



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.

Hero Dimensions
Combat Profile
Burst Damage
6 / 10
Sustained Damage
5 / 10
Effective Range
3 / 10
Burst Healing
1 / 10
Sustained Healing
1 / 10
Self Sustain
5 / 10
Effective Health Pool
9 / 10
Self Preservation
7 / 10
Invulnerability
1 / 10
Ally Protection
6 / 10
Threat Presence
8 / 10
Space Control
7 / 10
Enemy Debuff
7 / 10
Interruption
8 / 10
Displacement
8 / 10
Movement Speed
6 / 10
Verticality
2 / 10
Rapid Relocation
6 / 10
Team Buff
5 / 10
Information Gathering
1 / 10
Team Enablement
7 / 10
Fight Winning
7 / 10
Combo Potential
8 / 10
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.