Glossary

Official energy types, card types, evolution stages, rarity tiers, and the gacha/game vocabulary you need to read this site.

Energy types (official names)

G
Grass
R
Fire
W
Water
L
Lightning
P
Psychic
F
Fighting
D
Darkness
M
Metal
N
Dragon
C
Colorless

Card types

Pokémon
Trainer
↳ Supporter
↳ Item
↳ Pokémon Tool

Evolution stages

Basic
Stage 1
Stage 2

Rarity tiers

Common
◊◊
Uncommon
◊◊◊
Rare
◊◊◊◊
Double Rare
Art Rare
☆☆
Super Rare
☆☆☆
Special Art Rare
☆☆☆
Immersive Rare
Crown Rare
Shiny
✵✵
Shiny Super Rare

Gacha & game terms

B C D E I K P R S T W

B

Basic Pokémon
The first-stage Pokémon that starts in play or is played directly — no evolution required. Every opening hand has at least 1.
Bench
3 slots for reserve Pokémon (paper TCG has 5). No mulligan — opening hand always has ≥1 Basic Pokémon.
Booster Pack
5 cards per pack, 2 free packs/day (12h hourglass each). Slots 1-3 are always 1-Diamond; only slots 4-5 can roll higher rarities.

C

Chansey Pick
A special Wonder Pick pool with guaranteed higher-value cards, appearing rarely on the Wonder Pick screen.
Crown Rare
Top rarity (♕), ~0.04-0.16% per slot in normal packs (~1/2000 vs. 100% pull rate inside a Rare Pack).

D

Deck
Exactly 20 cards, max 2 copies of the same name, only Pokémon + Trainer cards (no Energy cards in the deck itself).

E

Energy Zone
Auto-generates 1 free energy per turn (no Energy cards needed); pick 1-3 energy types for your deck beforehand.
ex
Suffix on stronger Pokémon cards — worth 2 Prize Points when knocked out (vs. 1 for a regular Pokémon).

I

Immersive Rare
3-Star (☆☆☆) rarity — long-press the card to play a full-screen animated/music scene of the artwork. One of the rarest tiers in normal packs.

K

Knock Out
A Pokémon is removed from play when its damage counters reach its HP — grants the opponent Prize Points.

P

Pack Hourglass
Earned from missions/events. 12 of them = −1 hour off the 12h pack-opening countdown (12 total = 1 free pack instantly).
Pack Point
+5 points every pack you open, spendable to redeem any card directly (pity system). Cost: 1◊=35 · 2◊=70 · 3◊=150 · 4◊=500 · 1★=400.
Poké Gold
Premium currency bought with real money — used to buy packs or skip the pack-opening hourglass.
Prize Points
Win at 3 points. Knocking out a regular Pokémon = 1 point, an ex Pokémon = 2 points.

R

Rare Pack (God Pack)
A special pack where all 5 cards are ≥1-Star (no Diamond cards). Community estimate: ~0.05% chance per pack (not officially confirmed).
Rare Pick
A rarer Wonder Pick pool than Chansey Pick — lower appearance rate but higher-rarity guaranteed cards.
Retreat
Swap your Active Pokémon for a Bench Pokémon, paying its Retreat Cost in energy (once per turn).

S

Set / Expansion
A themed batch of new cards, released roughly once a month (mix of full sets ~230-380 cards and mini sets ~100-130 cards).
Shinedust
Currency from duplicate cards, replaced Trade Token from 07/2025 — used to pay for trades (cost scales with rarity, up to 30,000 for a 2-Shiny each side).
Stage 1 / Stage 2
Evolved forms — Stage 1 evolves from a Basic, Stage 2 evolves from a Stage 1, each swapped in on top of the earlier stage (not summoned separately).

T

Trade Stamina
Resource spent per trade with a friend, separate from Wonder Stamina — required in addition to the Shinedust fee.
Trade Token (legacy)
Old trading currency, replaced by Shinedust in 07/2025. Conversion window for leftover tokens ends 29/07/2026.
Trading
Same-rarity swap between friends only, costs 1 Trade Stamina + Shinedust per trade. 2026: opened up to 2-Star, 1-Shiny, 2-Shiny in all sets; PROMO cards cannot be traded.

W

Weakness
A type that deals bonus damage to a given Pokémon (Pocket has no Resistance stat, only Weakness).
Wonder Hourglass
Item that skips 1 hour off Wonder Stamina regen; 12 of them = 1 full stamina point instantly.
Wonder Pick
Pick 1 face-down card from a pack another player just opened (5 cards shown, sometimes only 3) — chance of the card you want = 1/n if it is in that pack.
Wonder Stamina
Max 5, regenerates 1 per 12 hours. Cost per Wonder Pick depends on the rarest card in the pack.

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What this Pokémon TCG Pocket glossary covers

This Pokémon TCG Pocket glossary gathers the terms you actually run into while playing into one place, instead of leaving you to piece definitions together from scattered guides. Every entry is written to be usable on its own, but where a term connects to something deeper on this site, the entry links straight to it: a rarity tier links to pack odds, Pack Point links to the cost calculator.

Terms here fall into four groups: system terms the game defines itself, rarity tiers, items, and slang the community coined on its own. Mixing those last two together is where a lot of confusion starts, so this glossary keeps them clearly separated.

The 11 rarity tiers

Every card in the game falls into one of 11 rarity tiers, shown either with diamond symbols or star symbols depending on how rare the card is.

  • Common, 1 diamond
  • Uncommon, 2 diamonds
  • Rare, 3 diamonds
  • Double Rare, 4 diamonds
  • Art Rare, 1 star
  • Super Rare, 2 stars
  • Special Art Rare, 2 stars
  • Immersive Rare, 3 stars
  • Ultra Rare, shown as a Crown symbol
  • Shiny, 1 shiny symbol
  • Shiny Super Rare, 2 shiny symbols

Immersive Rare and Ultra Rare (Crown) cards cannot be traded with other players at all, which sets them apart from every diamond and star tier below them.

Core system terms

Wonder Pick: a shared pick where you are shown 5 cards and everyone drawing from that same pool has an equal 1 in 5, or 20 percent, chance at each of the 5 slots. There is no hidden weighting between the 5 slots.

Energy Zone: generates energy for your deck automatically every turn based on the types you assigned when building, which is also why Energy cards are not placed in the deck itself.

Pack Point: earned every time you open a pack, 5 points per pack, tracked separately for each individual pack rather than shared across your account. Points can be redeemed for a specific card once you have enough saved.

Items and community terms

Shinedust is the currency you get from breaking down cards you already own, and it can be spent to trade for cards you are missing: 1200 for a 3-diamond card, 5000 for a 4-diamond card, 4000 for a 1-star Art Rare, and 25000 for a 2-star Super or Special Art Rare, with Shiny cards at 10000 and Shiny Super Rare at 30000. Immersive Rare and Crown Rare cards cannot be traded, so Shinedust does not apply to them at all.

A few terms are not official game vocabulary, they were coined by the community and are worth knowing anyway. A god pack refers to hitting the rare pack type where every slot comes back Art Rare or better. A pull is community shorthand for a single card result from opening a pack. An archetype is a deck built around one recurring strategy or shared Pokémon type, a term players use even though the game itself never labels decks this way.

Frequently asked questions

What is the difference between Super Rare and Special Art Rare?

Both sit at the same 2-star rarity tier, so they carry the same Pack Point value and the same Shinedust trade cost. The difference between them is presentation, not power or rarity weight.

What does god pack mean?

It is a community term, not an official one, for landing the rare pack type where every one of the 5 slots comes back as Art Rare, Super Rare, Immersive, or Ultra Rare instead of the usual mostly-Common spread.

Why can't I trade my Immersive Rare or Crown Rare cards?

Those two tiers are excluded from trading entirely, by design. Every other diamond and star tier can be traded using Shinedust, but Immersive Rare and Ultra Rare (Crown) can only be obtained by pulling them or redeeming them with Pack Points.

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