El Primo
Base statistics
El Primo at power level
Attack and Super
Flying Elbow Drop
Abilities
Anyone hit by his elbow drop burns for several seconds afterwards, so the Super finishes targets that walk away from it.
He moves noticeably faster for four seconds after landing his Super, which turns the leap into the start of a chase.
Grabs the nearest enemy in reach and throws them over his shoulder, which both stuns them and drags them behind him.
Calls a meteor down on the nearest enemy. It destroys walls and knocks back anything caught underneath it.
The Super pulls the enemies it hits toward the landing point, gathering a scattered group into punching range.
Recommended builds
reviewed 19 Jul 2026The default: jump onto a backline brawler and stay on them.
When he is the only tank and has to hold a choke rather than dive through it.
Brawl Ball, where his jump carries the ball over the whole defence.
El Primo by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count El Primo 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
1 mapsPlaying El Primo
reviewed 19 Jul 2026A six-and-a-half-thousand-health brawler who punches at two tiles and jumps onto the enemy backline with his Super.
Early game
Soak damage at the front to charge the Super; his punches barely reach anyone, so the Super is how he actually starts fights.
Positioning
Stand at the front of your team but behind a wall corner, so he is close enough to jump and not close enough to be kited to death.
Using your Super
Jump onto the squishiest brawler you can reach, not onto the closest one — landing on their tank achieves nothing and wastes his only gap-closer.
Common mistakes
- Jumping into the middle of all three enemies with no follow-up from his team
- Chasing a fast brawler on foot, since his two-tile range makes that unwinnable
- Using the Super to escape, which leaves him a slow melee body with no engage
- Against marksmen with no escape, who cannot survive him landing on them
- Brawl Ball, where the jump carries the ball over the entire defence
- Chokes, where his health lets him simply refuse to be moved
By mode
Jumping with the ball from halfway is a goal more often than it should be.
His health means he can absorb the opening exchange for the whole team.
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