Willow
Base statistics
Willow at power level
Attack and Super
Hex
Abilities
Poisoned enemies reload noticeably more slowly for three seconds, so they run dry sooner in a trade.
A mind-controlled enemy moves faster, which lets her walk them further into her team before releasing them.
Her next attack deals its whole poison total instantly instead of over time, plus a little extra on top.
Willow submerges for two seconds: untargetable, but unable to move or attack for the duration.
She is immune to damage for as long as she is controlling an enemy brawler.
Recommended builds
reviewed 19 Jul 2026Against a team with one brawler whose Super decides fights, which she can borrow at the right moment.
Maps where she never gets a safe cast and has to hold ground with the damage-over-time instead.
Willow by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Willow was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Playing Willow
reviewed 19 Jul 2026A controller whose attack curses rather than hits, and whose Super takes an enemy brawler over for a few seconds.
Early game
Curse whatever is contesting the objective to build the Super; her damage arrives late by design, so early chip is about charge rather than kills.
Positioning
Behind cover at the back of her lane, since a two-second reload and 3,300 health mean a missed curse leaves her with nothing to answer a push with.
Using your Super
Take over the brawler whose kit hurts her team most and walk them into her own side, since what they do while controlled matters more than the damage they take.
Common mistakes
- Controlling a tank whose Super does nothing useful in her hands
- Standing in the open while controlling someone, when her own body cannot defend itself
- Expecting the curse to trade instantly when its damage arrives over time
- Against a team with one brawler whose Super swings fights, which she can borrow
- Maps with water she can dive into to move without being shot
- Modes where a few seconds of a stolen brawler is enough to take the objective
By mode
Taking over the carrier lets her walk the ball straight back out of her own half.
A controlled enemy standing off the mine ends the contest without a fight.










