Clown Man

NOTE: This class is set to appear in the full release of V-Classes PB7, so while you can't access it yet, you can read up and know what to prepare for. Not everything is set in stone at this point in time either, so some changes may occur once PB7 fully releases.

A difficult to control class. His mainfire can deal some decent damage, but his altfires are the key to success. While they can be hard to aim, and can leave you somewhat vulnerable afterwards, they are key to gaining his Ultimate. Use his grounded altfire if you have the precision for it, and his aerial one to bully people in tight spaces. His aerial altfire may be wily and tricky to aim, but it's just as hard to dodge for your opponents. He can't fight at long range, but his Ultimate can help with that. However, his Ultimate can be tricky to land, given its trajectory.

Health: Normal

Speed: Semi-fast

Jump Height: High

Ult Charge: Short

Passive: Funny, but athletic!
Clown Man's mainfire can grab Thunder Claw pegs scattered around certain maps and swing on them, emitting a damaging electric aura while doing so.

Mainfire: Thunder Claw
Extends a pair of close range electricity arms, each doing 16 damage. The arms can release sparks at the exact moment they retreat, which stuns enemies and doubles the damage to 32!

Altfire (grounded): Thunder Claw Grab
Clown Man sticks his hands into the ground, holding him in place and his hands appearing on the ground where the crosshair is, given it's close enough. If it snags an enemy, they will be electrocuted and unable to move until the move ends. This also ensures you an armor.

Altfire (air): Thunder Carnival
Clown Man becomes invincible and wildly bounces around, dealing high damage to anyone in his way. This cannot be cancelled, and will go on until he runs out of ammo.

Ultimate: My Favorite Toy!
Summons the Sisi Roll midboss and throws it forward. It bounces around and deals massive damage to whoever it hits, but it can be extremely tricky to land.

Enemy Assist: ???
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