Poco
Base statistics
Poco at power level
Attack and Super
Encore
Abilities
His attack heals teammates it passes through, so the same chord that damages a line of enemies tops up his own team.
His Super damages enemies in range as well as healing allies, turning the heal into a contest for the ground it covers.
Heals Poco and every ally standing near him, once a second for five seconds.
Strips poisons, burns, stuns, slows and freezes off every ally in a wide radius, and leaves them immune for four seconds.
The Super overheals teammates past full, leaving a shield that decays over the following seconds.
Recommended builds
reviewed 19 Jul 2026The default any time you have a tank or a carrier to keep alive.
Against assassins, where his Super needs to hurt rather than heal.
Brawl Ball, where a healed carrier simply walks through the defence.
Poco by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Poco 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 modesBest and worst maps
1 mapsMatchups and teammates
Best alongside
Playing Poco
reviewed 19 Jul 2026A support whose attack is a wide cone that passes through walls and whose Super heals every teammate in a large area.
Early game
His attack goes through walls, so shoot at the enemy from behind cover to charge the Super without taking any risk.
Positioning
Stay just behind your tank, close enough that the Super reaches them and far enough that a dive has to go through the tank first.
Using your Super
Heal before your tank is critical, not after — the Super has a cast time and a dead teammate cannot be healed.
Common mistakes
- Holding the Super for a perfect triple heal while the frontline dies
- Playing him at the very back where his heal never reaches the person taking damage
- Forgetting the attack pierces walls and walking into the open to get an angle
- Alongside a tank or a ball carrier who converts healing directly into pressure
- Against poke comps, since he undoes chip damage faster than they apply it
- Chokes, where his cone hits all three enemies at once
By mode
A healed carrier walks through a defence that would otherwise stop them.
Continuous team healing under turret fire is what makes a push land.















