Magnet

Magnet is a sub element which belongs to Zankporo.

Magnet offers countered abilities that are effective against metal and electricity alike.

Magic

Lv.1 - Shock Stop. This will intercept a spell that is based on shock.

Lv.2 - Shock Counter. This will send a spell that is based on shock, hurling back toward its caster.

Lv.3 - Telekenesis. This allows the caster to pick up any metal item within 20 yards.

Melee

Lv.1 - Force Push. This will knock the target back a few feet, possibly causing it to stagger.

Lv.2 - Force Pull. This will pull the target towards the user, possibly causing it to stagger.

Lv.3 - Magnet Weapon. This will cause any metal weapon or body part of the enemy to connect with yours, allow you in for a secondary critical strike depending on the character. Braum will connect the enemy to his sheild and smash his hammer into the head. Ajupi will connect with his left handed sword, and initiate a gut stab with his right. Cruz will connect the enemy to her right fist as she gets in three heavy left punches and a final kick.

Range

Lv.1 - Steal Bullets. Using their magnet with good timing, Sandath or Sevin can ignore bullet shots and steal them for themselves.

Lv.2 - Boomerang Shot. By throwing a seperate piece of metal in along with their magnetized shot, Their arrow or bullet will ring around, harming enemies along its way and returning to the safety of its ranger. This is useful for saving ammunition!

Lv.3 - Grenade Clamp. By attatching a grenade and a magnet to their ammunition, a ranger can fire a shot which will become stuck to a piece of metal. In turn, the grenade will explode dealing some severe and controlled damage.