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Vanguard iconVanguard

Bruiser

The Thing

Vanguard

Bruiser

The Thing functions as a bruiser Vanguard built around close-range brawling, ally leaps, bonus health, and displacement immunity. His value comes from crashing into frontlines, disabling mobility, protecting nearby allies with damage reduction, and chaining knock-ups into Clobberin’ Time. He fits brawl and tempo comps that want a durable off-tank who forces messy fights.

Brawl TankFrontline BrawlerHard CC Ultimate
The Thing prestige art

Hero Dimensions

Combat Profile

Base Health: 700Base Movement Speed: 6 m/sPrimary Fire: MeleeUltimate Cost: 2800

Burst Damage

6 / 10

Pick PotentialBurst DamageDive Pressure

Sustained Damage

5 / 10

Sustained DamageBrawl PressureCleave DamageArea of Effect DamageIncreased Bonus Health DamagePercent Health Damage

Effective Range

3 / 10

Melee Primary Fire

Burst Healing

1 / 10

Sustained Healing

1 / 10

Self Sustain

5 / 10

Self-Sustain

Effective Health Pool

9 / 10

High Health Pool

Self Preservation

7 / 10

Grant Self Bonus HealthGrant Self Damage Reduction

Invulnerability

1 / 10

Grant Self Unstoppable

Ally Protection

6 / 10

Ally ProtectionGrant Target Damage Reduction

Threat Presence

8 / 10

Frontline DisruptionBackline DisruptionThreat Presence

Space Control

7 / 10

Stall Point

Enemy Debuff

7 / 10

Apply VulnerabilityApply Grounded

Interruption

8 / 10

StunImmobilize

Displacement

8 / 10

PushShoveKnock UpKnock Down

Movement Speed

6 / 10

Charge

Verticality

2 / 10

Leap

Rapid Relocation

6 / 10

Slam

Team Buff

5 / 10

Information Gathering

1 / 10

Team Enablement

7 / 10

Fight Winning

7 / 10

Combo Potential

8 / 10

Hard CC UltimateArea Denial UltimateDisruption UltimateInitiation Ultimate

Ultimate Economy

8 / 10

Objectives

  • Initiate Ultimate
  • Coordinate Ultimates
  • Counter Ultimate
  • Punish Ultimate
  • Bait Ultimate
  • Initiate Dive
  • Follow Up Dive
  • Coordinate Dive
  • Bait Cooldowns
  • Disrupt Backline
  • Disrupt Frontline
  • Disrupt Marksman
  • Disrupt Artillery
  • Disrupt Flier
  • Solo Frontline
  • Peel Flanker
  • Peel Disruptor
  • Peel Skirmisher
  • Peel Bruiser
  • Control Space
  • Deny Area
  • Deny Side Alley
  • Deny Choke Point
  • Take Space
  • Create Space
  • Hold Space
  • Focus Fire
  • Focus Frontline
  • Focus Support
  • Focus Flier
  • Focus Flanker
  • Focus Marksman
  • Focus Artillery
  • Focus Skirmisher
  • Focus Lifeline
  • Focus Playmaker
  • Focus Combatant
  • Remove Threats From High Ground
  • Chase Down Flanker
  • Chase Down Skirmisher
  • Prevent Escape
  • Protect Backline
  • Protect Supports
  • Enable Dive
  • Enable Brawl
  • Secure Pick
  • Confirm Elimination
  • Contest Objective
  • Stall Objective
  • Zone Objective
  • Force Rotation
  • Punish Rotation
  • Interrupt Channel
  • Apply Debuffs
  • Mark Priority Target

Strengths

  • Very high base durability with bonus-health access through Stone Haymaker and Yancy Street Charge
  • Permanent immunity to displacement makes him uniquely strong into knockback, launch, pull, and kidnap-style threats
  • Strong brawl initiation through Yancy Street Charge and Battle Blitz
  • Can protect nearby allies with Embattled Leap damage reduction
  • Mobility-disable zones punish supports, fliers, and mobile Duelists who rely on escape tools
  • Clobberin’ Time has low ultimate cost and strong team-combo value
  • Excellent at forcing messy close-range fights
  • Strong anti-dive bodyguard when played near supports

Weaknesses

  • Short effective range makes him easy to kite on open maps
  • No shield wall, projectile denial, or ranged poke threat
  • Embattled Leap depends on ally positioning for defensive value
  • Vulnerable after Charge and Leap resources are committed
  • Can struggle into fliers, high ground, snipers, and long-range hitscan
  • Sustained frontline pressure is weaker than true anchors if supports cannot keep him up
  • Mobility-disable zones lose value when enemies spread or disengage early
  • Needs coordinated follow-up because his CC alone does not always secure kills

Synergies

Strong Against

Hard Counters

Soft Counters

Strong Maps

Detailed notes for this section are coming soon.

Weak Maps

Detailed notes for this section are coming soon.

Recommended Comps

Detailed notes for this section are coming soon.