Early game
Throw stones off walls to chip safely and build the drill; at 7.67 tiles he is unremarkable, and the drill is what makes him a threat.
His stones bounce one extra time without changing his range, so each shot covers more ground.
The driller travels a quarter faster, which makes both the approach and the escape in that form quicker.
Raises his Super charge rate for five seconds. It can only be used while he is out of the driller.
Charges the driller forward a short distance, breaking walls and knocking back brawlers along the way.
His burrow reaches further and moves faster, and the driller form gains range and lasts longer too.
Modes where the drill is both how he arrives and how he leaves.
Walled maps where his stones rebound into targets that think cover protects them.
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Moe was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
A damage dealer who throws bouncing stones and rides a drill that lets him leave a fight as quickly as he entered it.
Throw stones off walls to chip safely and build the drill; at 7.67 tiles he is unremarkable, and the drill is what makes him a threat.
Behind a wall he can bounce off, close enough that the rebound reaches and far enough that his 3,600 health is not the first thing shot at.
The drill is a round trip, so plan the exit before the entry; arriving in the middle of their team with no charge left is how he dies.
The drill lets him third-party a fight and leave before the next one arrives.
He can drill in, collect a spilled pile and drill straight back out.