Buzz
Base statistics
Buzz at power level
Attack and Super
Torpedo Throw
Abilities
Raises the minimum stun his Super applies, so even a short grab holds the target long enough to punish.
Widens the area around him that charges his Super, so he builds it from further away.
Fills his Super bar instantly, but that particular Super will not stun the target it catches.
Reveals every enemy hiding in bushes inside his Super charging area for twelve seconds.
Hitting a wall with his Super recharges it instantly, so a missed grab is no longer a wasted one.
Recommended builds
reviewed 19 Jul 2026The default: charge the buoy, jump in, stun and kill.
Open maps with fewer walls, where the extra Super range is what gets him in.
Brawl Ball, where a stunned carrier drops the ball in front of your net.
Buzz by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Buzz 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 modesMatchups and teammates
Buzz beats
Struggles against
Playing Buzz
reviewed 19 Jul 2026An assassin who charges his Super by standing near walls and enemies, then leaps in and stuns whatever he lands on.
Early game
Hug walls to charge the Super without taking any risk; that passive charge is the reason he can threaten from the first thirty seconds.
Positioning
Stay next to terrain rather than out in the open, both to charge the Super and to keep the leap distance short enough to land.
Using your Super
Leap onto the brawler your team can kill during the stun window — landing on a tank stuns something you were never going to burst down.
Common mistakes
- Leaping into their entire team, where the stun on one target does not save him from the other two
- Wasting the leap on a full-health tank instead of their marksman
- Standing in the open where the Super charges far more slowly
- Maps with plenty of walls, which charge his Super passively
- Brawl Ball, where a stunned carrier drops the ball in front of your net
- Against isolated squishies who cannot survive the stun plus his follow-up
By mode
Stunning the carrier is worth more than killing them.
A stun on someone holding the circle stops their charge outright.




















