Darryl
Base statistics
Darryl at power level
Attack and Super
Barrel Roll
Abilities
For two seconds after his roll he takes reduced damage, covering the moment he arrives in the middle of a team.
Doubles his reload speed for five seconds after his roll, so he lands with shells to spend rather than an empty barrel.
Spins and unloads shells in every direction at once, and each one that connects returns a chunk of Super charge.
Coats the ground around him in slowing tar that moves with him, so anything trying to walk out of range cannot.
The roll finishes by spraying shells all around him, behaving much like his first gadget.
Recommended builds
reviewed 19 Jul 2026The default: roll in, unload both barrels, roll out.
When you need continuous pressure rather than one burst engage.
Brawl Ball, where his roll carries the ball through the entire defence.
Darryl by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Darryl 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 Darryl
reviewed 19 Jul 2026A double-barrel tank whose Super is a roll that bounces off walls, so he engages and disengages in the same motion.
Early game
Trade at mid range to build the Super rather than walking in; without the roll he is a slow tank with a three-tile gun.
Positioning
Stay behind a wall you can bounce off, since the roll gaining an angle off terrain is what makes him unpredictable.
Using your Super
Roll through the frontline into their backline, then unload both barrels — rolling at the tank in front of you achieves nothing.
Common mistakes
- Rolling straight at the closest enemy instead of using a wall bounce to reach the one behind
- Rolling in with no ammo, which turns a huge engage into a free kill for them
- Using the roll as an escape when it is his only way to start a fight
- Walled maps where the roll ricochets into places nobody expected him to reach
- Against marksmen, who cannot survive him arriving at point-blank range
- Brawl Ball, where a rolling carrier goes through the whole defence
By mode
A roll from halfway with the ball beats almost every defence.
The roll gets him under the hoop where shots always drop.















