Burner Man

A glass cannon class, with weaker-than-average health but an oppressive, high-damage kit. Stay on the offensive and avoid enemy attacks as best you can. His Ultimate is a pure utility move and is easy to get, make good and frequent use of it to maximize Burner Man's potential.

Health: Semi-Low

Speed: Semi-High

Jump height: Semi-High

Ult Charge: Short

Mainfire: Wave Burner
Fires a snaking flamethrower. When used at full ammo, the flamethrower is bigger and blocks projectiles.

Altfire: Burner Grenade/Blast Dive
Uncharged, Burner Man tosses a grenade which does solid damage with a small explosion radius. Fully charged Burner Man performs an aerial diagonal dive which does massive damage on impact and releases fire waves in all directions. Leaps up high when performed on the ground, immediately begins the pre-dive flip when performed in the air.

Thirdfire: Burner Flare
Burner Man does his intro pose, while creating several flames that disperse around him. These flares are merely cosmetic, and serve as an indicator for his powered up state. Once you go this, Your next attack is powered up, doing something different:

Mainfire: Wave Burner V2
Wave Burner is now green, and deals afterburn that lasts a while.

Altfire (uncharged): Big Telly Bomb
Grenade now creates a large, long, explosion on the ground when it hits.

Altfire (charged): Blast Dive V2
Same as the normal Blast Dive, except it can be steered until you hit a wall or you look down.

Ultimate: Hidden Traps
Leaps up to toss out traps which conceal themselves after reaching the ground. When opponents are caught by one of the traps, they are held in place and cannot move, allowing you to finish them off with ease.