Barley
Base statistics
Barley at power level
Attack and Super
Last Call
Abilities
Every bottle he throws heals him a little, whether or not it hits anything, which is what keeps him alive while zoning.
Raises the damage each tick of his puddles deals. Unusually, the increase is the same at every power level.
Drops a puddle at his feet that slows anything walking through it. It stays after he dies, and using it does not cancel his Super.
Drops healing puddles on himself and on every teammate within range; standing in one restores health for several seconds.
The next Super lobs three oversized bottles rather than a line of normal ones, covering more ground and clearing bushes as it lands.
Recommended builds
reviewed 19 Jul 2026The default in every mode with a fixed point to deny.
When your team has no healer and he has to keep himself alive behind the wall.
Heist, where he can hit the safe from behind a wall the whole match.
Barley by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Barley was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Performance by mode
1 modesPlaying Barley
reviewed 19 Jul 2026A thrower who lobs bottles over walls and does all his damage as a puddle on the ground rather than on impact.
Early game
Start covering the objective immediately; his damage is time-based, so a bottle thrown early is worth more than one thrown accurately later.
Positioning
Stay behind a wall the enemy cannot shoot through and lob over it — the moment Barley has line of sight to someone, he is losing that exchange.
Using your Super
The Super is a wide carpet of puddles, so use it to break a push or to make the objective unstandable, not to finish one low target.
Common mistakes
- Aiming at where an enemy is rather than where they must walk, since the puddle does the damage, not the throw
- Stepping out from behind the wall to get a better angle and dying to the marksman who was waiting for exactly that
- Saving the Super for a kill when it should be denying ground
- Any mode with a fixed point to deny — a gem mine, a hot zone, a goal mouth
- Heist, where he can hit the safe from behind a wall for the whole match
- Maps with a solid wall he can sit permanently behind















