Carl
Base statistics
Carl at power level
Attack and Super
Tailspin
Abilities
His pickaxe travels out and returns faster, shortening the gap between attacks without changing the damage.
He takes noticeably reduced damage for as long as his spin lasts, which makes the spin a defensive option too.
The next pickaxe leaves a trail of hot rocks behind it, and enemies who touch them burn for several seconds.
The next throw drags Carl to the far end of its arc, which carries him over walls and water.
His spin leaves a trail of hot rocks behind him, setting light to anyone who follows him through it.
Recommended builds
reviewed 19 Jul 2026The default: keep the pickaxe in the air and never stop moving.
When you want him to close on a backline rather than trade at range.
Heist, where the pickaxe hits the safe twice per throw.
Carl by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Carl 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 Carl
reviewed 19 Jul 2026A damage dealer who throws a pickaxe that hits on the way out and again on the way back, so he cannot attack while it is in flight.
Early game
Throw at chokes and grouped enemies to get double hits; his rhythm depends on the pickaxe returning, so short throws are more efficient than long ones.
Positioning
Keep moving perpendicular to the enemy while the pickaxe is out, because during that window he has literally no attack available.
Using your Super
The spin is both damage and mobility, so use it to escape a dive or to cross open ground, not only as a damage tool.
Common mistakes
- Throwing at maximum range where the long return leaves him defenceless for too long
- Standing still while the pickaxe travels, which makes him a free target
- Spinning into a group with no escape planned for when it ends
- Chokes, where the boomerang hits the same target twice per throw
- Heist, where double hits on a stationary safe add up fast
- Against tanks he can kite while the pickaxe returns
By mode
The boomerang clears neutral camps without him stopping to aim.
Two hits per throw makes him one of the fastest safe grinders.
EpicBrawl PassBikerCarl
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Super Rare79 gemsHog RiderCarl
EpicInsectorCarl
EpicBrawl PassKickerCarl
Super Rare79 gemsLeonardCarl
Super Rare79 gemsRoad RageCarl
EpicBrawl PassStrikerCarl
EpicSultanCarl
EpicBrawl PassSuper BallCarl
EpicBrawl PassSurferCarl





