Mercury

Mercury has the ability to indefinitely keep himself alive without the use of health pickups if he can land his shots well enough without putting himself in danger. When in doubt, use altfire either as a high-damage bouncer or as a hasty getaway.

Health: Semi-Weak

Speed: Normal

Jump Height: Normal

Ult Charge: Medium

Mainfire: Grab Buster
A projectile that steals 8 health on hit. If used at max health, the damage increases and you will instead steal Ult ammo.

Altfire: Liquify Globs
A two-piece move. First press of altfire turns Mercury into liquid form, granting invincibility. From here, you have two options: Mainfire or altfire will fire out damaging globs which bounce on surfaces. Any movement key will thrust you in that direction while dropping still globs. Returns to Mercury after the ammo empties, dealing ripping damage on the way back.

Ultimate: Liquid Mercury
A combination of both his abilities in one. Mercury's color scheme changes to a liquid green palette, and his health regenerates automatically while active. His Ult bar turns green and becomes a makeshift health bar. Landing hits with mainfire returns green mini E Tanks which restore some of this bar, meaning Mercury can stay in this form forever if he can keep landing hits without taking too much damage. Mercury will also retaliate with damaging globs upon taking damage, indicating that he is still in a liquefied but humanoid form.

Enemy Assist: Chainsoar
Spawns a Chainsoar who is eager to show you the power of Flex Tape. But first, he wants to chop down the first enemy he spots. He drives slowly (while floorhugging) and deals rapid ripper damage for enemy he passes through. Great pressure putting assist to force enemies to run into your attacks!