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 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 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)