Bass

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.

Bass relies heavily on his additional mobility and the use of copy weapons to earn a devastating Ultimate. Use your agility to get weapons other classes can only dream of reaching, use them primarily in combat, then use your buster to make sure no one escapes your clutches.

Health: Normal

Speed: Normal

Jump Height: Normal (High with double jump)

Ult Charge: Medium-Long

Passive 1: Variable Weapons System
Upon scoring a frag, you will acquire the respective weapon of whichever class you fragged. However, these will deal less damage than vanilla.

Passive 2: Double Jump
Bass can jump again in the air, allowing for some uncommon vertical mobility and long jumps.

Mainfire: Bass Buster
A buster with an extremely high RoF but only 2 damage per shot. Firing also reduces your movement speed to a near complete stop. Because of this, it isnt suited for direct combat: instead, use it to finish off low health targets or chip away at people from a safe distance. Running out of ammo will reduce your damage to 1.

Altfire: Dash
A dash that has a short cooldown. You can also jump during the beginning to dash jump, allowing some varied mobility especially when used with his double jump ability.

Thirdfire: Crescent Kick (chargeable)
A charge attack from Power Battle. At any charge level that is not full, it simply fires your mainfire shortly. At full charge however, Bass stops in place and performs a somersault kick which deals good burst damage and knocks people away. Be wary of the noise you make while charging though, as it can alert players to your presence.

Ultimate: Super Bass
Summon Treble and merge with him to become Super Bass. Bass gains free flight while this is active, as well as a new moveset.

Mainfire: Super Bass Buster

Mainfire becomes chargeable while Super Bass is active. All three charges are equally deadly:

- At no charge it's a triple fire 4-damage ripper.

- At mid-charge, it fires a spread of 3 powerful shots, which explode on contact and can do some rather hefty damage at close range.

- At full charge, Bass points his buster downward and dashes forward at high speeds while firing a thin but strong, ripping beam directly below himself.

Altfire: Nightmare Booster

Bass' altfire becomes the Nightmare Booster, a dash attack that deals some heavy damage and good knockback.

Thirdfire: Rocket Fist

Bass' thirdfire becomes the Rocket Fist, which homes in on enemies, making it useful for corner checks or fleeing opponents.

Special Attack: Dark Comet

When his transformation runs out, Super Bass he fires the Dark Comet, which shoots two large blast upwards, and then rains down several powerful energy meteors that can frag most classes outright.