I love these suggestions Smash bro, this really helped me get brainstorming. Allow me to comment and add to some of the wonderful suggestions you gave me. My additions will be in brown.
"Wait... You're serious?"
so here, have a free blueprint
Name: Clayton Hammer I love this name by the way, It'll be my new ign
HP: 100 (Standard)
Movement: Standard
Weakness: Shining (you know, like Star power) or possibly null weakness
Role: droppin' the fucking HAMMER, son
Skin: Hammer Bro (made by SupahLAD Clayman)
Clayton starts off as an average run-of-the-mill Hammer Brother, but by picking up items downed by dropped players he can change Modes and take on the abilities of a different Brother. If Clayton finds an item that grants a power he is already holding, he can store it in an Item Pouch and retrieve it with the Item Use button. When the power in the Item Pouch is used, the previous power will be switched out and stored. Unlike weapon drops, Bros. Items will disappear after a short period of time, so grab 'em quick or else they're gone! I like this concept but how exactly will it work? Will Clayton be able to pick up certain weapons corresponding to type (like firestorm is fire bro) or will the items be dropped from other classes at random when they are defeated?
Hammer Suit - grants Hammer Mode. Restores weapon energy (or gives health?) for other classes.
Giga Hammer - grants Sledge Mode. Dispenses a powerful weapon for other classes. I think I will be making another skin for the Elite Hammer bro, so this can work.
Boomerang Flower - grants Boomer Mode. Dispenses a rapid-attack weapon for other classes.
Fire Flower - grants Fire Mode. Dispenses a fire weapon for other classes.
Ice Flower - grants Ice Mode. Dispenses an ice weapon for other classes.
Bomber Gloves - grants Blast Mode. Dispenses an explosive weapon for other classes.
Patrol Helmet - grants Guardian Mode. Restores health (or gives armor?) for other classes.
Hammer Mode (balanced abilities; starting weapon)
The pesky enemy that started it all! Hammer Bros. are powerful but easy to dodge, so keep your distance or close in with a melee attack. The hammers fly fast and furiously though, and if you're hit by one it'll leave you sore for a while!
Primary: Drop the Hammer. Toss hammers in an arc that bounce off the ground. The attack has a strange initial arc, but the distance and rate of fire is very nice. Also what I would do is make it so that there is an ammo bar and the dropped hammers can be picked up and give faster ammo gain (like yamato man's class from classes).
Alt-Fire: Hammer Time. The user wildly scatters hammers in a spread to rush unaware foes. Up to five hammer bursts can be launched, after which the user will have to wait before attacking again. Hammer charges will only build up when the user is not attacking. I don't know about this one. I don't even think an alt fire for this class is really necessary since it's the starting weapon and he can pick up more bro weapons.
Sledge Mode (150 HP, slower movement) I'll be sure to make another skin for this
Often seen as a "fatter Hammer Bro.", the Sledge Brother is a force to be reckoned with. Though he moves slower than his more popular cousin, the Sledge Bro. can take more hits, and the hits he dishes out have much greater power.
Primary: Ban Hammer. Steadily throws massive hammers at a slower rate of fire than the Hammer Bro's version. Unlike Drop the Hammer, the hammers thrown by a Sledge Bro don't bounce and will fade when they hit the ground. This hammer bro will use the hammer sprites from Super Mario Bros. 3 and Hammer Bro. regular will use the hammer sprites from Super Mario Bros.
Alt-Fire: Slam Hammer. Jump high into the air, flip once, and slam ass-first into the pavement for massive damage. Grounded rivals nearby will be hopelessly stunned, sadly looking forward to a nice hammer in the face.
Boomer Mode (faster base movement)
Mega Man must have stopped by recently to copy some weapons, because Mario can finally wield the boomerangs that this enemy loves to chuck around. The variable speed and movement at which a boomerang may fly can trip up even experienced players, and even one Boomerang Bro can ruin someone's day.
Primary: Guard Boomerang. A wide boomerang is thrown forward, slowly comes to a stop in midair, then flies in the opposite direction until it hits something. It has an okay rate of fire, but try to aim your shots well.
Alt-Fire: Rolling Thunder. Temporarily stand in place before launching five boomerangs outward in a star pattern. These boomerangs will fly at crazy speeds, ripping through players and bouncing off walls until they finally fade. However, they only fly straight forward and won't move up or down. This attack is ruled by an energy gauge.
Fire Mode (resistance to fire attacks) I wouldn't say resistance to fire attacks, Maybe higher jump.
These guys popped in during Super Mario Bros. 3, and they've been sure to heat things up ever since then. Fire Brothers have always been annoying little pricks; they hop around more often than other Bros. and their fireballs travel insanely fast, sometimes going faster than Mario's! Don't lose your cool though, or else you might burn.
Primary: Fireball Fall. Chucks fast-moving fireballs that bounce low to the ground. Though the attack deals good damage and is easy to spam, you can't use it forever due to the fire limit. Space out your shots, and try to trap opponents before attacking.
Alt-Fire: Burner Breath. Stop in place to exhale a stream of fires in a line forward. This mid-ranged attack deals the most damage at maximum range, so try to hit rivals with the tip of the flames for heavy damage.
Ice Mode (resistance to water and ice attacks) The skin for this will basically be a blue coloured Hammer bro. also, he would get higher jump.
First seen in New Super Mario Bros. Wii, these chilling combatants freeze their targets in place so they can take their time picking off their health. By himself, the Ice Bro won't do much harm, but if he freezes you his weak attacks can quickly build up and spell your doom.
Primary: Iceball Fall. Chucks two slow-moving snowballs that have a decent bounce. Though the projectiles are somewhat sluggish, they build up Frost on the opponent. If enough Frost builds up on a player, they can't move.
Alt-Fire: Freeze Breath. Stop in place to set snowflakes in the air, which then scatter about to damage opponents.
I'll add Thunder bro. for completion.
Thunder Mode/ Sumo mode (150 HP, slow moving): basically uses the Elite Hammer Bro skin but is colored yellow.
Primary: Thunderball fall. Chucks Thunderballs that travel straight and don't bounce. They travel as slow as the ice ball though and can stun the opponent.
Alt-Fire: Thunder Stomp. Makes a "Super Jump" and stomps on the ground making a spread of electricity that travel through the ground with limited distance. The electric sparks can travel up ground (like cloudman's alt- fire.)
Blast Mode (double jump)
An original enemy class, the Bomber Bro makes his great debut! Though he might be a greenhorn, this new recruit is packing some serious power. His bombs can be thrown overhead or underhand, and can even be rolled along the ground. It's an explosive triple threat!
Primary: In His Prime. Prime a bomb with the first press, then chuck it with a second. The primary fire button will lob bombs in an arc, sort of like a blend of Super Arm and Screw Crusher. Throwing a bomb with alternate fire will cause the bomb to fly forward at high speed, though it will curve upward and eventually stop moving forward, falling to the ground and exploding.
Alt-Fire: Bowlin' for Bombs. Roll a bomb along the ground, where it will explode on contact with a wall or an enemy. Charge the attack to increase the speed at which the bomb will roll.
Ammo: The player can only hold five bombs at once. Throwing more bombs will require a break from attacks.
Guardian Mode (125 HP, weak to electricity)
Though technically not a "Brother", the Koopatrol is very closely related to the Hammer Bro. and can be seen at the same areas, though they prefer dungeons or gated cities. Their armor can guard against attacks and they are very proficient with a spear, preferring to grab the weapon tightly instead of throwing things like the other Brothers.
Primary: Spear Fishing. Thrust the spear forward, albeit at a somewhat random angle. Despite not being a distance move like the other Brothers, the attack has a great range for a melee, and the damage output isn't to be sneezed at.
Alt-Fire: Fly Fishing. Hey, remember how I said a Koopatrol doesn't like to throw his spear? YEAH I LIED. The spear will fly forward at an incredible speed and rip through players (and holy shit that's a lot of damage), though its path is affected by gravity. The spear will stick in the ground after it's thrown and will fade after a few seconds. While a player can wait a few seconds for the spear to regenerate, it's much faster to retrieve the weapon yourself so you can attack immediately.
I think these suggestions are good but the pick up concept is still quite difficult to do. I just hope we can code it. Other than that, those were some nice suggestions and i'll pretty much take them (and the awesome Clayton name).