Basic - Chinchou Evolves into Lanturn

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Chinchou 
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Primal Clash  57  Lightning   70  Basic  Fx2  M-20  Common    [1W] Wave Splash (20)       
Chinchou 
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Plasma Freeze  35  Lightning  70  Basic  Fx2    Common    [1L] Static Shock (20)       
Chinchou 
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Boundaries Crossed  55  Lightning  60  Basic  Fx2    Common    [1L] Electriuplt - This attack does 20 damage to 1 of your opponent's Pokemon. (Don't apply Weakness or Resistance for Benched Pokemon.)       
Chinchou 
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Unleashed  48  Lightning  60  Basic  Fx2    Common    [1] Ram (10)  [1G] Lightning Ball (20)     
Chinchou 
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Legends Awakened  87  Water  60  Basic  G+10    Common    [1] Supersonic - Flip a coin. If heads, the Defending Pokemon is now Confused.  [W] Wave Splash (10)     
Chinchou 
View
Legends Awakened  88  Lightning  50  Basic  F+10    Common    [1] Razor Fin (10)  [1L] Aqua Spark (20+) If Chinchou has a W Energy attached to it, this attack does 20 damage plus 10 more damage.     
Chinchou 
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Power Keepers  49  Lightning  50  Basic    Common    [L] Positive Ion (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage.  [2] Negative Ion (10) During your opponent's next turn, any damage done by attacks from the Defending Pokemon is reduced by 10 (before applying Weakness and Resistance).     
Chinchou 
View
Legend Maker  50  Lightning  50  Basic    Common    [L] Random Spark - Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)  [1L] Lightning Ball (20)     
Chinchou 
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Unseen Forces  52  Lightning  50  Basic    Common    [1] Thunder Wave - Flip a coin. If the Defending Pokemon is now Paralyzed.  [L] Razor Fin (10)     
Chinchou 
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Hidden Legends  56  Lightning  50  Basic    Common    [1] Pound (10)  [1L] Spark (10) Choose 2 of your opponent's Benched Pokemon. This attack does 10 damage to each of those Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)     
Chinchou 
View
Hidden Legends  57  Lightning  50  Basic    Common    [L] Random Spark - Choose 1 of your opponent's Pokemon. This attack does 10 damage to that Pokemon. (Don't apply Weakness and Resistance for Benched Pokemon.)  [1L] Lightning Ball (20)     
Chinchou 
View
Aquapolis  70  Water  50  Basic    Common    [1] Float - Flip a coin. If heads, prevent all effects of attacks, including damage, done to Chinchou during your opponent's next turn.  [2] Headbutt (20)     
Chinchou 
View
Aquapolis  71  Lightning  50  Basic    Common    [1] Jolt - Flip a coin. If heads, the Defending Pokemon is now Paralyzed.  [1L] Confuse Ray (10) Flip a coin. If heads, the Defending Pokemon is now Confused.     
Chinchou 
View
Neo Revelation  42  Lightning  50  Basic    Common    [L] Positive Ion (10+) Flip a coin. If heads, this attack does 10 damage plus 10 more damage. If tails, this attack does 10 damage.  [W] Negative Ion (10) If the Defending Pokemon attacks Chinchou during your opponent's next turn, any damage done to Chinchou is reduced by 10 (before applying Weakness and Resistance). (Benching either Pokemon ends this effect.)     
Chinchou 
View
Neo Genesis  55  Lightning  50  Basic    Common    [L] Supersonic - Flip a coin. If heads, the Defending Pokemon is now Confused.  [W] Flail (10x) Does 10 damage times the number of damage counters on Chinchou.     
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4


Stage 1 - Lanturn

Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4
Lanturn 
View
Primal Clash  58  Lightning   100  Stage 1  Fx2  M-20  Uncommon    [1W] Dive (40) Flip a coin. If heads, prevent all effects of attacks, including damage, done to this Pokemon during your opponent's next turn.  [2W] Take Down (80) This Pokemon does 20 damage to itself.     
Lanturn 
View
Plasma Freeze  36  Lightning  90  Stage 1  Fx2    Uncommon    [L] Special Tackle (30+) If this Pokemon has any Special Energy attached to it, this attack does 30 more damage.  [2L] Extreme Current (90) Discard an Energy attached to this Pokemon.     
Lanturn 
View
Unleashed  18  Lightning  90  Stage 1  Fx2    Rare    [L] Confuse Ray (20) Flip a coin. If heads, the Defending Pokemon is now Confused.  [2L] Reflect Energy (60) Move an Energy card attached to Lanturn to 1 of your Benched Pokemon.     
Lanturn 
View
Unleashed  86  Lightning  110  Stage 1  Fx2    Ultra-Rare  Underwater Dive - 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. (Poke-POWER)  [2L] Powerful Spark (40+) Does 40 damage plus 10 more damage for each Energy attached to all of your Pokemon.       
Lanturn 
View
Legends Awakened  58  Water  90  Stage 1  G+20    Uncommon    [2] Rushing Water (20) Move an Energy card attached to the Defending Pokemon to another of your opponent's Pokemon.  [LW] Confuse Ray (40) The Defending Pokemon is now Confused.     
Lanturn 
View
Legends Awakened  59  Lightning  90  Stage 1  F+20    Uncommon    [L] Energy Split - This attack does 30 damage to each of your opponent's Pokemon that has any Energy cards attached to it. (Don't apply Weakness and Resistance for Benched Pokemon.)  [2L] Aqua Bolt (60+) Does 60 damage plus 10 more damage for each W Energy attached to Lanturn.     
Lanturn 
View
Power Keepers  15  Lightning  80  Stage 1    Rare  Energy Grounding - Once during your opponent's turn, when any of your Pokemon is Knocked Out by your opponent's attacks, you may use this power. Choose a basic Energy card discarded from the Knocked Out Pokemon and attach it to Lanturn. You can't use more than 1 Energy Grounding Poke-Power each turn. (Poke-POWER)  [1LL] 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.       
Lanturn 
View
Legend Maker  19  Lightning  80  Stage 1    Rare  Dual Armor - As long as Lanturn has any W Energy attached to it, Lanturn is both W and L type. (Poke-BODY)  [1L] Razor Fin (30)  [3] 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 may not add more than 40 damage in this way.     
Lanturn 
View
Unseen Forces  40  Lightning  80  Stage 1    Uncommon    [L] Energy Stream (20) Search your discard pile for a basic Energy card and attach it to Lanturn.  [3] Take Down (50) Lanturn does 10 damage to itself.     
Lanturn 
View
Hidden Legends  38  Lightning  80  Stage 1    Uncommon  Energy Grounding - Once during your opponent's turn, when any of your Pokemon is Knocked Out by your opponent's attacks, you may use this power. Choose a basic Energy card discarded from the Knocked Out Pokemon and attach it to Lanturn. You can't use more than 1 Energy Grounding Poke-Power each turn. (Poke-POWER)  [1LL] 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.       
Lanturn 
View
Aquapolis  15  Lightning  80  Stage 1    Rare  Ion Coating - Once during your turn (before your attack), you may treat all L Energy attached to your Active Pokemon as W Energy for the rest of the turn. (Benching or evolving it ends this effect.) You can't use this power if Lanturn is affected by a Special Condition. (Poke-POWER)  [2] Electric Tackle (20+) Count the number of L Energy cards attached to Lanturn. This attack does 20 damage plus 10 more damage for each of those Energy cards. Flip a coin. If tails, Lanturn does 10 damage to itself for each of those Energy cards.       
Lanturn 
View
Aquapolis  20  Water  80  Stage 1    Rare    [L] Lightning Ball (20)  [3] Conduction (30+) Discard all L Energy cards attached to Lantern. Flip a number of coins equal to the number of L Energy cards you discarded. This attack does 30 plus 40 more damage for each heads.     
Lanturn 
View
Aquapolis  21  Lightning  80  Stage 1    Rare  Ion Coating - Once during your turn (before your attack), you may treat all L Energy attached to your Active Pokemon as W Energy for the rest of the turn. (Benching or evolving it ends this effect.) You can't use this power if Lanturn is affected by a Special Condition. (Poke-POWER)  [2] Electric Tackle (20+) Count the number of L Energy cards attached to Lanturn. This attack does 20 damage plus 10 more damage for each of those Energy cards. Flip a coin. If tails, Lanturn does 10 damage to itself for each of those Energy cards.       
Lanturn 
View
Neo Revelation  32  Lightning  80  Stage 1    Uncommon  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).  [2L] Blinding Light (30) Flip a coin. If heads, the Defending Pokemon is now Confused.       
Lanturn 
View
Neo Genesis  38  Lightning  70  Stage 1    Uncommon  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 Pokemon is now Paralyzed.       
Name Set Name Number Type HP Stage Weakness Resistance Retreat Cost Rarity Pokemon Power Attack 1 Attack 2 Attack 3 Attack 4

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