Uranus

Uranus is the Stardroid with the greatest physical strength. Despite his bulky physique, he is very athletic. Uranus uses his brute physical strength to attack with Deep Digger, which involves lifting boulders up from the ground to throw them at enemies. His bull-like appearance also translates very well to his short-tempered personality, since he likes to run fast and to overturn tables whenever he's mad, and he dislikes both bullfighters and red flags. His weakness is the Break Dash.

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

Main
Deep Digger

Pressing mainfire picks up a rock, and pressing mainfire again throws it. Deep Digger is a powerful 20.0 damage projectile that, while having a lower-than-average rate of fire, can be fired quicker with more charge ammo. In addition to this, upon hitting a wall, floor, or ceiling, it splits into 8 smaller projectiles with gravity that do 8.0 damage each. These smaller projectiles can be great for catching foes hiding behind walls, or as compensational damage for barely-missed shots. The rate of fire is variable, becoming faster the more Cattle Charge ammo you have. Hitting opponents in the air with the unsplit rock will cause them to violently come back down to earth, though this does not deal any additional damage. Finally, if you're holding Deep Digger, you can press altfire to crush the rock in your hand, which spits out a spread of 4 Deep Digger bits.

Alt
Cattle Charge

Holding altfire charges two bars: Cattle Charge ammo (the red/orange gradient bar) and Cattle Charge start up (the two yellow bars on the side). If you release altfire after your start-up bar is full, you'll activate Cattle Charge, a fast, continuous dash that lasts for as long as you have Charge ammo. You can build higher reserves of Charge ammo by letting go of altfire before your start-up bar is completely full- this action can be done very quickly and repeatedly to build ammo quickly.

Once you activate Cattle Charge, you have two options: try and run into people and grab them, or cancel your dash with a slam attack (requires 1/8 bar Deep Digger ammo). If you grab someone, charging them into a wall will cause them to take massive damage- you can tack on even more damage with a slam, provided that you fulfill the ammo requirement. Additionally, grabbing an opponent grants you a small amount of extra Charge ammo, meaning you can extend your charges a tiny bit further if you grab someone. Missing a charge and hitting a wall will take a small amount of Charge ammo, however.

As a final bonus, Cattle Charge has small hitboxes on the sides of your grab radius (around the edges of your "feet") which provide compensational damage if you miss your charge. These damagers are active through the entire charge duration and even can hit grabbed foes.

Basic Tips & Strategy

 * The first thing you'll notice when playing Uranus is that you will not be able to use your fun charge move as much as you'd like. Most of the time, you'll have to be patient and chuck rocks at enemies while waiting for an opening. Thankfully, Deep Digger is one of the best projectiles in the game, and has a decently sized ammo reserve to help keep pressure up.


 * There are some classes that you simply cannot use Cattle Charge against, with a general rule being: Don't try and beat out a CQC class' specialty. You will not out-DPS them.


 * Landing charges requires hard reads on your opponent's movement. Try to charge where you think your opponent will be, rather than where they actually are. You're a projectile!


 * If you land a gore, the optimal follow-up is to slam your opponent and throw a rock at them while they're in the air. This should do around 60 damage- even more if you can hit them with more rocks afterwards.


 * Your grab hitbox is way smaller than you think it is- but it's also bigger than you think, too. It's vertical reach is decently sized, meaning you can sometimes grab opponents who are on ledges above you and gore them on that ledge.


 * As a general rule, always gauge your HP and Ammo reserves before charging into people. If your ammo is low, it's generally ideal to wait behind cover and get more ammo (both rock and charge ammo) before going in.


 * You are very slightly faster than normal with full Charge ammo, so try to always have that (though you should anyways so that your rock RoF is higher).


 * While keeping a rock held in reserve may be useful for quicker firing if an enemy tries to jump you, having one up will slow your ammo regen by a fair amount, so it's best to have a good amount of ammo before doing so.


 * Whenever possible, try and take out healers as quickly. Your single-target damage is incredibly valuable and committal, so it sucks to have it undone. Only exception to this is Plant Man.

Advanced Tips

 * If you notice an opponent trying to get somewhere else in the map, it's sometimes worth it to try and cut them off by predicting what room they'll be in and charge, or use split rocks if you can aim.


 * Charging your Charge makes a loud and annoying noise. Try and use it behind corners and walls to bait people into making bad approaches or other mistakes.


 * With enough map knowledge, you can try and set up curved drift charges to deal additional damage to grabbed foes with the trample damagers.

Gondola V1.8

 * Rock Crush imported from core, spawnheight reduced 70 > 16

Gondola V2.3

 * Cattle Charge damage (rampup+15) > 30

Gondola V2.4.1

 * All skinsounds ported from vanilla
 * Uranus drops Deep Digger copy weapon now
 * Deep Digger sprite ported from vanilla (teamcolored unlike the copyweapon, of course.)

Trivia

 * Upon reaching maximum Cattle Charge ammo, cancelling your altfire before Cattle Charge comes out will play a sound effect. This sound effect is a Pokémon cry, varying depending on what gender the player is:
 * If your gender is Male, Tauros' cry is played.
 * If your gender is Female, Miltank's cry is played.
 * If your gender is Other, Granbull's cry is played.