EpicArtilleryNormalNot ranked yet

Grom

Win rate44.9%adjusted
Pick rate0.36%of all slots
Matches361
Small sample

Base statistics

Grom at power level

Health4,500
Attack damage1,560
Attack range7.67 tilesLong
Reload2sSlow
Movement720Normal
Super damage2,400
Super range8.33 tilesLong
Projectiles4

Attack and Super

Attack

Bud Go Boom!

Damage1,040
Range7.67 tiles
Projectiles4
Super charge21.3%per hit
Reload2s
7.67 tiles of reach
Super

Grom Bomb

Damage1,600
Range8.33 tiles
Projectiles4
Super charge22%per hit
8.33 tiles of reach

Abilities

Star Power
Foot Patrol

While his Super is fully charged he moves faster, so holding the bomb is itself a positional advantage.

Star Power
X-Factor

The four projectiles his attack splits into deal more damage the further they travel from the impact point.

Gadget
Watchtower
20s cooldown

Ejects a tower that shows his whole team into bushes over a wide area. It loses health over time.

Gadget
Radiocheck
15s cooldown

Loads three walkie-talkies into his next attack, fired in quick succession rather than one throw at a time.

Hypercharge
Grom Bomb Goes Boom!
+40% stats while active

The Super bounces and detonates a second time, throwing four large projectiles outward in a cross.

Recommended builds

reviewed 19 Jul 2026
Cross controlRecommended build

Maps where he can hold a choke from behind cover and detonate at a fixed distance.

Star PowerX-Factorhis blast lands as a cross at a set distance, so a wider explosion turns a near miss into a hit
GadgetWatchtowerhe throws past his own line of sight, and vision is what makes the fixed distance usable
GearDamagethe cross overlaps in the centre, so it lands twice on a close target
GearSuper Chargethe big bomb is his only answer to a grouped push
HyperchargeGrom Bomb Goes Boom!covers the whole choke rather than the middle of it
Close quartersRecommended build

Cluttered maps where brawlers get inside the distance his blast detonates at.

Star PowerFoot Patrolhis attack explodes at a fixed range, which leaves a dead zone right in front of him
GadgetRadiocheckgives him something to do in the seconds after a 2-second reload has been wasted
GearHealthhe is a 3,000-health thrower with no escape tool
GearShieldsurvives the first hit from whatever got inside the arc

Grom by trophy range

Trophy range
44.9%361 matches · 249 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Grom was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.

Playing Grom

reviewed 19 Jul 2026

An artillery brawler whose shot flies to a fixed distance and detonates in a cross, hitting through cover but never in front of him.

Early game

Pace out the distance his cross detonates at and hold a spot where the choke sits on that line; his damage is a geometry problem before it is an aim problem.

Positioning

Behind the frontline and behind a wall, since the blast forms at a set distance and anything standing closer than that is safe from him entirely.

Using your Super

The big bomb covers far more ground than the standard cross, so spend it on a push crossing a choke rather than on a lone brawler who can simply walk out of it.

Common mistakes

  • Fighting anything that has closed inside the arming distance, where he has no attack at all
  • Throwing at a fleeing target when the cross would have covered the ground behind them
  • Standing on the frontline as a 3,000-health brawler with no escape tool
  • Chokes at exactly the distance his blast arms at
  • Behind a wall the enemy cannot shoot back through
  • Against slow pushes, where the cross covers the whole width of the crossing

By mode

Hot Zone

A cross over the circle covers more of it than most brawlers can hold.

Knockout

His blast punishes a team funnelled by the closing ring into one crossing.

Grom skins

6All skins

Balance history

Star Power - X-Factor extra damage30%35%
Main Attack damage11401040
Super charge rate6575
basic attack damage10601140