Water

Water
Water is the second most popular element on WHILS after fire, and 6000+ invincible water llamas exist at this present time. The key stats for Water are Dexterity and Intuition.

Strategy
The water Invincible Llama is the only type with a healing ability; it is unknown whether or not the other elements are to be given healing abilities in the future. This ability, Tranquil Current, makes them one of the most powerful elements, especially in the sand city Dueling Arena, as no other element has a corresponding power.

Powers/Growths
Tranquil Current: (Cooldown: 1, Element Cost: 50, The llama draws on a gentle current of water which improves its mood by 15+.)

Growths: Back Fin and Gills

Tidal Wave: (Cooldown: 2, Element Cost: 100, Your llama summons an enormous tidal wave to crash into the enemy, dealing 19+ damage.)

Growths: Dolphin Tail

Lull: (Cooldown 3, Element Cost: 50, Your llama invokes the soothing properties of water to lull the enemy into a state of deep slumber. The enemy will remain asleep until hit by a direct attack . This effect lasts a maximum of 5 rounds.)

Growths: Water Mane

Steady Current: (Cooldown: 2, Element Cost: 50, A more powerful form of Tranquil Current, this move allows your llama to call upon the steady, soothing powers of water, restoring its mood by 35+.)

Wrap: (Cooldown: 4, Element Cost: 20, Strands of Kelp shoot out from your llama's belly, wrapping around the foe, dealing 14+ damage and increasing your foe's miss change by 20% for the next 4 rounds.)

Growths: Kelp

Undertow: (Cooldown: none, Element Cost: 25, Your llama calls upon the powers of water, causing a deadly undertow to batter the foe, dealing 21+ damage.)

Growths: Leg Fins

 Note: The player must choose between Wrap and Undertow, as the player is unable to earn enough path points to gain both Moves/Growths.