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


Description For Psychic


The Psychic type is very interesting. It is by far one of the least offensive types in the game. It takes a little bit to get going, and some of the attacks take planning out and proper circumstances to make them work. Because of this it can be tricky. Add to this the large amount of cards to choose from and it can be difficult to match with a secondary to any great effect.


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 Psychic Type


psychogenesis:

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


revelatory contact:

works as a reaction against a contact card, requires the launcher to be psychic type
100 % success
the target shows 8 cards from their hand
(psychic, contact, reaction, offensive)


souvenir:

100 % success
the launcher has a 100 % chance to take 2 card from their exile
(psychic, manipulation)


ray depression:

3 magical power, 100 % success
(psychic, ray, magical, offensive)


concentrate:

100 % success
the launcher has a 100 % chance of becoming -2 in confusion, for up to 4 turns
(psychic, status)


personal measure:

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


psychoriginity:

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


confinement:

100 % success
the launcher has a 100 % chance to take 2 card barrier from their deck, take 2 card barrier from their discard pile
(psychic, manipulation)


cephalalgia:

works following the target's special attack statistic
4 magical power, 100 % success
(psychic, magical, offensive)


mastery of panic:

works as a parry against a panic card, 85 % success
The launcher gets 1 mastery of panic cards in their hand
The launcher can't draw during 2 turns
(psychic, parry)


thought symbol

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


reflexion:

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


risk analysis:

Level 1
100 % success
the launcher has a 100 % chance of becoming +1 in dodge, -2 in critical failure, for up to 8 turns
(psychic, stat)


ideation:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card magical from their deck
(psychic, manipulation)


forethought:

Level 1
100 % success
the launcher can see 4 cards from their deck
(psychic)


precalculus:

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


epileptic wave:

Level 1
90 % success
the target has a 100 % chance of becoming -4 in success, for up to 4 turns
(psychic, undulation, stat, offensive)


psychic trauma:

Level 1
4 magical power, the launcher suffers 100 % of the damages caused to the target, 100 % success
in 8 turns the launcher has a 100 % chance of becoming +2 in fear, for up to 2 turns
in 8 turns the target has a 100 % chance of becoming +2 in fear, for up to 2 turns
(psychic, magical, offensive, status)


passive intervention:

Level 1
100 % success
the launcher has a 100 % chance to take 1 card passive effect from their deck
(psychic, manipulation)


symbolic mirror

Level 1
works as a parry against a major symbol card
1 magical power, 100 % success
(psychic, mirror, major symbol, parry, magical, offensive)


mini amnesia:

Level 2
100 % success
The target's type level is modified by -6
(psychic, offensive, type)


nightmare:

Level 3
works following the target's sleep status
5 magical power, 80 % success
(psychic, magical, offensive)


muzzling:

Level 3
80 % success
the target has a 100 % chance to put 2 card mouth into their exile, the target puts 2 cards mouth below their deck.
(psychic, manipulation, offensive)


futur sight:

Level 3
100 % success
the launcher can see 8 cards from their deck
(psychic)


psychic disruption:

Level 4
100 % success
the target has a 100 % chance of becoming +1 in critical failure, for up to 4 turns
(psychic, stat, offensive)


telekinesis:

Level 4
75 % success
100 % chance of changing the target's type into flying
(psychic, offensive, type)


rashness access:

Level 4
100 % success
the target shows 8 cards from their deck
(psychic, offensive)


defusing:

Level 4
100 % success
the target has a 100 % chance to put 2 card explosion into their exile
the target puts 2 cards explosion below their deck.
(psychic, manipulation, offensive)


psyshock:

Level 5
6 magical power, 100 % success
the target has a 30 % chance of becoming -1 in physical defense, -1 in special defense, for up to 4 turns
(psychic, magical, offensive)


relax:

Level 5
100 % success
adds 50 health points to the launcher
the launcher has a 100 % chance of becoming +2 in sleep, for up to 4 turns
(psychic, status)


mental prepare:

Level 5
100 % success
the launcher has a 100 % chance of becoming +2 in special attack, +1 in success, for up to 4 turns
(psychic, stat)


apprenticed:

Level 5
100 % success
the launcher has a 100 % chance of becoming +2 in sleep, for up to 2 turns
The launcher's type level is modified by 8
(psychic, type, status)


anticipation:

Level 6
100 % success
the target shows 8 cards from their hand
(psychic, offensive)


psycho axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target shows 4 cards from their deck
(psychic, weapon, axe, physical, offensive)


insect nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 entomophobia cards in their hand
(psychic, nightmare, magical, offensive)


ghost nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 phasmophobia cards in their hand
(psychic, nightmare, magical, offensive)


forest nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 hylophobia cards in their hand
(psychic, nightmare, magical, offensive)


feather nightmare:

Level 6
works following the target's sleep status
5 magical power, 80 % success
The target gets 4 ornithophobia cards in their hand
(psychic, nightmare, magical, offensive)


guard theft:

Level 7
works following the target's physical defense statistic, 100 % success
the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns
the target has a 100 % chance of becoming -1 in physical defense, for up to 8 turns
(psychic, stat, offensive)


attention theft:

Level 7
works following the target's special defense statistic, 100 % success
the launcher has a 100 % chance of becoming +1 in special defense, for up to 8 turns
the target has a 100 % chance of becoming -1 in special defense, for up to 8 turns
(psychic, stat, offensive)


hypnosis:

Level 8
90 % success
the target has a 100 % chance of becoming +1 in sleep, for up to 4 turns
(psychic, status, offensive)


dream eater:

Level 10
works following the target's sleep status
8 magical power, 80 % success
the launcher regains 100 % of the damages caused to the target
(psychic, magical, offensive, absorption)


amnesia:

Level 12
100 % success
The target's type level is modified by -10
(psychic, offensive, type)


phobic resurgence:

Level 12
works following the number of phobia cards in the target's discard pile, 100 % success
the target has a 100 % chance to take 1 card phobia from their discard pile
(psychic, manipulation, offensive)


wrap ray:

Level 15
works following the target's confusion status, 8 magical power, 100 % success
(psychic, ray, magical, offensive)


telekinetic crash:

Level 18
requires the target to be flying type
6 physical power, can hit up to 5 times, has a level 1 critical hit, 100 % success
(psychic, physical, offensive, multi-hit)


psychic fusillade:

Level 26
8 magical power, can hit up to 5 times, 100 % success
the target has a 30 % chance of becoming +1 in confusion, for up to 2 turns
(psychic, magical, offensive, multi-hit)