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


Description For Rock


Though there aren't many of them, the Rock type has some quite strong mid level attacks compared to other types. This makes it seem like a perfect secondary. As long as the type it is paired with makes up for its weaknesses it could be a very strong deck in most battles. Leveling isn't much of an issue with Rock, and if done right it could be a strong offensive option.


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 Rock Type


rip-rap:

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


precious splinter:

3 physical power, 100 % success
(rock, physical, offensive)


stability:

100 % success
The launcher's type cannot be changed during 4 turns
(rock, prohibition)


preventive trussing:

works following the number of parry cards in the launcher's hand, 100 % success
the launcher has a 100 % chance to take 1 card parry from their deck
(rock, manipulation)


petrified jaw:

100 % success
the launcher has a 50 % chance of becoming +1 in physical attack, for up to 8 turns, has a passive effect in the hand (+3 power on mouth launched attacks
(rock, ancient, mouth, passive effect)


rock symbol

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


mineral insensitivity:

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


rock barrier:

Level 1
works as a parry against a tackle card
18 physical power, 100 % success
the target puts 2 cards tackle below their deck.
(rock, parry, barrier, physical, offensive, manipulation)


drop of dust:

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


rock throw:

Level 1
5 physical power, 90 % success
(rock, physical, offensive)


absorption mirror:

Level 1
works as a parry against a absorption card, 8 magical power, 100 % success
the launcher regains 100 % of the damages caused to the target
(rock, mirror, parry, magical, offensive, absorption)


fossil dig:

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


big rock throw:

Level 3
10 physical power, 85 % success
(rock, physical, offensive)


diamond arrow:

Level 3
4 physical power, has a level 6 critical hit, 100 % success
(rock, arrow, physical, offensive)


petrificus:

Level 4
100 % success
the target has a 100 % chance of becoming +1 in paralysis, for up to 2 turns
(rock, status, offensive)


heart stone:

Level 4
100 % success
the launcher has a 100 % chance of becoming -2 in confusion, for up to 8 turns
(rock, status)


rock wall:

Level 5
100 % success
the launcher has a 100 % chance of becoming +4 in physical defense, -2 in success, for up to 8 turns
(rock, stat)


ancient ruin:

Level 5
100 % success
Changes the environment to ancient ruin
(+3 power on ancient power launched attacks, +3 power on ancient launched attacks, +1 power on ghost launched attacks)
(rock, environment)


antimagic zone:

Level 5
100 % success
Changes the environment to antimagic zone
(-4 power on magical launched attacks)
(rock, environment)


power gem:

Level 6
10 magical power, 80 % success
20 % chance of changing the target's type into rock
(rock, ray, magical, offensive)


diamond axe:

Level 6
6 physical power, has a level 2 critical hit, 100 % success
the target has a 10 % chance of becoming +1 in fear, for up to 1 turns
(rock, weapon, axe, physical, offensive)


rock slide:

Level 8
15 physical power, 90 % success
the target has a 20 % chance of becoming +1 in fear, for up to 1 turns
(rock, physical, offensive)


colossal crushing:

Level 10
works following the number of foot cards in the launcher's hand
8 physical power, 100 % success
(rock, foot, ancient, physical, offensive)


ancient power:

Level 12
12 magical power, 100 % success
the launcher has a 10 % chance of becoming +1 in physical attack, +1 in physical defense, +1 in special attack, +1 in special defense, for up to 8 turns
(rock, ancient, magical, offensive)


golem:

Level 14
100 % success
The launcher takes the golem posture
(+4 power on physical launched attacks, +4 power on rock launched attacks, +3 power on ground launched attacks, -8 power on magical launched attacks, +4 power on magical received attacks, +4 power on grass received attacks, +4 power on water received attacks, +4 power on fighting received attacks)
(rock, posture)


marble zone:

Level 15
100 % success
The launcher's type cannot be changed during 8 turns
The target's type cannot be changed during 8 turns
(rock, offensive, prohibition)


smash symbol

Level 15
1 physical power,100 % success
 (rock, major symbol, physical, offensive)


massif thrower:

Level 18
30 physical power, 60 % success
the target has a 80 % chance of becoming +1 in fear, for up to 1 turns
(rock, physical, offensive)


fortress:

Level 22
100 % success
the launcher has a 100 % chance of becoming +8 in physical defense, -4 in success, for up to 8 turns
(rock, stat)