Here you will find some information about the Psychic 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 Psychic cards you can unlock and use as the Psychic type.
Description For Psychic
The Psychic type is very interesting. It is by far one of the least offensive types in the game. It takes a little bit to get going, and some of the attacks take planning out and proper circumstances to make them work. Because of this it can be tricky. Add to this the large amount of cards to choose from and it can be difficult to match with a secondary to any great effect.
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 Psychic Type
psychogenesis:
requires the launcher to be psychic type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on psychic launched attacks, ) (psychic, type, passive effect)
revelatory contact:
works as a reaction against a contact card, requires the launcher to be psychic type 100 % success the target shows 8 cards from their hand (psychic, contact, reaction, offensive)
souvenir:
100 % success the launcher has a 100 % chance to take 2 card from their exile (psychic, manipulation)
ray depression:
3 magical power, 100 % success (psychic, ray, magical, offensive)
concentrate:
100 % success the launcher has a 100 % chance of becoming -2 in confusion, for up to 4 turns (psychic, status)
personal measure:
100 % success the launcher has a 100 % chance to take 1 card posture from their deck (psychic, manipulation)
psychoriginity:
works as a parry against a posture card, 85 % success The launcher gets 1 psychoriginity cards in their hand The launcher can't draw during 2 turns (psychic, parry)
confinement:
100 % success the launcher has a 100 % chance to take 2 card barrier from their deck, take 2 card barrier from their discard pile (psychic, manipulation)
cephalalgia:
works following the target's special attack statistic 4 magical power, 100 % success (psychic, magical, offensive)
mastery of panic:
works as a parry against a panic card, 85 % success The launcher gets 1 mastery of panic cards in their hand The launcher can't draw during 2 turns (psychic, parry)
thought symbol
100 % success The launcher gets 2 thought 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) (psychic, minor symbol, passive effect)
reflexion:
Level 1 100 % success the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns (psychic, stat)
risk analysis:
Level 1 100 % success the launcher has a 100 % chance of becoming +1 in dodge, -2 in critical failure, for up to 8 turns (psychic, stat)
ideation:
Level 1 100 % success the launcher has a 100 % chance to take 1 card magical from their deck (psychic, manipulation)
forethought:
Level 1 100 % success the launcher can see 4 cards from their deck (psychic)
precalculus:
Level 1 100 % success the launcher has a 100 % chance of becoming +4 in success, for up to 4 turns (psychic, stat)
epileptic wave:
Level 1 90 % success the target has a 100 % chance of becoming -4 in success, for up to 4 turns (psychic, undulation, stat, offensive)
psychic trauma:
Level 1 4 magical power, the launcher suffers 100 % of the damages caused to the target, 100 % success in 8 turns the launcher has a 100 % chance of becoming +2 in fear, for up to 2 turns in 8 turns the target has a 100 % chance of becoming +2 in fear, for up to 2 turns (psychic, magical, offensive, status)
passive intervention:
Level 1 100 % success the launcher has a 100 % chance to take 1 card passive effect from their deck (psychic, manipulation)
symbolic mirror
Level 1 works as a parry against a major symbol card 1 magical power, 100 % success (psychic, mirror, major symbol, parry, magical, offensive)
mini amnesia:
Level 2 100 % success The target's type level is modified by -6 (psychic, offensive, type)
nightmare:
Level 3 works following the target's sleep status 5 magical power, 80 % success (psychic, magical, offensive)
muzzling:
Level 3 80 % success the target has a 100 % chance to put 2 card mouth into their exile, the target puts 2 cards mouth below their deck. (psychic, manipulation, offensive)
futur sight:
Level 3 100 % success the launcher can see 8 cards from their deck (psychic)
psychic disruption:
Level 4 100 % success the target has a 100 % chance of becoming +1 in critical failure, for up to 4 turns (psychic, stat, offensive)
telekinesis:
Level 4 75 % success 100 % chance of changing the target's type into flying (psychic, offensive, type)
rashness access:
Level 4 100 % success the target shows 8 cards from their deck (psychic, offensive)
defusing:
Level 4 100 % success the target has a 100 % chance to put 2 card explosion into their exile the target puts 2 cards explosion below their deck. (psychic, manipulation, offensive)
psyshock:
Level 5 6 magical power, 100 % success the target has a 30 % chance of becoming -1 in physical defense, -1 in special defense, for up to 4 turns (psychic, magical, offensive)
relax:
Level 5 100 % success adds 50 health points to the launcher the launcher has a 100 % chance of becoming +2 in sleep, for up to 4 turns (psychic, status)
mental prepare:
Level 5 100 % success the launcher has a 100 % chance of becoming +2 in special attack, +1 in success, for up to 4 turns (psychic, stat)
apprenticed:
Level 5 100 % success the launcher has a 100 % chance of becoming +2 in sleep, for up to 2 turns The launcher's type level is modified by 8 (psychic, type, status)
anticipation:
Level 6 100 % success the target shows 8 cards from their hand (psychic, offensive)
psycho axe:
Level 6 6 physical power, has a level 2 critical hit, 100 % success the target shows 4 cards from their deck (psychic, weapon, axe, physical, offensive)
insect nightmare:
Level 6 works following the target's sleep status 5 magical power, 80 % success The target gets 4 entomophobia cards in their hand (psychic, nightmare, magical, offensive)
ghost nightmare:
Level 6 works following the target's sleep status 5 magical power, 80 % success The target gets 4 phasmophobia cards in their hand (psychic, nightmare, magical, offensive)
forest nightmare:
Level 6 works following the target's sleep status 5 magical power, 80 % success The target gets 4 hylophobia cards in their hand (psychic, nightmare, magical, offensive)
feather nightmare:
Level 6 works following the target's sleep status 5 magical power, 80 % success The target gets 4 ornithophobia cards in their hand (psychic, nightmare, magical, offensive)
alchemical nightmare:
Level 6 works following the target's "sleep" status, 5 magical power, 80 % success The target gets 4 "toxiphobia" cards in their hand, (psychic, nightmare, magical, offensive)
guard theft:
Level 7 works following the target's physical defense statistic, 100 % success the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns the target has a 100 % chance of becoming -1 in physical defense, for up to 8 turns (psychic, stat, offensive)
attention theft:
Level 7 works following the target's special defense statistic, 100 % success the launcher has a 100 % chance of becoming +1 in special defense, for up to 8 turns the target has a 100 % chance of becoming -1 in special defense, for up to 8 turns (psychic, stat, offensive)
hypnosis:
Level 8 90 % success the target has a 100 % chance of becoming +1 in sleep, for up to 4 turns (psychic, status, offensive)
dream eater:
Level 10 works following the target's sleep status 8 magical power, 80 % success the launcher regains 100 % of the damages caused to the target (psychic, magical, offensive, absorption)
amnesia:
Level 12 100 % success The target's type level is modified by -10 (psychic, offensive, type)
phobic resurgence:
Level 12 works following the number of phobia cards in the target's discard pile, 100 % success the target has a 100 % chance to take 1 card phobia from their discard pile (psychic, manipulation, offensive)
wrap ray:
Level 15 works following the target's confusion status, 8 magical power, 100 % success (psychic, ray, magical, offensive)
telekinetic crash:
Level 18 requires the target to be flying type 6 physical power, can hit up to 5 times, has a level 1 critical hit, 100 % success (psychic, physical, offensive, multi-hit)
psychic fusillade:
Level 26 8 magical power, can hit up to 5 times, 100 % success the target has a 30 % chance of becoming +1 in confusion, for up to 2 turns (psychic, magical, offensive, multi-hit)