Fighting Type Card Listing
salutation:
requires the launcher to be fighting type, 100 % success The launcher's type level is modified by 1, has a passive effect in the hand (+1 power on fighting launched attacks, ) fighting, type, passive effect)
bulk up:
100 % success the launcher has a 100 % chance of becoming +1 in physical attack, for up to 4 turns fighting, stat)
elixir of perspicacity:
has a level 1 critical failiure, 100 % success the launcher has a 100 % chance of becoming +1 in critical hit, for up to 4 turns fighting, elixir, stat)
little punch:
3 physical power, 100 % success (fighting, contact, hand, physical, offensive)
parry avoidance:
works as a parry against a parry card, 85 % success The launcher gets 1 parry avoidance cards in their hand, The launcher can't draw during 2 turns fighting, parry)
muscle cramp:
works following the target's physical attack statistic, 4 magical power, 100 % success (fighting, magical, offensive)
sidestep:
works as a parry against a tackle card, 85 % success The launcher gets 1 sidestep cards in their hand, The launcher can't draw during 2 turns fighting, parry, foot)
competition bow:
100 % success the launcher has a 100 % chance to take 1 card arrow from their deck, has a passive effect in the hand (+2 power on arrow launched attacks, +1 power on contact received attacks) fighting, weapon, passive effect, manipulation)
scope:
100 % success the launcher has a 100 % chance of becoming +1 in success for up to 2 turns, has a passive effect in the hand (+1 power on arrow launched attacks, +2 power on ray received attacks) fighting, passive effect, stat)
fighting symbol
100 % success The launcher gets 2 fighting 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 (fighting, minor symbol, passive effect)
brute force:
100 % success the launcher has a 50 % chance of becoming +1 in physical attack, for about 1 turns, has a passive effect in the hand +3 power on "mace" launched attacks, ), (fighting, passive effect)
sword dance:
100 % success the launcher has a 50 % chance of becoming +1 in dodge, for about 1 turns, has a passive effect in the hand +3 power on "sword" launched attacks, ), (fighting, passive effect)
weapon taking:
Level 1 100 % success the launcher has a 100 % chance to take 2 card weapon from their deck fighting, manipulation)
weapon ddeflection:
Level 1 works as a parry against a weapon card, 85 % success The launcher gets 1 weapon ddeflection cards in their hand, The launcher can't draw during 2 turns fighting, parry)
determination:
Level 1 100 % success the launcher has a 100 % chance to take 1 card physical from their deck fighting, manipulation)
little kick:
Level 1 4 physical power, 100 % success (fighting, contact, foot, physical, offensive)
attention:
Level 1 100 % success the launcher has a 100 % chance of becoming +1 in physical defense, for up to 8 turns fighting, stat)
hand crushing:
Level 1 works as a parry against a hand card, 4 physical power, 100 % success (fighting, parry, physical, offensive)
big punch:
Level 2 6 physical power, 100 % success (fighting, contact, hand, physical, offensive)
sword fighter:
Level 2 100 % success The launcher takes the sword fighter posture (+10 power on sword launched attacks, +2 power on shield launched attacks, -5 power on sword received attacks, -1 power on shield received attacks) fighting, posture)
vengeful
Level 2 100 % success The launcher takes the vengeful posture (+6 power on parry launched attacks, +6 power on reaction launched attacks, +3 power on major symbol received attacks) (fighting, posture)
big kick:
Level 3 7 physical power, 100 % success (fighting, contact, foot, physical, offensive)
trussing:
Level 3 100 % success the launcher has a 100 % chance of becoming +2 in physical attack, for up to 4 turns fighting, stat)
free scream:
Level 4 works following the launcher's paralysis status, 5 magical power, never fails, the launcher has a 100 % chance of becoming -1 in paralysis, for up to 4 turns fighting, mouth, sound, magical, offensive, unmissable, status)
rush in:
Level 4 100 % success the launcher has a 100 % chance of becoming +3 in physical attack, -3 in special defense, for up to 3 turns fighting, stat)
force palm:
Level 5 5 physical power, 100 % success the target has a 50 % chance of becoming +1 in paralysis, for up to 1 turns fighting, contact, hand, physical, offensive)
fighting area:
Level 5 100 % success Changes the environment to fighting area (+2 power on hand launched attacks, +2 power on foot launched attacks, -1 power on ghost launched attacks, -2 power on psychic launched attacks) fighting, environment)
break parry:
Level 6 5 physical power, 100 % success the target has a 100 % chance to put 1 card parry into their discard pile fighting, contact, physical, offensive, manipulation)
war mace:
Level 6 7 physical power, 80 % success the target has a 80 % chance to put 2 card fairy into their exile fighting, weapon, mace, double try, physical, offensive)
ring of fight:
Level 7 100 % success the launcher has a 100 % chance of becoming +3 in physical attack, for up to 2 turns, the launcher has a 100 % chance of becoming -1 in fear, for up to 4 turns fighting, sound, stat, status)
dizzy punch:
Level 8 8 physical power, 100 % success the target has a 20 % chance of becoming +1 in confusion, for up to 1 turns fighting, contact, hand, physical, offensive)
war drum:
Level 8 100 % success the launcher has a 100 % chance of becoming +1 in physical attack, for up to 2 turns, the target has a 100 % chance of becoming -1 in physical defense, -1 in special defense, for up to 2 turns fighting, sound, stat, offensive)
high jump kick:
Level 9 10 physical power, 100 % success the target has a 100 % chance to put 2 card flying into their exile fighting, critical risk, contact, foot, physical, offensive, manipulation)
armlock:
Level 10 5 physical power, 100 % success the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card hand into their exile fighting, contact, hand, physical, offensive, manipulation)
legglock:
Level 11 6 physical power, 100 % success the target has a 30 % chance of becoming +1 in paralysis, for up to 1 turns, the target has a 100 % chance to put 1 card foot into their exile fighting, contact, hand, physical, offensive, manipulation)
antidoping:
Level 13 follows the number of stat cards in the target's hand, 80 % success the target has a 100 % chance to put 1 card stat into their exile fighting, manipulation, offensive)
focus punch:
Level 15 15 physical power, 100 % success the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns fighting, contact, hand, physical, offensive, stat)
focus kick:
Level 18 20 physical power, 100 % success the launcher has a 100 % chance of becoming -2 in physical defense, for up to 1 turns fighting, contact, foot, physical, offensive, stat)
focus blast:
Level 20 20 magical power, 90 % success the target has a 20 % chance of becoming -1 in special defense, for up to 8 turns fighting, explosion, magical, offensive)