Fang
Base statistics
Fang at power level
Attack and Super
Sneak Ahead
Abilities
A Super that defeats an enemy recharges instantly, which is what lets him chain kicks through a team.
Every few seconds he banks a charge that heavily reduces the next hit he takes, blunting burst damage.
Scatters popcorn bags in a ring around him, each bursting into kernels that damage anyone standing nearby.
Spins and stuns every enemy within a couple of tiles, though not anyone behind a wall.
His kick travels through walls and drops popcorn behind it, each piece hitting harder than his gadget's.
Recommended builds
reviewed 19 Jul 2026Modes with squishy targets he can reach and finish, so the Super keeps coming back.
Against comps that shut down the dive and force him to fight from outside kicking range.
Brawl Ball, where his Super crosses the pitch and knocks the carrier off the ball.
Fang by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Fang 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 Fang
reviewed 19 Jul 2026An assassin with a kick that only reaches 2.67 tiles and a Super that flies across the map and refunds itself on a kill.
Early game
Charge on tanks and on chip rather than diving early; a Fang with no Super is a 2.67-tile melee brawler walking at people who out-range him by six tiles.
Positioning
Behind cover just outside the enemy frontline, waiting for their marksman to step out rather than for their tank to walk in.
Using your Super
The kick refunds when it kills, so aim it at the lowest-health brawler in the group and expect to chain into the next one rather than spending it on a full-health tank.
Common mistakes
- Opening the Super on their tank, which uses the charge and refunds nothing
- Diving without a Super at all, since his walking range is under three tiles
- Chaining a third kick into their spawn and dying to the respawns
- Against squishy backlines that his Super can actually finish, so it comes straight back
- Brawl Ball, where the kick knocks the carrier clean off the ball
- Cluttered maps where he can approach without eating a marksman lane
By mode
A kick on the carrier is a cleared attack even when it does not kill.
A single chain in the opening seconds usually ends the round on its own.

















