Here you will find some information about the Electric 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 Electric cards you can unlock and use as the Electric type.
Description For Electric
The electric deck is a good primary or secondary type. It is fairly easy to level into the middle levels, and once it gets there it has a good assortment of offensive attacks. It does have a prohibition against touching a ground type, and there are weaknesses that make it vulnerable, but these can be overcome with careful planning and paring with another type. If done right it can serve well and deal quite a bit of consistent damage with the perk of every attack potentially paralyzing your opponent.
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 Electric Type
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)