Every dinosaur in the Arcade Game (only starting with the Japanese 4th Edition and its equivalents) is given a Type. Types can be thought of as perks for each dinosaur. With every new named collection of card releases (2006/Series 1, 2007/Series 2, Gekizan, and Kakushin), dinosaurs will generally be given a different Type than they had before.
The image on the right shows the introduction of a dinosaur before battle. Notice the Type Section on the top right corner.
In the arcade game, it can be noted that there are version changes. The following only shows the Types found on the all language versions of Dinosaur King in the world. Since Japan received more updates than other nations' versions, they alone gained newer Types (though Taiwan began using the Japanese version for those releases).
|Attack||Higher power in Moves, and a stronger Critical Move.||No||Einiosaurus|
|Tie||Gets lower damage during a tie.||No||Lambeosaurus|
|Defense||Lower power in Moves, but has more health.||No||Dilophosaurus|
These Types appeared when the 3rd update of the Arcade Game was released.
|Counter||The Dinosaur will become stronger after a loss.||No||Corythosaurus|
|Blitz||If any button is pressed at the 10 second count, then the dinosaur's strength will be boosted.||No||Deltadromeus|
|Crisis||The dinosaur will become stronger when it has low energy.||No||Altirhinus|
|Hunter||Moves become more powerful once the opponent has a weaker health level than the player's dinosaur.||No||Ampelosaurus|
|Charge||The opponent receives more damage than normal in a tie (Tie Attack can, perhaps, boost this effect).||No||Yangchuanosaurus|
|Heroic||The sign that can be beaten by the opponent's Critical Move is stronger than other moves.||No||Tarchia|
|Death||Allows the usage of Death Fire when energy is low without using its card.||Yes||Black Tyrannosaurus only|
|Revival||Can revive once if death occurred in a tie, the energy revived being the minimum amount of energy possible.||Yes||Fossil Cards only (i.e. Saurolophus)|
|Poison||The dinosaur has a chance to poison their opponent, taking a small chunk of their health. The poison effect will reside after three rounds. This effect will not kill the opponent, instead stopping once the opponent is at minimum health.||Yes||Alpha Dinosaurs only (i.e. Super Alpha Allosaurus)|
These Types are only available in later Japanese gameplay.
|Reform||Information losing||No||Megalosaurus (Gekizan 1st Edition)|
|Tie Defense||After multiple ties in a row, new ties won't give damage.||No||Apatosaurus (Gekizan 3rd Edition)|
|Recovery||A Recovery effect will activate after random wins.||No||Spectral Armor Brontikens|
|Lucky 7||Raises Technique when the move button is pressed at 7 seconds remaining.||No||DinoTector Spiny|
|Will Power||No||DinoTector Tank|
|Super||Type for all Super Dinosaurs.||Yes||Super Dinosaurs only (i.e. Super Tyrannosaurus)|
|Lethal||No||Apatosaurus (Kakushin 3rd Edition)|
|Rock-Rock||Raises Attack after multiple uses of Rock.||No||Indosuchus|
|Scissors-Scissors||Raises Attack after multiple uses of Scissors.||No||DinoTector Carnotaurus (Kakushin 6th Edition)|
|Paper-Paper||Raises Attack after multiple uses of Paper.||No||Spectral Armor Maximus (Kakushin 6th Edition)|
|Blunder||No||Pawpawsaurus (Kakushin 3rd Edition)|
|Warning||No||Megalosaurus (Kakuhin 3rd Edition)|
|Tie Recovery||The Dinosaur will get a Recovery effect after a tie.||No||Eocarcharia|
- Types seem to be assigned to dinosaurs in a pattern. (Tyrannosaurus - Attack, Spinosaurus - Tie, Styracosaurus - Defense, Saichania - Tie, Parasaurolophus - Defense, Carnotaurus - Attack)