Here you will find some information about the Water 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 Water cards you can unlock and use as the Water type.
Description For Water
The water type is a very solid and reliable type. It has nice attacks, and good defensive match ups with others. It is only weak against the attacks of 2 types, and has 3 types which it is very effective against. It has a very strong mid level attack which allows for quick damage to be dealt whether it is a primary or secondary type in your deck. Overall it is a good reliable and non risky type to go with, but not the most overpowering type.
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 Water Type
hydrology:
requires the launcher to be water type, 100 % success The launcher's type level is modified by 1 has a passive effect in the hand (+1 power on water launched attacks, ) (water, type, passive effect)
damp:
100 % success the target has a 100 % chance to put 1 card explosion into their exile the target puts 1 cards explosion below their deck. (water, manipulation, offensive)
water bomb:
3 physical power, 90 % success (water, physical, offensive)
elixir of energy:
has a level 1 critical failiure, 100 % success adds 8 health points to the launcher (water, elixir)
acrobatic surfing:
works as a parry against a surge card 12 physical power, 90 % success (water, parry, critical risk, physical, offensive)
melting ice:
works following the launcher's freezing status, 100 % success the launcher has a 100 % chance of becoming -1 in confusion, for up to 2 turns the launcher has a 100 % chance to take 1 card water from their deck (water, status, manipulation)
oxidative reaction:
works as a reaction against a steel card, 100 % success The target gets 1 rust cards in their hand (water, reaction, offensive)
water symbol
100 % success The launcher gets 2 water 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) (water, minor symbol, passive effect)
water barrier:
Level 1 works as a parry against a fire card, 100 % success the target has a 100 % chance to put 4 card fire into their exile the target puts 4 cards fire below their deck. (water, parry, barrier, manipulation, offensive)
hydration:
Level 1 100 % success adds 5 health points to the launcher the launcher has a 100 % chance of becoming -1 in burning, for up to 8 turns (water, status)
purifying water:
Level 1 100 % success the launcher has a 100 % chance of becoming -1 in burning, -1 in poison, for up to 8 turns the launcher has a 100 % chance to put 2 card bleeding into their exile (water, status, manipulation)
bubble:
Level 1 3 magical power, 100 % success the target has a 20 % chance of becoming -1 in success for up to 4 turns (water, magical, offensive)
purging elixir:
Level 1 works following the number of elixir of poison cards in the launcher's hand, 100 % success the launcher has a 100 % chance to put 1 card elixir of poison into their exile The launcher gets 1 elixir of energy cards in their hand (water, manipulation)
sea salt:
Level 1 follows the number of bleeding cards in the target's hand 2 physical power, 100 % success (water, powder, physical, offensive)
water mirror:
Level 1 works as a parry against a ray card 8 magical power, 100 % success (water, mirror, ray, parry, magical, offensive)
dolphin's song:
Level 1 2 magical power, 100 % success the launcher has a 100 % chance to take 1 card water in the target's deck (water, sound, magical, offensive, manipulation)
ice heal:
Level 2 100 % success the launcher has a 100 % chance of becoming -1 in freezing, for up to 8 turns (water, status)
bubble beam:
Level 3 5 magical power, 100 % success the target has a 10 % chance of becoming -1 in success for up to 2 turns (water, magical, offensive)
water pulse:
Level 4 6 magical power, 100 % success the target has a 20 % chance of becoming +1 in confusion, for up to 1 turns (water, undulation, magical, offensive)
tuna's pulse:
Level 5 15 physical power, 80 % success the launcher suffers 30 % of the damages caused to the target (water, tackle, contact, physical, offensive)
rain:
Level 5 100 % success Changes the environment to rain (+3 power on water launched attacks, +2 power on electric launched attacks, +1 power on grass launched attacks, -3 power on fire launched attacks) (water, environment)
brine:
Level 6 5 magical power, 100 % success the target has a 100 % chance to put 1 card ice into their exile (water, magical, offensive, manipulation)
coral axe:
Level 6 6 physical power, has a level 2 critical hit, 100 % success the launcher has a 10 % chance of becoming +1 in special defense, for up to 4 turns (water, weapon, axe, physical, offensive)
kraken:
Level 6 100 % success The launcher takes the kraken posture (+4 power on physical launched attacks, +2 power on tentacle launched attacks, -8 power on magical launched attacks, +6 power on magical received attacks, +2 power on undulation received attacks) (water, posture)
electric eel:
Level 6 100 % success The launcher takes the "electric eel" posture +3 power on "electric" launched attacks, +1 power on "water" launched attacks, +1 power on "magical" launched attacks, -6 power on "physical" launched attacks, +3 power on "ground" received attacks, -3 power on "electric" received attacks), (water, posture)
net:
Level 8 100 % success the target has a 100 % chance of becoming +2 in critical failure, for up to 4 turns (water, stat, offensive)
whale's song:
Level 8 5 magical power, 100 % success the launcher has a 100 % chance to take 2 card water in the target's deck (water, sound, magical, offensive, manipulation)
boiling:
Level 9 works following the launcher's burning status 7 magical power, 100 % success the target has a 80 % chance of becoming +1 in burning, for up to 2 turns (water, magical, offensive)
erosion of the floors:
Level 9 90 % success the target has a 100 % chance to put 4 card ground into their exile (water, manipulation, offensive)
tentacle harassment:
Level 10 1 physical power, can hit up to 8 times, 100 % success the target has a 100 % chance to put 2 card passive effect into their discard pile (water, contact, tentacle, physical, offensive, multi-hit, manipulation)
sonar ray:
Level 12 10 magical power, never fails the target has a 30 % chance of becoming +2 in confusion, for up to 1 turns the target shows 4 cards from their hand (water, ray, sound, magical, offensive, unmissable)
fang of shark:
Level 12 12 physical power, has a level 1 critical hit, 100 % success the target has a 50 % chance of becoming +1 in fear, for up to 1 turns (water, mouth, fang, contact, physical, offensive)
wicked wave:
Level 14 15 magical power, 100 % success (water, surge, magical, offensive)
aquatic migration:
Level 15 works following the number of water cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card water from their deck, put 1 card water into their discard pile (water, manipulation)
tentacle choke:
Level 16 8 physical power, 100 % success The target can't draw during 1 turns (water, contact, tentacle, physical, offensive, prohibition)
water memory:
Level 24 works following the number of water cards in the launcher's hand, 100 % success the launcher has a 100 % chance to take 1 card water from their discard pile, take 1 card water from their exile (water, manipulation)
fang of megalodon:
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 (water, mouth, fang, contact, ancient, physical, offensive)