Here you will find some information about the Dark Type. First a short description of the type. Second is a listing of what types it is strong and weak against. After that there is a listing of all the Dark cards you can unlock and use as the Dark type.
Description For Dark
The Dark type is a tricky type to master. First off there are quite a bit of hands, and the strengths and weaknesses are a bit odd. On top of that the top level offensive attacks take time and proper circumstances to set up. This makes it both tricky to pair with a secondary, and to set up a killing blow at the end of a long battle. If the right ratio of primary to secondary cards is found, and the proper types are chosen it could make for a tough deck to overcome.
Strengths & Weaknesses
This is broken down into four categories.
- very effective attacks: When you would give double or more damage.
- Not effective attack: When you would give half or less damage.
- Very strong defense: When you would take half or less damage.
- very bad defense: When you would take double or more damage.
Very Effective Attack:
Not Effective Attack:
Very Effective Defense:
Not Effective defense:
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Cards Of The Dark Type
shady mind:
requires the launcher to be dark type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on dark launched attacks, ) (dark, type, passive effect)
self-mutilation:
works following the number of dark cards in the launcher's hand, never fails takes 2 health points from its launcher, the launcher has a 5 % chance of becoming +1 in fear, for up to 1 turns The launcher gets 1 bleeding cards in their hand (dark, blood, unmissable)
growl:
100 % success the target has a 100 % chance of becoming -2 in physical attack, for up to 2 turns the target has a 10 % chance of becoming +1 in fear, for up to 1 turns (dark, mouth, sound, stat, offensive)
bite:
3 physical power, 100 % success (dark, mouth, fang, contact, physical, offensive)
taste of risk:
100 % success the launcher has a 100 % chance of becoming +1 in critical hit, +1 in critical failure, for up to 4 turns (dark, stat)
dark symbol
100 % success The launcher gets 2 dark 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) (dark, minor symbol, passive effect)
hemorrhage
follows the number of bleeding cards in the target's hand 100 % success takes1 health points from its target, the target has a 100 % chance to put 1 card bleeding into their discard pile (dark, blood, offensive, manipulation)
immunity against psy:
works as a parry against a "psychic" card requires the launcher to be "dark" type, 85 % success The launcher gets 1 "immunity against psy" cards in their hand, The launcher can't draw during 1 turns, (dark, parry)
disloyal ripost:
Level1 works as a reaction against a contact card 5 physical power, has a level 1 critical hit, never fails The target gets 1 bleeding cards in their hand (dark, contact, blood, reaction, physical, offensive, unmissable)
feint attack:
Level 1 4 physical power, has a level 1 critical hit, never fails (dark, contact, physical, offensive, unmissable)
intimidate:
Level 1 100 % success the target has a 100 % chance of becoming -1 in physical attack, for up to 8 turns (dark, stat, offensive)
spit:
Level 1 100 % success the target has a 100 % chance of becoming +2 in physical attack, -2 in physical defense, for up to 2 turns (dark, mouth, stat, offensive)
sucker punch:
Level 1 4 physical power, has a level 3 critical hit, 100 % success (dark, contact, physical, offensive)
unnoticed larceny:
Level 1 works as a reaction against a manipulation card, 100 % success the launcher has a 100 % chance to take 2 card in the target's discard pile (dark, double try, hand, reaction, manipulation, offensive)
blood barrier:
Level 1 works as a parry against a fairy card, works following the number of bleeding cards in the launcher's hand 2 magical power, 100 % success the target has a 100 % chance of becoming +1 in fear, for up to 1 turns the target has a 100 % chance to take 1 card bleeding in the launcher's hand the target puts 1 cards fairy below their deck. (dark, parry, barrier, magical, offensive, status, manipulation)
Level 1 works as a reaction against a contact card, 5 physical power, has a level 1 critical hit, never fails The target gets 1 bleeding cards in their hand (dark, contact, blood, reaction, physical, offensive, unmissable)
madness:
Level 2 100 % success the launcher has a 100 % chance of becoming +4 in critical hit, +4 in critical failure, for up to 4 turns in 2 turns the launcher has a 100 % chance of becoming +1 in confusion, for up to 2 turns (dark, stat, status)
plot:
Level 2 80 % success the launcher has a 100 % chance to take 1 card from their deck the target has a 100 % chance to take 1 card from their deck (dark, manipulation, offensive)
chance of the thief:
Level 2 works following the target's sleep status, 100 % success the launcher has a 100 % chance to take 1 card in the target's deck (dark, hand, manipulation, offensive)
exacerbation:
Level 2 100 % success The launcher's type level is modified by 4, The target's type level is modified by 4 (dark, offensive, type)
constraint:
Level 2 100 % success the target has a 100 % chance to put 1 card into their discard pile (dark, manipulation, offensive)
self-centered thinking:
Level 2 100 % success The target gets 2 "egocentrism" cards in their hand, (dark, offensive)
sadistic:
Level 3 100 % success The launcher takes the sadistic posture (+2 power on multi-hit launched attacks, +1 power on blood launched attacks, +1 power on fairy received attacks) (dark, posture)
bloody scratch:
Level 3 4 physical power, 100 % success The target gets 1 bleeding cards in their hand (dark, contact, hand, blood, physical, offensive)
insomnia:
Level 4 100 % success the launcher has a 100 % chance of becoming -2 in sleep, for up to 8 turns (dark, status)
snatching:
Level 4 100 % success The launcher's type level is modified by 1 The target's type level is modified by -1 (dark, offensive, type)
shared glass:
Level 5 100 % success in 2 turns the launcher has a 50 % chance of becoming +1 in poison, for up to 2 turns in 2 turns the target has a 50 % chance of becoming +1 in poison, for up to 2 turns the launcher has a 100 % chance to take 1 card in the target's hand the target has a 100 % chance to take 1 card in the launcher's hand (dark, offensive, manipulation)
werewolf howl:
Level 5 4 magical power, 100 % success the target has a 20 % chance of becoming +1 in fear, for up to 1 turns the launcher has a 100 % chance to take 1 card dark in the target's deck (dark, mouth, sound, magical, offensive, manipulation)
crunch:
Level 6 8 physical power, 100 % success the target has a 20 % chance of becoming -1 in physical defense, for up to 4 turns the target has a 20 % chance of becoming +1 in fear, for up to 1 turns (dark, mouth, fang, contact, physical, offensive)
pickpocket:
Level 6 100 % success the launcher has a 100 % chance to take 2 card in the target's deck (dark, hand, manipulation, offensive)
dark elf:
Level 6 100 % success The launcher takes the dark elf posture (+3 power on dark launched attacks, +2 power on poison launched attacks, +1 power on arrow launched attacks, +1 power on magical launched attacks, -2 power on physical launched attacks, +3 power on physical received attacks, +2 power on sword received attacks, +1 power on fairy received attacks, -1 power on magical received attacks) (dark, posture)
murderous axe:
Level 6 6 physical power, has a level 2 critical hit, 100 % success the target has a 10 % chance of becoming +1 in poison, for up to 1 turns (dark, weapon, axe, physical, offensive)
troll:
Level 6 100 % success The launcher takes the troll posture (+5 power on mace launched attacks, +3 power on physical launched attacks, +2 power on axe launched attacks, -8 power on magical launched attacks, +6 power on magical received attacks, +2 power on weapon received attacks) (dark, posture)
rush:
Level 8 4 physical power, 100 % success the launcher has a 75 % chance to take 1 card in the target's deck (dark, contact, physical, offensive)
knock out:
Level 8 5 physical power, 100 % success the target has a 100 % chance to put 1 card into their discard pile (dark, contact, physical, offensive, manipulation)
nasty sacrifice:
Level 9 100 % success takes 12 health points from its launcher, the launcher has a 100 % chance to take 3 card from their deck (dark, manipulation)
midnight ring:
Level 10 100 % success the launcher has a 100 % chance of becoming +2 in physical attack, +2 in special attack, +2 in critical hit, for up to 4 turns the launcher has a 100 % chance of becoming -2 in confusion, -2 in fear, -2 in sleep, for up to 4 turns the launcher puts 1 cards dark above their deck. (dark, sound, stat, status, manipulation)
rip-off:
Level 10 100 % success the launcher has a 100 % chance to take 1 card in the target's hand (dark, hand, manipulation, offensive)
reversed evilness:
Level 11 follows the number of physical cards in the target's hand, 100 % success the target has a 100 % chance to put 1 card physical into their discard pile The target gets 1 self-mutilation cards in their hand (dark, manipulation, offensive)
shock from terror:
Level 12 works following the target's fear status, 4 magical power, has a level 1 critical hit, 100 % success (dark, magical, offensive)
dark night:
Level 12 100 % success Changes the environment to dark night (+5 power on shock from terror launched attacks, +3 power on nightmare launched attacks, +2 power on dark launched attacks, +1 power on ghost launched attacks, -4 power on grass launched attacks, -2 power on fairy launched attacks) (dark, environment)
enlarge sore:
Level 14 follows the number of bleeding cards in the target's hand, 2 physical power, 100 % success The target gets 1 bleeding cards in their hand (dark, contact, blood, physical, offensive)
blood resonance:
Level 16 works following the number of bleeding cards in the launcher's hand, follows the number of bleeding cards in the target's hand 1 magical power, 100 % success the launcher suffers 50 % of the damages caused to the target (dark, blood, undulation, magical, offensive)
bloody panic:
Level 18 follows the number of bleeding cards in the target's hand 1 magical power, 100 % success the target has a 100 % chance of becoming +1 in fear, for up to 1 turns (dark, blood, magical, offensive, status)
envious' ray:
Level 20 works following the number of target's critical hits 10 magical power, 100 % success the target has a 50 % chance to put 1 card into their exile (dark, ray, magical, offensive)
deadly symbol
Level 30 1 magical power, 100 % success works following the number of minor symbol cards in the launcher's hand, follows the number of minor symbol cards in the target's hand (dark, major symbol, magical, offensive)