Magnet Man

A powerful homing class, though his moves do not seek with 100% accuracy. Use his homing moves to pressure from afar while doing your best to move in, as his biggest damage comes from his altfire. Use thirdfire to push back against enemy pressure.

Health: Normal

Speed: Semi-High

Jump Height: High

Ult Charge: Medium-Short

Mainfire: Magnet Missile (chargeable)
Amount of charge increases number of Magnet missiles fired. Up to three, one after another. Missiles have weak homing normally, better homing if fired while the enemy is in your sights. At full charge, Magnet Man fires four simultaneous Magnet Missiles in a shotgun spread that pause, and converge on a nearby target. Comes from Power Battle.

Synthfire: Magnetized Ore
If altfire is pressed when at full charge, Magnet Man will fire a ore of magnetized metals, which does not home in, but does the most damage of his ranged attacks. A debuff will be applied on the opponent which increases the damage from your next altfire by 1.5x. This attack is taken from SAR.

Altfire: Magnet Pull
Pulls in opponents, does a single hit of damage, but on damage repels enemies. Catch enemies in a corner for multiple hits. Be careful as, for balance purposes, you have no armor during this attack unlike in the original game.

Thirdfire: Magnet Mine
Taken from SAR. Launches a cluster of 3 spiked projectiles that hover in place until an enemy comes near them. When an enemy is near, the mines begin chasing after them. When they come in contact with an enemy or an obstacle, they explode, dealing notable damage to enemies. Mines will automatically detonate after a period of time, or if they are shot.

Ultimate: Giga Magnet Pull
Has the blue energy dome effect from Power Battle. Magnet Man performs a supercharged Magnet Pull with a large pull radius, and strong vacuum effect that’s difficult to escape from. Does continuous ripping damage to all opponents touching him. Also repels projectiles and gives Magnet Man armor in case of melee attacks.

Enemy Assist: Mag Fly
Summon a Mag Fly that will fly straight. When it makes contact with an enemy, deals 1 damage and starts to rise them high into the air for 4 seconds. Magnet Man is free to act in this time, the recommended combo is synthfire with altfire. This assist has no limit to how many you can spawn.