

Mr. P
"Mr. P is in over his head trying to run a hotel. He's always yelling at his employees to work faster, as if they could understand his gibberish!"
Class: Controller
Rarity: Mythic
Trio: Snowtel with Gale and Lou
Best skin: Mr. Dragonfruit
Mastery title: "The Boss"
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Mr. P is a brawler made to annoy the enemy team with his constant spawns and long range. However, he is incredibly weak against aggressive brawlers due to his low damage output.
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Health: 3400 to 6800
Movement speed: Normal​​​​​​
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Main Attack: Your Suitcase Sir!
"Mr. P throws a heavy suitcase with angry intent. If the suitcase hits an obstacle or reaching maximum range, it bounces over them, lands with a bang and deals area damage."
Damage: 4 x 320 to 640
Range: Long
Reload Speed: Normal
Mr. P's projectile has good range due to the bounce at the end of its range, and is very wide as well. The bounce can also go over walls, which is very useful. However, it deals very low damage, as it is very hard to hit both the initial shot and bounce against good players. This low damage makes Mr. P easy to counter with aggressive options.
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Super: Porters! Attack!
"Mr. P deploys the home base for his robo-porters. He has reprogrammed the small penguin-head robots to attack and harass opponents (and unruly guests)."
Base Health: 2500 to 5000
Porter Health: 1400 to 2800
Porter Damage: 260 to 520 every 0.7 seconds
Porter Spawn Speed: 4 seconds
Mr. P's super is what makes him so aggressive, constantly spawning porters until the base is destroyed. The porters don't have much health, but are a nuisance for the enemy to deal with, as they move fast, waste ammo, and deal damage. They also keep spawning unless you are able to destroy the base, which can sometimes survive the whole game. Only 1 porter can be active at once.
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Gadget 1: Service Bell
"Mr. P buffs his current porter by increasing its damage by 228 and health by 1360."
Cooldown: 17 seconds
This is a solid gadget for Mr. P, buffing the current active porter by a good amount. It also fully heals the porter, so try to use it when it is just about to die to surprise the enemies.
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Gadget 2: Porter Reinforcements
"The next attack will spawn a weak porter where the attack lands."
Cooldown: 17 seconds
This gadget makes Mr. P's next attack spawn a porter with half the health and lower damage. It often gets killed in one shot, but can still be useful just because it is another spawn for the enemy to deal with, and it can also be spammed off cooldown.
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Star Power 1: Handle With Care
"Every 4 seconds, the explosion damage of Mr. P's next overstuffed suitcase is increased by 40%."
This is a very mediocre star power for Mr. P, as he doesn't get the extra damage very often, as it only activates every 4 seconds, and he has to hit the explosion as well, else he has to wait another 4 seconds.
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Star Power 2: Revolving Door
"All robo-porters from the home base now have 20% more health and 30% higher damage."
This is a great star power for Mr. P, as the porters having extra health means it will take more ammo for the enemy to kill them. The extra damage doesn't do much, but the health benefit to every porter is incredibly helpful for taking control more effectively.
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Hypercharge: Super Porters! Assemble!
"Mr. P's home base now spawns much stronger porters and he can have two active 'Super Porters' at the same time."
Charge rate: 3 and 1/3 supers
Mr. P has an amazing hypercharge, as once he gets it, it can provide value for the rest of the game if enemies can't kill the base. The porters spawned have more health and speed, and there can even be 2 present at once, but decay 10% of their health every second. Even with the decay, 2 porters at once can be impossible for the enemies to deal with, and can make it impossible for them to regain control.
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Epic gear: Pet Power
The Pet Power gear gives all of Mr. P's porters 25% extra damage.
Gear selection:
Mr. P's epic gear is not useful, as his porters are almost never used for their damage, as they don't deal much damage. His best gear is shield, as gives him more survivability, and damage, since it can give him a bit of extra damage at low HP to help him against aggressive brawlers.
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Best build:
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Other good abilities to buy:
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Best Matchups:
Mr. P is great into marksmen with slow reload speeds, as his porters wasting their ammo is incredibly useful in the long run, preventing them from being able to go up the map. Long ranged brawlers such as Gene and Piper are great examples of good matchups for Mr. P. Bea is also a great matchup for Mr. P even though she has a fast reload speed, as she will often have to either waste her charged shot, use 2 ammo, or bring the porter to her teammates to kill.
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Best Counters:
Mr. P gets hard countered by aggressive brawlers, as he has pitiful burst damage and no way to crowd control them. Any brawler with solid damage that can get on top of him can easily kill him, making him a relatively easy brawler to counter. Brawlers such as Sam and Bibi are able to easily run him down with their high health and speed, and pretty much every assassin in the game can simply dash on Mr. P and take him down, such as Kenji and Kaze.
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Best Game Modes:
Mr. P's best game modes are Bounty and Knockout, as that is where his good matchups are most often played. In other modes, aggressive brawlers are often picked, making it hard to play him outside of passive game modes.​
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Tips and Tricks:
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Mr. P's attack has solid auto-aim at mid range, and he can unload his attacks relatively fast. This makes him able to somewhat deal with some midrange brawlers if he gets in their range.
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You should always try to place Mr. P's super in a safe position where the enemies won't be able to kill it, as it can take a long time to get his super. However, try to not place it too far back, as it can take a while for the porters to get into battle.
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Mr. P's main utility is his hypercharge, as it can completely overwhelm some team compositions with the constant super porters.
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When using Mr. P's Service Bell gadget, try to use it as soon as your porter is about to die, as it fully heals the porter. This can occasionally catch enemies off guard, forcing them back into their spawn.
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Mr. P's attack only hits twice against a still enemy or an enemy running away. This makes it rare for him to hit an enemy twice, but it can do a lot of damage when that happens.
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Mr. P is great into turret brawlers, as his attack can go over walls, making him able to take them down easier than most brawlers. He can do decent into throwers because of this, but he definitely is not a counterpick against them.
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Mr. P's attack has a long range with the bounce, but enemies standing at the end of his reticle range can dodge both attacks relatively easily by moving towards him before the bounce. Try to stay at either bounce range or normal range.
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Mr. P's porters can be used to find enemies in bushes. This is also great with Porter Reinforcements, as the enemy will have to be revealed, since they will shoot the porter.
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Overall ranking: A






















