Chester
Base statistics
Chester at power level
Attack and Super
Jack in the Box
Abilities
The first bell in his attack sequence hits considerably harder, which rewards firing single shots.
Shows him which Super he is about to receive while it is still charging, so he can plan around it.
Rerolls his pending Super into a different one, which turns a bad draw into something usable.
Grants one of four random buffs for five seconds, so the effect is useful but never chosen.
Fuses three Supers into one that hits hard and breaks walls, then leaves a damaging, slowing cloud behind.
Recommended builds
reviewed 19 Jul 2026Any mode where knowing which Super is coming lets him set up rather than react.
Close maps where he fires the opening bell far more often than he completes a sequence.
Chester by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Chester 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
2 modesBest and worst maps
2 mapsMatchups and teammates
Playing Chester
reviewed 19 Jul 2026A damage dealer whose attack builds through a sequence of bells and whose Super cycles at random between four different effects.
Early game
Fire the opening bell often rather than holding for a full sequence, because charge for the Super matters more than the sequence completing.
Positioning
At the back of the mid-range band, since he has 3,800 health, no escape, and a 1.9-second reload that leaves him empty at the wrong moment.
Using your Super
Spend the Super as soon as its current effect fits the situation, rather than holding a bad roll: the rotation only advances when he uses it.
Common mistakes
- Sitting on a Super he does not like while the enemy takes the objective
- Waiting for the full bell sequence in a fight that will be over first
- Playing forward as though the random burst were reliable
- Mid-range fights at eight tiles where the whole bell sequence lands
- Modes where any of the four Supers is useful, so the roll never wastes a charge
- Against a single opponent he can complete a full sequence on












