokémon may MP move through your other Fairy-type Pokémon. Your turn ends.
1
72
7.0.12
36
7.0.14
456
White Sphere
Choose one of your Normal-type Pokémon. Until the end of the duel, while that Pokémon is on the field, the Z-Move gauge increases of your Normal-type Pokémon when they attack and when they move to the P.C. are boosted. This effect does not stack. Your turn ends.
1
36
7.0.14
457
Gold Sphere
Choose one of your Ground-type Pokémon. Until the end of the duel, while that Pokémon is on the field, all the White Attacks of your evolved Ground-type Pokémon become Gold Attacks in their first battles after moving to the field. Your turn ends.