CC Disorienting Flash
Your opponent's Active Pokémon is now Confused. Put 8 damage counters instead of 3 on that Pokémon for this Special Condition.
LCC Thunderous Bolt 140
During your next turn, this Pokémon can't attack.
Weakness: Fighting
Resistance: none
Retreat: 2
LC Blinding Beam 40
During your opponent's next turn, if the Defending Pokémon tries to attack, your opponent flips a coin. If tails, that attack doesn't happen.
LLC Electro Ball 120
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Blinking Lights
As often as you like during your turn (before your attack), you may look at the top card of your opponent's deck.
LC Swirling Flow 50
You may have your opponent shuffle their deck.
Weakness: Fighting
Resistance: Metal
Retreat: 2
Ability: Energy Grounding
When 1 of your Pokémon is Knocked Out by damage from an opponent's attack, you may move a basic Energy card from that Pokémon to this Pokémon.
LLC Lightning Strike 70+
You may discard all [L] Energy from this Pokémon. If you do, this attack does 70 more damage.
Weakness: Fighting
Resistance: Metal
Retreat: 2
WC Dive 40
Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokémon during your opponent's next turn.
WCC Take Down 80
This Pokémon does 20 damage to itself.
Weakness: Fighting
Resistance: Metal
Retreat: 2
L Special Tackle 30+
If this Pokémon has any Special Energy attached to it, this attack does 30 more damage.
LCC Extreme Current 90
Discard an Energy attached to this Pokémon.
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Submerge
Once during your turn (before your attack), you may use this power. Lanturn's type is [W] until the end of your turn. This power can't be used if Lanturn is affected by a Special Condition.
LCC Powerful Spark 40+
Does 40 damage plus 10 more damage for each Energy attached to all of your Pokémon.
Weakness: Fighting
Resistance: none
Retreat: 2
L Energy Split
This attack does 30 damage to each of your opponent's Pokémon that has any Energy cards attached to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
LCC Aqua Bolt 60+
Does 60 damage plus 10 more damage for each [W] Energy attached to Lanturn.
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Energy Grounding
Once during your opponent's turn, when any of your Pokémon is Knocked Out by your opponent's attacks, you may use this power. Choose a basic Energy card discarded from the Knocked Out Pokémon and attach it to Lanturn. You can't use more than 1 Energy Grounding Poké-Power each turn.
LLC Lightning Strike 50
You may discard all [L] Energy attached to Lanturn. If you do, this attack's base damage is 90 instead of 50.
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Dual Armor
As long as Lanturn has any [W] Energy attached to it, Lanturn is both [W] and [L] type.
LC Razor Fin 30
CCC Water Gun 40+
Does 40 damage plus 20 more damage for each [W] Energy attached to Lanturn but not used to pay for this attack's Energy cost. You can't add more then 40 damage in this way.
Weakness: Fighting
Resistance: none
Retreat: 2
Team Aqua's Lanturn - Lightning - 80 HP
Pokémon - Stage 1 - Evolves from Team Aqua's Chinchou
Ability: Auxiliary Light
Once during your turn (before your attack), you may attach a basic Energy card from your hand to Team Aqua's Lanturn. Put 2 damage counters on Team Aqua's Lanturn. This power can't be used if Team Aqua's Lanturn is affected by a Special Condition.
LCC Lightning Ball 50
Weakness: Fighting
Resistance: Metal
Retreat: 1
L Lightning Ball 20
CCC Conduction 30+
Discard all [L] Energy cards attached to Lanturn. Flip a number of coins equal to the number of [L] Energy cards you discarded. This attack does 30 damage plus 40 more damage for each heads.
Weakness: Grass
Resistance: none
Retreat: 1
Ability: Ion Coating
You may use this power once during each of your turns (before your attack). All [L] Energy attached to your Active Pokémon becomes [W] Energy for the rest of the turn. (This effect ends if your Active Pokémon retreats or is returned to your hand.) This power can't be used if Lanturn is affected by a Special Condition.
CC Electric Tackle 20+
This attack does 20 damage plus 10 damage for each [L] Energy attached to Lanturn. Flip a coin. If tails, Lanturn does 10 damage to itself for each [L] Energy attached to it.
Weakness: Fighting
Resistance: none
Retreat: 1
Light Lanturn - Lightning - 80 HP
Pokémon - Stage 1 - Evolves from Chinchou
L Searchlight
Flip a coin. If heads, each player may choose a card from his or her discard pile and put it into his or her hand.
LL Spark 30
If your opponent has any Benched Pokémon, choose 1 of them and this attack does 10 damage to it. (Don't apply Weakness and Resistance for Benched Pokémon.)
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Submerge
Once during your turn (before your attack), you may change Lanturn's type to [W] until the end of your turn. This power can't be used if Lanturn is Asleep, Confused, or Paralyzed. If Lanturn becomes Asleep, Confused, or Paralyzed after you have used this power, its type changes back to [L].
LCC Blinding Light 30
Flip a coin. If heads, the Defending Pokémon is now Confused.
Weakness: Fighting
Resistance: none
Retreat: 2
Ability: Hydroelectric Power
You may make Floodlight do 10 more damage for each [W] Energy attached to Lanturn, but not used to pay for Floodlight's Energy cost. This power can't be used if Lanturn is Asleep, Confused, or Paralyzed.
LL Floodlight 20
Flip a coin. If heads, the Defending Pokémon is now Paralyzed.
Weakness: Fighting
Resistance: none
Retreat: 2
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