

Ollie
"Ollie rides his customized hoverboard around Starr Park, grinding rails and causing trouble! A fan of old school hip hop, Ollie blasts his favorite tunes wherever he goes. His music is infectious... literally. Brawlers can't help but dance when they hear it."
Class: Tank
Rarity: Mythic
Trio: Skate Beats with Mina
Best skin: Pharaollie
Record title: "Based"
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Ollie is a tank with amazing crowd control, having the ability to hypnotize brawlers, which is a stun that moves enemies towards him. He also has solid range and mobility for a tank, allowing him to work around many matchups. However, he has low damage, making him reliant on teammates to take down high health brawlers.
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Health: 5400 to 10800
Movement speed: Fast
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Trait: Charges super from taking damage(aka tank trait)
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Main Attack: Bring The Ruckus
"Ollie's hoverboard fires soundwaves which deal damage and go through enemies."
Damage: 900 to 1800
Range: Normal
Reload Speed: Normal
Ollie's has a relatively simple main attack, firing out a slow-moving, piercing soundwave with moderate damage. It has a longer range than most tanks, making it relatively easy to hit shots and charge his super. However, it has a very slow reload and unload speed for a melee attack, making it bad at burst and sustained damage.
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Super: Hypnotize
"Ollie dashes forward with a gnarly hoverboard trick and starts charging a music blast, dealing 1600 damage and hypnotizing all enemies around him for 2.5 seconds. While charging the music blast, Ollie will use up to 50% of his max ammo. Enemies will move towards Ollie and cannot be controlled while being hypnotized."
Damage: 800 to 1600
Range: Normal
Hypnotize Duration: 2.5 seconds
Ollie's super is a dash that takes away half of his ammo. He then starts charging around him for 1.5 seconds, afterwards hypnotizing enemies for 2.5 seconds. This ability has some of the best crowd control in the game, making enemies unable to attack at all and forcing them to move towards Ollie, making it a guaranteed kill if Ollie and his team have the damage. However, this is the main drawback with Ollie's super, as the blast deals little damage, and it also takes away Ollie's ammo, making it even harder for Ollie to secure the kill. This often makes him reliant on teammates to get kills, especially against high-health enemies.​​
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Gadget 1: Regulate
"Ollie jumps and does a rad kickflip, hypnotizing all enemies where he lands for 1 seconds."
Cooldown: 20 seconds
This gadget gives Ollie great mobility, being able to hop over walls to catch enemies off guard. The hypnosis when he lands is also great, allowing him to survive more often if he jumps on a high-health brawler. Regulate is best used when combined with Ollie's super, used during the charge time to hypnotize enemies behind walls or far away.
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Gadget 2: All Eyez On Me
"Ollie's next attack will hypnotize enemies hit for 1 seconds."
Cooldown: 15 seconds
This gadget essentially allows Ollie's next attack to pull brawlers toward him, which is incredibly strong, easily allowing him to kill brawlers if he has help from his teammates. It is also great at defending himself from assassin, acting as a stun against them. Similarly to hit other gadget, it is also best used when combined with his super, being able to pull enemies into it so they are hypnotized for even longer. The cooldown of this gadget is also relatively short, allowing it to be used several times per game.
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Star Power 1: Kick, Push
"While near walls Ollie kicks off his hoverboard and gains 20% extra movement speed."
This star power gives Ollie a solid movement speed bonus when next to a wall. It can provide Ollie with a good amount of extra survivabilty, allowing him to dodge more shots, but requires him to hug a wall very closely, making it somewhat awkward to use.
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Star Power 2: Renegade
"After dashing forward with his Super, Ollie gains a 3000 decaying shield over 4 seconds."
This star power gives Ollie much more survivability when using his super, as he is often taking a lot of damage while dashing. This star power allows him to survive more interactions, however the shield does decay very fast.
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Hypercharge: Ain't No Half-Supering
"Ollie now dashes farther and faster! His music blast area is larger and it won't consume ammo when it starts charging."
Charge rate: 4 supers
Ollie's hypercharge is incredibly strong, turning his super into an ability which can grant easy teamwipes. The increased dash range and speed allow him to easily get next to enemies, and the increased blast range makes it very easy to catch multiple enemies with the hypnotize. He also doesn't have any ammo taken away, making it incredibly easy to cycle multiple supers in just 1 hypercharge. It can take a while to charge, but with Ollie's tank trait, you can still often get one in a game.​​​​​​​
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Gear selection:
As a tank, Ollie's best gears are damage and health. Damage is a necessary gear for him, as he needs the extra damage it provides, and he gets a large benefit from health gear due to his high HP and tank trait. Speed is also a great option on bushy maps, giving Ollie extra mobility in bushes.
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Best build:
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Other good abilities to buy:
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Best Matchups:
Ollie is solid into most general brawlers, as long as they don't have too much damage, health, or crowd control. Brawlers such as Ruffs, Bo, and Janet are examples of good matchups for Ollie, as his super can easily allow him to secure a solo kill on them if he has enough ammo since they don't have any high stats in particular.
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Best Counters:
Ollie is best countered by brawlers with crowd control immunity, such as Poco with his Protective Tunes gadget, as it can completely cancel out his hypnosis for his whole team, and Ollie's super doesn't even deal any damage against it. Buster and Frank are also great counters to him with their CC immunity for themselves, and also have way too much health for Ollie to take down without a large amount of support.
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Best Game Modes:
Ollie is a great Brawl Ball brawler if there aren't too many tanky enemies, as his crowd control and mobility makes him an excellent goal scorer and defender. He is also a great tank on longer ranged modes like Bounty and Knockout, as he has decent range, can passively charge his super throughout the match, and secure easy kills on squishy brawlers with his hypnosis.​
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Tips and Tricks:
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Make sure to follow enemies once you use Ollie's super, as the hypnosis area is relatively small, and you need to keep enemies inside it.
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Combining Ollie's super with one of his gadget gives his super much more utility and versatility. For Regulate, use it when about halfway through charging to make sure you don't jump past opponents, and for All Eyez On Me, activate it before supering, then fire the shot as to not waste time, since you need to pull enemies towards you as soon as possible.
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Make use of Ollie's strong mobility and health to push into the enemies, as he has quite a long range for a tank, but a slow super charge rate.
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Ollie's hypercharge is the best tool in his arsenal, giving him huge teamwipe potential. Use it when enemies are grouped up, and combine it with one of his gadgets to catch as many enemies as possible.
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Ollie has incredibly low damage output for an aggressive brawler, so you should only go for solo kills on squishy brawlers. Otherwise, try to lead enemies towards his teammates to give you a greater chance of getting the kill.
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Since Ollie's shot pierces through opponents, try lining up enemy brawlers in a way where you can hit multiple at once. His hypnosis makes this easier to do than most piercing brawlers, as he can group or reposition enemies for maximum attack value. This is important since Ollie's low damage and slow reload speed attack is his main source of damage, and this technique allows you to get maximum value out of it. It also helps Ollie with cycling his super, which is important if you want to charge up his hypercharge.
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Both of Ollie's gadgets are great, but they each have their situations. Use Regulate on longer ranged maps, as he won't be hitting many main attacks, and it effectively extends the range of Ollie's super and grants him more survivability. All Eyez On Me is better on shorter range maps, as enemies will be in range of his main attack more often. It also has a shorter cooldown and is more effective against aggressive brawlers, making it more specialized for closed quarters combat on shorter ranged maps.
Overall ranking: A






















