Here you will find some information about the Rock 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 Rock cards you can unlock and use as the Rock type.
Description For Rock
Though there aren't many of them, the Rock type has some quite strong mid level attacks compared to other types. This makes it seem like a perfect secondary. As long as the type it is paired with makes up for its weaknesses it could be a very strong deck in most battles. Leveling isn't much of an issue with Rock, and if done right it could be a strong offensive option.
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 Rock Type
rip-rap:
requires the launcher to be rock type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on rock launched attacks, ) (rock, type, passive effect)
precious splinter:
3 physical power, 100 % success (rock, physical, offensive)
stability:
100 % success The launcher's type cannot be changed during 4 turns (rock, prohibition)
preventive trussing:
works following the number of parry cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card parry from their deck (rock, manipulation)
petrified jaw:
100 % success the launcher has a 50 % chance of becoming +1 in physical attack, for up to 8 turns, has a passive effect in the hand (+3 power on mouth launched attacks (rock, ancient, mouth, passive effect)
rock symbol
100 % success The launcher gets 2 rock 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) (rock, minor symbol, passive effect)
mineral insensitivity:
Level 1 works as a parry against a status card, 85 % success The launcher gets 1 mineral insensitivity cards in their hand The launcher can't draw during 2 turns (rock, parry)
rock barrier:
Level 1 works as a parry against a tackle card 18 physical power, 100 % success the target puts 2 cards tackle below their deck. (rock, parry, barrier, physical, offensive, manipulation)
drop of dust:
Level 1 100 % success the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns (rock, stat)
rock throw:
Level 1 5 physical power, 90 % success (rock, physical, offensive)
absorption mirror:
Level 1 works as a parry against a absorption card, 8 magical power, 100 % success the launcher regains 100 % of the damages caused to the target (rock, mirror, parry, magical, offensive, absorption)
fossil dig:
Level 1 100 % success the launcher has a 100 % chance to take 1 card ancient from their deck (rock, manipulation)
big rock throw:
Level 3 10 physical power, 85 % success (rock, physical, offensive)
diamond arrow:
Level 3 4 physical power, has a level 6 critical hit, 100 % success (rock, arrow, physical, offensive)
petrificus:
Level 4 100 % success the target has a 100 % chance of becoming +1 in paralysis, for up to 2 turns (rock, status, offensive)
heart stone:
Level 4 100 % success the launcher has a 100 % chance of becoming -2 in confusion, for up to 8 turns (rock, status)
rock wall:
Level 5 100 % success the launcher has a 100 % chance of becoming +4 in physical defense, -2 in success, for up to 8 turns (rock, stat)
ancient ruin:
Level 5 100 % success Changes the environment to ancient ruin (+3 power on ancient power launched attacks, +3 power on ancient launched attacks, +1 power on ghost launched attacks) (rock, environment)
antimagic zone:
Level 5 100 % success Changes the environment to antimagic zone (-4 power on magical launched attacks) (rock, environment)
stone sentinel:
Level 5, can only target an ally works following the launcher's "physical defense" statistic, never fails, the target has a 100 % chance of becoming +1 in physical defense, for about 8 turns, (rock, unmissable, stat, support)
power gem:
Level 6 10 magical power, 80 % success 20 % chance of changing the target's type into rock (rock, ray, magical, offensive)
diamond axe:
Level 6 6 physical power, has a level 2 critical hit, 100 % success the target has a 10 % chance of becoming +1 in fear, for up to 1 turns (rock, weapon, axe, physical, offensive)
dinosaur:
Level 6 100 % success The launcher takes the "dinosaur" posture +3 power on "ancient" launched attacks, +3 power on "fang" launched attacks, +3 power on "hand" launched attacks, +2 power on "contact" launched attacks, -6 power on "magical" launched attacks, +4 power on "magical" received attacks, +3 power on "steel" received attacks, +3 power on "electric" received attacks, +3 power on "fairy" received attacks), (rock, posture)
rock slide:
Level 8 15 physical power, 90 % success the target has a 20 % chance of becoming +1 in fear, for up to 1 turns (rock, physical, offensive)
colossal crushing:
Level 10 works following the number of foot cards in the launcher's hand 8 physical power, 100 % success (rock, foot, ancient, physical, offensive)
ancient power:
Level 12 12 magical power, 100 % success the launcher has a 10 % chance of becoming +1 in physical attack, +1 in physical defense, +1 in special attack, +1 in special defense, for up to 8 turns (rock, ancient, magical, offensive)
golem:
Level 14 100 % success The launcher takes the golem posture (+4 power on physical launched attacks, +4 power on rock launched attacks, +3 power on ground launched attacks, -8 power on magical launched attacks, +4 power on magical received attacks, +4 power on grass received attacks, +4 power on water received attacks, +4 power on fighting received attacks) (rock, posture)
marble zone:
Level 15 100 % success The launcher's type cannot be changed during 8 turns The target's type cannot be changed during 8 turns (rock, offensive, prohibition)
smash symbol
Level 15 1 physical power,100 % success (rock, major symbol, physical, offensive)
massif thrower:
Level 18 30 physical power, 60 % success the target has a 80 % chance of becoming +1 in fear, for up to 1 turns (rock, physical, offensive)
fortress:
Level 22 100 % success the launcher has a 100 % chance of becoming +8 in physical defense, -4 in success, for up to 8 turns (rock, stat)