Chill Man

A more unconventional form of floor controlling class, Chill Man also rewards direct accuracy more so than all other classes of his archetype. If you need to close the gap or finish off damaged enemies, altfire is your best bet. Keep on your toes and try not to over-rely on floor hazards to do all the work for you.

Health: Normal

Speed: Normal

Jump height: High

Ult Charge: Short

Mainfire: Chill Spike
Fires a Chill Spike projectile in a straight line. Creates a chunk of small ice spikes where it lands (be it walls or floor). Initial projectile does moderate damage, the spikes created by it do substantial damage if touched. After 5 consecutive hits, the opponent will be frozen for a while. When out of ammo, projectiles will fall down, much like the copywep.

Altfire (ground): Shatter Dash
Performs a leap that is short, but very long. Deals sizable contact damage and knocks opponents away. Deals 1.5x damage to enemies who are frozen.

Altfire (air): Chill Spike Blizzard
His extra attack from MM10 Hard Mode. Suspended in the air, Chill Man swings his arm and creates 5 ice orbs in a semicircle in front of him. As soon as all five are created, the orbs become Chill Spike projectiles that fire out in a spread in the direction Chill Man is facing. Damage is the same as normal Chill Spike.

Ultimate: Absolute Chill
Chill Man leaps up (if he is on the ground) and performs what appears to be his aerial altfire. These Chill Spikes, however, flash white and sparkle. Any opponents hit by the projectile are frozen, while the spikes spread out much more and deal immense damage when stepped on. Anyone near Chill Man when the move is activated is instantly frozen.

Enemy Assist: Kaona Geeno
Kaona Geeno - a snowman robot will teleport in and after his unamusement on what is happening on the battlefield, starts to fling his snowman head at nearby enemies. It deals average damage and splits into bullets on X pattern, being able to hit others and even deal additional damage for the enemy he aims at. Unlike most turret assists (e.g. Stone Man's Rock Thrown) his head doesn't fly as far as other, so works better when dealing with an enemy on close range.