Here you will find some information about the Fire 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 Fire cards you can unlock and use as the Fire type.
Description For Fire
The fire type like Water is a good middle of the road type. It has nice mid level offensive cards which will do plenty of damage. It isn't the largest deck either which makes it easy to pare with another type. It also has the added bonus of plenty of attacks to make your opponent burning which results in them loosing health every turn.
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 Fire Type
lighting:
requires the launcher to be fire type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on fire launched attacks, ) (fire, type, passive effect)
elixir of power:
has a level 1 critical failiure, 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns (fire, elixir, stat)
burning powder:
80 % success the target has a 100 % chance of becoming +1 in burning, for up to 1 turns (fire, powder, status, offensive)
ember:
3 magical power, 100 % success (fire, magical, offensive)
searing contact:
works as a reaction against a contact card requires the launcher to be fire type, 100 % success the target has a 100 % chance of becoming +1 in burning, for up to 2 turns (fire, contact, reaction, status, offensive)
hand in the fire:
works following the number of cards in the launcher's hand, 100 % success the launcher has a 100 % chance to put 1 card into their exile (fire, double try, manipulation)
fire panic:
works following the launcher's fear status 4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success (fire, panic, contact, critical risk, physical, offensive, multi-hit)
fire symbol
100 % success The launcher gets 2 fire 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) (fire, minor symbol, passive effect)
molotov cocktail:
Level 1 5 physical power, 80 % success the target has a 5 % chance of becoming +1 in burning, for up to 1 turns (fire, physical, offensive)
evaporation:
Level 1 works as a parry against a water card, 85 % success The launcher gets 1 evaporation cards in their hand, The launcher can't draw during 2 turns (fire, parry)
gunpowder:
Level 1 7 magical power, the launcher suffers 100 % of the damages caused to the target, 75 % success the launcher suffers 100 % of the damages caused to the target the launcher has a 100 % chance of becoming +1 in burning, for up to 1 turns the target has a 100 % chance of becoming +1 in burning, for up to 1 turns (fire, powder, magical, offensive, status)
land mine:
Level 1 works as a parry against a "foot" card 12 magical power 100 % success (fire, explosion, parry, magical, offensive)
overheat:
Level 2 100 % success the launcher has a 100 % chance of becoming +3 in special attack, for up to 2 turns in 2 turns the launcher has a 100 % chance of becoming +2 in burning, -2 in freezing, for up to 2 turns (fire, critical risk, stat, status)
swordfire:
Level 3 5 physical power, has a level 1 critical hit, 100 % success the target has a 5 % chance of becoming +1 in burning, for up to 1 turns (fire, weapon, sword, physical, offensive)
fire punch:
Level 4 8 physical power, 100 % success the target has a 10 % chance of becoming +1 in burning, for up to 1 turns (fire, contact, hand, physical, offensive)
evaporator ray:
Level 4 follows the number of water cards in the target's hand 4 magical power, 100 % success the target has a 100 % chance to put 1 card water into their exile (fire, ray, magical, offensive, manipulation)
burning wind:
Level 5 90 % success the target has a 100 % chance of becoming +1 in burning, for up to 4 turns (fire, wind, status, offensive)
oppressive heat:
Level 5 100 % success Changes the environment to oppressive heat (+3 power on fire launched attacks, -3 power on ice launched attacks, -2 power on water launched attacks, -1 power on grass launched attacks) (fire, environment)
pyromancer:
Level 6 100 % success The launcher takes the pyromancer posture (+3 power on fire launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on water received attacks, +3 power on ground received attacks, +3 power on rock received attacks) (fire, posture)
fire fang:
Level 7 6 physical power, 100 % success the target has a 20 % chance of becoming +1 in burning, for up to 2 turns (fire, mouth, fang, contact, physical, offensive)
burning power:
Level 8 works following the launcher's burning status, 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns (fire, stat)
stirring up:
Level 9 works following the target's burning status, 5 magical power, 100 % success the target has a 100 % chance of becoming +1 in burning, for up to 4 turns (fire, magical, offensive, status)
flamethrower:
Level 10 15 magical power, 100 % success the target has a 15 % chance of becoming +1 in burning, for up to 2 turns (fire, magical, offensive)
inflamed roll:
Level 12 10 physical power, 80 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns the target has a 20 % chance of becoming +1 in burning, for up to 1 turns (fire, contact, physical, offensive, stat)
calcination:
Level 15 12 magical power, the launcher suffers 100 % of the damages caused to the target, 85 % success the launcher has a 100 % chance of becoming +2 in burning, for up to 1 turns the target has a 100 % chance of becoming +2 in burning, for up to 1 turns the launcher has a 100 % chance to put 2 card into their exile the target has a 100 % chance to put 2 card into their exile (fire, magical, offensive, status, manipulation)
explosive symbol
Level 15 1 magical power, 100 % success (fire, major symbol, magical, offensive)
fire blast:
Level 18 20 magical power, has a level 1 critical failiure, 100 % success the target has a 25 % chance of becoming +1 in burning, for up to 2 turns (fire, explosion, magical, offensive)
eruption:
Level 20 30 magical power, 80 % success the launcher has a 100 % chance of becoming -3 in special attack, for up to 4 turns (fire, surge, magical, offensive, stat)
fire breath:
Level 25 20 magical power, 100 % success the target has a 50 % chance of becoming +1 in burning, for up to 2 turns (fire, wind, magical, offensive)
burning overkill:
Level 28 works following the launcher's burning status, 100 % success the launcher has a 100 % chance of becoming +2 in special attack, for up to 4 turns (fire, stat)