Electric Type Card Listing


electrification:

requires the launcher to be electric type, 100 % success
The launcher's type level is modified by 1
has a passive effect in the hand (+1 power on electric launched attacks, )
(electric, type, passive effect)


nuzzle:

3 physical power, 100 % success
(electric, contact, physical, offensive)


free electron:

works as a parry against a prohibition card, 85 % success
The launcher gets 1 free electron cards in their hand, The launcher can't draw during 2 turns
(electric, parry)


electric flash:

100 % success
the launcher has a 50 % chance of becoming +1 in success for up to 4 turns
the launcher has a 50 % chance of becoming -1 in confusion, for up to 1 turns
the target has a 50 % chance of becoming -1 in success for up to 4 turns
the target has a 50 % chance of becoming +1 in fear, for up to 1 turns
(electric, offensive)


tracking powder:

100 % success
the target has a 100 % chance of becoming -4 in dodge, for up to 1 turns
(electric, powder, stat, offensive)


thunder symbol

100 % success
The launcher gets 2 thunder 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)
(electric, minor symbol, passive effect)


wind turbine:

Level 1
works as a reaction against a wind card, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(electric, reaction, stat)


energization:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 8 turns
(electric, stat)


little electroshock treatement:

Level 1
4 magical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


magnetic barrier:

Level 1
works as a parry against a steel card, 100 % success
the launcher has a 100 % chance to take 1 card steel in the target's hand, 1 card steel in the target's deck, 1 card steel in the target's discard pile, 1 card steel in the target's exile
the target puts 2 cards steel below their deck.
(electric, parry, barrier, manipulation, offensive)


tetanization:

Level 2
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, status, offensive)


radiant:

Level 3
100 % success
The launcher takes the radiant posture (+3 power on ray launched attacks, +3 power on undulation received attacks)
(electric, posture)


thunder arrow:

Level 3
4 magical power, has a level 6 critical hit, 100 % success
(electric, arrow, magical, offensive)


big electroshock treatement:

Level 5
8 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


thunderpunch:

Level 5
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, contact, hand, physical, offensive)


electric shelter:

Level 5
100 % success
The launcher's type cannot be changed during 8 turns
(electric, prohibition)


electric mobility:

Level 6
100 % success
the launcher has a 100 % chance of becoming -2 in paralysis, for up to 8 turns
(electric, status)


lightning axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, weapon, axe, physical, offensive)


thunder fang:

Level 8
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, mouth, fang, contact, physical, offensive)


thunder wave:

Level 8
100 % success
the target has a 100 % chance of becoming +2 in paralysis, for up to 4 turns
(electric, status, offensive)


volt tackle:

Level 10
20 physical power, the launcher suffers 30 % of the damages caused to the target, 80 % success
(electric, tackle, contact, physical, offensive)


thunderbolt:

Level 12
12 magical power, 100 % success
the target has a 15 % chance of becoming +1 in paralysis, for up to 1 turns
(electric, magical, offensive)


electric lock:

Level 15
100 % success
The target's type cannot be changed during 8 turns
(electric, offensive, prohibition)


hand electrification:

Level 15
follows the number of   cards in the target's hand, 2 magical power, 100 % success
(electric, magical, offensive)


thunder:

Level 18
20 magical power, 75 % success
the target has a 25 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, magical, offensive)


electric breath:

Level 25
20 magical power, 100 % success
the target has a 50 % chance of becoming +1 in paralysis, for up to 2 turns
(electric, wind, magical, offensive)


electric ray:

Level 28
28 magical power, 100 % success
(electric, ray, magical, offensive)