Gray
Base statistics
Gray at power level
Attack and Super
Dimensional Doors
Abilities
At full health the next hit he takes is halved, which softens the opening shot of any engagement.
Every use of his doors, by Gray or an ally, restores a fifth of that brawler's maximum health.
His next shot passes through walls and pulls the enemy it hits a short way back toward him.
His next shot marks the ground where it lands, and a piano drops there to damage anyone underneath.
Anyone who steps through his doors comes out with a shield, so the teleport is also a defensive tool.
Recommended builds
reviewed 19 Jul 2026Team modes where two portals let his team appear somewhere the enemy is not defending.
Maps where the portals achieve nothing and he has to win a nine-tile exchange instead.
Heist, where a portal behind the defensive line puts his whole team on the safe at once.
Gray by trophy range
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 modesBest and worst maps
1 mapsMatchups and teammates
Playing Gray
reviewed 19 Jul 2026A 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











