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


Description For Normal


The normal type is fairly standard as you can expect from something called the normal type. It is not super effective against any other types and its weaknesses are only a couple types. The one drawback and benefit is that it cannot be touched by ghost and ghost cannot touch it in turn. This makes for a good secondary if you are fighting ghost and your primary type is effective against ghost. It is neither a slow or fast starter, and its attacks are pretty standard. Overall it is pretty normal.


Strengths & Weaknesses


This is broken down into four categories.


Very Effective Attack:

Not Effective Attack:

Very Effective Defense:

Not Effective Defense:

** *** ***


Cards Of The Normal Type


normalization:

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


little tapp:

3 physical power, 100 % success
(normal, contact, hand, physical, offensive)


magical shine:

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


hideout:

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


wanderlust:

100 % success
the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns,
(normal, status)


natural preservation:

works as a parry against a type card, 85 % success
The launcher gets 1 natural preservation cards in their hand, The launcher can't draw during 2 turns,
(normal, parry)


natural mistrust:

works as a parry against a manipulation card, 85 % success
The launcher gets 1 natural mistrust cards in their hand, The launcher can't draw during 2 turns,
(normal, parry)


prudence:

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


natural 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
(normal, panic, contact, critical risk, physical, offensive, multi-hit)


neutral symbol

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


healing saliva

follows the number of bleeding cards in the target's hand
 100 % success
 adds 1 health points to the target, the target has a 100 % chance to put 1 card bleeding into their discard pile
(normal, blood, mouth, contact, offensive, manipulation)


pointed horn

100 % success
 the launcher has a 50 % chance of becoming +1 in physical defense, for about 1 turns
 has a passive effect in the hand
(+3 power on tackle launched attacks, )
(normal, passive effect)


reflex normalization:

level 1, works as a parry against a ghost card, 100 % success
100 % chance of changing the launcher's type into normal,
(normal, parry, type)


yawn:

level 1, 75 % success
in 1 turns the target has a 100 % chance of becoming +1 in sleep, for up to 2 turns,
(normal, mouth, status, offensive)


increase in power:

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


neutral talent:

level 1, 100 % success
The launcher takes the neutral posture
(),
(normal, posture)


echo:

level 1
works as a reaction against a sound card, 10 magical power, 100 % success
the launcher has a 100 % chance to take 1 card sound from their discard pile, take 1 card sound from their exile,
(normal, sound, double try, reaction, magical, offensive, manipulation)


acoustic disturbance:

level 1
3 magical power, 100 % success
the target has a 100 % chance to put 1 card sound into their exile,
(normal, sound, magical, offensive, manipulation)


hibernate:

level 1
works following the launcher's freezing status, 100 % success
adds 20 health points to the launcher, the launcher has a 100 % chance of becoming +1 in sleep, for up to 2 turns,
(normal, status)


natural indemnity:

level 1
follows the number of   cards in the launcher's exile, 100 % success
the launcher has a 100 % chance to take 1 card from their deck,
(normal, manipulation)


protection symbol

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


double team:

level 2
90 % success
the launcher has a 100 % chance of becoming +1 in dodge, for up to 8 turns,
(normal, stat)


scratch:

level 2
4 physical power, 100 % success
(normal, contact, hand, physical, offensive)


slap:

level 3
5 physical power, 100 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns,
(normal, contact, hand, physical, offensive)


supplement:

level 3
100 % success
the launcher has a 100 % chance to take 1 card from their deck,
(normal, manipulation)


mutual normalization:

level 4
100 % success
100 % chance of changing the launcher's type into normal, 100 % chance of changing the target's type into normal,
(normal, offensive, type)


magical ray:

level 4
5 magical power, 100 % success
(normal, ray, magical, offensive)


herbivorous:

level 5
100 % success
The launcher takes the herbivorous posture
(+4 power on tackle launched attacks, -3 power on grass received attacks, +3 power on fang received attacks),
(normal, posture)


body slam:

level 6
10 physical power, 100 % success
the target has a 10 % chance of becoming +1 in paralysis, for up to 1 turns,
(normal, contact, physical, offensive)


ordinary mace:

level 6
7 physical power, 80 % success
the target has a 80 % chance to put 2 card fighting into their exile,
(normal, weapon, mace, double try, physical, offensive)


swagger:

level 6
100 % success
the target has a 100 % chance of becoming +2 in physical attack, +2 in special attack, for up to 2 turns, the target has a 100 % chance of becoming +2 in confusion, for up to 2 turns,
(normal, stat, offensive, status)


take down:

level 8
15 physical power, the launcher suffers 30 % of the damages caused to the target, 70 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns,
(normal, tackle, contact, physical, offensive)


little flood of energy:

level 8
10 magical power, 100 % success
(normal, magical, offensive)


fury swipes:

level 10
4 physical power, can hit up to 5 times, 100 % success
(normal, contact, hand, physical, offensive, multi-hit)


reset:

level 10
100 % success
the launcher has a 100 % chance to take 5 card from their deck, put 999 card into their discard pile,
(normal, manipulation)


big flood of energy:

level 15
15 magical power, 100 % success
(normal, surge, magical, offensive)


natural migration:

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


general neutralization:

level 18
100 % success
The launcher takes the neutral posture
(), The target takes the neutral posture
(), Changes the environment to neutral
(normal, environment, posture, offensive)


giga impact:

level 20
30 physical power, the launcher suffers 50 % of the damages caused to the target, 90 % success
the target has a 50 % chance of becoming +2 in fear, for up to 1 turns,
(normal, tackle, contact, physical, offensive)


sound surge:

level 22
works following the number of sound cards in the launcher's hand, 8 magical power, 100 % success
(normal, sound, surge, magical, offensive)