Here you will find some information about the Flying 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 Fighting cards you can unlock and use as the Fighting type.


Description For Fighting


This type is quick moving and there are allot of offensive attack cards you can use to level fast while doing quite a bit of damage. That being said, it is also rewarding and fairly risky. It is very effective against quite a bit of different types, but it is also not effective against nearly the same amount. It has weak defense against only 3 types, but it also only has very effective defense when it comes to three types. If you get lucky you could blow through the right opponents, but with so many strengths and weaknesses it is just a roll of the dice. It has a purpose however, using it as a secondary or a primary with a dependable backup would make it allot stronger.


Strengths & Weaknesses


This is broken down into four categories.


Very Effective Attack:

Not Effective Attack:

Very Effective Defense:

Not Effective defense:

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Cards Of The Fighting Type


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)