Gus
Base statistics
Gus at power level
Attack and Super
Spooky Boy
Abilities
Each spirit collected restores twice as much health, doubling the value of the pickups he leaves behind.
The teammate he shields also deals more damage for five seconds, so the Super buffs as well as protects.
Detonates every spirit still floating on the map, damaging enemies standing near each one.
Trades a slice of his current health for a full spirit bar, so he can shield an ally immediately.
Used on himself the Super fires spirits in every direction; used on an ally, the spirits curve around instead.
Recommended builds
reviewed 19 Jul 2026Team modes where he stands behind a frontliner and keeps them shielded through every push.
Showdown and any lineup where the shield is going on himself rather than a teammate.
Gus by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Gus 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 modesPlaying Gus
reviewed 19 Jul 2026A support who fires a slow balloon at nine tiles and hands out shields built from spirits he accumulates over time.
Early game
Chip safely and let the spirits build; a Gus with nothing to give away is a 3,300-health brawler with one slow projectile.
Positioning
Just behind the teammate he intends to shield, close enough for the shield to reach and far enough that his own balloon still has room to travel.
Using your Super
The shield goes on the brawler about to take damage, not the one already low, since it absorbs what comes next rather than repairing what has happened.
Common mistakes
- Hoarding spirits for a perfect moment while his frontline dies without one
- Shielding himself when a tank walking into the objective would have converted it into ground
- Aiming the slow balloon directly at a moving target rather than ahead of it
- Behind a tank who will convert every shield into ground taken
- Modes with a fixed objective, so the shielded ally never has to walk far
- Long fights where his spirits keep arriving rather than being spent at once
By mode
A shield on the carrier is worth more than any damage he could deal instead.
A shielded teammate holds the circle through the burst that would have moved them.













