Pump Man

Your main gameplan with Pump Man is to properly manage his Water Shield and Numetall bubbles to slow opponents and shred them with melee Water Shield. When forced to play the long range game, mainfire and shield release should help you stay competitive.

Health: Normal

Speed: Normal

Jump Height: Semi-High

Ult Charge: Medium

Mainfire (shield down): Boomerang Handle
Tosses the handle from his head. Instantly returns if it hits a surface, or after a set distance. Drags enemies when returning to Pump Man.

Mainfire (shield up): Numetall Bubble
Fires three water bubbles in a spread that slow opponents' movement speed on hit. More hits will slow the opponent more. Uses one ball of Water Shield to fire.

Altfire: Water Shield
Creates a Water Shield around you. Each water ball can absorb a single projectile, or deal a single hit of contact damage. Pressing altfire again sends all the remaining water balls out in a spiral, dealing ripping damage. This triggers a short cooldown before summoning Water Shield again.

Ultimate: Toxic Water Shield
Summons a Water Shield of polluted water balls, which will not pop when blocking a projectile. Can be fired as Numetall Bubbles, damage on contact, or be released in a spiral with altfire. Opponents hit by these will be trapped in a toxic bubble and rise upward, being dealt continuous damage as they do. Opponents trapped in these bubbles can shoot their way out. This attack is based on the dirty water and bubble hazards from his stage.

Enemy Assist: Haiker N
Throws an Enemy Assist capsule which spawns a giant Telly-like robot Haiker N. It will float around and bounce off walls, can even pass through enemies not dealing contact damage at all. Occasionally, it stops, aims at the nearest enemy and spits a spread of 3 slime balls that deal average damage. A great sentry assist, will provide extra firepower.