The elemental class is a mixture of a lot of different typings, which can create a lot of different moves.
This class uses the types Fire, Ice, Light, Shadow, Earth and Lightning. Fire is mostly about damage and debuffing, ice and stunning and teammate protection and boosts. Light is mixed around healing and buffing, shadow DoT and debuffing, Earth pure damage, lightning a mixture of all.
Vitality: Very, very, very low Strength: Very low Instinct: Extremely high Speed: High
Starting level 1 stats:
Vitality: 6 (Mainly due to white shirt equipment) Strength: 7 (Pipe) Instinct: 15 (Jeans) Speed: 9 (Proverse All Stars)
Stat increases are, 1 vitality every 5 level ups, 1 strength every 4 level ups, instinct 2 a level up, speed 1 a level up.
The moves will mostly focus on ranged magical attacks, sort of like spells.
Example starting moveset:
Fireball (CD: 0, Use: 1, 0 Focus)
Attack the enemy for 200% of your instinct, and lower fire defense by 10% for 3 turns. This effect cannot stack.
Zap (CD: 4, Use: 1, 30 Focus)
Attack the enemy for 280% of your instinct, with a 50% chance of stun for 1 turn.
Swallows up the target in freezing water, stunning it for 2 rounds. Increases user's speed by 25% for 6 rounds. Has a small chance to 'Freeze' the target, damaging it for 10% their Focus and Health each turn until dispelled, healed, or the target uses a biological-based move or uses a buff.
Attacks the enemy with magical floating rocks, dealing damage equal to 200% of your strength and instinct. 1% chance of boosting earth piercing by 300%.
You must have a buff or the target a debuff of the Fire, Ice, Light, Shadow, Earth and Lightning element each to use this move. Attack the enemy for 250% of your instinct and 175% of your Fire, Ice, Light, Shadow, Earth and Lightning piercing.