This energy user can control water elements. They are extremely versatile and very powerful at the same time. Due to the nature of water, the user can actually use their own abilities to keep themselves alive for much longer than others can. Using their abilities, they can flush their bodies of toxins (making poisons nearly useless on them), collect the water molecules in the air for drinking water so that they don’t have to bring their own water with them, and even use water to clean wounds by pushing the water through the wound continuously until the wound is healed and then solidifying the water over the wound to keep it safe from the elements while it heals. These are all things that all Hydro Energy users can do, but there are individual abilities that each user is granted due to their own DNA and level of understanding.
1. Hydro blast – Using pure water, the hydro user can fire blasts of water from their hands, face, chest if they so choose, into a single stream of water that can get up to 55,000 psi which is enough pressure to cut a person in half. Against mortals, this is a fantastic weapon. Against Gods or higher, it is more of an annoyance. However, the Hydro blast user can alter their attack into a pinpoint of nearly .003 inch that will deal up to 4.5 million pounds of pressure. This is equivalent to a medium attack from most Gods. If using this ability, though, the user had better have a stream or river close by or they will exhaust themselves and possibly even kill themselves. (Only the masters can get even close to this ability)
2. Hydro Thermals – Allows the user to alter the temperature of the water to freezing and sometimes beyond. A user of this ability will have to focus and keep focusing to get the water cooler and cooler. The more water there is, the more focus it will take. (The process can be instantaneous, but it would take a master level control and a master level focus to get to that level.) The Hydro Thermal ability can be used in many different ways that will aid the user. Such as, create a slide of ice that they can slide across a great chasm, create spikes of ice for defense, create ice wall for defense, alter the temperature of the water to make it hotter in a given are to keep from freezing, alter the temperature of the water to make it warmer so that it thaws a given area of ice, etc. Using this ability the water can be altered for both hot and cold, however, the user does not have the ability to blast the water in bursts, or control the water like the other abilities grant. This person simply can warm and cool the water, but on such a massive scale as to be felt across an entire lake, or to freeze water so quickly as to be able to use it for weapons in few short rounds.
3. Hydro push – This ability is much like that of Hydro blast, but the user must have a source of water from somewhere in the area to be able to use their abilities. They can not bring forth water from the area like other users. This user can push the waters in different ways than the Hydro blast in that they can’t use it for short blasts, but can alter the flow of entire rivers with only their minds. They can use blasts of the water if they are standing in the water, but usually they will use great streams of water at high velocity that simply don’t stop until their opponents are defeated. Most Melanthal have this ability. (See Melanthal.) Using this, the user can deal more damage that that of the Hydro blast, but it takes much longer for them to setup and attack. Their attack will go from short and weak to immense and so powerful that it can actually take down a mountain. The force of one of their streams can get to 7.6 million pounds of pressure, but it is continuous and, as long as the water source remains, will continue until the user removes it or nature takes hold of it once more. If the user is defeated, the stream will continue if it is in a natural place where gravity will not redirect it directly.
4. Hydro Manipulation – This is the most powerful of all the abilities and the most feared. Without being a master, this user can manipulate each of the other abilities so that they can use short blasts and streams at the same time, can freeze those streams as they are flowing and then turn them into steam from the heat and watch it burn their opponents. This ability is only granted at birth, save for a very select few, and those usually don’t make it to adulthood (strangely enough, most of them drown before they can reach adulthood). Once in their teens their power manifests completely and they gain the ability to breath in water, manipulate water to form virtually anything (but it is still water), and control water to the point of actually altering their own molecules into that of water. This allows them to alter themselves when being attack and take little to no damage due to their liquid form. They can also freeze their bodies, or become pure steam. When in the frozen form, they can leave their joints open and the rest of them frozen sold so that they can still fight. This will slow them down and make them more vulnerable to speed attacks, but they make up for that in their ability to defend the attacks. Turning themselves into a gas is risky for more than a few seconds because the gas can be spread apart and until the entirety of the gas is pull back together, they can’t reform. If they are missing something when they reform, they may well come back without a leg, arm, or even their head. Once reformed, they would have to find the gas before it solidified and become gas around it to reform once more, but they will take mass amounts of damage for this. Thus the reason this is rarely used.
Note: Hydro Energy is affected by heat and light so the user will be very careful to ensure they are fighting in the right place before throwing down. Getting caught in the wrong place can prove detrimental to Hydro Energy users.
Note 2: The Hydro Energy user will consume twice as much water as any other player in the game. Thus when they go on long trips, they often take larger bags of water to sate this issue. They can form water from the very air around them, but if anything were to stop that ability, they would die within a day and a half of no water.
Note 3: Due to their nature, Hydro Energy users are usually deathly afraid of electricity and will avoid it like the plague. They know that if they take damage from Electric Energy, they will be dealt three times the amount of damage that any one else would with the same attack. Due to this, if they see an electric user on the field, they will either avoid them all together, or they will take any opportunity to destroy them.