

Meeple
"Meeple knows the rules to every board game in existence and if you break them... Well, let's just say you don't want to break them. They hate cheaters and those who don't follow the rules. There's one exception to the rules... Meeple themselves!"
Class: Controller
Rarity: Epic
Trio: Board Game, uncompleted
Best skin: Mystic Meeple
Mastery title: "Cheater"
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Meeple is a solid controller in a 1v1, having a very easy attack to hit and very good gadgets for his kit. However, he doesn't deal the most damage, allowing him to get run down relatively easily.
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Health: 3200 to 6400
Movement speed: Normal​​​​
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Main Attack: Boomhaven
"Meeple shoots a powerful projectile that will slightly home towards the nearest enemy."
Damage: 1260 to 2520
Range: Long
Reload Speed: Normal
Meeple's main attack is a single, wide projectile with good range that has a slight homing. If there are no walls in the way, an auto-aimed shot on a brawler with normal movement speed is a guaranteed hit. Even if it isn't guaranteed, it still gets very close to hitting almost every time, putting pressure on the opponents. However, it unloads very slow and doesn't have a fast reload speed, meaning Meeple is very vulnerable to being run down by aggressive brawlers.​
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Super: Critical Success
"Meeple cheats, somehow rolling a NAT21 on a d20, allowing all team projectiles in the Super area to pierce through environment for 10 seconds"
Duration: 10 seconds
Range: Normal
Meeple's super is incredibly useful on maps with a lot of walls, as he and his teammates can attack through walls affected by his super while the enemies cannot. This often forces the enemies back unless they have a thrower, and it lasts for a long time and covers a big area. However, it deals no damage, making it only useful for its utility.
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Gadget 1: Mansions of Meeple
"Meeple's next attack creates dice towers around the impact area and deal 1000 damage."
Cooldown: 22 seconds
This is an amazing gadget in general, turning Meeple's next attack into a throwable attack that fully boxes an enemy inside walls. It is best used when combined with Meeple's super, as he and his teammates can shoot through and easily kill the trapped enemy. The gadget is also great for establishing control, as enemies cannot walk through it for a few seconds.
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Gadget 2: Ragequit
"Meeple lashes out in rage at nearby enemies, stunning and knocking them back. The less hitpoints Meeple has, the stun and knockback effects increase."
Cooldown: 18 seconds
This is also an amazing gadget for Meeple, allowing him to deal a little bit better against aggressive brawlers, however he still struggles against them since the gadget has a long cooldown. However, it has a massive range, allowing him to stun enemies from far away. This is great for allowing him and his teammates to kill the stunned enemy, and can make for easy goals in Brawl Ball. It's also more effective at low HP, so try to not be at full health when you use it, even though it is still good.
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Star Power 1: Do Not Pass Go
"When you shoot through the environment deal 600 more damage."
This is a great star power for Meeple, as hit attacks hurt a lot more if they go through his super. It also increases his super charge rate, making it easier for him to cycle through supers if he is shooting through walls.
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Star Power 2: Rule Bending
"Critical Success also increases allies' reload speed within the area by 20%."
This is a decent star power for Meeple, allowing for his super to get value even if he isn't shooting through walls. It works even if there aren't any walls, making his super have some use during overtime in Brawl Ball. However, the reload boost is quite small, and is only really useful if there are multiple brawlers inside.
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Hypercharge: The Last Rulebender
"Super covers a larger area. It now allows Meeple and their teammates to walk through walls and over water."
Charge rate: 2 supers
Speed buff: 25%
Damage buff: 20%
Shield buff: 5%
This is a great hypercharge for Meeple, as his super lasts a very long time, giving plenty of opportunity to use the hypercharge to the fullest. It is great on water maps and when placed on a lot of walls, as you can simple fire from inside the wall, where the enemies can't hit you.
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Gear selection:
Meeple's has 3 good gear options, those being shield, damage and gadget charge. Shield is great since he has low health, damage is great for increasing his burst, and he has 2 great gadgets for the gadget gear. Your options mainly come down to personal preference, but most good players run damage and shield.
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Best build:
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Other good abilities to buy:
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Best Matchups:
Since Meeple has such an easy shot to hit, he can win a ton of 1v1s as long as his enemy doesn't too much health, mobility, or burst damage at range. Some good matchups for him include Amber, Janet, and Griff, as Meeple can either dodge their shots or survive them long enough for his main attacks to finish the job, as they don't have much health. They also have no way to shoot through walls, meaning they have to retreat if Meeple uses his super.
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Best Counters:
Meeple is hard countered by assassins and tanks with high health, as they can easily get on top of him and burst him down without much issue due to his low mobility and burst damage at close range. Good examples of this include Ash, Frank, and Edgar, as they can easily either overwhelm him or get on top of Meeple and burst him down.​
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Best Game Modes:
Meeple is best on maps that have a lot of walls, as they allow him to get more value out of his super. He is also good on some longer ranged maps, as he can have good control from a long range with Mansions Of Meeple. Hot Zone, Bounty, and Knockout are often modes that have some walls for his super, and are modes where his ranged controlling abilities shine. Just be careful of any aggressive brawlers picked on the enemy team.
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Tips and Tricks:
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Mansions Of Meeple is an incredibly versatile gadget. You can use to stall enemies, gain control, break bushes, and kill enemies combined with Meeple's super.
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If you are playing Meeple in Brawl Ball, you should always use Ragequit, as the stun and knockback make it amazing at both scoring goals and defending your own goal. However, you do need to have good timing if you are trying to score a goal with it.
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Do Not Pass Go's extra damage also increases Meeple's super charge rate, making it easier to cycle through his super and hypercharge.
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Since Meeple's main attack is so easy to hit, Meeple is a great brawler to work on movement. Dodge shots to get in range, and then simple auto-aim to kill the enemies.
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Ragequit is a great gadget for securing kills. Use the stun to stop a retreating enemy then immediately shoot, as they won't be able to stop it since they were stunned momentarily.
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You can also use Mansions Of Meeple combined with a thrower on your team, as they can shoot over the walls to easily kill the trapped enemy. Likewise, you don't want to use this gadget on an enemy thrower if you don't have your super, as they can shoot over the wall while you can't.
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With Meeple's hypercharge, try to place it on as much water and walls as you can, as it can drastically increase the mobility of your whole team, as they can now move over those areas and shoot through them.
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Try to stay close or inside walls with Meeple's hypercharge, as you can fire from inside them, while the enemy likely can't hit you since you are behind a wall.​
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You can detect an enemy in bushes with Meeple's attack even if you don't hit them, as the homing will give you their relative location.
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Overall ranking: A






















