Gale
Base statistics
Gale at power level
Attack and Super
Gale Force!
Abilities
Enemies his gust shoves into a wall are stunned for over a second, which turns a corridor into a trap.
Every hit from his snow briefly slows the target, so chip damage doubles as crowd control.
Drops a launch pad underfoot that flings anyone who touches it, friend or enemy, in the direction he was facing.
Creates a small tornado that pushes enemies out of it and knocks back anyone trying to walk through.
The gust becomes wider and comes out in two waves, covering much more of a lane per Super.
Recommended builds
reviewed 19 Jul 2026The default: push people off objectives and out of position.
Against dive comps, where slowing the approach matters more than reversing it.
Brawl Ball, where one gust launches a carrier back across the pitch.
Gale by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Gale 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 Gale
reviewed 19 Jul 2026A controller whose Super is a gust of wind that pushes everything in a cone away from him, plus a snowball attack that covers width.
Early game
Fire the snowball spread at chokes to charge the Super; the gust should be available before the first real contest for the objective.
Positioning
Play just behind your frontline so the gust catches anything that dives past them, and so he is never the first target.
Using your Super
Use it defensively — pushing a diving assassin off your marksman is worth more than pushing a tank you were going to beat anyway.
Common mistakes
- Pushing enemies back toward their own team and out of danger
- Saving the gust for a perfect multi-hit while the backline gets dived
- Playing him at long range where his spread does trivial damage
- Brawl Ball, where a gust launches a carrier back across the halfway line
- Against dive comps, since the gust reverses an engage before it lands
- Objectives with an edge to push people off, like a hot zone or a goal mouth
By mode
A gust on the goal mouth clears an entire attacking team.
Pushing contesters out of the circle stops their charge without a kill.














