Gogeta904
04-03-2004, 02:19 PM
Team Aqua's Lanturn
Lightning Type
80 H.P.
Team Aqua and Magma Set
Stage 1
Poke-Power: Auxiliary Light: Once during your turn (before you 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
First turn: Attach an energy to Team Aqua's Chinchou (DCE works well). Second turn, evolve and attach a Lightning Energy using it's effect, allowing you to attach an energy again to any other Pokemon (or it if you feel like it). You don't even need to attach first turn if you don't want to, just as long as you have a Lightning and a Double Colorless Energy on hand.
Lightning Type
80 H.P.
Team Aqua and Magma Set
Stage 1
Poke-Power: Auxiliary Light: Once during your turn (before you 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
First turn: Attach an energy to Team Aqua's Chinchou (DCE works well). Second turn, evolve and attach a Lightning Energy using it's effect, allowing you to attach an energy again to any other Pokemon (or it if you feel like it). You don't even need to attach first turn if you don't want to, just as long as you have a Lightning and a Double Colorless Energy on hand.