Heat Man

Heat Man can be played two ways. The way of the thinking man: Using your Heat Tackle to dash in and out of battles, dealing high damage to anyone you meet, as well as using your Atomic Pillars to provide cover and make your escape. ...Or you can continuously fire two fully charged Atomic Fires. However you choose to play him, Heat Man can be an incredibly dangerous opponent on the field if not checked.

Overview
General breakdowns of passive abilities, gimmicks, and their movement + health.

Main
Heat Tackle

Heat Tackle is a ripping dash attack. It drains ammo, but you are armored while it happens. You can hold mainfire to extend duration, though you drain more ammo.

Alt
Heatsink

Charge to refill your ammo. Has a obnoxious charging noise and unique sound when is maxcharged, and it's extremely slow.

Main-2
Atomic Fire

Fires a regular Atomic Fire, which consumes some ammo. Size/damage depends on the amount of ammo you have.

Reload
Atomic Pillars

Atomic Pillars shoots out 3 pillars in a horizontal fashion. They linger for a while. Doesn't take ammo, making it a decent close-ranged option.

Basic Tips & Strategy
- ALWAYS make sure to charge max ammo at the beginning of a match. - Depending on the map, you are either better off using Atomic Fire or getting into the main conflicts with Heat Tackle. - ONLY use Atomic Pillars if you are out of Atomic Tackle ammo, they can help cover your escape when you reload. They aren't the best shotgun though, if you're in close range you'd already be using Atomic Fire or Heat Tackle.

Gondola V2.4

 * Layout changed
 * Mainfire split into two weps, Atomic Dash and Atomic Fire
 * Atomic Fire ammo consumption 35 > 25
 * Atomic Dash ammo consumption middash 3 > 5
 * Atomic Dash can now be steered
 * Atomic Dash velocity 44 > 40
 * Atomic Dash velocity damage multiplier reduced 0.23 > 0.1
 * Atomic Dash armor save 29 > 30 (fix)
 * Atomic Pillars now have consistent spread

Gondola V2.4.1

 * Movespeed buffed 0.72/0.7 > 0.8/0.78
 * All dash/buster changes reverted (keeps layout and consistent Atomic Pillar pattern)
 * Atomic Dash Wep fires a lvl 1 Atomic Fire shot with insufficient ammo
 * Ported Atomic Fire level indicator from UEC
 * Removed looping charge sound with full ammo, now only plays once upon gaining full ammo

Gondola V2.4.1H

 * Fixed HUD discoloration on charging

Gondola V2.6

 * Ammo consumption on Atomic Fire 35 > 50

Gondola V2.6.1

 * Atomic Fire speed equalized 40-44 > 36
 * Maxcharge sound brought back

Trivia

 * Add some trivia and lore! Try to stick to lore about the character's move-set or the community (like how NeedleMan plays like TF2 Heavy), and not about the character itself.

Notable Players

 * Comp players