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


Description For Fire


The fire type like Water is a good middle of the road type. It has nice mid level offensive cards which will do plenty of damage. It isn't the largest deck either which makes it easy to pare with another type. It also has the added bonus of plenty of attacks to make your opponent burning which results in them loosing health every turn.


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 Fire Type


lighting:

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


elixir of power:

has a level 1 critical failiure, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, elixir, stat)


burning powder:

80 % success
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, status, offensive)


ember:

3 magical power, 100 % success
(fire, magical, offensive)


searing contact:

works as a reaction against a contact card
requires the launcher to be fire type, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 2 turns
(fire, contact, reaction, status, offensive)


hand in the fire:

works following the number of   cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to put 1 card into their exile
(fire, double try, manipulation)


fire panic:

works following the launcher's fear status
4 physical power, can hit up to 5 times, has a level 1 critical hit, 90 % success
(fire, panic, contact, critical risk, physical, offensive, multi-hit)


fire symbol

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


molotov cocktail:

Level 1
5 physical power, 80 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, physical, offensive)


evaporation:

Level 1
works as a parry against a water card, 85 % success
The launcher gets 1 evaporation cards in their hand, The launcher can't draw during 2 turns
(fire, parry)


gunpowder:

Level 1
7 magical power, the launcher suffers 100 % of the damages caused to the target, 75 % success
the launcher suffers 100 % of the damages caused to the target
the launcher has a 100 % chance of becoming +1 in burning, for up to 1 turns
the target has a 100 % chance of becoming +1 in burning, for up to 1 turns
(fire, powder, magical, offensive, status)


overheat:

Level 2
100 % success
the launcher has a 100 % chance of becoming +3 in special attack, for up to 2 turns
in 2 turns the launcher has a 100 % chance of becoming +2 in burning, -2 in freezing, for up to 2 turns
(fire, critical risk, stat, status)


swordfire:

Level 3
5 physical power, has a level 1 critical hit, 100 % success
the target has a 5 % chance of becoming +1 in burning, for up to 1 turns
(fire, weapon, sword, physical, offensive)


fire punch:

Level 4
8 physical power, 100 % success
the target has a 10 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, hand, physical, offensive)


evaporator ray:

Level 4
follows the number of water cards in the target's hand
4 magical power, 100 % success
the target has a 100 % chance to put 1 card water into their exile
(fire, ray, magical, offensive, manipulation)


burning wind:

Level 5
90 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, wind, status, offensive)


oppressive heat:

Level 5
100 % success
Changes the environment to oppressive heat
(+3 power on fire launched attacks, -3 power on ice launched attacks, -2 power on water launched attacks, -1 power on grass launched attacks)
(fire, environment)


pyromancer:

Level 6
100 % success
The launcher takes the pyromancer posture
(+3 power on fire launched attacks, +1 power on magical launched attacks, +1 power on contact launched attacks, -4 power on physical launched attacks, +3 power on water received attacks, +3 power on ground received attacks, +3 power on rock received attacks)
(fire, posture)


fire fang:

Level 7
6 physical power, 100 % success
the target has a 20 % chance of becoming +1 in burning, for up to 2 turns
(fire, mouth, fang, contact, physical, offensive)


burning power:

Level 8
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +1 in special attack, for up to 4 turns
(fire, stat)


stirring up:

Level 9
works following the target's burning status, 5 magical power, 100 % success
the target has a 100 % chance of becoming +1 in burning, for up to 4 turns
(fire, magical, offensive, status)


flamethrower:

Level 10
15 magical power, 100 % success
the target has a 15 % chance of becoming +1 in burning, for up to 2 turns
(fire, magical, offensive)


inflamed roll:

Level 12
10 physical power, 80 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns
the target has a 20 % chance of becoming +1 in burning, for up to 1 turns
(fire, contact, physical, offensive, stat)


calcination:

Level 15
12 magical power, the launcher suffers 100 % of the damages caused to the target, 85 % success
the launcher has a 100 % chance of becoming +2 in burning, for up to 1 turns
the target has a 100 % chance of becoming +2 in burning, for up to 1 turns
the launcher has a 100 % chance to put 2 card into their exile
the target has a 100 % chance to put 2 card into their exile
(fire, magical, offensive, status, manipulation)


explosive symbol

Level 15
1 magical power, 100 % success
(fire, major symbol, magical, offensive)


fire blast:

Level 18
20 magical power, has a level 1 critical failiure, 100 % success
the target has a 25 % chance of becoming +1 in burning, for up to 2 turns
(fire, explosion, magical, offensive)


eruption:

Level 20
30 magical power, 80 % success
the launcher has a 100 % chance of becoming -3 in special attack, for up to 4 turns
(fire, surge, magical, offensive, stat)


fire breath:

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


burning overkill:

Level 28
works following the launcher's burning status, 100 % success
the launcher has a 100 % chance of becoming +2 in special attack, for up to 4 turns
(fire, stat)