Super RareArtilleryNormalRank 24

Tick

Win rate42.2%adjusted
Pick rate1.69%of all slots
Matches1,684
Best modeHot Zone50.7%

Base statistics

Tick at power level

Health3,600
Attack damage1,020
Attack range8.67 tilesLong
Reload2.4sVery Slow
Movement720Normal
Super damage2,400
Super range3.33 tilesVery Short
Projectiles3

Attack and Super

Attack

Minimines

Damage per mine680
Range8.67 tiles
Projectiles3
Super charge18.7%per hit
Reload2.4s
8.67 tiles of reach
Super

Headfirst

Head Health1,600
Range3.33 tiles
Super charge50%per hit
3.33 tiles of reach

Abilities

Star Power
Well Oiled

His health regeneration restarts far sooner after taking damage or attacking, so he recovers between throws.

Star Power
Automa-Tick Reload

Shaves a fraction of a second off his reload, which compounds across the many mines he throws in a match.

Gadget
Mine Mania
15s cooldown

His next attack throws six mines instead of three, doubling what a single volley puts on the ground.

Gadget
Last Hurrah
15s cooldown

Tick gains a brief shield and then detonates, damaging everything around him. His head carries on working as normal.

Hypercharge
Headstrong
+40% stats while active

The next head deploys and chases faster, then drops six heavy mines when it finally explodes.

Recommended builds

reviewed 19 Jul 2026
Wall throwerRecommended build

Any map with a solid wall beside the objective that he can lob over all match.

Star PowerAutoma-Tick Reloadhe spends most of a match not firing, so the free reload means all three mines are ready the moment the objective is contested
GadgetLast Hurrahthe shell is the only thing between 2,400 health and anything that reaches him
GearDamagea volley is three mines, so the bonus applies three times
GearThicc Heada head that survives being shot at is a head that actually arrives
HyperchargeHeadstronga faster head closes the gap before anyone can shoot it down
Open-map TickRecommended build

Maps with no wall worth hiding behind, where he will be chipped constantly.

Star PowerWell Oiledhis 2.4-second reload gives him long idle stretches, and that is exactly when the regeneration ticks
GadgetMine Maniacovers the tile he is standing on once something has already closed inside his lob arc
GearHealthhe has the smallest health pool of any thrower
GearGadget Cooldowntwo panic buttons a fight instead of one
Safe crackerRecommended build

Heist, where the target is stationary and his mines never have to predict anything.

Star PowerAutoma-Tick Reloaduninterrupted volleys into a safe that cannot walk away from the arming delay
GadgetMine Maniaa dense cluster on a target with no movement is pure damage
GearDamageevery mine that lands is multiplied
GearReload Speedcuts the dead time between volleys
HyperchargeHeadstrongthe head reaches the safe before the defenders can intercept it

Tick by trophy range

Trophy range
42.2%1,684 matches · 1,270 players

All modes · Every trophy range · 8–20 Jul

A range is the trophy count Tick 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

6 modes
Hot Zone50.7%509 matches
Knockout48.2%120 matches
Bounty47.1%127 matches
Brawl Hockey47.1%104 matches
Brawl Ball39.2%393 matches
Deathmatch 5v 531.6%115 matches

Best and worst maps

2 maps

Matchups and teammates

Playing Tick

reviewed 19 Jul 2026

An artillery brawler who lobs three timed mines over cover and can throw his own head as a homing bomb.

Early game

Start seeding the objective before anyone is standing on it, because the mines arm on a delay and damage set up early lands for free.

Positioning

Behind the thickest wall on his half of the map; 2,400 health loses to anything that arrives, and the mines never needed line of sight anyway.

Using your Super

The head chases the nearest enemy and can be shot out of the air, so send it at someone already committed to a fight rather than at a healthy brawler with full ammo.

Common mistakes

  • Throwing all three mines where an enemy is standing instead of where they have to walk
  • Detaching the head at a full-health target who simply destroys it
  • Holding a spot after a wall break has given a marksman a clean line to him
  • Behind a solid wall next to a fixed objective, where the mines land without him ever being seen
  • Heist, since a safe cannot walk out of the arming delay
  • Chokes, where all three mines cover the only crossing

By mode

Hot Zone

A mined circle cannot be stood in, which is the entire job in this mode.

Heist

Three mines a volley on a stationary safe adds up faster than almost any direct attacker.

Tick skins

11All skins

Balance history

Movement Speed1012
Damage6%8%
Base attack damage640680
Level up Reload Speed2%3%
Level up Damage3%5%
Hypercharge charge rate25%40%