Meeple
Base statistics
Meeple at power level
Attack and Super
Critical Success
Abilities
Shots fired through walls deal extra damage, which rewards the attack for the trick that defines it.
Allies standing inside their Super reload faster, so the zone supports the team as well as Meeple.
Their next attack becomes a thrown one that damages on landing and raises dice towers around the impact.
Stuns and knocks back nearby enemies, with both effects growing stronger the lower Meeple's own health is.
The zone grows, and Meeple and their allies can walk through walls and over water while inside it.
Recommended builds
reviewed 19 Jul 2026Modes with a fixed point, where his five-tile Super has something to be aimed at.
Open maps where he pokes at 7.67 tiles and rarely gets the Super onto anybody.
Meeple by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Meeple 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
5 modesMatchups and teammates
Meeple beats
Struggles against
Playing Meeple
reviewed 19 Jul 2026A controller with a single heavy shot at 7.67 tiles and a short-range Super that only reaches five tiles from him.
Early game
Trade single shots for position rather than kills, because his reload is long enough that a missed shot hands the lane back.
Positioning
A few tiles behind the objective, close enough that his five-tile Super still reaches it and far enough that his 3,300 health is not the nearest target.
Using your Super
The Super lands within five tiles, so it has to be set up rather than fired opportunistically: wait for the enemy to commit to the point rather than chasing them with it.
Common mistakes
- Firing the Super at the range his attack works at, where it simply does not reach
- Missing the single shot and being caught empty for the whole reload
- Holding the objective from on top of it rather than from behind it
- Modes with a fixed point, so the short Super always has something to be aimed at
- Chokes where a single 1,260 hit covers the whole crossing
- Maps with cover to reload behind during his 1.7-second gap









