Magma Man

A walking turret-type class. Stay dormant as often as you can to maximize your firepower's rate, as your altfire becomes essentially infinite. Your mainfire and thirdfire make for great close-quarters moves, as it does increased damage at point blank, and his thirdfire applies afterburn.

Health: Normal

Speed: Normal

Jump height: High

Ult Charge: Medium

Passive Ability: Variable Ammo Regen
Magma Man's ammo regenerates twice as fast if he's standing still and not attacking.

Mainfire: Magma Bazooka
Fires three large fireballs in a shotgun spread. Deals sizable damage. If ammo is less than 1/3, Magma Man's head flames go out, and the fireballs he shoots are much smaller and weaker.

Altfire: Changkey Dragon Bomb
Performs his "powering up squat" animation and pops a large Changkey out of his head, which arcs forward and splits into four floor-hugging normal Changkeys when it hits the ground. The large Changkey is a strong projectile, while the small ones are strong projectiles that do decent damage. Cannot be used at all if Magma Man has less than 1/3 ammo.

Thirdfire: Popo Heli Flamethrower
Creates a close-range ripper flame that applies afterburn. Great for when an opponent won't leave you alone, as the afterburn will most likely cause them to go searching for health.

NOTE: This move was added as of PB7, so the changes are not in effect yet.

Ultimate: Magma Wave Cannon
Does his powering up pose three times, then fires a horizontal beam of magma (the ones from his stage). Magma Man is completely immobile during the attack (except for the first few moments), but anyone who touches the beams is instantly fragged.