MythicTankFastNot ranked yet

Ollie

Win rate46.9%adjusted
Pick rate0.13%of all slots
Matches128
Small sample

Base statistics

Ollie at power level

Health8,100
Attack damage1,350
Attack range6.33 tilesNormal
Reload1.8sSlow
Movement770Fast
Super damage1,200
Super range5.67 tilesNormal

Attack and Super

Attack

Bring the Ruckus

Damage900
Range6.33 tiles
Super charge16.875%per hit
Reload1.8s
6.33 tiles of reach
Super

Hypnotize

Damage800
Range5.67 tiles
Super charge20%per hit
5.67 tiles of reach

Abilities

Star Power
Kick, Push

He moves faster while riding close to a wall, which is what makes his approach along cover so quick.

Star Power
Renegade

After dashing with his Super he gains a large shield that decays over the following few seconds.

Gadget
Regulate
20s cooldown

Ollie jumps forward and hypnotises every enemy standing where he lands for about a second.

Gadget
All Eyez On Me
15s cooldown

His next attack also hypnotises the enemies it hits, taking control away from them briefly.

Hypercharge
Ain't No Half-Supering
+25% stats while active

He moves faster and his soundwave is larger, damaging and hypnotising nearby enemies without spending ammo.

Recommended builds

reviewed 19 Jul 2026
Hypnosis engageRecommended build

Team modes where dragging their formation towards him starts the fight on his terms.

Star PowerKick, Pushhis Super brings their team to him, and anything that gets a 5,400-health body moving turns that into a fight he chose
GadgetAll Eyez On Meholds their attention for the seconds it takes him to close 6.33 tiles
GearHealthhe is the body absorbing the whole engage
GearSuper Chargethe pull is the only thing he does that a team must answer
HyperchargeAin't No Half-Superingconverts one pull into a fight the enemy cannot leave
Front holderRecommended build

Modes where he is simply the biggest body at the choke and has to stay there.

Star PowerRenegadehe stands in the middle of three brawlers on purpose, so what he gains for taking that damage decides whether he lives
GadgetRegulatea 20-second cooldown reserves it for the push that actually decides the objective
GearShieldhe takes the opening volley of every fight
GearSpeedat 770 he still has to arrive before the fight ends

Ollie by trophy range

Trophy range
46.9%128 matches · 87 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Ollie 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 Ollie

reviewed 19 Jul 2026

A 5,400-health tank with an unusually long reach for his class, whose Super drags the enemy team towards him.

Early game

Poke at his 6.33-tile range instead of walking in, since he charges from ordinary contact and does not need to commit early to get there.

Positioning

At the front of the choke but not through it, because the Super is what brings the fight to him and walking in first wastes the advantage.

Using your Super

The pull is an opener his team has to be ready for, so cast it when they are in position rather than when he happens to have it available.

Common mistakes

  • Pulling the enemy team onto himself while his own team is somewhere else
  • Walking into their formation before casting, which turns the pull into a rescue
  • Chasing after the pull instead of holding the ground it just won
  • Team modes where pulling their formation apart starts the fight his team wanted
  • Chokes, since the pull collects everyone trying to cross at once
  • Against backlines who rely on distance they cannot keep once he casts

By mode

Brawl Ball

The pull removes the entire defence from the goal line at once.

Hot Zone

Dragging contesters out of the circle wins it without needing a kill.

Ollie skins

3All skins

Balance history

‣ Health56005300