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Pojo's Pokemon Card of the Day


R Energy

Date Reviewed: 11.18.04

Ratings & Reviews below

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating.

Thundachu R Energy

Overview: R energy provides 2 darkness energy. There are some good things about this card such as it still does the 10 damage. A con against the card is that it has to be discarded at the end of the turn, and it can only be attached to Rocket and Dark pokemon.

Unlimited: Not very good here because you could use 4 darkness energy and do 10 seperate damage for each one instead of 2 for 1. 2/5

Modified: 4 in every deck that have Dark/Rocket pokemon, plus the 4 darkness as well for backup. 3.5/5

Draft: I highly suggest this card if you can get any dark/rocket cards drafted as well as this, because non-basic energies are very hard to get. This card also saved my friend in a prerelease as well.
Young John
R energy:
It's not terrible here... I guess it's best combo would probably be with Dark Tyranitar (from Neo 4). With Rare Candy you could get it out turn 1 with 2 energy... or what ever. It'd be kinda good I guess.
4/5 depends on the deck I guess.
If you're playing Pokemon with Dark or Rocket's in their name... this is a good choice. It adds a lot of speed.
Providing 2 energy for one turn and adding 10 damage... it could give you a nice quick KO on something or speed things up for you. If you get this take it.

Rocket Energy is another useful card. Like Magma and Aqua energy, you get to power up an attack quickly at the cost of discarding the card at the end of the turn. However, in addition, you also get to do an extra 10 damage! Considering how well the Magma decks performed at Worlds and how Magma energy helped that deck, I imagine that we'll see Rocket decks making a lot out of this card. In limited, this card is a top pick.

Unlimited: 3.5/5
Modified: 4/5
Limited: 5/5

Johnny Blaze
R Energy – Some more new energy to use. While this is Team specific to only Dark or Rocket’s Pokemon. It provides 2 Dark energies and provides a +10 bonus to damage if the damage is inflicted to their active Pokemon. The huge downside to this Special Energy card is that when your turn ends, R energy gets discarded. This might not be that bad if you can win the game early on with an attack that you could normally use on Turn 3 but get it off for a 2nd turn kill to their only basic.

Unlimited: 3/5 – I haven’t tested this out in Unlimited but I’m thinking that here you could go crazy with TR Meowth for a 1st turn k.o. Other good uses are with the original Sneasal. Special energies are usually prone to Energy Removal so it’s going to get discarded either way.

Modifed: 3/5 – Like I mentioned earlier is that if you can get a 1st or more than likely in this format a 2nd turn k.o., its detriments further outweigh its benefits. Other than that, during late game, I would much rather have my energy stay on than get discarded at the end of my turn.

Limited: 3/5 – With so many Dark or Rocket’s Pokemon getting drafted this energy might just win you the game if you needed your last prize but were short on energy and needed to power up a fat attack to do some damage.


New Feature: If you think this review is too long to read, just skip straight to the Ratings and Summary sections! 


Name: R Energy

Set: EX: Team Rocket Returns

Card#: 95/109

Type: Energy

Subtype: Special Energy

Text: R Energy can be attached only to a Pokémon that has Dark or Rocket’s in its name.  While in play, R Energy provides 2 (D) Energy.  (Doesn’t count as a basic Energy card.) If the Pokémon R Energy is attached to attacks, the attack does 10 more damage to the Active Pokémon (before applying Weakness and Resistance).  When your turn ends, discard R Energy.


Attributes: Looking at the Energy symbols in the corner of this card, we see that it provides (DD).  Two Energy at once is usually pretty nice in this game.  I can only think of two examples where that didn’t happen: Miracle Energy cause it can only be attached to about 10 Pokémon in the game, three of which are playable; and Bounce Energy because it requires a Basic Energy be sent back into hand, thus you aren’t coming out any Energy ahead, even in the extreme short turn Energy count.


Abilities: So, aside from providing (DD), what else is there to R Energy?  In the tradition of Aqua Energy and Magma Energy, there are two big restrictions.  First, it can only be attached to Dark and Rocket’s Pokémon.  Second, it is discarded at the end of the turn.  Given the potency of Double Colorless Energy, I understand the that a permanent bonus of (CC) straight out is too much for Pokémon in general.  Since it seems having mostly Colorless Energy costs is the norm, both restrictions make sense.  Still, there is one last effect, and it’s a pretty good one: the Pokémon R Energy is attached to does 10 more damage to the Active Pokémon.  Notice that says “Active Pokémon”, not “Defending Pokémon”.  The difference?  Pokémon is a term that can be either singular or plural.  As is, R Energy adds 10 damage to the damage done to all Active Pokémon, both yours and your opponents.  That’s not going to be too huge a draw back for most decks though.


Uses/Combinations: This is more or less generic Dark/Rocket’s support.  In Unlimited, you an make do without it for several of those Pokémon… but those aren’t Pokémon that see a lot of play anyway.  Now, most new Pokémon that fall into that category can make good use of the temporary boost, even in Unlimited.  First, in all formats, it adds some uncertainty.  Your opponent need (CC), (CD), or (DD)?  If it’s a Dark or Rocket’s Pokémon, they can get it!  They’ll also do 10 extra damage!  This is just “okay” in Unlimited, but it’s great for Modified (and Limited), where normally such a “surge” would be impossible for Basics and Pokémon ex, and Evolved non-Pokémon ex would instead do 10 less damage (via Double Rainbow Energy).




Unlimited: 3/5-This card won’t impact the majority of decks here.  The most successful Dark/Rocket’s Pokémon in this format is probably the classic Rocket’s Zapdos.  It doesn’t get a lot of help from it, as it only needs a single Colorless Energy, and it has access to Plus Power.  There are cards that do benefit though, like Rocket’s Mewtwo ex.  So a small group of cards get a big boost.


Modified: 4/5-Here, there is at least a chance that a major Dark/Rocket’s deck could take off, so I feel justified in scoring it high: most new compatible Pokémon (in term’s of name) have a lot of Colorless Energy requirements.  Also, it’s pretty nice that it’s yet another way most of these cards can tack on damage; most of the Pokémon that can use R Energy can also use Darkness Energy.


Limited: 4/5-It is possible you will have a deck that cannot really benefit from this card, even here.  Remember, despite the set’s name, there are non-Dark/Rocket’s Pokémon, and if that’s what you end up getting, you won’t be able to make use of it.  Otherwise, it’s a nice little bonus for the majority of Pokémon in this set, but mostly as a Plus Power and not for the extra Energy.  After all, you will likely only get one and by that time you might be fully powered up.



R Energy is a must have if and only if you have a Dark/Rocket’s Pokémon that needs either (CC) or (DD) for an attack, since you can fill that requirement for a turn.  If you have no Dark/Rocket’s Pokémon, then it’s useless.  The extra 10 damage is just a nice bonus. is here to provide guidance to all Pokemon trainers out there.  Whether it's the Gameboy Game, N64 or the Trading Card Game, provides all the wisdom you desire. 

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