Studio Wall
This is a public brainstorm and revision-history archive — not canon. Every revision visible in this build across combatants, maps, and fixtures, most recent first.
Wheelchair Catapult — v0.5
character
2026-08-24
A joyful long-range artillery kid who is fast on pavement, slow on lawns, and unable to move while firing.
Why: Keeps the chair and catapult as ordinary tactical equipment and makes the kid's role instantly readable.
Can he keep a clear firing lane when the fight leaves the sidewalk?
Hose Kid — v0.4
character
2026-08-22
A fragile, spigot-tethered stream attacker who locks down one lane until the hose is interrupted.
Why: Makes the hose, the lane, the delighted nine-year-old, and the interruption counters one readable role.
Can his team keep the hose running without spending the whole fight guarding it?
Little Sibling — v0.5
character
2026-08-22
A fast, fragile thief who steals and carries battlefield objects but cannot hold ground.
Why: Clarifies the Little Sibling's object-play role without turning his ignorance into knowing sabotage.
Can a captain benefit from what he steals without expecting him to follow a plan?
Rain Gear Kid — v0.5
character
2026-08-22
A slow umbrella carrier who shields nearby kids from streams but folds under direct balloon hits.
Why: Explains the anxious protector, the umbrella cover, and the direct-hit counter in plain terms.
Is portable cover worth fielding when every direct balloon is a hard counter?
Slingshot Crew — v0.5
character
2026-08-22
A stationary three-kid artillery crew with enormous range, a long reload, and no defense up close.
Why: Presents the three girls as one clear artillery choice while containing the competing-concept history.
Is the reach worth keeping three kids still and exposed for every shot?
Suction Blaster — v0.5
character
2026-08-22
A long-range marksman whose quick water bolts soften targets but rarely finish them alone.
Why: Centers the range-card marksman and clearly labels every combat value as a target.
Will his team protect a marksman whose careful shots need somebody else to finish the job?
The Big Kid — v0.4
character
2026-08-22
A huge, powerful breaker who crosses scrums quickly but is the easiest target on the street.
Why: Gives the contested roster slot a plain Trow-like battlefield read while keeping its status in studio notes.
Is her size worth the attention every thrower can place on her?
The Wizard — v0.4
character
2026-08-22
A nervous long-range controller who drops balloons over obstacles but loses everything when his remote gets wet.
Why: Makes the Wizard's aloofness read as nervousness and gives his air support a plain counter.
Will the team make room for him before his controller becomes the easiest target?
Bubbling Toddler — v0.4
character
2026-08-22
A slow, wandering support kid whose bubbles hide others while she follows her own path.
Why: Presents the Bubbling Toddler as a protected four-year-old first and an accidental smokescreen second.
Can either team use her moving cover without pretending she follows orders?
Dry Towels — v0.4
character
2026-08-22
A calm support kid who removes soak and keeps teammates fighting but cannot defend himself well.
Why: Makes Dry Towels' healing role, ordinary calm, limits, and counters easy to scan.
Can the team protect him long enough for the dry stack to matter?
Wagon Bomb — v0.5
character
2026-08-22
A very slow one-shot ambusher whose giant balloon can clear a whole chokepoint.
Why: Presents the furious hauler as a clear one-shot artillery archetype with unimplemented targets labeled.
Can her team create one opening large enough to justify the whole afternoon of hauling?
Wheelchair Catapult — v0.4
character
2026-08-22
A joyful long-range artillery kid who is fast on pavement, slow on lawns, and unable to move while firing.
Why: Keeps the chair and catapult as ordinary tactical equipment and makes the kid's role instantly readable.
Can he keep a clear firing lane when the fight leaves the sidewalk?
Balloon Chucker — v0.5
character
2026-08-22
A slow balloon thrower who arcs heavy splash over cover but struggles at close range.
Why: Combines the implemented Chucker role with the casting sheet's smart, clumsy nine-year-old.
Does her preparation make the team trust her when a throw lands early or late?
Pool Noodle Paladin — v0.4
character
2026-08-22
A slow, water-resistant defender who holds narrow ground and shields the kids behind him.
Why: Rebuilds the dossier around a plain defensive archetype, the casting sheet, and current sim truth.
Does his protection stay useful when the fight moves away from narrow ground?
Super Soaker — v0.5
character
2026-08-22
A mobile stream attacker who keeps pressure on one kid but abandons positions for fun.
Why: Turns the implemented stream role and casting-sheet personality into one clear tactical profile.
Can a captain use her unpredictability without leaving the whole line exposed?
Towel Snapper — v0.4
character
2026-08-22
A fast melee bully who breaks shield lines but is easy to soak when caught.
Why: States the Snapper's speed, cruelty, loyalty, and counters without glamorizing his bullying.
Is he exciting to field without making his cruelty admirable?
Balloon Chucker — v0.4
character
2026-08-02
A slow balloon thrower who arcs heavy splash over cover but struggles at close range.
Why: Combines the implemented Chucker role with the casting sheet's smart, clumsy nine-year-old.
Does her preparation make the team trust her when a throw lands early or late?
Hose Kid — v0.3
character
2026-08-02
A fragile, spigot-tethered stream attacker who locks down one lane until the hose is interrupted.
Why: Makes the hose, the lane, the delighted nine-year-old, and the interruption counters one readable role.
Can his team keep the hose running without spending the whole fight guarding it?
Little Sibling — v0.4
character
2026-08-02
A fast, fragile thief who steals and carries battlefield objects but cannot hold ground.
Why: Clarifies the Little Sibling's object-play role without turning his ignorance into knowing sabotage.
Can a captain benefit from what he steals without expecting him to follow a plan?
Pool Noodle Paladin — v0.3
character
2026-08-02
A slow, water-resistant defender who holds narrow ground and shields the kids behind him.
Why: Rebuilds the dossier around a plain defensive archetype, the casting sheet, and current sim truth.
Does his protection stay useful when the fight moves away from narrow ground?
Rain Gear Kid — v0.4
character
2026-08-02
A slow umbrella carrier who shields nearby kids from streams but folds under direct balloon hits.
Why: Explains the anxious protector, the umbrella cover, and the direct-hit counter in plain terms.
Is portable cover worth fielding when every direct balloon is a hard counter?
Slingshot Crew — v0.4
character
2026-08-02
A stationary three-kid artillery crew with enormous range, a long reload, and no defense up close.
Why: Presents the three girls as one clear artillery choice while containing the competing-concept history.
Is the reach worth keeping three kids still and exposed for every shot?
Suction Blaster — v0.4
character
2026-08-02
A long-range marksman whose quick water bolts soften targets but rarely finish them alone.
Why: Centers the range-card marksman and clearly labels every combat value as a target.
Will his team protect a marksman whose careful shots need somebody else to finish the job?
Super Soaker — v0.4
character
2026-08-02
A mobile stream attacker who keeps pressure on one kid but abandons positions for fun.
Why: Turns the implemented stream role and casting-sheet personality into one clear tactical profile.
Can a captain use her unpredictability without leaving the whole line exposed?
The Big Kid — v0.3
character
2026-08-02
A huge, powerful breaker who crosses scrums quickly but is the easiest target on the street.
Why: Gives the contested roster slot a plain Trow-like battlefield read while keeping its status in studio notes.
Is her size worth the attention every thrower can place on her?
The Wizard — v0.3
character
2026-08-02
A nervous long-range controller who drops balloons over obstacles but loses everything when his remote gets wet.
Why: Makes the Wizard's aloofness read as nervousness and gives his air support a plain counter.
Will the team make room for him before his controller becomes the easiest target?
Bubbling Toddler — v0.3
character
2026-08-02
A slow, wandering support kid whose bubbles hide others while she follows her own path.
Why: Presents the Bubbling Toddler as a protected four-year-old first and an accidental smokescreen second.
Can either team use her moving cover without pretending she follows orders?
Dry Towels — v0.3
character
2026-08-02
A calm support kid who removes soak and keeps teammates fighting but cannot defend himself well.
Why: Makes Dry Towels' healing role, ordinary calm, limits, and counters easy to scan.
Can the team protect him long enough for the dry stack to matter?
Towel Snapper — v0.3
character
2026-08-02
A fast melee bully who breaks shield lines but is easy to soak when caught.
Why: States the Snapper's speed, cruelty, loyalty, and counters without glamorizing his bullying.
Is he exciting to field without making his cruelty admirable?
Wagon Bomb — v0.4
character
2026-08-02
A very slow one-shot ambusher whose giant balloon can clear a whole chokepoint.
Why: Presents the furious hauler as a clear one-shot artillery archetype with unimplemented targets labeled.
Can her team create one opening large enough to justify the whole afternoon of hauling?
Wheelchair Catapult — v0.3
character
2026-08-02
A joyful long-range artillery kid who is fast on pavement, slow on lawns, and unable to move while firing.
Why: Keeps the chair and catapult as ordinary tactical equipment and makes the kid's role instantly readable.
Can he keep a clear firing lane when the fight leaves the sidewalk?
Hose Kid — v0.2
character
2026-07-28
The spigot-tethered seed becomes a specific nine-year-old whose fifty feet of hunter-green hose is his silhouette, his route, and the only reason the easiest kid on the street to soak out is worth fielding.
Why: A tether is a mechanic; it is not yet a kid, and v0.1 described the hose without ever describing the boy on the end of it.
Does his delight make a reader want to hold the hose, or to take it away and walk him home?
Little Sibling — v0.3
character
2026-07-28
The pickup-carry-throw utility concept becomes a specific six-year-old whose speed, borrowed silhouette, and total ignorance of the plan make him the most hated and most protected kid on 7th Street at once.
Why: A pickup-and-throw utility concept explains what he does to the map but not why the street both hates him and protects him.
Does he stay funny the fourth time he takes something, or only the first?
Rain Gear Kid — v0.3
character
2026-07-28
The charter's soak-resistance experiment becomes a specific six-year-old whose armful of yellow umbrellas is both her silhouette and her coping, while the contest over whether she has a tactical job stays open.
Why: Charter §8 describes a resistance stat; the casting sheet describes a frightened six-year-old holding the roof over her friends.
Can she be terrified the whole time without the umbrellas looking like somewhere to hide?
Slingshot Crew — v0.3
character
2026-07-28
The three-kid launcher becomes three asymmetric girls on one line of surgical tubing, in a sunset dossier that records the casting sheet's lean toward a merge into Wheelchair Catapult without declaring the cut final.
Why: The casting sheet leans toward cutting this crew, so the honest revision is a farewell rather than a competing pitch.
Is the girl walking the pouch backward a whole kid, or one third of a machine?
Suction Blaster — v0.3
character
2026-07-28
The archer seed becomes a specific ten-year-old whose range card, under-the-breath narration, and deliberately quiet clothing all agree, and whose one real weakness is that a single bolt marks a kid without ever calling one in.
Why: A range card is a joke until it is a document, and the seed had the object without the kid who keeps it.
Is his seriousness moving rather than joyless when the rest of the street mocks the range card?
Super Soaker — v0.3
character
2026-07-28
The v0.2 lane holder — a wetter sustained stream priced by a long refill — becomes a specific ten-year-old who hears the order, declines it for a funnier target, and is hardest to counter when she has no plan.
Why: A sustained-stream lane holder explains a matchup; it does not explain a kid who leaves the lane on purpose.
Does her leaving her spot look like her own choice, or like a kid who forgot the plan?
The Big Kid — v0.2
character
2026-07-28
The contested Big Kid slot becomes a specific fifteen-year-old girl who says the war is beneath her and attends it every afternoon; the roster contest itself is preserved in prose rather than argued away.
Why: A contested roster slot still needs a kid standing in it, because a one-line silhouette can be neither defended nor cut on its merits.
Does a reader believe she cannot stay away, or take her for a bored teenager doing the block a favor?
The Wizard — v0.2
character
2026-07-28
Claira's aerial-drop seed becomes a specific twelve-year-old whose matched equipment is the only trace his parents leave on the field, whose aloofness is nervousness rather than contempt, and whose entire range lives in one controller that is not waterproof.
Why: A rich kid with a remote explains an aerial mechanic but not why this kid stands twenty feet from everyone he is helping.
Does his standing twenty feet back survive a second look as nervousness, and not as disdain?
Bubbling Toddler — v0.2
character
2026-07-28
A bubble mechanic with a toddler attached becomes a specific four-year-old with an iridescent cloud for a silhouette, protected by a rule the kids invented, whose command model and place on the roster both remain contested.
Why: A bubble mechanic with a toddler attached is not a kid; the sharpest thing on the casting sheet is the rule the block invented around her.
Does the street's refusal to soak her read as a rule the kids invented, and never as jeopardy?
Dry Towels — v0.2
character
2026-07-28
The roster's only subtraction becomes a specific eight-year-old whose calm is a job rather than a virtue: a squared column of dry towels, a green wristband receipt, and a charge count nobody has tested.
Why: Charter §8 names the only subtraction on the roster and nothing at all about the kid holding it.
Does his calm belong to an eight-year-old, or to the street's little sage?
Wagon Bomb — v0.3
character
2026-07-28
The v0.2 mischief ambush becomes a twelve-year-old girl whose real weapon is the block's certainty that she is angry enough to end the afternoon herself, and whose every number stays unbuilt.
Why: A single-use blast radius explains a chokepoint but not why the rest of the street arranges its afternoon around one girl's mood.
Does the kid stuck with an unbearable job show through the hazard everyone routes around?
Wheelchair Catapult — v0.2
character
2026-07-28
The v0.1 state list becomes a specific twelve-year-old builder whose acid-lime chair, amber tubing, long reload, and terrain limits are ordinary tactical facts, with the v0.1 review gate recorded as lifted and its two gaps left open.
Why: A stowed-and-ready state list explains a silhouette but not the kid grinning behind it, and the seed's own gate is worded two incompatible ways.
Is his delight in his own engineering plain enough that sympathy never gets a word in?
Rain Gear Kid — v0.2
character
2026-07-26
The soak-resistance counter experiment remains listed, but its unique roster job is now explicitly contested.
What unique tactical job does Rain Gear Kid perform that a narrower snorkel-mask, wetsuit, or fixture interaction does not?
Little Sibling — v0.2
character
2026-07-26
Little Sibling is the gender-neutral public name for the same pickup, carry, throw, steal, catch, and return utility concept.
Does Little Sibling cost a roster slot, or remain shared pickup-and-throw scaffolding available to every squad?
Bubbling Toddler — v0.1
character
2026-07-26
The littlest kid pushes a bubble-mower toy, laying a moving smokescreen that partially obscures ordinary units and deeply hides the Wagon Bomb.
Is the Toddler a commandable support unit, a neutral wandering actor, or a selected unit that becomes autonomous after deployment?
Wagon Bomb — v0.2
character
2026-07-26
A mischievous one-way ambush kid towing one enormous balloon, hiding Wight-like in bubbles, and choosing when to burst it with a thumbtack.
What readable tell preserves the Wagon Bomb's ambush while it hides deep inside a bubble cloud?
Super Soaker — v0.2
character
2026-07-26
A shorter-ranged but wetter sustained-stream kid whose principal cost is a long, irritating refill.
What refill duration makes the stronger stream feel costly without turning the return to the hose bib into a chore?
Suction Blaster — v0.2
character
2026-07-26
The archer analog: a mobile, untethered kid firing one long-range arrow-like water pulse per quick pump cycle.
Does the real reference reach about 40 feet total, or about 40 feet farther than a specific Super Soaker model?
Slingshot Crew — v0.2
character
2026-07-26
The three-kid launcher remains a live heavy-artillery concept, now explicitly competing with Wheelchair Catapult rather than silently winning the role.
Does heavy artillery benefit more from the crew's negotiated social cost or the robotics kid's single-character clarity?
Wheelchair Catapult — v0.1
character
2026-07-26
A smart robotics kid whose wheelchair-mounted catapult trades movement for pivoting, readable readiness, and extreme balloon range.
Does a geometry study make the stowed, loading, ready, pivoting, and firing states immediately readable and physically coherent?
Bubble Machine — v0.1
fixture
2026-07-26
A fixed source of readable bubble concealment, ordinary cloud soak, slowly wet ground, and special Wagon Bomb hiding.
Does ordinary bubble concealment degrade targeting, deny kid-controlled targeting, or briefly break target locks?
Slip 'N Slide — v0.1
fixture
2026-07-26
A directional wet lane proposed to move units quickly while temporarily taking steering away.
Is the Slip 'N Slide fixed map composition, a pre-battle placement choice, or both?
Pool Cover — v0.1
fixture
2026-07-26
A readable-looking shortcut over a pool whose proposed failure state is an immediate full soak.
What visual tell makes a dangerous cover fair under full-information combat?
Family Pool — v0.1
fixture
2026-07-26
A major backyard obstacle and water body with proposed refill, route-blocking, and instant-full-soak implications.
Can the family pool be both a readable obstacle and a usable water source without overloading one fixture?
Kiddie Pool — v0.1
fixture
2026-07-26
A small exposed pool proposed as a refill source, compact obstacle, or full-soak dunk hazard.
Is the kiddie pool mechanically distinct from the family pool, or only a smaller visual variant?
Hose Bib — v0.1
fixture
2026-07-26
A fixed water source that tethers Hose Kid and gives mobile soakers a readable refill destination.
How does a contested refill stay readable when several kids reach the same hose bib?
Hill — v0.1
fixture
2026-07-26
Rendered elevation with proposed objective geometry, sightline, range, and downhill-movement consequences.
What is the first elevation interaction players can understand without a tooltip?
Grass — v0.1
fixture
2026-07-26
The ordinary lawn surface, with slower wheelchair-artillery travel recorded as a proposal rather than a shipped rule.
Does grass need a universal movement rule, or only clear interactions for units whose equipment makes the surface matter?
Pavement — v0.1
fixture
2026-07-26
The fast, ordinary route whose soaked patches may turn escape into visible slip risk.
How much wet-pavement danger creates tactical choices without making basic movement feel arbitrary?
Pool Yard — v0.1
map
2026-07-26
A possible backyard map where a family pool, cover, Slip 'N Slide, hose bib, bubbles, grass, and pavement manufacture tactical lanes.
Is the pool the central objective, a dangerous obstacle, a refill source, or some readable combination of the three?
The Block — v0.1
map
2026-07-26
The rendered neighborhood battlefield: street, sidewalks, lawns, a worn hill, house edges, fences, and hose access.
Which proposed surface differences make the block tactically richer without turning ordinary movement into terrain bookkeeping?
Suction Blaster — v0.1
character
2026-07-26
A quick-cycling ranged kid whose suction-pump blaster fires one short, arrow-like bolt of water instead of a sustained stream.
Is a discrete, fast-reloading water bolt tactically distinct enough from both the Super Soaker's stream and the Balloon Chucker's arcing projectile?
Balloon Chucker — v0.1
character
2026-07-25
The ballistic throw was the project's first proven verb; no originating character had been established.
Why: Establishes the honest starting point of the Chucker chain: a proven throw feel with no kid attached yet.
Editorial question assigned during reconstruction: what kind of kid would turn this ballistic throw into a personal legend?
Balloon Chucker — v0.2
character
2026-07-25
The throw survived the deterministic fixed-point port, and the Chucker read as a ranged unit within a squad; the character still existed mainly as mechanics and a letter glyph.
Why: Reconstructs the deterministic-mechanics era so the chain shows the Chucker's role proven before her science-book, sash, pail, age, race, or hedge legend existed.
Editorial question assigned during reconstruction: how can this deterministic ranged role gain a recognizable child without rewriting its mechanics-first history?
Balloon Chucker — v0.3
character
2026-07-25
The mechanics-first Chucker becomes a specific originating girl with a heroic self-image, an ordinary scientific source, a countable silhouette, and an execution flaw.
Why: The artbook requires a kid, not a test rig disguised as a roster entry.
Does she read as a capable young grenadier whose coordination sometimes betrays her—or merely as a kid who is bad at throwing?
Dog — v0.1
character
2026-07-25
A fenced-off speculative animal with no mechanic, role, or design attached yet.
Would a dog belong to a house, a specific kid, or the neighborhood at large?
Goose — v0.1
character
2026-07-25
A fenced-off speculative animal with no mechanic, role, or design attached yet.
Is the goose adversarial to both teams equally — a neutral hazard rather than anyone's asset?
Groundhog — v0.1
character
2026-07-25
A fenced-off speculative animal with no mechanic, role, or design attached yet.
Could a groundhog's burrow become a map feature — a hole kids can use — independent of the animal ever being playable?
Hose Kid — v0.1
character
2026-07-25
A spigot-tethered kid whose weapon is also a stage prop other kids can interact with directly.
Can an opposing kid step on, kink, or cut off the hose mid-fight, or is that flavor text for a mechanic that's actually just range and a soak rate?
Little Sibling — v0.1
character
2026-07-25
A pickup-carry-throw utility kid explicitly called out as scaffolding rather than a conventional roster slot.
If Little Brother is "the engine, not a unit," does he cost a roster slot like everyone else, or is he free scaffolding available to every squad?
Pool Noodle Paladin — v0.1
character
2026-07-25
Before the Paladin existed, "Pool Noodle Knight" was a mechanically proven slow shielded melee unit with no originating kid, name story, or Lifeguard's Code recorded anywhere in the repository.
Why: Reconstructs the mechanics-only Knight era so the later Paladin renaming and character work has an honest, evidence-based first link in the chain.
Editorial question assigned during reconstruction: what kind of kid would choose to stand at 3.5 m/s in front of a faster, unarmored attacker?
Pool Noodle Paladin — v0.2
character
2026-07-25
The Knight is renamed Pool Noodle Paladin: a specific, sincere frontline kid with a shield-and-line formation identity, a Lifeguard's Code, and an explicit rigidity flaw, drawn from docs/characters/pool-noodle-paladin-v0.1.md.
Why: Turns tested mechanics into an honest originating kid so the artbook can carry Legend and Suburb together, not just a matchup table.
Does he read as protective before he reads as hostile or bossy?
Possum — v0.1
character
2026-07-25
A fenced-off speculative animal with exactly one named mechanic — plays dead — and no roster status.
Does "plays dead" interact with the soak/elimination system at all, or is it flavor for an animal that was never meant to be a combatant?
Rain Gear Kid — v0.1
character
2026-07-25
A soak-resistant kid whose hard counter — a direct hit does double — is written down before the resistance ever ships.
Does "double from direct hits" apply to every direct-hit source (balloon, wagon), or only to specific weapon types?
Slingshot Crew — v0.1
character
2026-07-25
A multi-kid emplacement-adjacent unit whose cost is measured in teammates, not resources.
Do all three crew slots need to stay filled to fire at all, or does the launcher degrade gracefully as crew peels away?
Squirrel — v0.1
character
2026-07-25
A fenced-off speculative animal with no mechanic, role, or design attached yet.
Is the squirrel too fast and small to be a combatant at all, or purely ambient wildlife dressing the block?
Super Soaker — v0.1
character
2026-07-25
A sustained-range kid whose soaker runs on the spigot's non-economy refill loop, not an ammo count.
Is the pump a held channel that can be interrupted, or a fire-and-forget stream once it starts?
The Big Kid — v0.1
character
2026-07-25
A melee kid whose defining mechanic — being singled out of a pile of bodies — cannot be evaluated until unit-unit collision exists.
Does the Big Kid survive as a third melee archetype, or do the Paladin and the Snapper already cover melee between them?
The Sprinkler — v0.1
fixture
2026-07-25
A fixed, soakable zone-control fixture with a threat ring, soak meter, and knockout window.
Does the sprinkler deflect incoming throws back at whoever fired them — the Fetch trick — or is that still an open Stage 1+ experiment?
The Wizard — v0.1
character
2026-07-25
An aerial-drop kid whose range limit lives in a fragile, undefended operator rather than the weapon itself.
Is the drone a persistent unit that can be shot down, or a called-in projectile the operator triggers and then waits on?
Dry Towels — v0.1
character
2026-07-25
A support kid who removes soak instead of adding it, gated by limited towel charges and a clothesline refill.
Does drying a teammate zero their soak meter outright, or peel it back by a fixed amount per towel?
Towel Snapper — v0.1
character
2026-07-25
The Snapper's approach, windup, snap/flinch rhythm, persistent attacks, and speed advantage over the Knight were proven in MG2 and MG3; no richer originating character had been recorded.
Why: Reconstructs the mechanics-first Snapper era so the chain shows the matchup proven before the bully, the swimsuit, or the moral boundary existed.
Editorial question assigned during reconstruction: who would choose to fight at this range, this fast, with no armor?
Towel Snapper — v0.2
character
2026-07-25
The best mechanics-first unit becomes a behaviorally specific older kid whose speed, no-armor silhouette, cruelty, and territorial loyalty agree; identity fields that have not been decided remain explicit unknowns.
Why: "Fast towel kid" explains a matchup but not why the neighborhood fears, follows, or reluctantly fields this child.
Is the Snapper thrilling to field without making their cruelty feel admirable or harmless?
Wagon Bomb — v0.1
character
2026-07-25
A single-shot ambush kid whose one balloon doubles as instant slippery terrain at the point of impact.
Does the wagon ever reload, or is "attacks exactly once" the whole identity for the rest of the roster's life?