Larry & Lawrie
Base statistics
Larry & Lawrie at power level
Attack and Super
Call For Backup
Abilities
While Lawrie is close by, a share of the damage aimed at Larry is redirected onto Lawrie instead.
While Lawrie is close by, every hit he lands reloads part of Larry's ammo.
Larry and Lawrie trade weapons with each other, and Lawrie refills his ammo as part of the swap.
The pair dash toward each other and switch positions, healing both for a quarter of their maximum health.
A second, stronger Lawrie is deployed alongside the first, with more health and more damage than usual.
Recommended builds
reviewed 19 Jul 2026Modes with a fixed point Lawrie can be stationed on while Larry throws from behind.
Against dive comps that will find Larry the moment Lawrie walks away from him.
Larry & Lawrie by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Larry & Lawrie 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 Larry & Lawrie
reviewed 19 Jul 2026An artillery brawler who lobs explosives from behind cover and calls in a durable second unit that fights independently.
Early game
Throw at the choke to charge the Super, then place Lawrie on the objective rather than beside himself; the pair only works when they cover two things.
Positioning
Behind cover at his 7.33-tile throw range with Lawrie between him and the enemy, because the thrower has 3,000 health and a 2.2-second reload.
Using your Super
Lawrie is stationed, not thrown: put him where the enemy has to pass and where his own team can support him, not on top of a brawler he will chase into their half.
Common mistakes
- Standing next to Lawrie, which lets one area attack punish both of them
- Calling Lawrie in during a lost fight rather than before the push starts
- Throwing at a moving target when the explosion covers a choke they must cross
- Modes with a fixed point Lawrie can be stationed on and defended from
- Against pushes that have to walk past two separate damage sources
- Maps with a wall that lets the thrower work while the summon holds the front











