anchor.diff:  	var/used_message = "All the cards seem to be blank now."
   	var/failure_message = "..And draw a card! It's...blank? Maybe you should try again later."
   	var/ling_failure = "The deck refuses to respond to a souless creature such as you."
  -	var/list/possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive")
  +	var/list/possible_guardians = list("Chaos", "Standard", "Ranged", "Support", "Explosive", "Lightning")
   	var/random = TRUE
   
   /obj/item/weapon/guardiancreator/attack_self(mob/living/user)
  
positive.code: 		if("Explosive")
  			pickedtype = /mob/living/simple_animal/hostile/guardian/bomb
  
  	var/mob/living/simple_animal/hostile/guardian/G = new pickedtype(user)
  	G.summoner = user
  	G.key = key
  
negative.code: 	else
  		src << "<span class='danger'><B>You need to hold still!</span></B>"
  
  ////Beam
  /obj/effect/ebeam/chain
  	name = "lightning chain"
  	layer = MOB_LAYER - 0.1
  
  /mob/living/simple_animal/hostile/guardian/beam
  	melee_damage_lower = 5
  	melee_damage_upper = 5
  	attacktext = "shocks"
  	melee_damage_type = BURN
  	attack_sound = 'sound/machines/defib_zap.ogg'
  	damage_coeff = list(BRUTE = 0.7, BURN = 0.7, TOX = 0.7, CLONE = 0.7, STAMINA = 0, OXY = 0.7)
  	range = 7
  	playstyle_string = "As a lightning type, you will apply lightning chains to targets on attack and have a lightning chain to your summoner. Lightning chains will shock anyone near them."
  	magic_fluff_string = "..And draw the Tesla, a shocking, lethal source of power."
  	tech_fluff_string = "Boot sequence complete. Lightning modules active. Holoparasite swarm online."
  	var/datum/beam/summonerchain
  	var/list/enemychains = list()
  
  /mob/living/simple_animal/hostile/guardian/beam/AttackingTarget()
  	if(..())
  		if(isliving(target) && target != src && target != summoner)
  			for(var/chain in enemychains)
  				var/datum/beam/B = chain
  				if(B.target == target)
  					return //oh this guy already HAS a chain, let's not chain again
  			if(enemychains.len > 2)
  				var/datum/beam/C = pick(enemychains)
  				qdel(C)
  				enemychains -= C
  			enemychains += Beam(target,"lightning[rand(1,12)]",'icons/effects/effects.dmi',70, 7,/obj/effect/ebeam/chain)
  
  /mob/living/simple_animal/hostile/guardian/beam/Life()
  	..()
  	if(summoner)
  		if(summonerchain && !qdeleted(summonerchain))
  			chainshock(summonerchain)
  		else
  			summonerchain = Beam(summoner,"lightning[rand(1,12)]",'icons/effects/effects.dmi',INFINITY, INFINITY,/obj/effect/ebeam/chain)
  	if(enemychains.len)
  		for(var/chain in enemychains)
  			if(!qdeleted(chain))
  				chainshock(chain)
  			else
  				enemychains -= chain
  
  /mob/living/simple_animal/hostile/guardian/beam/Destroy()
  	removechains()
  	return ..()
  
  /mob/living/simple_animal/hostile/guardian/beam/Manifest()
  	if(..())
  		if(summoner)
  			summonerchain = Beam(summoner,"lightning[rand(1,12)]",'icons/effects/effects.dmi',INFINITY, INFINITY,/obj/effect/ebeam/chain)
  
  /mob/living/simple_animal/hostile/guardian/beam/Recall()
  	if(..())
  		removechains()
  
  /mob/living/simple_animal/hostile/guardian/beam/proc/removechains()
  	if(summonerchain)
  		qdel(summonerchain)
  		summonerchain = null
  	if(enemychains.len)
  		for(var/chain in enemychains)
  			qdel(chain)
  		enemychains = list()
  
  /mob/living/simple_animal/hostile/guardian/beam/proc/chainshock(datum/beam/B)
  	var/list/turfs = list()
  	for(var/E in B.elements)
  		var/obj/effect/ebeam/chainpart = E
  		if(chainpart && chainpart.x && chainpart.y && chainpart.z)
  			var/turf/T = get_turf_pixel(chainpart)
  			turfs |= T
  			if(T != get_turf(B.origin) && T != get_turf(B.target))
  				for(var/turf/TU in circlerange(T, 1))
  					turfs |= TU
  	for(var/turf in turfs)
  		var/turf/T = turf
  		for(var/mob/living/L in T)
  			if(!L.lying && L != src && L != summoner)
  				if(iscarbon(L))
  					var/mob/living/carbon/C = L
  					if(ishuman(C))
  						var/mob/living/carbon/human/H = C
  						H.electrocution_animation(20)
  					C.jitteriness += 1000
  					C.do_jitter_animation(jitteriness)
  					C.stuttering += 1
  					spawn(20)
  						if(C)
  							C.jitteriness = max(C.jitteriness - 990, 10)
  				L.visible_message(
  					"<span class='danger'>[L] was shocked by the lightning chain!</span>", \
  					"<span class='userdanger'>You are shocked by the lightning chain!</span>", \
  					"<span class='italics'>You hear a heavy electrical crack.</span>" \
  				)
  				L.adjustFireLoss(5) //not actually a ton of damage, but it adds up
  
  ///////////////////Ranged
  /obj/item/projectile/guardian
  