This is one of my favorite ideas that I've come up with in a while.
The thermalogical class is based on temperature manipulation. Thermal fighters can use heat to make themselves into a raging inferno or cold to wither their enemies away. People that use combos can combine fire and ice to keep enemies down and your allies buffed.
STR: med-low VIT: med SPD: med-low INT: high
Starter Moves:
Flare Attack the enemy for 220% of your instinct and apply a buff that increases your fire piercing by 10% and recovers 5 focus per turn for 4 turns.
Black Ice Cost: 15 focus Attack an enemy for 180% of your instinct and reduce the target's speed and accuracy by 20% for 3 turns.
I have to go, next time I can, I'll add the main moveset. Comment on the concept?
Well, all of the starting movesets have one move that allows them to recover focus and deals weak damage and costs nothing, whereas another saps focus but can usually deal out some pretty strong stuff.
Flare is a bit overpowered, and Black Ice underpowered x.x
Attack the enemy for 5% of your strength, instinct, speed and fire piercing. Debuffs the enemy with "Vortex Trapped" which lowers speed by 5% and damages them for 70% of your fire piercing every turn for 21 turns. This effect can stack.
This is best used in a combo, because of the effect that it can stack a bit, and wears them down.
21 turns!!! wow long time while i'm at it fire rain (cd:5,use:1,15 focus) attack everyone but yourself 20% of all stats and cause a tremendous downpour hurting everyone lasts for the rest of battle this is not recomended because your team will be hurt also
people, this is based on temperature. Fire moves are generally buffs and ice moves are generally debuffs.
I'll add some moves now.
Blazing anger F CD:5, Use:2, Cost:10 focus Buff a friendly unit, increasing their damage and fire piercing by 10/15/20/25% for 7 turns.
Firewall F CD:7, Use:2, Cost: 25 focus Heal a friendly unit for 120/160/200% of your instinct and apply a buff which shields them from damage equal to 200/250/300% of your instinct and heals them for 40/70/100% of your instinct per turn for 4 turns.
Refuel F CD:4/3, Use:2 Stun yourself for 1 turn but recover 60/100 focus.
Heat Flash F CD:3, Use:2, Cost:15 focus Attack an enemy for 190/220/250/280% of your instinct and apply "Conduction", which increases the healing you deal and receive by 10/20/30/40% for 3 turns.
Frostburn I CD:2, Use:1, Cost:15 focus Attack an enemy for 150/185/220/255% of your instinct and cause them to deal 5/8/11/14% less damage and take 5/8/11/14% more damage.
Blizzard I CD:6, Use:1, Cost:10 focus Causes an enemy to receive damage equal to 100/120/140/160% of your instinct each turn for 5 turns. There's also a 10/16/22/28% chance to remove a buff each turn.
Hypothermia I CD:12, Use:2, Cost:20 focus Causes an enemy to lose 7/14/21 focus per turn and reduces their strength and instinct by 10/15/20% for 9 turns.
Thermostat CD:5, Use:3, Cost:10 focus Dispel 1/2/3 buff/s from the target and 1/2/3 debuff/s from you.
Ice Pillar I CD:3, Use:1, Cost:10/7/4% of max life Recover 20/35/50 focus and stun the target for 1 turn.
Icicle I CD:3, Use:2, Cost:10 focus Attack the enemy for 80/120/160/200% of your instinct and cause them to take damage equal to 40/60/80/100% of your instinct every turn for 3 turns. Also decreases their speed by 5/8/11/14.
6 turns? Too strong, lol. It would have to be, they can't take any damage in that time and heal 5% of their max life every turn so it wouldn't be overpowered.
Drown your enemy in cold, cold water, attacking for 125% of your instinct, and casting the debuff "freezing" which lowers speed by 30% and has them take damage equal to 90% of your ice piercing per turn every turn for 5 turns.
Constant switching of temperatures has made the unit caught a fever. Strength, speed, instinct is lowered by 85.29%The unit is taking DMG equal to the blend of ice and fire piercing.Last for 30 turns.Taking 1% extra DMG from all sources, and 5% extra DMG from ice or fire DMG.
CD:59 Use:1 Caster is losing 40 focus each turn for 5 turns.
This is basically the second version of Heated heart, except it's not passive.-6-.Increases your fire piercing by 500%, and decreases opponents ice defense by 999%.
CD:39 Use:3 Costs:20% of your life, because you just set your heart on fire...XD.
Attack the enemy for 100/120/150% of your strength, and debuff them with meltdown, which deals damage equal to 70/85/100% of your fire piercing per turn for 5 turns.