Squeak
Base statistics
Squeak at power level
Attack and Super
Big Blob
Abilities
Each additional enemy inside a blomb's explosion raises the damage every one of them takes.
The smaller blombs his Super scatters also slow the enemies they hit for several seconds.
His next blomb travels roughly twice as far and hits harder, letting him threaten from outside his usual range.
His next blomb leaves an area behind that slows enemies and shows his team into bushes for several seconds.
His Super releases a second volley of blombs, so a single throw covers the area twice.
Recommended builds
reviewed 19 Jul 2026Maps with a single crossing his blob can be stuck to the wall beside.
Against grouped teams, where the Super splitting into six is worth more than any single hit.
Heist, where the blob sticks to a target that cannot move away from the timer.
Squeak by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Squeak 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 Squeak
reviewed 19 Jul 2026A controller who throws a blob that sticks to whatever it touches and detonates a moment later, splitting into six on his Super.
Early game
Stick blobs to the walls beside the crossing rather than at people; the detonation delay means he is aiming at where a fight will be, not where it is.
Positioning
Behind cover at the back of his lane, because a 2.1-second reload after a missed blob leaves him with nothing to do about anyone closing.
Using your Super
The Super splits, so throw it into a group or a choke rather than at a lone runner where five of the six blobs are wasted.
Common mistakes
- Aiming at a moving target instead of the ground in front of them
- Emptying both blobs at range and having no answer when a tank walks in
- Sticking the Super to the nearest enemy when the split would have covered the whole crossing
- Single chokes where the blob sticks to the wall the enemy has to walk past
- Heist, since a safe cannot move away from a timer
- Against grouped teams, where all six Super blobs land on the same cluster













