Non-Canon Classes Wiki
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JMN-004, Boom Man

Introduction[]

Boom Man is a strong frontline class who is at his most devastating if he manages to survive for enough time. His risk-reward ratio can teeter quite easily as a result of the way his attacks function, so it's important to know whether or not to pull his last-resort trigger.

Weapons[]

Mainfire - Phantom Boom[]

With less than full ammo, you will fire an exploding energy fuse with a huge explosion radius. With full ammo, the fuse can be controlled by moving the cursor, and the altfire rate of fire is increased while active. Boom Man can also perform a rocket jump by aiming the full-ammo fuse downwards, causing him to launch into the sky and drop dynamite all around him. Mainfire can be used during this jump. Once fired, mainfire cannot be used again for a few seconds or until it explodes, indicated by a glass overlay bar.

Altfire - Dynamite Toss[]

Throw two sticks of dynamite forward, with one having more distance and speed than the other.

Item - Count Detonation[]

This item becomes available after 20 seconds. Activate a hidden overdrive system which clocks up your attack potency to a tremendous degree for 10 seconds. All mainfire fuses can be controlled and used for rocket jumps (although now it requires ammo to use), mainfire can now be used faster during a rocket jump, and altfire has a much higher rate of fire. After 10 seconds, the overdrive system will overheat and burst, causing a malfunction which decreases attack potency. Mainfire can no longer be used for rocket jumps at all, altfire uses ammo and only throws one dynamite stick, and your movement speed is decreased.

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