Overview
Dealing lots of damage really fast for a long duration is what the radiation class is good for. The Radiation class can emit radiation in different doses to cause damage. Small doses are good for dealing damage quietly over time, and large doses are good for dealing tons of damage for long periods of time.
This class has a setback when a radiation user is born, they have full immunity from the radiation they emit. But the longer they use the radiation, the more they weaken their immunity. Blowing large doses of radiation can cause large damage to radiation immunity.
Once the radiation immunity is gone, the user will begin to feel the effects of their own radiation. Which can be utilized...
Moves
Rads Emit - The user can emit radiation, at will, at different doses.
Quiet Death - A move that requires the user to be in close proximity of their target/targets for long periods of time. The user emits a low stream of radiation while near the target to cause damage.
Melting rads - The user uses their radiation in a different way, meaning concentration is needed. The user causes a special stream of radiation that causes any organic being's skin to melt.
Super Moves
Glowing Storm - The user releases a huge amount of radiation, preferably enough radiation to cause their immunity to vanish. The result is an angry, rads inducing cloud of pure death. Works great as a last resort.
Abomination - A rare phenomenon that happens to some radiation users after using Glowing Storm. The user sucks up all the radiation to evolve into a monster. Conscious is dead at this point. What the user looks like depends on the user's DNA and how much radiation they sucked up.
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Elemental Handbook
RandomThis Handbook will take care of the four elements and their variations. Including mixed variations and special variations. This handbook will also explain some of the most commonly used moves that each variation has and a quick overview of the class...
