Class Page Style Guide

Note!
Please do not modify this page, as this is meant to help new editors expand the wiki.

Example Man
Spark Man is an electrical robot master originating from Mega Man 3. In Mega Man 3, Spark Man had a simple pattern of jumping, shooting 8 small sparks, and a large spark. In CCBM, he instead relies on combos that can be very rewarding if done right, and very punishing if you make mistakes. Upon death, both in Mega Man 3 and in CCBM, he drops the Spark Shock, a small projectile that stuns enemies.

Overview
Spark Man has average health and movement. When on the move, treat him as you would control common middleweights like Mega Man.

Main
Spark Shot is a strong charge shot that both increases in damage and stun power based on how long it's held. Unlike a majority of other stuns, Spark's stuns are unique in that it can completely negate all momentum, which can counter classes that are reliant on burst mobility moves. Maximum charge deals 35 damage as well, which is good damage for a stun tool. However, over long distances, the shot despawns, which makes it sub-optimal at long ranges.

Alt
Spark Spread fires a spread of 8 weak stunning sparks around the user, similar to how Spark Man fires his small sparks in the original game. While most of the sparks are not effected by where the user is looking, only moving horizontally, the spark that is fired directly in front of the user can be aimed. Similarly to Spark Shock, this move's stuns negate all momentum.

Reload
Essential to Spark Man's game-plan, Spark Taser boosts the user forwards, giving him increased mobility and letting him cover ground quickly. If you manage to grab someone with this move, it'll pick up the enemy and repeatedly shock them for 30 damage. Do note that this move has a longer cooldown if it connects, and your attacks are weaker for 3 seconds after a successful grab.

Basic Tips & Strategy
Spark Man's kit is designed around powerful one-on-one offensive combos, as well as being a powerful chain-stunner in teams. Landing a fully charged Spark Shot and following up with a Spark Taser can deal a whopping 65 damage, and finishing it off with an upwards-facing Spark Spread while they're still stuck to your head can add an extra 10 damage to it, topping off at 75. This combo is incredibly strong against squishy classes, such as Quick Man or Metal Man. Do note, though, that this combo is inefficient against classes with lots of health or melee options, because reload leaves you vulnerable for a whiff punish. Classes such as Wood or Frost can easily counter your combos, so do NOT rely on them for all of your damage. In teams, Spark Taser should only be used as a mobility tool to save yourself or as a late-game finisher tool. Rushing in and attempting to combo will more often than not end up with you dying horribly. Instead, your main tools with a team should be your Spark Shock and Spark Spread stuns. Spark Shock has insane damage with good speed, so using it from afar to assist a teammate in battle can help them a lot. Spark Spread is a more consistent tool for chain-stunning, constantly using it to keep an enemy in its place while a teammate finished them off.

X.X Hotfix

 * Merely list down patch notes here.
 * As noted in the Main Page, this wiki is based on the latest official release! No beta/WIP branches, no ecl1p5e.