Fuse Man

A new type of class that is independent in getting his Ult. Use his mainfire for long range sniping or basic combat, his altfire to attack at mid-range/close range, and his thirdfire to ensure a quick escape. His Ultimate will enhance these abilites, making them much more deadly...

Health: Semi-Weak

Speed: Normal

Jump Height: Semi-High

Ult Charge: Medium-Long

Mainfire: Livewire
Throws out an orb of electricity that deals solid damage upon a direct hit. If used after ending altfire, it will stun enemies. If Fuse Man's health is at half, he will fire out two Livewires instead of one.

Altfire: Fuse Change
Fuse Man fires out two electric orbs to his sides that orbit around him and deal minor ripping damage when touching an enemy. This is the only way he can fill his Ult ammo bar other than getting frags. When altfire is pressed again, or Fuse Man runs out of ammo, they retract back into Fuse Man giving him extra speed and altering his mainfire.

Thirdfire: Fuse Tackle
Fuse Man teleports a short distance, stunning and dealing minor damage to enemies in his way. Has a cooldown before it can be used again.

Ultimate: Speed Gear - High Voltage
Triggered after the altfire orbs retract. When used, Fuse Man is struck with blue lightning and his attacks change.

Mainfire: REWIRED

This makes Fuse Man leap straight up and slam the ground, creating a damaging shockwave and dealing moderate damage.

Altfire: SHOCKY!

Same as mainfire, but makes Fuse Man move forward a bit.

Thirdfire: SPEED UP!

Thirdfire now has its cooldown removed, allowing you to use it infinitely until the Ult wears off.

Enemy Assist: K-Drone
Spawns 3 K-Drones in a similar manner to Ice Man's Pepe. Unlike them however, K-Drones bob as they fly and crash on the solid surfaces or enemies, dealing average damage. They provide an additional shotgun attack and good Ult charge for Fuse Man!

Trivia
- Fuse Man is the only class in the mod who has no Ultimate Attack item. Instead, he activates it by altfire.