Jupiter

A long to mid-ranged kiting class. Get some chip damage in with mainfire and altfire, while fishing for opportunities to fly over enemies and get the drop on them and taking advantage of your hard-to-catch mobility in the process.

Health: Normal

Speed: Normal

Jump Height: Semi-High

Ult Charge: Medium-Long

Mainfire (normal): Electric Shotgun
Fire 4 small electric shots in a shotgun pattern. Weak damage individually, but has high RoF and doesn't use ammo as well!

Mainfire (while flying): Jupiter Swoop
While flying, thrust yourself downwards for a quick single-hit attack with knockback, dealing a heavy chunk of damage.

Altfire: Electric Shock
Spawn a ranged beam of electricity where aiming. While flying, the beam is always fired straight downwards (with autofly forward), but the damage is higher and it spawns short-ranged floor sparks on the ground.

Thirdfire: Jovian Jetpack
Hold to fly up and forward into the air. Rises up faster than Gyro Man, but also falls faster. Use again while flying to increase height. Pressing the jump button instantly cancels flight mode and applies a medium cooldown.

Ultimate: Maximum Shock
Jupiter takes a moment to charge up electricity (gaining invincibility), then enhances both of his mainfire and altfire into the same attack: a devastating 5-way shotgun spread that splits into 6 bolts on contact with a surface. Based on his boss intro animation, where he visually covers himself in electrical energy.

Enemy Assist: Biribaree/Piriparee
One of the electrical brothers randomly teleport in and charges up himself for 3 seconds, dealing rapid contact damage. Then, he releases a spark that flies like a charged Proto Buster, dealing a meaty chunk of damage upon hitting a targeted enemy! He then disappears after 3 shots. You can pressure unaware enemies into walking into a charging Biribaree/Piriparee, making it a decent turret helper, even a finisher.