Sheep Man

A class that specializes in both close and mid range combat. You'll want to keep up the pressure with mainfire while waiting for the right moment to leap over opponents to drop your aerial altfire. Ground altfire will give you the edge up close and help against pursuing enemies.

Health: Semi-Low

Speed: Normal

Jump height: Very High

Ult Charge: Medium-Short

Mainfire: Thunder Ball
Fires a rapidly snaking ball of electricity. Uses very little ammo, making it a strong pressure tool.

Altfire (ground): Static Hop
Leaps forward, releasing 4 electric orbs in a plus formation along the ground when he lands. The initial leap deals contact damage as well. Properly space the move at the full length of Sheep Man's jump for maximum damage (the ramming attack AND the ground sparks).

Altfire (air): Thunder Wool
Launches a powerful bolt of lightning straight down, which unleashes 4 floor sparks in an X pattern.

Ultimate: True Thunder Wool
Leaps into the air, transforming into a cloud while summoning three more clouds in front of him and to both of his sides. Pressing mainfire unleashes powerful lightning bolts from all four clouds which send floor sparks in all directions. After two lightning strikes, or a set period of time, Sheep Man disperses the clouds and returns to normal. The three fake clouds eat projectiles, giving him coverage from the front and the sides.