Sirius
Base statistics
Sirius at power level
Attack and Super
Shadow Summon
Abilities
His shadows move faster, so they reach a fight sooner and are harder to walk away from.
Each shadow strike counts double toward collecting brawler shadows, halving how long a set takes to build.
Fires a shot that slows the enemy it hits and summons a shadow of them on impact.
Recalls every shadow back to Sirius and heals each of them as they arrive.
The shadows arrive with more health and more damage, which turns a full set of them into a real threat.
Recommended builds
reviewed 19 Jul 2026Team modes where his ten-tile Super puts something on the map his team can fight around.
Against dive comps that will find a stationary 3,400-health controller every time.
Sirius by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Sirius 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
2 modesBest and worst maps
2 mapsMatchups and teammates
Best alongside
Playing Sirius
reviewed 19 Jul 2026A controller who throws two bombs at a time and whose Super reaches ten tiles to put a summon on the map rather than damage on a target.
Early game
Throw both bombs into the choke to charge rather than fishing for a kill, since the Super is what actually contests ground for him.
Positioning
Behind his frontline at 7.33 tiles, because 3,400 health and a 1.6-second reload leave him with no answer to anything that arrives.
Using your Super
Ten tiles of reach means he can place the summon on the objective from safety, which is almost always better than placing it next to himself.
Common mistakes
- Casting the Super at a target instead of at the ground worth contesting
- Throwing both bombs at a single moving enemy where neither connects
- Playing forward as a fragile controller because the Super reaches so far
- Team modes with a fixed point his summon can hold
- Long lanes where the ten-tile Super lands somewhere he cannot walk to
- Against teams with no fast way to clear a placed threat





