Magic Man

A class that can be hard to keep alive, but extremely rewarding if you do. His mainfire deals a surprising amount of damage, and the Rompers that it can create will inflict hitstun, making it easier to hit you opponent. His altfire can help you with healing in a pinch, but the true use of his altfire is when it's fully charged - it will steal Ult ammo from your opponent. Use his thirdfire for opponents that hide far away, and try to use it to stall too. His Ultimate takes a while to get, but is a powerful one - making you invincible and dealing high damage all around.

Health:

Speed:

Jump Height:

Ult Charge: Longest

Mainfire: Magic Orb
Fires a simple orb of energy forwards. Should this hit a projectile, a few Rompers will spawn, which inflict hitstun onto your opponents. For what it looks like, it actually deals a fair amount of damage.

Altfire (chargeable): Magic Card
Throws out a pair of cards in front of you. If it hits, when it returns, you will recover a small amount of HP. The longer this is charged, the further it will go, and healing you more, but at full charge, it steals Ult ammo from your opponent (regardless if they actually have Ult ammo or not, you will gain roughly 3 bars of Ult ammo.), making it your key to getting your Ultimate.

Thirdfire: Magic Ball
Pauses your movement, (even midair,) and throws a ball. It deals a decent amount of damage, but if it hits a surface, it will create 3 homing birds that deal a small amount of damage.

Ultimate: The Greatest Show In The World
The music changes, Magic Man becomes invincible, and is surrounded by smoke for a bit. He then reappears atop a train, completely invincible. He now deals high contact damage, is capable of flying, and hovers a bit. His moveset also changes. His mainfire now functions the same as his normal thirdfire, but doesn't freeze you in place, his altfire, and his thirdfire.