We all know sheep is a problem. Sheep is terrible in every gameplay style other than running away and whittling them down. Even then, it's drastically underpowered. In other words, nobody likes playing against it, and since it loses most of its matchups, nobody wants to play it either. In my humble opinion, the best thing for the kit is to give it some large buffs while also trying to nerf some aspects of the kit in order to not buff the running style as well, hopefully making running stay stagnant in power or maybe get even worse while allowing sheep to go more aggressive, and also to increase its ranged capability. Stats: Lower regen to 0.2- Yeah, we're off to a great start, giving it the worst regen in the game. Anyways, this is the biggest nerf to running, as in a long fight, now sheep should be brought down a lot since it needs to do MUCH more than trade damage in order to beat other kits such as, let's say, snowman, which can now take over 1.5x the damage it deals to sheep and win in the long run. This is meant to be the largest nerf to the hit-and-run playstyle sheep has. Static Lazer: Halve knockback- This is the second straight nerf to arguably the worst kit in the game, and we haven't gotten to the buffs. I'm sorry. But this change is important, in order to still allow lazer to gimp efficiently and at low health require a recovery to get back, without flinging the opponent across the map, making approach impossible, yet again primarily as a nerf to the running playstyle. Lower cooldown from 7 -> 5 seconds- As the trade off for lower knockback, the lazer can be used more often, these 2 changes let it be a usable in-combat ability, getting in some damage while still allowing sheep to close the distance. On top of that, if sheep is losing a lot of knockback, I feel it should be traded for damage instead of speed. Double the range- This may be the most controversial change, however I feel that sheep does deserve to hold its ground against the other ranged kits. Right now, it feels like at long ranges, even wither skeleton can still duel it. I feel like allowing it to hit people at near-infinite range would be fair, since it'll be difficult to aim at that range and there's still a lot of cover, but it means that you can't camp out a sheep. Yet again, I'm trying to trade it's running style away, and preventing others from running away from sheep feels like a fair change to me. The ability is still predictable, and easy enough to duck away from, it just requires conscious thought from the opponent at all times instead of glancing at it, seeing it on a tree in skylands and not bothering because it can't hit 1/3 the map away. Wool Mine: Sheep takes 50% self damage (down from 100)- Sheep mains have begged to be immune to the explosive for years, but let's be honest, that would just make running sheeps a nightmare. If the self damage was lowered a slight amount, it would allow sheep to detonate the mine in the faces of both it and the opponent, while it can't fly around with the wool mine since taking 2 hearts still is 20 seconds to regen with the proposed regen change, which is why I feel that giving sheep this heat-of-battle buff to let it be braver in the first place. Detonation delay reduced to 0.67 seconds (down from what seemed like 1)- Yet again, a change that lets sheep keep up with a faster-paced game. Being able to detonate the mine quicker helps get the damage in for a close quarters fight, and lets an opponent be caught off guard instead of wool mine only hitting people without recoveries or 50 win people without the reaction time or knowledge to dodge it. Wooly Rocket: Collision effect lasts from the time of casting to the time it reconnects with the ground- Wooly Rocket at the moment cancels after the ascension or using an ability, which works for a runaway cheese kit, but not very well for a close range spacer, which is what I'm going for with this change. Sheep is a slow kit as it is, so it won't be able to aggressively use this ability unless the player's directly above them (same as old sheep), however it'll provide that defensive advantage it so desperately needs against spider and wolf by preventing them from touching it for two or three seconds. Any questions or comments would be much appreciated for this mini-rework idea, thanks!