Fighting Type Card Listing


salutation:

requires the launcher to be fighting type, 100 % success
The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on fighting launched attacks, )
fighting, type, passive effect)


bulk up:

100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, for up to 4 turns
fighting, stat)


elixir of perspicacity:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming +1 in critical hit, for up to 4 turns
fighting, elixir, stat)


little punch:

3 physical power, 100 % success
(fighting, contact, hand, physical, offensive)


parry avoidance:

works as a parry against a parry card, 85 % success
The launcher gets 1 parry avoidance cards in their hand, The launcher can't draw during 2 turns
fighting, parry)


muscle cramp:

works following the target's physical attack statistic, 4 magical power, 100 % success
(fighting, magical, offensive)


sidestep:

works as a parry against a tackle card, 85 % success
The launcher gets 1 sidestep cards in their hand, The launcher can't draw during 2 turns
fighting, parry, foot)


competition bow:

100 % success
the launcher has a 100 % chance to take 1 card arrow from their deck, has a passive effect in the hand (+2 power on arrow launched attacks, +1 power on contact received attacks)
fighting, weapon, passive effect, manipulation)


scope:

100 % success
the launcher has a 100 % chance of becoming +1 in success
for up to 2 turns, has a passive effect in the hand (+1 power on arrow launched attacks, +2 power on ray received attacks)
fighting, passive effect, stat)


fighting symbol

100 % success
 The launcher gets 2 fighting 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
(fighting, minor symbol, passive effect)


brute force:

100 % success
 the launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns, has a passive effect in the hand
+3 power on "mace" launched attacks, ),
(fighting, passive effect)


sword dance:

100 % success
 the launcher has a 50 % chance of becoming +1 in dodge, for about 1 turns, has a passive effect in the hand
+3 power on "sword" launched attacks, ),
(fighting, passive effect)


weapon taking:

Level 1
100 % success
the launcher has a 100 % chance to take 2 card weapon from their deck
fighting, manipulation)


weapon ddeflection:

Level 1
works as a parry against a weapon card, 85 % success
The launcher gets 1 weapon ddeflection cards in their hand, The launcher can't draw during 2 turns
fighting, parry)


determination:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card physical from their deck
fighting, manipulation)


little kick:

Level 1
4 physical power, 100 % success
(fighting, contact, foot, physical, offensive)


attention:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
fighting, stat)


hand crushing:

Level 1
works as a parry against a hand card, 4 physical power, 100 % success
(fighting, parry, physical, offensive)


big punch:

Level 2
6 physical power, 100 % success
(fighting, contact, hand, physical, offensive)


sword fighter:

Level 2
100 % success
The launcher takes the sword fighter posture (+10 power on sword launched attacks, +2 power on shield launched attacks, -5 power on sword received attacks, -1 power on shield received attacks)
fighting, posture)


vengeful

Level 2
100 % success
The launcher takes the vengeful posture
(+6 power on parry launched attacks, +6 power on reaction launched attacks, +3 power on major symbol received attacks)
(fighting, posture)


big kick:

Level 3
7 physical power, 100 % success
(fighting, contact, foot, physical, offensive)


trussing:

Level 3
100 % success
the launcher has a 100 % chance of becoming +2 in physical attack, for up to 4 turns
fighting, stat)


free scream:

Level 4
works following the launcher's paralysis status, 5 magical power, never fails, the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns
fighting, mouth, sound, magical, offensive, unmissable, status)


rush in:

Level 4
100 % success
the launcher has a 100 % chance of becoming +3 in physical attack, -3 in special defense, for up to 3 turns
fighting, stat)


force palm:

Level 5
5 physical power, 100 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 1 turns
fighting, contact, hand, physical, offensive)


fighting area:

Level 5
100 % success
Changes the environment to fighting area (+2 power on hand launched attacks, +2 power on foot launched attacks, -1 power on ghost launched attacks, -2 power on psychic launched attacks)
fighting, environment)


break parry:

Level 6
5 physical power, 100 % success
the target has a 100 % chance to put 1 card parry into their discard pile
fighting, contact, physical, offensive, manipulation)


war mace:

Level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card fairy into their exile
fighting, weapon, mace, double try, physical, offensive)


ring of fight:

Level 7
100 % success
the launcher has a 100 % chance of becoming +3 in physical attack, for up to 2 turns, the launcher has a 100 % chance of becoming -1 in fear, for up to 4 turns
fighting, sound, stat, status)


dizzy punch:

Level 8
8 physical power, 100 % success
the target has a 20 % chance of becoming +1 in confusion, for up to 1 turns
fighting, contact, hand, physical, offensive)


war drum:

Level 8
100 % success
the launcher has a 100 % chance of becoming +1 in physical attack, for up to 2 turns, the target has a 100 % chance of becoming -1 in physical defense, -1 in special defense, for up to 2 turns
fighting, sound, stat, offensive)


high jump kick:

Level 9
10 physical power, 100 % success
the target has a 100 % chance to put 2 card flying into their exile
fighting, critical risk, contact, foot, physical, offensive, manipulation)


armlock:

Level 10
5 physical power, 100 % success
the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card hand into their exile
fighting, contact, hand, physical, offensive, manipulation)


legglock:

Level 11
6 physical power, 100 % success
the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card foot into their exile
fighting, contact, hand, physical, offensive, manipulation)


antidoping:

Level 13
follows the number of stat cards in the target's hand, 80 % success
the target has a 100 % chance to put 1 card stat into their exile
fighting, manipulation, offensive)


focus punch:

Level 15
15 physical power, 100 % success
the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns
fighting, contact, hand, physical, offensive, stat)


focus kick:

Level 18
20 physical power, 100 % success
the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns
fighting, contact, foot, physical, offensive, stat)


focus blast:

Level 20
20 magical power, 90 % success
the target has a 20 % chance of becoming -1 in special defense, for up to 8 turns
fighting, explosion, magical, offensive)