Here you will find some information about the Flying 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 Flying cards you can unlock and use as the Flying Type.


Description Of Flying


The Flying Type is both strong and weak. You can get to good attacks at a low level, but it is also vulnerable to a few popular types. It is super effective against a few as well, but overall it seems to be a strong but risky type. You can hit hard early on and move from level to level quick increasing your attacks, but it may be a race to see if you can kill before being killed if your opponent is super effective against you.


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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The Flying Cards


flight:

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


peck:

3 physical power, 100 % success
(flying, contact, mouth, physical, offensive)


dispatcher of powder:

100 % success
the target has a 100 % chance to put 1 card powder into their exile
(flying, wind, manipulation, offensive)


free trade:

100 % success
reduces the launcher's prohibition to change types by 4 turns
(flying)


bounce:

100 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 4 turns
(flying, stat)


climatology:

100 % success
the launcher has a 100 % chance to take 1 card environment from their deck
(flying, manipulation)


barrier dodging:

works as a parry against a barrier card, 85 % success
The launcher gets 1 barrier dodging cards in their hand
The launcher can't draw during 2 turns
(flying, parry)


impermeable feather:

works as a parry against a powder card, 85 % success
The launcher gets 1 impermeable feather cards in their hand
The launcher can't draw during 2 turns
(flying, parry)


sky surf:

works as a parry against a wind card
12 physical power, 90 % success
(flying, parry, critical risk, physical, offensive)


feather's 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
(flying, panic, contact, critical risk, physical, offensive, multi-hit)


air symbol

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


great manoeuvrability

100 % success
The launcher has a 100 % chance to take 1 card manipulation from their deck
(flying, manipulation)


reflex flight:

Level 1
works as a parry against a ground card, 100 % success
100 % chance of changing the launcher's type into flying
(flying, parry, type)


lift:

Level 1
works as a reaction against a wind card, requires the launcher to be flying type, 100 % success
adds 5 health points to the launcher, The launcher's type Level is modified by 1
(flying, reaction, type)


frenetic flight:

Level 1
100 % success
the launcher has a 100 % chance of becoming +2 in dodge, for up to 4 turns
(flying, stat)


nest defense:

Level 1
works as a parry against a manipulation card, requires the launcher to be flying type, 3 physical power, can hit up to 3 times, 100 % success
(flying, contact, mouth, parry, physical, offensive, multi-hit)


feather shield:

Level 1
works as a parry against a mace card, 8 physical power, 100 % success
the launcher has a 100 % chance of becoming +4 in dodge, for up to 1 turns
has a passive effect in the hand (+1 power on weapon launched attacks, -1 power on wind received attacks)
(flying, weapon, shield, parry, physical, offensive, stat, passive effect)


blowing wind:

Level 2
5 magical power, 100 % success
(flying, wind, magical, offensive)


raptor flight:

Level 4
100 % success
the launcher has a 100 % chance of becoming +2 in success for up to 8 turns
(flying, stat)


sharping wing:

Level 4
8 physical power, has a Level 1 critical hit, 100 % success
(flying, contact, physical, offensive)


gust:

Level 6
10 magical power, 100 % success
the target has a 10 % chance to put 1 card into their exile
(flying, wind, magical, offensive)


aeromancer:

Level 6
100 % success
The launcher takes the aeromancer posture
(+3 power on wind launched attacks, +1 power on magical launched attacks, -2 power on contact launched attacks, -4 power on physical launched attacks, +3 power on steel received attacks, +2 power on rock received attacks, +1 power on ice received attacks)
(flying, posture)


tailwind:

Level 7
100 % success
the target has a 100 % chance to put 2 card wind into their exile
the target puts 2 cards wind below their deck.
(flying, wind, manipulation, offensive)


feather dance:

Level 8
100 % success
the launcher has a 100 % chance of becoming +1 in success
+1 in dodge, for up to 4 turns
the target has a 100 % chance of becoming -1 in success
-1 in dodge, for up to 4 turns
(flying, stat, offensive)


erosion of the rocks:

Level 9
90 % success
the target has a 100 % chance to put 4 card rock into their exile
(flying, manipulation, offensive)


drill peck:

Level 10
10 physical power, has a Level 1 critical hit, 100 % success
(flying, contact, mouth, physical, offensive)


roost:

Level 10
100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming -1 in physical defense, -1 in special defense, -4 in dodge, for up to 2 turns
The launcher can't draw during 1 turns
(flying, stat, prohibition)


whirlwind:

Level 12
15 magical power, 100 % success
the target has a 30 % chance to put 1 card into their exile
(flying, wind, magical, offensive)


aerial migration:

Level 15
works following the number of flying cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card flying from their deck, put 1 card flying into their discard pile
(flying, manipulation)


sky attack:

Level 16
15 physical power, has a Level 2 critical hit, has a Level 1 critical failiure, 100 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(flying, contact, physical, offensive)


increasing wind:

Level 18
follows the number of wind cards in the launcher's discard pile
3 magical power, 100 % success
(flying, wind, magical, offensive)


bolide downfall:

Level 22
works following the launcher's special attack statistic, 100 % success
takes12 health points from its target
(flying, offensive)


rainbow ray:

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


fang of pterosaur:

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
(flying, mouth, fang, contact, ancient, physical, offensive)