Dark Man 2

The purest melee class in the mod. Learning to steer his Sprint is key, as landing it guarantees massive damage on opponents if used to combo into mainfire. Always charge your sprint when preparing to enter the fray, and do not allow your opponent to get away.

Health: Normal

Speed: Semi-High

Jump height: High

Ult Charge: Medium-Long

Passive Abilities: Dark Man Health; Dark Shields
The lower Dark Man 2's health gets, the more his movement speed increases, capping off when reaching the "High" speed tier.

Dark Man 2 has twin energy pillars orbiting him at all times. These pillars block projectiles, and deal ripping damage to anyone that touches them.

Mainfire: Dark Spinning
While mainfire is held down, Dark Man 2 spins his shield pillars at high speeds, battering those next to him and more easily blocking shots. This consumes ammo quickly, however, and cannot be used if mainfire ammo is less than half.

Altfire: Dark Sprinting (chargeable)
While altfire is charged, Dark Man 2 runs in place, kicking up dust. You are allowed to move while charging, but your speed is reduced. Once released, he books it. If he collides with players, he instantly stops running, deals a decent amount of contact damage, throws them back a bit, and leaves them in a stunned state. This can be used to confirm into his mainfire for a powerful "one-two" combo. The longer the attack is charged, the more distance the move covers. Has a cooldown after use before it can be used again, with the cooldown being halved if it connects.

Ultimate: Q9 Shield
When this ult is activated, a transparent image of Circring Q9 appears over Dark Man 2 and remains there for the duration. During this move, DM2 is completely invincible, his speed is automatically raised to what it would be at the lowest health, his mainfire has infinite ammo and deals more damage, and his altfire has significantly reduced cooldown.