The ULTIMATE Guide to playing Gray as an all-rounder beast! (Rank MAX)
Walking Cane
Gray's next hit from the Finger Pistol shoots a walking cane which pulls enemies back by a bit.
Fake Injury
When Gray has full health, the next damage taken is reduced by 50%.
Shield
Gain extra 900 Health as a consumable Shield. The shield regenerates in 10 seconds, when at full health.
Gadget Cooldown
Reduces Gadget cooldown by 15%.
Guide
The tips on here are, as expected, applicable for each of the three modes on the bottom in the effort to make plays with Gray as an all-around assassin/constant ranged DPS generalist who can eliminate just about any troublesome brawler on the opposing team, and leverage situations alongside confirming kills.Description: Gray is an all-around wonder pick capable of making plays that can make/break games, with strong behavior whether it be picking off enemies from a long range or assassinating problematic opponents. His main attack is a long-ranged projectile slightly under sniper range that deals 2320 damage, with a fast reload speed and somewhat ok unload speed. His super only adds on to this by teleporting him anywhere he chooses within a short distance, alongside a permanent portal that can teleport teammates.## Gray is EXTREMELY versatile, but don't take that too lightheartedly. Know your matchups, and understand how to bait brawlers into your range. ## Considering Gray as a knockout brawler means having him go up against brawlers like Piper, Mandy, and Colt, with said matchups generally requiring a position advantage with them being at least 75% into your range for your shots to not be outrun by. That brings us to the second biggest skill bar after Gray after aiming his shots: Baiting/Aggro.## Baiting and/or Aggroing brawlers is a staple of modes like this, and in essence is getting the attention of a brawler to then come a little too close into your range to which you can gadget + 2-3 ammo full kill. ## Effectively, when taking a lane, (also always hold back just a little bit to let enemies get a bit of advance on ground so you have more security when spawning in, and can use said ground against them try to bait them with a shot. Then, follow a tempo at which you bring them forwards and backwards, and then juke them out when they're a little too close. From there, gadget pull and shoot with auto aim to confirm your shot. DO NOT strafe away from your gadget, this will result in missed shots and negative aura on your part along with a wasted gadget.(Tiny side note aggroing, I personally enjoy "faking" being a terrible Gray player to have enemies either deprioritize me or go in for a kill by missing/autoaiming shots I know would never make it, to then go in for an actual kill by either cancelling super using gadget or straight up hitting every shot for the rest of the game. Take this advice with pillars of salt, trolling will only work a tenth of the time that actual strong strategic play will, so make every shot count!)TL;DR - Aggro/Baiting ● Bait brawlers like Piper into your range
● Use gadget to secure a kill when they are sufficiently in range
● DO NOT strafe when gadget procs to ensure auto aim will not miss (very painful)## Next up, Gray's super usage shouldn't be too tough to understand, but do remember to always be watching your ammo bar when you have/are planning to use his super. I seen an unfortunate amount of Gray players using their super as a quick way to get a kill on brawlers at max HP. Now, the biggest problem is 1, there is a very good chance you may get outdpsed before ever hitting your third or even second shot, and two that is kamikaze behavior that will not get you past 500 trophies. The three major markers as to when to super are:
● The brawler has taken AT LEAST a hit (Think 3-5k HP or lower, if it's a thrower at max
like Dynamike you may be able to get away with even regenning a 4th ammo to knock
them out if they are being especially troublesome.
● The brawler is in a position that will ideally not have you in a terrible position,
physically or pressured-ly. For example, supering onto a 1k HP Crow in the middle of
Belle's Rock with his teammates either dead/on the back half of the map squabbling
with your teammates is an excellent way to secure a kill that could have healed up,
but supering onto a Brock at the upper right corner of the map while a Squeak and
Piper have an excellent vantage point on you is a terrible way to gain tempo over the
game...
● And last but not least; The brawler is out of ammo and you are SURE they will
not regen it in time to do any/significant damage to you (think brawlers with slow
ammo charges like a Gene or Bea that have wasted/used up their meter. (Note that
this is a very loose category, I would not trust it because these brawlers have
methods to ensure security if brawlers like Gray jump onto them)TL;DR - Gray Super Usage ● Super onto enemies with at least a hit or two of damage, to ensure no incidental slip-
ups.
● Maximize your super by ensuring your kill will also put you in a good spot, not a bad
spot.
● Consider opponent ammo values, as you can get kills on brawlers that can't kill you
back. (Pinch of salt, enemies have gadgets to prevent this from happening)## Lastly, usage of Gray's simple poster-child gadget, Walking Cane.
This gadget is by all means the reason why he's an absolute menace when in the hands of experienced players, and it fulfills so many more niches that stack onto his already versatile accolade of functions in game. The use-case for this gadget comes a lot more from actual ingame experience, but there are some pretty awesome usecases you can do with it.
● For starters, Walking Cane can, as mentioned above, pull enemies towards you.
However, it doesn't have to be exclusively for you to kill, as you can pull a gene
and pull said brawler into the range of a teammate for them to clean up.
● Second up, Gray's walking cane (as expected) can be used to pull enemies through
walls. This is a really redundant, basic point but there are some key points to this
being that it also HITS enemies through walls, which can allow you to either
score a kill or at the very least reset healing cooldown for a brawler.
● Third up, Walking Cane, like every other stun/immobility tool, also renders the
brawler it hits unable to attack or do anything, but with the plus side of not actually
bringing the brawler completely to you. Unlike Gene, you can actually pull-cancel
stuff like Darryl rolls, ensuring they don't get a ground advantage and even allowing
your teammates to hit a target with a planned trajectory.
● Fourth up, do NOT use walking cane to try pulling someone more than 2 tiles towards
you. If you pull someone through 3 layers of unbreakable wall, they just chill where
they are while in regular wall, they just break through 2 layers. Very embarrassing
and requires another gadget at the minimum to kill.
● The last real point of advice is to start popping your gadgets right before an
attack. Nothing hurts more than watching your walking cane be absolutely wasted
on thin air because you popped it on spawn, so always use it when you are
anticipating a moment to strike. (Opponents can see your gadget halo too, and will
(most likely) avoid you further if they know you can cane them.TL;DR - Gadget Usage ● Use gadget to pull brawlers not only into your range, but teammates'.
● Consider using gadget to hit enemies through walls, can be vital even if it doesn't
ensure a kill.
● Cane can cancel some movement supers and also doesn't bring brawlers to you,
making some assassin counters viable/possible.
● DO NOT try pulling people through 3 or wider walls, it will not end well.
● Start popping gadgets before attacks rather than holding onto it, lets you pose less
superficial threat to enemies and avoids wastage.That's about it for general info, read below for extra tips on actual gamemodes below!
Game Modes
Knockout
Knockout is what the guide above was mostly based on, but here's some extra tips:
● When spawning in, make sure you take your own lane, without any brawlers relatively close to you. Ideally, you should be able to take your own counter on either left or right, while your teammates at middle take extra shots that you take advantage of. Emphasis on taking advantage.
Bounty
Bounty is a little more special than Knockout, as Gray has some extra special niches here in terms of killing brawlers with high bounty and getting selective with his kills.
● Start looking at enemies with high stars. Ideally, you should be farming your super up as usual, but take note of this new kind of "prioritization", and also note brawlers who are troublesome for others on your team so you can assist them in said field.
● ALSO consider the fact that high kills means high risk, as a death
can be exceptionally painful for your team if you are leading on
kills. Stay alive, watch your super usage.
Wipeout
Wipeout is also similar to Bounty, except this time you should be exclusively taking advantage of any brawlers that can be easily killed. If you'd like to think of it, Bounty is the Quality to Wipeout's Quantity.Tips:
● Save ammo wisely, focus on a brawler that you can reliably match up against and defeat every time to ensure you gain value as a teammate.
Works Well With
Piper
Piper is by far one of the best team comps with Gray, pairing exceptionally well with a single shot ensuring Gray can get kills in. She can also provide additional support in killing brawlers that have evaded a kill attempt by Gray, with enough range to make said kill work.
Mandy
Mandy is good for the reasons stated above about Piper ^, and also having an extremely strong middle position when focused. As well, her super, when funneled properly, can leave enemies exceptionally vulnerable to easy picking by Gray.
About This Build
This build, THE Ideal Gray Build {Knockout/Bounty} (IN-DEPTH), was created by Alphaotic on Dec 16, 2024. The build is for the Brawler, Gray, and uses the Walking Cane gadget, Fake Injury star power, Shield gear, and Gadget Cooldown gear. To see more, you can go here to view the best Gray build and others.
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