Dual Fusion Top 10 Cards

By Charles - November 13th, 2026

C1 Dual Fusion

October 29, 2026

131 Card Main Set

The C Series of TCG Pocket begins with Dual Fusion, which has Mega Mewtwo X and Pikachu packs. The main mechanic introduced here is dual-type cards, but unfortunately, there are only two: Mega Mewtwo X ex and Mega Greninja ex. There are a couple of new deck archetypes, but also a lot of ways that older ones became stronger.

THE RULES: Any card in the set that was not already available and playable at the time is valid for this ranking. For example, Poké Ball was included in Shining Revelry, but was already available prior and is therefore not valid for Shining Revelry's ranking.

Attack Power represents the amount of raw damage a card can deal with its attacks. Defense represents total HP, Retreat Cost, and any Abilities that might prevent a Knock Out. Draw Power represents the ability of a card to pull resources from the deck. Support Skills represent miscellaneous effects from Abilities or Trainer cards that help you get an advantage, as well as effects that accelerate Energy. The above four rankings help illustrate the abilities of a card, but the three totals have no bearing on a card's placement in the list. A card might be a terrific specialist in one stat and rank #1, while having 0 in other stats. A card might have a fantastic effect but only in a very specific use case, so a slightly weaker effect is ranked higher because it's more applicable.

Mew ex 57/131

#10

Mew ex 57/131

#10

Mew's second ex card is basically a Psychic version of Moltres ex, allowing you to attach up to 3 Energies to your Benched Psychic Pokémon. The intended use case for this card is obviously Mega Mewtwo X ex, and you can get one charged up pretty quickly with this card. However, it could really be used with any Psychic-type, so there are a lot of potential use cases for this card in the future.

Having just one Retreat is really fantastic, and 2 Energy for 60 means that you don't need to commit to attacking. You can put one Energy on for Secret Guidance, and just needing one more needs you can decide if you want to attack at any time. The damage output is pretty great too and can eliminate some weaker cards. 

Unfortunately, there has been quite a bit of power creep since Genetic Apex, and Secret Guidance is a little slow for the C series. It's not bad, but a lot of decks can attach Energy in a much more efficient way.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Giratina ex 101/131

#9

Giratina ex 101/131

#9

Just like Mew, Giratina is getting its second ex. The last one was the best card in the game for a long time, while this one is more of a simple beat stick card. 150 HP is great, and being able to deal Mega ex levels of damage on a two-point card is awesome. Not many decks can take 140, Knock Out a 150 HP Basic, and then take another 140 next turn.

With the help of Dragonair, which attaches Energy, and Eviolite, which lowers the damage it takes, Giratina ex is actually very consistent. While it's a little high-maintenance by itself, this card already has all the tools it needs to succeed. The only problem here is that you don't really get a lot of flexibility, since Slash isn't particularly good. You're never going to be attacking with anything other than Dragon Impact, since you only have enough resources to replace the discarded Energy each turn, so it might be easy for your opponent to play around.

The upside of a simple, high damage card like this is that, under the right circumstances, you can destroy your opponent without breaking a sweat. The downside is that you really suffer if you draw poorly.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Mega Mewtwo X ex 56/131

#8

Mega Mewtwo X ex 56/131

#8

One of the two dual-type ex cards in Dual Fusion, Mega Mewtwo X ex gets to hit for two Weaknesses which are decently common. Most importantly, Mewtwo does extra damage to Mega Lucario ex. 180 HP is absolutely amazing for a Basic, even if you do give up 3 points. 100 damage is decent for three Energy, and you can deal 140 pretty consistently because it's pretty easy to get a Stadium in play, even if it's not your own. Once you place a Stadium, it's really hard for your opponent to remove the Stadium aside from just playing a new one and maintaining the 140 damage.

Although, just like Giratina ex, Mewtwo is pretty simple, it's an even better straightforward attacker. Almost nothing can defeat it in one hit, while Mewtwo destroys any Basic ex. As long as you charge it up on the Bench and protect it from being gusted Active, once Mega Mewtwo X ex comes on the field, you're almost guaranteed to win.

The worst part of this card is the Retreat Cost of 2. If you start with Mewtwo in the Active, you are really susceptible to taking a little bit of damage on the first turn. This allows your opponent to use Cyrus to gust Mewtwo Active later on and revenge kill it. This means that you really have no choice but to play Peculiar Plaza as your Stadium to remove the Retreat Cost, meaning you can't as easily benefit from the Fighting-type attack boost of Arena of Antiquity.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Frogadier 41/131

#7

Frogadier 41/131

#7

With only two copies of a card in your deck, you need to be very careful with your Evolving Basics in Pocket. Luckily, with this Frogadier's Ability, you can search your deck for a Frogadier and place it right onto the Bench. This means that, even if you lose a Froakie, you can still get two Greninja into play. Even better is if you manage to keep your Froakie and play Rare Candy to Evolve it straight into Greninja, meaning you can have three in play (remember that you can have 2 Greninja ex and 2 Greninja in your deck).  

Frogadier's Sudden Duplication would be great on any middle Stage card, but it's even better considering how many awesome Greninja cards there are. There is the single-point Greninja with Water Shuriken, Greninja ex, and Mega Greninja ex. Seeing as you only really need one Mega ex, you could reasonably aim for one Mega Greninja and two Water Shuriken Greninja, meaning you can snipe 40 every single turn with Abilities.

I haven't even mentioned that fact that Sudden Duplication searches your deck for the Frogadier. There aren't a whole lot of consistency cards in Pocket, so this is a huge deal. Seeing as Mega Greninja ex only needs two Energies to attack, you can get rolling really quickly.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Charizard 18/131

#6

Charizard 18/131

#6

Charizard gets yet another card in Dual Fusion, and this is a really strong one. Flame Aura is a stronger version of Darkrai ex's Ability, allowing you to deal 30 damage whenever you attach a Fire Energy to Charizard. The best use case of this card is in Mega Charizard Y decks, where you can use Flame Aura to get past tricky cards like Safeguard Oricorio. Since you only ever need one Mega, Evolving your second Charmeleon into this card is perfectly fine. Many Mega Charizard Y decks only include one Mega anyways.

Another great reason to include this card is that you unlock Blue's Provocation, which is a Boss' Orders if you have Charizard, Blastoise, Venusaur, or Pidgeot in play. Being able to gust anything you want Active and blow it up with a 250-damage Crimson Dive is absolutely lethal, and it's easy to pull off late-game once Entei ex has drawn through your whole deck. 

In the off-chance you draw poorly with this deck, Charizard is a better option than the Mega ex. 150 HP is nothing to scoff at, and by the time you attach the Energy and use Fire Wing, you've already dealt 180 damage. The only risk you have attacking with Charizard is the 3 Retreat Cost; once you put it Active, there's no turning back. 

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Blue's Provocation 126/131

#5

Blue's Provocation 126/131

#5

Blue's Provocation is an extremely situational card, only useable if you have one of four Stage 2 cards in play. However, the effect is so powerful that it still placed this high on the list. Being able to gust any card you want can end a game on the spot, especially since you win the game if you Knock Out a Mega ex. Cyrus is one of the most powerful cards in the game, so not having to even damage the Benched card for the same effect makes this card an instant inclusion in any deck with Charizard, Blastoise, Pidgeot or Venusaur.

The interesting part about Blue's Provocation is that those four Stage 2s are always going to be more enticing in a deck as they unlock automatic gusting. Decks that use ex versions of Charizard and friends can very easily find a space for a single-point version as well. Retroactively boosting the power of any card of a specific Pokémon is really neat dynamic you don't see very often. 

This card really puts Mega Charizard Y decks over the top, and they resemble those found in the main TCG, almost more so than Pocket.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Mega Greninja ex 42/131

#4

Mega Greninja ex 42/131

#4

Mega Greninja is the big Mega ex from the Pikachu pack, and it doesn't disappoint. 200 HP is pretty great, although on the smaller side for a Stage 2 Mega. 100 damage for two Energy is great, but that's not enough to trade blows with cards like Mega Lucario ex or Mega Charizard Y ex.

What makes this card so strong is that it prevents your opponent from Retreating their Active Pokémon. With the lack of switching cards in the game, your opponent is going to be stranded Active whether they like it or not. What this means is that, if you get the first strike against an opposing Mega ex, unless they are able to OHKO Greninja back, you win the game next turn. It's very easy to boost one of your attacks with Red or even Greninja's Water Shuriken, so hitting 220+ is not an issue. 

One of the most important parts of battles in the B and C blocks is saving your Mega ex for the right moment, since if you lose it, you lose the entire game. Greninja is the new best card in dealing with this dynamic, and you will always be playing an uphill battle to outmaneuver it. Although there isn't much Greninja can do if caught off guard, the fact that your opponent has to play perfectly to do that, and is otherwise hopeless, is enough for Greninja decks to be great. Free Retreat is just overkill.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Umbreon 84/131

#3

Umbreon 84/131

#3

I'm not sure why an Uncommon Umbreon was given such a ridiculous damage output, but here it is. Thanks to Boosted Evolution Eevee, you can Evolve into Umbreon on the very first turn of the game and deal 80 damage to a Basic Pokémon. You can even attach Deceptive Needle to deal some extra damage. 

Aside from the ability to one-shot a Basic on the first turn, there isn't really much else Umbreon can do. 90 HP isn't bad, but plenty of cards can defeat it without much difficulty. Moonlit Raid is just such an unfair attack for the first turn that you can throw in any combination of Deceptive Needle, Hoopa ex, Darkrai ex, Mega Sableye ex, and Mega Absol ex and have an extremely powerful donk deck. 

I remember when 40 damage on the first turn was so much that it was locked behind Farfetch'd, who couldn't hit for Weakness. Just two years later, that is completely thrown out the window.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Eviolite 123/131

#2

Eviolite 123/131

#2

Eviolite is a direct copy of the card from the Black and White era, but it's far stronger in Pocket, where a Basic ex has 130 HP instead of 170. This effect is way better than getting a flat +20 HP, since it gives you a free 20 HP every time you get hit. If you have 100 HP, boosted to 120 HP with a Giant Cape, you will get Knocked Out if your opponent hits for 40 three times. With Eviolite, you will still be at 50% HP, as each attack is halved. 

There are a ton of strong Basics that benefit from Eviolite. Just in this top 10 list alone, there's Mew ex, Mega Mewtwo ex, and Giratina ex. If your main attacker is a Basic, this card is a must-have. It even works on the Bench! A Basic Mega ex with an Eviolite is going to be a very common sight as we continue through the C block. Only Mega Charizard Y ex won't have to worry about Eviolite when calculating Knock Outs. Even the big attackers like Mega Lucario ex can be thwarted by a clever use of Eviolite. 

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

Serena's Choice 127/131

#1

Serena's Choice 127/131

#1

Since draw power is so limited in TCG Pocket, it's pretty easy for a card like Serena's Choice to make its way into every deck. You get to look at the top 3 cards of your deck and pick one. The card's effect really isn't that strong compared to even the weakest Supporters in the main TCG, but simply being able to look at cards in your deck is almost unheard of in Pocket. Serena lets you dig pretty deep into your deck, equivalent to looking at the top 9 cards in a 60 card deck. This lets you find the exact pieces you need to execute your strategy.

Although Professor's Research is still the best Supporter in the game, Serena's Choice might take 2nd over Copycat in a lot of decks. As much as you can get really huge draws and see a lot of new cards with Copycat, it's not always useful. If you have a dead hand and your opponent smartly plays all their cards, Copycat really isn't helping. Serena's Choice is always useful, allowing you to see more cards than Professor's Research. It's actually even better in the late game, where you need to find just one more card in order to win. 

Going forward, I think it's going to be a three-horse race between Serena's Choice, Professor's Research and Copycat. Expect to see some combination of those three in almost every deck.

Card image © Pokémon/Nintendo/Creatures/ GAME FREAK/DeNA.

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