Cards

## How to get Cards

* Card packs
* Special loot lockers
* Team donations requests
* Shops
* Rank-up rewards
* Arena Packs

## Classes

Every card has a different class that approximately determines its stats and behavior while on the field

* Character: Can only be placed on your side of the field.
	+ Fighter : Medium Attack, Medium Health, Medium Movement speed.
	+ Ranged : Low Attack, Low Health, Medium Movement speed
	+ Tank : Low Attack, High Health, Low Movement speed
	+ Assassin : High Attack, Low Health, High Movement speed
* Spell : Can be cast anywhere on the field. (Except Mind Control)
* Totem : Can only be placed on your side of the field. Cannot Move or Attack. Gradually loses x% of its Health over time.
* Trap : Can only be placed on your side of the field. Cannot Move or Attack. Gradually loses x% of its Health over time. Can damage enemies and give them status effects

## Rarity

Rarity determines how often you will find these cards while playing the game. The higher the rarity, the fewer copies of a card you will find. Also, with higher rarity come higher upgrade costs.

## Effects

Most Character cards have special powers defining their playstyle;

* **Charged:** Unit charges while being on the field, visualized by a yellow ring surrounding it. Once ready, a bubble appears above the unit and activates when tapped on.
* **Warcry:** Effect activates immediately after playing the card.
* **Deathwish:** Effect activates after the unit dies.
* **Aura:** Persistent aura around the unit affecting nearby allies or enemies.
* **Headhunter**: Ignores enemy units and focuses only on attacking the enemy new kid.
* **Enraged:** Effect activates when the unit reaches a certain fraction of it's original health amount.
* **Teamwork:** Effect activates after another unit is placed on the battlefield.
* **Area Attacker**: Attacks nearby enemies in a circular area.
* **Flying:**Flies in the air. Cannot be attacked/killed via melee ground units.

## Status Effects

Status effects *(or crowd control)*are various conditions that affect units, which can be either helpful or harmful:

* **Freeze**: The target is frozen in place and cannot move or attack for the duration, this can affect the new kid.
* **Poison**: The target loses a varying amount of health per second, this can affect the new kid.
* **Mind Control**: The target belongs to the enemy for the duration. Abilities/Effects can be used by the enemy.
* **Buff/Debuff**: The target has increased/decreased stats for the duration.
* **Taunt**: The target is drawn to attack a specific unit. Switches aggro, can affect headhunters for a limited time.
* **Hyperdrive**: Increases the speed of allies, and new kid for the duration, increasing their attack speed.
* **Slowed**: Decrease the speed of allies, and new kid for the duration, decreasing their attack speed.

## Improve your Cards

* **Upgrades**: You can increase a card's stats and effects by upgrading it with the required Cartman Coins and upgrade materials.
* **Level-Up**:Once a card cannot be upgraded anymore it has to be leveled up in order to improve it even further. Leveling up gives a card a significant power boost and allows for more upgrades to even greater heights. Leveling up requires a specific amount of copies of the card as well as Cartman Coins.