Sam
Base statistics
Sam at power level
Attack and Super
Knuckle Busters
Abilities
Picking his knuckle busters back up heals a share of whatever health he is currently missing.
Knuckle busters left on the ground charge his Super whenever enemies stand close to them.
While his knuckle busters are lying on the ground, this drags nearby enemies into them.
The next set of knuckle busters knocks enemies back when they land, clearing space rather than closing it.
The knuckle busters fly faster and instantly refill his Super when they damage anyone on the way.
Recommended builds
reviewed 19 Jul 2026Modes where he can throw the gauntlets into a fight and pull himself in after them.
Long fights where he has to keep picking the gauntlets up rather than winning in one engage.
Sam by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Sam 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 modesPlaying Sam
reviewed 19 Jul 2026A 5,700-health bruiser who throws his gauntlets, walks after them, and hits far harder once he has picked them back up.
Early game
Throw the gauntlets at whatever is furthest forward and walk in behind them; without them in hand he punches for a fraction of what he should.
Positioning
Close to the frontline, because both halves of his kit happen inside three tiles and the throw is his only way of covering ground.
Using your Super
The gauntlets are a hook and a weapon at once: throw them past the target so the return trip drags him into a fight rather than out of one.
Common mistakes
- Throwing the gauntlets at range and fighting unarmed while they lie on the floor
- Pulling himself into all three enemies rather than into the one who is isolated
- Punching a tank at three tiles when the gauntlets were meant for their marksman
- Cluttered maps where the walk to the gauntlets is short and covered
- Against squishy backlines, since the gauntlets pull him straight into them
- Long fights where he can throw, collect and throw again
By mode
The pull removes a defender from the goal line and puts him in scoring position.
A throw into their opener wins the round before either team has repositioned.












