Solar Man

A weak class at first, but can slowly gain more power if played right. Use his thirdfire as a mid-range pressure tool, and his altfire to absorb stray shots. His Ult can either weaken enemies with low power, or completely obliterate them with maximum power.

Health: Normal

Speed: Semi-Fast

Jump Height: Normal

Ult Charge: Short

Special Mechanic: Solar Sun
Solar Man spawns in with a small sun above his head, which deals weak contact damage if Solar Man touches an opponent. If the sun is shot, it will gain one Sun Charge. His sun will grow and deal better damage depending on how many Sun Charges he has:

1-3: Small sun, does pitiful contact damage. Starts off with this.

4-6: Medium sun, does slightly more contact damage, as well as slightly changing mainfire.

7: Large sun, does slightly more contact damage than the Stage 2 sun, but massively changes mainfire.

Mainfire: Solar Blaze
Fires a Solar Blaze forward, bouncing off terrain at the cost of speed, eventually stopping to explode into waves. This attack can change depending on how big the sun is:

-Small: The Solar Blaze deals solid damage upon a direct hit, exploding into two waves that move forward and backwards. The waves also deal solid damage, albeit weaker.

-Medium: The Solar Blaze deals more damage, and explodes into 4 waves in an X pattern.

-Large: The Solar Blaze now deals massive ripping damage, and the wave damage is also increased greatly.

Altfire: Solar Block
Solar Man bows, putting his sun in front of him. This can be used to absorb projectiles into his Sun Charges. Bigger the sun, bigger the hitbox. Deals ripping damage at close range.

Thirdfire: Solar Flare
Fires out four Changkeys in a long-range arc. Deals solid damage.

Ultimate: Solar Inferno
Poses and fires multiple Solar Blazes into the sky. They drop randomly around Solar Man in a huge range. Deals more damage depending on how big the sun is before activating the Ult, dealing near-lethal damage at max charge.