Electric Type Card Listing
electrification:
requires the launcher to be electric type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on electric launched attacks, )
(electric, type, passive effect)
nuzzle:
3 physical power, 100 % success
(electric, contact, physical, offensive)
free electron:
works as a parry against a prohibition card, 85 % success
The launcher gets 1 free electron cards in their hand, The launcher can't draw during 2 turns
(electric, parry)
electric flash:
100 % success
the launcher has a 50 % chance of becoming +1 in success for up to 4 turns
the launcher has a 50 % chance of becoming -1 in confusion, for up to 1 turns
the target has a 50 % chance of becoming -1 in success for up to 4 turns
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns
(electric, offensive)
tracking powder:
100 % success
the target has a 100 % chance of becoming -4 in dodge, for up to 1 turns
(electric, powder, stat, offensive)
thunder symbol
100 % success
The launcher gets 2 thunder symbol cards in their hand
has a passive effect in the hand
(+1 power on major symbol launched attacks, +2 power on major symbol received attacks)
(electric, minor symbol, passive effect)
wind turbine:
Level 1
works as a reaction against a wind card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(electric, reaction, stat)
energization:
Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns
(electric, stat)
little electroshock treatement:
Level 1
4 magical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)
magnetic barrier:
Level 1
works as a parry against a steel card, 100 % success
the launcher has a 100 % chance to take 1 card steel in the target's hand, 1 card steel in the target's deck, 1 card steel in the target's discard pile, 1 card steel in the target's exile
the target puts 2 cards steel below their deck.
(electric, parry, barrier, manipulation, offensive)
tetanization:
Level 2
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, status, offensive)
radiant:
Level 3
100 % success
The launcher takes the radiant posture (+3 power on ray launched attacks, +3 power on undulation received attacks)
(electric, posture)
thunder arrow:
Level 3
4 magical power, has a level 6 critical hit, 100 % success
(electric, arrow, magical, offensive)
big electroshock treatement:
Level 5
8 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)
thunderpunch:
Level 5
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, contact, hand, physical, offensive)
electric shelter:
Level 5
100 % success
The launcher's type cannot be changed during 8 turns
(electric, prohibition)
electric mobility:
Level 6
100 % success
the launcher has a 100 % chance of becoming -2 in paralysis, for up to 8 turns
(electric, status)
lightning axe:
Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, weapon, axe, physical, offensive)
thunder fang:
Level 8
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, mouth, fang, contact, physical, offensive)
thunder wave:
Level 8
100 % success
the target has a 100 % chance of becoming +2 in paralysis, for up to 4 turns
(electric, status, offensive)
volt tackle:
Level 10
20 physical power, the launcher suffers 30 % of the damages caused to the target, 80 % success
(electric, tackle, contact, physical, offensive)
thunderbolt:
Level 12
12 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)
electric lock:
Level 15
100 % success
The target's type cannot be changed during 8 turns
(electric, offensive, prohibition)
hand electrification:
Level 15
follows the number of cards in the target's hand, 2 magical power, 100 % success
(electric, magical, offensive)
thunder:
Level 18
20 magical power, 75 % success
the target has a 25 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, magical, offensive)
electric breath:
Level 25
20 magical power, 100 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, wind, magical, offensive)
electric ray:
Level 28
28 magical power, 100 % success
(electric, ray, magical, offensive)