Mico
Base statistics
Mico at power level
Attack and Super
Out of Frame
Abilities
Every few seconds his next landed hit strips ammo from the enemy it connects with.
He deals double damage to turrets, bears and every other non-brawler target on the field.
Screams at the nearest enemy for light damage and a slow, which stops a target escaping his next jump.
His next jump reaches noticeably further, letting him clear a wall or close a gap he otherwise could not.
His next jump stuns the enemies he lands on, holding them in place for the follow-up.
Recommended builds
reviewed 19 Jul 2026Cluttered maps where he can jump over walls onto a backline that cannot see him coming.
Against teams that turn on him the instant he lands, where getting out matters more than the burst.
Mico by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Mico 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
1 modesPlaying Mico
reviewed 19 Jul 2026An assassin who attacks by leaping onto a target and whose Super is a chain of jumps that crosses walls and whole lanes.
Early game
Stay out of sight and charge on the frontline; his 2.4-second reload means a Mico caught in an open trade simply loses it.
Positioning
Behind terrain within a jump of their backline, never in the open, because his health pool is 3,500 and his attack requires him to land on someone.
Using your Super
The chain of jumps is a route through their team, so plan the exit before the entry and land on their marksman rather than in the middle of all three.
Common mistakes
- Jumping in without a plan for where the last leap of the chain leaves him
- Landing on a tank, where his slow reload gives them time to kill him twice over
- Attacking from the ground, since almost all of his damage requires the leap
- Cluttered maps where the jumps go over cover the enemy is relying on
- Against isolated backliners who cannot survive two landings
- Showdown, where he can pick off a brawler already weakened by someone else
By mode
A chain of leaps can cross a whole quarter of the map for a free finish.
A leap onto the carrier knocks them off the ball without a trade.













