Hank
Base statistics
Hank at power level
Attack and Super
Fish Torpedo
Abilities
Once his balloon is charged past four fifths he moves faster, so the big shot no longer roots him in place.
He takes reduced damage while standing next to a wall, which rewards charging from behind cover.
His next balloon slows every enemy it catches for three seconds, which is how he keeps them in the blast.
Reduces the damage he takes for three seconds, covering the wind-up during which he can barely move.
His torpedoes seek enemies out, so the Super lands without needing to predict where they will move.
Recommended builds
reviewed 19 Jul 2026Maps with cover he can charge a full balloon behind before stepping out.
Close maps where he is interrupted constantly and never completes a full charge.
Heist, where six homing torpedoes cross twenty tiles into a target that cannot dodge.
Hank by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Hank 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 Hank
reviewed 19 Jul 2026A tank who inflates a balloon that grows in damage and radius the longer he holds it, and pops if he holds it too long.
Early game
Charge from behind a wall and step out only to release; a Hank who inflates in the open is a stationary 5,200-health target that everyone can see.
Positioning
One wall away from the fight, because his blast only reaches 1.67 tiles and every second of charging is a second he cannot move or defend himself.
Using your Super
The torpedoes track, so fire them at a target behind cover or at the objective rather than at whoever is standing directly in front of him.
Common mistakes
- Over-inflating until the balloon bursts on him instead of releasing at full size
- Charging in the open where the tell gives every enemy time to walk away
- Releasing a fully charged balloon at a target already leaving the radius
- Behind cover he can charge a full balloon behind before stepping out
- Heist, since six homing torpedoes reach the safe from twenty tiles away
- Against slow tanks who cannot leave the blast radius in time
By mode
A full balloon clears an entire goal-mouth scramble in one release.
Torpedoes reach the safe from his own half without him crossing the map.










