Tick
Base statistics
Tick at power level
Attack and Super
Headfirst
Abilities
His health regeneration restarts far sooner after taking damage or attacking, so he recovers between throws.
Shaves a fraction of a second off his reload, which compounds across the many mines he throws in a match.
His next attack throws six mines instead of three, doubling what a single volley puts on the ground.
Tick gains a brief shield and then detonates, damaging everything around him. His head carries on working as normal.
The next head deploys and chases faster, then drops six heavy mines when it finally explodes.
Recommended builds
reviewed 19 Jul 2026Any map with a solid wall beside the objective that he can lob over all match.
Maps with no wall worth hiding behind, where he will be chipped constantly.
Heist, where the target is stationary and his mines never have to predict anything.
Tick by trophy range
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 modesBest and worst maps
2 mapsMatchups and teammates
Playing Tick
reviewed 19 Jul 2026An 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
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