POWER - Hit and Run

Goblins. Expect mobility out the wazoo, huge damage but tends to be range limited or only significant in massive bursts that require charging. These assassins rely either on punishing unaware enemies, capitalizing on crowd control tools and a decent knowledge of map routes in order to flank optimally. Expect either high highs or low lows, as these classes lose out to maintained pressure thanks to their generally low health or rate of fire.

=List of Hit and run classes.=


 * Megaman
 * Bass