Frank
Base statistics
Frank at power level
Attack and Super
Stunning Blow
Abilities
Defeating a brawler raises his damage for twelve seconds, which compounds if he can keep winning fights.
A flat increase to his maximum health for the whole match, and to everything that scales off it.
Fires a piercing soundwave and leaves Frank immune to crowd control for several seconds, so a stun cannot cancel his swing.
Spends ammo on a piercing shot that drags every enemy it hits toward him, setting up the hammer that follows.
His stun lands in a circle all around him rather than in an arc in front, so nobody nearby escapes it.
Recommended builds
reviewed 19 Jul 2026The default: the biggest body in the game holding a choke.
When you need him to convert a stun into a kill rather than just hold ground.
5v5 Knockout, where his stun on a grouped team is worth several kills.
Frank by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Frank 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
Best alongside
Playing Frank
reviewed 19 Jul 2026The biggest health pool in the game attached to a slow hammer swing that stuns everything it hits.
Early game
Walk at the enemy and soak; he has nothing to do early except charge the Super with a body they cannot ignore.
Positioning
Stand at the front but around a corner, because his swing has a long wind-up and telegraphs it — he wants to appear at two tiles, not walk in from eight.
Using your Super
Land it on two or three enemies, not one; a stun on a single tank is a waste of the strongest crowd control in the game.
Common mistakes
- Swinging from max range where the wind-up gives them a full second to walk out of the arc
- Getting stunned or slowed himself, which cancels his swing entirely
- Walking at a marksman in the open, where his slow speed makes him free damage
- Chokes, where his arc catches an entire team and the stun stops all of them
- Against grouped enemies, since one landed Super is three stunned brawlers
- Modes where his team can convert a stun before it wears off
By mode
A stun on a grouped five-man team ends the round on the spot.
His health is what lets a team stand in turret range long enough to break it.
LegendaryBlue KingFrank
Super RareCavemanFrank
EpicBrawl PassCharcoalFrank
Super RareDJFrank
Mythic199 gemsFaerieFrank
EpicHoliday PartyFrank
EpicBrawl PassMummifiedFrank
EpicBrawl PassPapyrusFrank
RareParasolFrank
Super RarePrehistoricFrank
LegendaryRed KingFrank
Epic149 gemsSpirit KnightFrank
Mythic199 gemsVanaraFrank





