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 Flying cards you can unlock and use as the Flying Type.
The Flying Type is both strong and weak. You can get to good attacks at a low level, but it is also vulnerable to a few popular types. It is super effective against a few as well, but overall it seems to be a strong but risky type. You can hit hard early on and move from level to level quick increasing your attacks, but it may be a race to see if you can kill before being killed if your opponent is super effective against you.
This is broken down into four categories.
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requires the launcher to be flying type, 100 % success The launcher's type Level is modified by 1 has a passive effect in the hand (+1 power on flying launched attacks, ) (flying, type, passive effect)
3 physical power, 100 % success (flying, contact, mouth, physical, offensive)
100 % success the target has a 100 % chance to put 1 card powder into their exile (flying, wind, manipulation, offensive)
100 % success reduces the launcher's prohibition to change types by 4 turns (flying)
100 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 4 turns (flying, stat)
100 % success the launcher has a 100 % chance to take 1 card environment from their deck (flying, manipulation)
works as a parry against a barrier card, 85 % success The launcher gets 1 barrier dodging cards in their hand The launcher can't draw during 2 turns (flying, parry)
works as a parry against a powder card, 85 % success The launcher gets 1 impermeable feather cards in their hand The launcher can't draw during 2 turns (flying, parry)
works as a parry against a wind card 12 physical power, 90 % success (flying, parry, critical risk, physical, offensive)
works following the launcher's fear status 4 physical power, can hit up to 5 times, has a Level 1 critical hit, 90 % success (flying, panic, contact, critical risk, physical, offensive, multi-hit)
100 % success The launcher gets 2 air 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) (flying, minor symbol, passive effect)
100 % success The launcher has a 100 % chance to take 1 card manipulation from their deck (flying, manipulation)
works as a parry against a "ground" card requires the launcher to be "flying" type, 85 % success The launcher gets 1 "immunity against ground" cards in their hand, The launcher can't draw during 1 turns, (flying, parry)
Level 1 works as a parry against a ground card, 100 % success 100 % chance of changing the launcher's type into flying (flying, parry, type)
Level 1 works as a reaction against a wind card, requires the launcher to be flying type, 100 % success adds 5 health points to the launcher, The launcher's type Level is modified by 1 (flying, reaction, type)
Level 1 100 % success the launcher has a 100 % chance of becoming +2 in dodge, for up to 4 turns (flying, stat)
Level 1 works as a parry against a manipulation card, requires the launcher to be flying type, 3 physical power, can hit up to 3 times, 100 % success (flying, contact, mouth, parry, physical, offensive, multi-hit)
Level 1 works as a parry against a mace card, 8 physical power, 100 % success the launcher has a 100 % chance of becoming +4 in dodge, for up to 1 turns has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on wind received attacks) (flying, weapon, shield, parry, physical, offensive, stat, passive effect)
Level 2 5 magical power, 100 % success (flying, wind, magical, offensive)
Level 4 100 % success the launcher has a 100 % chance of becoming +2 in success for up to 8 turns (flying, stat)
Level 4 8 physical power, has a Level 1 critical hit, 100 % success (flying, contact, physical, offensive)
Level 6 10 magical power, 100 % success the target has a 10 % chance to put 1 card into their exile (flying, wind, magical, offensive)
Level 6 100 % success The launcher takes the aeromancer posture (+3 power on wind launched attacks, +1 power on magical launched attacks, -2 power on contact launched attacks, -4 power on physical launched attacks, +3 power on steel received attacks, +2 power on rock received attacks, +1 power on ice received attacks) (flying, posture)
Level 7 100 % success the target has a 100 % chance to put 2 card wind into their exile the target puts 2 cards wind below their deck. (flying, wind, manipulation, offensive)
Level 8 100 % success the launcher has a 100 % chance of becoming +1 in success +1 in dodge, for up to 4 turns the target has a 100 % chance of becoming -1 in success -1 in dodge, for up to 4 turns (flying, stat, offensive)
Level 9 90 % success the target has a 100 % chance to put 4 card rock into their exile (flying, manipulation, offensive)
Level 10 10 physical power, has a Level 1 critical hit, 100 % success (flying, contact, mouth, physical, offensive)
Level 10 100 % success adds 20 health points to the launcher, the launcher has a 100 % chance of becoming -1 in physical defense, -1 in special defense, -4 in dodge, for up to 2 turns The launcher can't draw during 1 turns (flying, stat, prohibition)
Level 12 15 magical power, 100 % success the target has a 30 % chance to put 1 card into their exile (flying, wind, magical, offensive)
Level 15 works following the number of flying cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card flying from their deck, put 1 card flying into their discard pile (flying, manipulation)
Level 16 15 physical power, has a Level 2 critical hit, has a Level 1 critical failiure, 100 % success the target has a 20 % chance of becoming +1 in fear, for up to 1 turns (flying, contact, physical, offensive)
Level 18 follows the number of wind cards in the launcher's discard pile 3 magical power, 100 % success (flying, wind, magical, offensive)
Level 22 works following the launcher's special attack statistic, 100 % success takes12 health points from its target (flying, offensive)
Level 28 28 magical power, 100 % success (flying, ray, magical, offensive)
Level 28 20 physical power, has a Level 1 critical hit, 100 % success the target has a 50 % chance of becoming +2 in fear, for up to 1 turns (flying, mouth, fang, contact, ancient, physical, offensive)
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