Ollie
Base statistics
Ollie at power level
Attack and Super
Hypnotize
Abilities
He moves faster while riding close to a wall, which is what makes his approach along cover so quick.
After dashing with his Super he gains a large shield that decays over the following few seconds.
Ollie jumps forward and hypnotises every enemy standing where he lands for about a second.
His next attack also hypnotises the enemies it hits, taking control away from them briefly.
He moves faster and his soundwave is larger, damaging and hypnotising nearby enemies without spending ammo.
Recommended builds
reviewed 19 Jul 2026Team modes where dragging their formation towards him starts the fight on his terms.
Modes where he is simply the biggest body at the choke and has to stay there.
Ollie by trophy range
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 2026A 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
The pull removes the entire defence from the goal line at once.
Dragging contesters out of the circle wins it without needing a kill.







