Otis
Base statistics
Otis at power level
Attack and Super
Silent Seabed
Abilities
The silence his Super applies lasts a third longer, keeping the target from attacking for a full four seconds.
He fires four ink drops per attack instead of three, which raises both his damage and his Super charge.
If the next starfish misses it stays on the ground, hidden, until an enemy walks close enough to trigger it.
His next shot becomes one large ink ball that leaves a puddle, damaging enemies who stand in it.
The next Super briefly stuns on impact as well as silencing, so the target cannot walk out either.
Recommended builds
reviewed 19 Jul 2026Against a marksman or a support whose Super decides the fight if it ever comes out.
Maps where he never gets a clean silence and has to win the nine-tile trade instead.
Brawl Ball, where a silenced carrier cannot shoot the ball at all.
Otis by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Otis 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
3 modesBest and worst maps
2 mapsMatchups and teammates
Otis beats
Playing Otis
reviewed 19 Jul 2026A controller who fires three paint blobs at nine tiles and whose Super silences enemies so they cannot attack at all.
Early game
Poke the lane to build the Super rather than looking for kills; the silence is worth far more than the chip he gives up to charge it.
Positioning
At the back of his lane with a wall to step behind, since 3,600 health and no mobility means his blobs are the only thing keeping anyone away.
Using your Super
Silence the brawler whose Super is about to come out, not the one who is lowest, because it takes away an ability rather than dealing damage.
Common mistakes
- Silencing a tank whose damage barely matters instead of their marksman
- Firing all three blobs at maximum range where they spread past a single target
- Holding the Super for a kill when it should be cancelling a push
- Against a marksman or support whose Super decides the fight
- Brawl Ball, where a silenced carrier cannot shoot the ball
- Chokes, where three blobs cover the width of the crossing
By mode
A silence on the carrier in front of the net is a cleared attack every time.
Silencing the carrier stops them escaping with a lead they had already won.











