Ultra LegendaryControllerNormalNot ranked yet

Sirius

Win rate50.5%adjusted
Pick rate1.00%of all slots
Matches999
Best modeHot Zone56.1%

Base statistics

Sirius at power level

Health5,100
Attack damage900
Attack range7.33 tilesNormal
Reload1.6sNormal
Movement720Normal
Super range10 tilesVery Long
Projectiles2

Attack and Super

Attack

Binary Starr

Bomb Damage600
Range7.33 tiles
Projectiles2
Super charge25.05%per hit
Reload1.6s
7.33 tiles of reach
Super

Shadow Summon

Range10 tiles
Super charge0%per hit
10 tiles of reach

Abilities

Star Power
Dusk Runners

His shadows move faster, so they reach a fight sooner and are harder to walk away from.

Star Power
The Darkest Starr

Each shadow strike counts double toward collecting brawler shadows, halving how long a set takes to build.

Gadget
A Starr is Born
20s cooldown

Fires a shot that slows the enemy it hits and summons a shadow of them on impact.

Gadget
Master of Shadows
13s cooldown

Recalls every shadow back to Sirius and heals each of them as they arrive.

Hypercharge
Unlimited Power!
+14% stats while active

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 2026
Shadow controlRecommended build

Team modes where his ten-tile Super puts something on the map his team can fight around.

Star PowerThe Darkest Starrhis Super reaches ten tiles and leaves something behind rather than dealing damage, so improving what it leaves is where the value sits
GadgetMaster of Shadowsa 13-second cooldown makes it available for every objective contest
GearSuper Chargethe summon is his contribution to a fight
GearDamagetwo bombs a volley multiplies the bonus twice
HyperchargeUnlimited Power!a summon the enemy has to spend a whole push removing
Mobile casterRecommended build

Against dive comps that will find a stationary 3,400-health controller every time.

Star PowerDusk Runnershis volley is two bombs at 7.33 tiles, so moving between throws is what keeps a fragile caster alive
GadgetA Starr is Borna 20-second cooldown reserves it for the push that actually decides the objective
GearHealthhe has no shield and nothing that pushes people away
GearShieldhis 1.6-second reload is a long gap to be caught in

Sirius by trophy range

Trophy range
50.5%999 matches · 641 players

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 modes
Hot Zone56.1%255 matches
Brawl Ball50.9%464 matches

Best and worst maps

2 maps

Matchups and teammates

Playing Sirius

reviewed 19 Jul 2026

A 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

By mode

Gem Grab

A summon on the mine forces the enemy to spend a whole push removing it.

Hot Zone

He contests a circle from ten tiles away without entering it.

Balance history

Damage scaling23
Movement Speed from 770 to 720.
Shadow clones are
Gadget “A Starr is Born” cooldown17s20s