EpicControllerNormalNot ranked yet

Meeple

Win rate49.3%adjusted
Pick rate0.80%of all slots
Matches801
Best modeBrawl Ball53.6%

Base statistics

Meeple at power level

Health4,950
Attack damage1,890
Attack range7.67 tilesLong
Reload1.7sNormal
Movement720Normal
Super range5 tilesShort

Attack and Super

Attack

Boomhaven

Damage1,260
Range7.67 tiles
Super charge22.05%per hit
Reload1.7s
7.67 tiles of reach
Super

Critical Success

Range5 tiles
5 tiles of reach

Abilities

Star Power
Do Not Pass Go

Shots fired through walls deal extra damage, which rewards the attack for the trick that defines it.

Star Power
Rule Bending

Allies standing inside their Super reload faster, so the zone supports the team as well as Meeple.

Gadget
Mansions of Meeple
22s cooldown

Their next attack becomes a thrown one that damages on landing and raises dice towers around the impact.

Gadget
Ragequit
20s cooldown

Stuns and knocks back nearby enemies, with both effects growing stronger the lower Meeple's own health is.

Hypercharge
The Last Rulebender
+40% stats while active

The zone grows, and Meeple and their allies can walk through walls and over water while inside it.

Recommended builds

reviewed 19 Jul 2026
Objective controlRecommended build

Modes with a fixed point, where his five-tile Super has something to be aimed at.

Star PowerDo Not Pass Gohis Super only reaches five tiles, so anything that stops a target leaving that radius is what makes it land at all
GadgetMansions of Meeplea 22-second cooldown makes it a once-a-push tool, best spent reshaping the objective fight
GearDamagehis shot is a single 1,260 hit rather than a spread
GearSuper Chargethe Super is his only way of affecting a group
HyperchargeThe Last Rulebenderextends a short-range Super into something the enemy cannot simply back away from
Lane holderRecommended build

Open maps where he pokes at 7.67 tiles and rarely gets the Super onto anybody.

Star PowerRule Bendinga 1.7-second reload leaves long gaps, and value that arrives between shots is value he collects all match
GadgetRagequitthe reset a 3,300-health controller with no dash needs when the fight comes to him
GearHealthhe is holding a lane he cannot retreat down quickly
GearShieldhis reload gap is exactly when a diver commits

Meeple by trophy range

Trophy range
49.3%801 matches · 422 players

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 modes
Brawl Ball53.6%266 matches
Knockout52.8%133 matches
Hot Zone47.0%147 matches
Gem Grab46.8%105 matches
Bounty46.7%125 matches

Matchups and teammates

Playing Meeple

reviewed 19 Jul 2026

A 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

By mode

Hot Zone

A circle is exactly the size his short Super was built for.

Gem Grab

The mine gives him a fixed five-tile target he can set up around.

Meeple skins

3All skins

Balance history

Gadget - Rage Quit: Radius20001600
Gadget - Rage Quit: Cooldown18s20s
Health650600
Damage6%5%
Health550650
Attack reload speed19001700
Damage5%6%
Max health30003200
Base attack damage12001260
Level up Damage2%4%
Level up HP450550
‣ Main attack damage13001200