Kanto Starters

Pokémaniac

meow
Member
Hey, I'm working on a set. It's going to have all the Kanto Pokemon in it. But more on that later. Here are the 3 Starters of Kanto. Please rate them!

Bulbasaur
60 HP
Grass

G Whip 10x
Flip 4 coins. This attack does 10 damage times the number of heads.

GC Bloom
Search your deck for a Stage 1 Pokémon that evolves from Bulbasaur and place it on Bulbasaur. (this counts as evolving) Then, you may search your deck for a basic energy card and attach it to the newly evolved Pokémon. Shuffle your deck afterwards.

Weakness: Fire +10
Resistance: None
Retreat Cost: C


Ivysaur
80 HP
Psychic

GG Grass Whip 20x
Choose one of the defending Pokémon’s attacks. This attack does 20 damage times the number of energy required for that attack.

PP Toxic Spread 30
All active Pokémon are now poisoned. (both yours and your opponent’s) Search your deck for up to 2 Psychic Energy and attach them to your Psychic or Grass Pokemon in any way you like.

Weakness: Psychic +20
Resistance: None
Retreat Cost: CC


Venusaur
130 HP
Psychic

PokéBody: Solar Resistance
Reduce all damage done to Venusaur by attacks by 10 for each Grass energy attached to Venusaur. (before applying weakness and resistance)

PGC Gunk Leaf 80
The defending Pokémon is poisoned. Flip a coin. If heads, the defending Pokémon is paralyzed.

Weakness: Psychic +30
Resistance: None
Retreat Cost: CCC


Venusaur Lvl X
150 HP
Grass

PokéPower: Toxic Chloroplasts
As many times as you like, during your turn(before your attack), you may discard 1 energy card attached to Venusaur. If you do, choose a basic Psychic energy and a basic Grass energy from your hand and attach them to your Pokémon in any way. You must attach both a Grass energy and a Psychic energy. You can’t use this power if Venusaur is affected by a special condition.

P Vine Sweep
Place 3 damage counters on all of your opponent’s Pokémon without damage counters on them.

GGPC Ultra-Violent Rays 130
Discard 3 energy cards attached to Venusaur. Venusaur can only use Ultra-Violent Rays during your next turn.

Weakness: Fire x2
Resistance: None
Retreat Cost: CCC


Charmander
60 HP
Fire

F Ember 20
Discard a Fire energy attached to Charmander.

FF Lava Power 20
Search your deck for up to 2 Fire energy and attach them to your Pokémon in any way you like. Shuffle your deck afterwards.

Weakness: Water +10
Resistance: None
Retreat Cost: C


Charmeleon
80 HP
Fire

CC Stomp 40

FFC Gushing Flames 40+
Discard as many energy attached to Charmeleon as you like. This attack does 40 damage plus 10 damage for each energy discarded in this way.

Weakness: Water +20
Resistance: None
Retreat Cost: C


Charizard
130 HP
Fire

PokéPower: Splintering Fires
Once during your turn(before your attack), when you attach a Fire energy from your hand to Charizard, you may use this power. Choose one of the defending Pokémon. That Pokémon is now burned. Place 4 damage counters instead of 2 in between turns. This power can’t be used if Charizard is affected by a special condition.

F Char 30+
If the defending Pokémon is burned, this attack does 30 damage plus 50 more damage.

Weakness: Water +30
Resistance: Fighting -30
Retreat Cost: CCC


Charizard Lvl X
160 HP
Fire

PokéPower: Dragon Stance
Once during your turn(before your attack), you may look at the top 5 cards of your deck. Choose up to 2 basic energies you find there and attach them to one of your Pokémon. Place the rest of the cards back on top of your deck. Shuffle your deck afterwards. Charizard can’t use this power if Charizard is affected by a special condition.

FFCC Roasting Heat 500
Discard all energy cards attached to Charizard. Charizard can’t use Roasting Heat during your next turn.

Weakness: Water x2
Resistance: Fighting -40
Retreat Cost: CCC


Squirtle
60 HP
Water

CC Defensive Spin 10
Reduce all damage done to Squirtle by attacks from your opponent’s Pokémon by 10 damage for each energy card attached to Squirtle during your opponent’s next turn. (before applying weakness and resistance)

CC No Dry Spell
Choose any number of your Pokémon in play with no water energy attached to them. Then, search your deck for a Water energy for each of those Pokémon and attach one to each of them. Shuffle your deck afterwards.

Weakness: Grass +10
Resistance: None
Retreat Cost: C


Wartortle
80 HP
Water

W Jump Past
Choose one of your opponent’s benched Pokémon. Place 3 damage counters on that Pokémon.

WWC Swim and Strike 80-
Flip 4 coins. For each tails, this attack does 20 less damage.

Weakness: Grass +20
Resistance: None
Retreat Cost: CC



Blastoise
120 HP
Water

PokéPower: Over-Hydrated
Once during either player’s turn, when Blastoise attacks the defending Pokémon and does damage, or takes damage from an opponent’s Pokémon’s attack, you may use this power. If you do, search your deck for a basic Water energy and attach it to one of your Pokémon. Blastoise can’t use this power if Blastoise is affected by a special condition.

WW Soothing Waters 20
You may discard 2 energy cards attached to Blastoise. If you do, remove all damage counters from Blastoise.

WWC Hydro Pump 10+
This attack does 10 damage plus 20 more damage for each Water energy attached to Blastoise.

Weakness: Grass +30
Resistance: None
Retreat Cost: CCCC


Blastoise Lvl X
140 HP
Water

PokéBody: Hardened Shell
Prevent all effects of attacks, including damage, done to Blastoise by your opponent’s Pokémon Lvl X.

WW Hyper Wave 40+
This attack does 40 damage plus 50 damage for each Water energy attached to Blastoise but not used to pay for this attack.

WWCC Cannon Blast 100
Discard 2 energy cards attached to Blastoise. Discard 1 energy attached to every Pokémon in play. (both yours and your opponent’s) Blastoise can’t use Cannon Blast during your next turn.

Weakness: Grass x2
Resistance: None
Retreat Cost: CCCC
 
Some stuff that needs changing, adding or deleting.

Bulbasaur
GC Bloom
(this counts as evolving).
energy card


Ivysaur
GG Grass Whip 20x
Choose one of the defending

PP Toxic Spread 30
(both yours and your opponent’s)


Venusaur
Solar Resistance
Reduce all damage done to Venusaur by attacks by 10 for each
All damage by attacks done to Venusaur is reduced by 10 for
Venusaur. (before applying weakness and resistance)

PGC Gunk Leaf 80
The defending Pokémon is poisoned. Flip a coin. If heads, the defending Pokémon is paralyzed.


Venusaur Lvl X
150 HP
Grass

PokéPower: Toxic Chloroplasts
As many times as you like, during your turn _ (before your attack), you may discard 1 energy card attached to Venusaur. If you do, choose a basic Psychic energy and a basic Grass energy from your hand and attach them to your Pokémon in any way. You must attach both a Grass energy and a Psychic energy card. You can’t use this power if Venusaur is affected by a special condition.
 
Charizard is meant to be epic. Once you get to 200, there's really no point to not going all-out. =P

Also, Hyper Wave probably is a bit excessive.
 
yeah 200 is massive enough, i know yo ucan go all out because after 200 it doesn't relly matter anymore but it's not like your are going to make infinitive either
 
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