Spark Man

Spark Man can apply different types of pressure on opponents depending on which level of charge he chooses to raise himself up to. Low charge may help more against fast classes due to its highest rate of fire, while higher charges work better on heavier classes who have trouble dodging in a pinch.

Health: Normal

Speed: Normal

Jump height: Normal

Ult Charge: Short

Mainfire: Spark Shock
Fires a weak spark that disappears after traveling a short range, but stuns enemies. Becomes stronger with altfire charged:

-Low charge: fires a spark that deals mid-low damage and travels for a relatively longer distance.

-Mid charge: fires a bigger spark that rips through targets deals slightly more damage and travels a longer distance.

-Full charge: fires a huge spark that passes through actors, has a much longer distance and deals massive damage (~3HKO).

Altfire: Static Charge (chargeable)
Build up charge as long as altfire is held, and release for a spread of 8 sparks that deal half stun. As soon as mainfire is used, charge starts draining and altfire cannot be used again until it's empty. Creates an electric field when used in water that deals rapid area damage.

Ultimate: SAR Spark Shock (Lightning Strike)
Comes from SAR. Raises one arm in the air, continuously firing lightning upward. While he does this, lightning bolts continuously rain down wherever you are pointing your cursor. Each bolt deals a single, heavy hit of damage. Fires 12 bolts in total.

Enemy Assist: Elec'n
Throws an Enemy Assist capsule, which spawns an Elec'n. This plug-like robot slowly and aimlessly floats, bounces off walls and creates a short-circuit that shoots 8 sparks (like the altfire), each stunning enemies. This assist has no limit to how many you can spawn, so you can throw a rave party mid match! Invite your enemies and cause shocking PAIN.

Trivia
- The new altfire underwater mechanic will be added in upcoming PB7.