Another iconic draw Supporter. Combos well with Items that discard as costs (e.g. Ultra Ball, Secret Box); after you've emptied your hand, play Research to fill it back up!
Recovery cards (e.g. Super Rod, Night Stretcher) can mitigate the downside of Professor's Research. Sometimes you'd even want to discard cards, because you have synergies that depend on them in the discard pile (e.g. Gardevoir ex, Ethan's Typhlosion).
Once setup is over and players start trading KOs, Fezandipiti ex becomes live. Flip the Script draws 3 cards for a fairly easy-to-meet condition at that stage of the game.
Fezandipiti ex is a good counter to being Iono'd to a low hand size. If you topdeck Nest Ball after the Iono, it can turn into Fez.
Note that KOs that occur during Pokémon Checkup (from Poison, Burn, Froslass's Freezing Shroud) don't enable Fez.
Restart doesn't discard or shuffle dead cards from your hand, and it only draws at most 3 cards, but it's an Ability, freeing up your Supporter for the turn.
A common play when you're down to 2 dead cards and an Ultra Ball in hand is to Ultra Ball for Mew ex, granting you a fresh 3. If you already have Mew ex in hand or in play, you can even fail to find, using the Ultra Ball purely as a discard outlet.
Squawk and Seize's effect is similar to Professor's Research, but draws 1 fewer card.
Often used to set up Energy in the discard pile for acceleration. Like Carmine below, it can be used on your first turn. Nest/Ultra Ball can search for it.
In a pinch, Motivate can also accelerate Energy.
Like Tropical Beach from BW Block, Grasping Draw draws you up to 7 and ends your turn. However, it's an attack, so you can't use it on T1 if you go first.
Your deck needs to be fairly slow to want Cleffa in it. You can't be attacking for damage early (you'll be attacking with Cleffa instead), and you need comeback cards like Iono or Counter Catcher when your opponent takes the "free" Prize from KOing Cleffa.
A discard-and-draw Supporter for when you absolutely need one on turn 1, even going first.
Played in low setup decks that benefit from having Energy from the discard pile: Archaludon ex, Roaring Moon (Professor Sada's Vitality), Ceruledge ex.
Somewhat similar to Cleffa in that it needs to be Active, can setup for 0 Energy, and gets KOed easily. It has a different payoff, getting a Supporter from the top 6 instead of drawing cards.
In the mid-late game, if you have a way to switch Tatsugiri out (which could be as simple as an Energy to retreat), you can bring it up after a KO, use its Ability for value, then switch it out and resume attacking.
For a 2-card and 1-turn (Basic + Stage 1) investment, you get to draw 3 cards.
Commonly played with Artazon. If it isn't bumped, Artazon can be used repeatedly over several turns to get Dunsparce out of the deck after Run Away Draw.
Similar to Delcatty from the EX era, Revavroom is a Stage 1 with an Ability that discards Energy to draw cards.
Played in Ceruledge ex to dump Energy into the discard pile for Abyssal Flames.
If your deck needs 0 Energy to attack (Conkeldurr), or has unlimited Energy attachment (Baxcalibur), you can use Enriching Energy along with Dudunsparce as a draw engine that recycles itself.
Hilda or Colress's Tenacity can search it out.
An option for decks with a 2-card combo where both pieces have to be played at the same time (e.g. Rare Candy + Stage 2). If you've got one combo piece in hand and are looking to draw into the other, Morty's Conviction won't bottom-deck or discard the piece you're already holding, unlike Iono or Professor's Research.
Your opponent will likely have a big Bench if they are on the Noctowl + Area Zero Underdepths engine.
Provides a minimal amount of card advantage, but also fills up your discard pile.
Roaring Moon makes good use of the incidental discard, as discarded Energy is food for Professor Sada's Vitality, and discarded Ancient cards pump Vengeance Fletching.
This is neither a good switch card (actual Switch is an Item) nor a good draw Supporter (other Supporters draw more cards), but helps compress deck slots by being both at once.
Played with Iron Valiant ex, which needs lots of switch effects.
These are only played if you're already maxed out on 4 copies of one key card for your deck, and need 5th-8th copies.
Pokégear 3.0 can also be used for the opposite reason: if you play a 1-of Supporter that is only conditionally useful, you can add Pokégear 3.0 to dig for it when necessary. If you end up not needing that 1-of, Pokégear 3.0 can still get you value by digging for your other Supporters. (This reasoning doesn't work so well with the Items that dig for Pokémon, because there are other Items that reliably search for Pokémon.)
Used exclusively in the Team Rocket's Mewtwo ex deck. You have Basic searchers for setup (Proton), big draw (Ariana), hand disruption (Archer), and utility (Petrel, Giovanni). Tying this all together is Transceiver to search for any Team Rocket Supporter, and Factory for some extra draw.
If you're here from RS-PK, note that Team Rocket's Transceiver does not let you get a Supporter back from the discard pile. Oh, and Item lock (Budew/Jellicent ex) is more common, so against those decks, you'll want to use Transceiver to get it out of your hand before they get the Item lock up.
Burst Roar is very rarely used.