MythicSupportNormalNot ranked yet

Gray

Win rate59.7%adjusted
Pick rate0.85%of all slots
Matches844
Best modeKnockout 5v567.6%

Base statistics

Gray at power level

Health5,100
Attack damage1,920
Attack range9 tilesLong
Reload1.4sNormal
Movement720Normal
Super range6.67 tilesNormal

Attack and Super

Attack

Finger Pistol

Damage1,280
Range9 tiles
Super charge32%per hit
Reload1.4s
9 tiles of reach
Super

Dimensional Doors

Range6.67 tiles
6.67 tiles of reach

Abilities

Star Power
Fake Injury

At full health the next hit he takes is halved, which softens the opening shot of any engagement.

Star Power
New Perspective

Every use of his doors, by Gray or an ally, restores a fifth of that brawler's maximum health.

Gadget
Walking Cane
23s cooldown

His next shot passes through walls and pulls the enemy it hits a short way back toward him.

Gadget
Grand Piano
14s cooldown

His next shot marks the ground where it lands, and a piano drops there to damage anyone underneath.

Hypercharge
Another Dimension
+40% stats while active

Anyone who steps through his doors comes out with a shield, so the teleport is also a defensive tool.

Recommended builds

reviewed 19 Jul 2026
Portal supportRecommended build

Team modes where two portals let his team appear somewhere the enemy is not defending.

Star PowerNew Perspectivethe portals are why he is drafted, and anything attached to using them applies to all three of his team
GadgetGrand Pianoa burst of damage on the tile his team has just teleported into
GearSuper Chargea portal per push rather than one per match
GearDamagehis single 1,280 shot is his whole personal threat
HyperchargeAnother Dimensiona portal the enemy cannot simply stand on top of
Lane duellistRecommended build

Maps where the portals achieve nothing and he has to win a nine-tile exchange instead.

Star PowerFake Injuryhis 1,280 single shot wins trades he survives, and this is what he survives them with
GadgetWalking Caneholds a diver at the range where his slow single shot cannot miss
GearHealtha support at 3,400 loses any fight it cannot end quickly
GearReload Speedone shot at a time means the reload is his rate of fire
Portal pushRecommended build

Heist, where a portal behind the defensive line puts his whole team on the safe at once.

Star PowerNew Perspectivethree brawlers arriving at the safe together is worth more than anything he does himself
GadgetGrand Pianoclears the defender standing directly on the safe as the team arrives
GearSuper Chargeeach portal is one full push at the safe
GearDamagehe adds his own shots once the team is through
HyperchargeAnother Dimensionthe portal survives the counter-push

Gray by trophy range

Trophy range
59.7%844 matches · 335 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Gray 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

3 modes
Knockout 5v567.6%416 matches
Knockout52.1%140 matches
Brawl Ball50.2%121 matches

Best and worst maps

1 maps

Matchups and teammates

Playing Gray

reviewed 19 Jul 2026

A support with one heavy shot at nine tiles who places a pair of portals his whole team can walk through.

Early game

Trade single shots down the lane while scouting where a portal would break the map open, since the first one usually decides the tempo of the match.

Positioning

At the back with a clear line down his lane, because a 3,400-health support who reloads one shot at a time cannot survive a close-range fight.

Using your Super

A portal is a route, not damage: place the far end behind the enemy line or on the objective, and tell the difference between an escape route and an attack route before committing.

Common mistakes

  • Opening a portal that the enemy team can walk through in the other direction
  • Placing both ends where his own team has no reason to go
  • Missing the single shot repeatedly, since his damage is entirely one projectile
  • Maps with a defended choke the portals can bypass entirely
  • Heist, where a portal behind the line puts three attackers on the safe
  • Coordinated teams who will actually use the far end of the portal

By mode

Gem Grab

The portal lets a carrier with ten gems leave the mine without crossing the lane.

Heist

A portal past the defenders converts a stalled push into a full team on the safe.

Gray skins

5All skins

Balance history

‣ Gadget cooldown increase: Walking Cane20sec23sec