Here you will find some information about the Normal 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 normal cards you can unlock and use as the normal type.
Description For Normal
The normal type is fairly standard as you can expect from something called the normal type. It is not super effective against any other types and its weaknesses are only a couple types. The one drawback and benefit is that it cannot be touched by ghost and ghost cannot touch it in turn. This makes for a good secondary if you are fighting ghost and your primary type is effective against ghost. It is neither a slow or fast starter, and its attacks are pretty standard. Overall it is pretty normal.
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:
- No Types.
Not Effective Attack:
Very Effective Defense:
Not Effective Defense:
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Cards Of The Normal Type
normalization:
requires the launcher to be normal, 100 % success The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on normal launched attacks, ), (normal, type, passive effect)
little tapp:
3 physical power, 100 % success (normal, contact, hand, physical, offensive)
magical shine:
3 magical power, 100 % success (normal, magical, offensive)
hideout:
100 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 4 turns, (normal, stat)
wanderlust:
100 % success the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns, (normal, status)
natural preservation:
works as a parry against a type card, 85 % success The launcher gets 1 natural preservation cards in their hand, The launcher can't draw during 2 turns, (normal, parry)
natural mistrust:
works as a parry against a manipulation card, 85 % success The launcher gets 1 natural mistrust cards in their hand, The launcher can't draw during 2 turns, (normal, parry)
prudence:
100 % success the launcher has a 100 % chance to take 1 card parry from their deck, (normal, manipulation)
natural 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 (normal, panic, contact, critical risk, physical, offensive, multi-hit)
neutral symbol
100 % success The launcher gets 2 neutral 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) (normal, minor symbol, passive effect)
healing saliva
follows the number of bleeding cards in the target's hand 100 % success adds 1 health points to the target, the target has a 100 % chance to put 1 card bleeding into their discard pile (normal, blood, mouth, contact, offensive, manipulation)
pointed horn
100 % success the launcher has a 50 % chance of becoming +1 in physical defense, for about 1 turns has a passive effect in the hand (+3 power on tackle launched attacks, ) (normal, passive effect)
immunity against ghost:
works as a parry against a "ghost" card requires the launcher to be "normal" type, 85 % success The launcher gets 1 "immunity against ghost" cards in their hand, The launcher can't draw during 1 turns, (normal, parry)
reflex normalization:
level 1, works as a parry against a ghost card, 100 % success 100 % chance of changing the launcher's type into normal, (normal, parry, type)
yawn:
level 1, 75 % success in 1 turns the target has a 100 % chance of becoming +1 in sleep, for up to 2 turns, (normal, mouth, status, offensive)
increase in power:
level 1, 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns, (normal, stat)
neutral talent:
level 1, 100 % success The launcher takes the neutral posture (), (normal, posture)
echo:
level 1 works as a reaction against a sound card, 10 magical power, 100 % success the launcher has a 100 % chance to take 1 card sound from their discard pile, take 1 card sound from their exile, (normal, sound, double try, reaction, magical, offensive, manipulation)
acoustic disturbance:
level 1 3 magical power, 100 % success the target has a 100 % chance to put 1 card sound into their exile, (normal, sound, magical, offensive, manipulation)
hibernate:
level 1 works following the launcher's freezing status, 100 % success adds 20 health points to the launcher, the launcher has a 100 % chance of becoming +1 in sleep, for up to 2 turns, (normal, status)
natural indemnity:
level 1 follows the number of cards in the launcher's exile, 100 % success the launcher has a 100 % chance to take 1 card from their deck, (normal, manipulation)
protection symbol
Level 1 works as a parry against a major symbol card 85 % success The launcher gets 1 protection symbol cards in their hand, The launcher can't draw during 2 turns (normal, parry, major symbol)
double team:
level 2 90 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns, (normal, stat)
scratch:
level 2 4 physical power, 100 % success (normal, contact, hand, physical, offensive)
slap:
level 3 5 physical power, 100 % success the target has a 10 % chance of becoming +1 in fear, for up to 1 turns, (normal, contact, hand, physical, offensive)
supplement:
level 3 100 % success the launcher has a 100 % chance to take 1 card from their deck, (normal, manipulation)
mutual normalization:
level 4 100 % success 100 % chance of changing the launcher's type into normal, 100 % chance of changing the target's type into normal, (normal, offensive, type)
magical ray:
level 4 5 magical power, 100 % success (normal, ray, magical, offensive)
herbivorous:
level 5 100 % success The launcher takes the herbivorous posture (+4 power on tackle launched attacks, -3 power on grass received attacks, +3 power on fang received attacks), (normal, posture)
time choc:
Level 5 works depending on the turn number 100 % success takes1 health points from its target, (normal, time, offensive)
time healing:
Level 5 works depending on the turn number 100 % success adds 1 health points to the launcher, (normal, time)
advance clock:
Level 5 100 % success the launcher has a 100 % chance to take 1 card "time" from their deck, (normal, time, manipulation)
return clock:
Level 5 100 % success the launcher has a 100 % chance to take 1 card "time" from their discard pile, (normal, time, manipulation)
body slam:
level 6 10 physical power, 100 % success the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns, (normal, contact, physical, offensive)
ordinary mace:
level 6 7 physical power, 80 % success the target has a 80 % chance to put 2 card fighting into their exile, (normal, weapon, mace, double try, physical, offensive)
swagger:
level 6 100 % success the target has a 100 % chance of becoming +2 in physical attack, +2 in special attack, for up to 2 turns, the target has a 100 % chance of becoming +2 in confusion, for up to 2 turns, (normal, stat, offensive, status)
take down:
level 8 15 physical power, the launcher suffers 30 % of the damages caused to the target, 70 % success the target has a 10 % chance of becoming +1 in fear, for up to 1 turns, (normal, tackle, contact, physical, offensive)
little flood of energy:
level 8 10 magical power, 100 % success (normal, magical, offensive)
fury swipes:
level 10 4 physical power, can hit up to 5 times, 100 % success (normal, contact, hand, physical, offensive, multi-hit)
reset:
level 10 100 % success the launcher has a 100 % chance to take 5 card from their deck, put 999 card into their discard pile, (normal, manipulation)
big flood of energy:
level 15 15 magical power, 100 % success (normal, surge, magical, offensive)
natural migration:
level 15 works following the number of normal cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card normal from their deck, put 1 card normal into their discard pile, (normal, manipulation)
general neutralization:
level 18 100 % success The launcher takes the neutral posture (), The target takes the neutral posture (), Changes the environment to neutral (normal, environment, posture, offensive)
giga impact:
level 20 30 physical power, the launcher suffers 50 % of the damages caused to the target, 90 % success the target has a 50 % chance of becoming +2 in fear, for up to 1 turns, (normal, tackle, contact, physical, offensive)
sound surge:
level 22 works following the number of sound cards in the launcher's hand, 8 magical power, 100 % success (normal, sound, surge, magical, offensive)