Here you will find some information about the Electric 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 Electric cards you can unlock and use as the Electric type.


Description For Electric


The electric deck is a good primary or secondary type. It is fairly easy to level into the middle levels, and once it gets there it has a good assortment of offensive attacks. It does have a prohibition against touching a ground type, and there are weaknesses that make it vulnerable, but these can be overcome with careful planning and paring with another type. If done right it can serve well and deal quite a bit of consistent damage with the perk of every attack potentially paralyzing your opponent.


Strengths & Weaknesses


This is broken down into four categories.


Very Effective Attack:

Not Effective Attack:

Very Effective Defense:

Not Effective defense:

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Cards Of The Electric Type


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)