Brawler Gameplay Style
Mr. P is a passive and strategic brawler, known for his preference to remain at a distance, methodically chipping away at his opponents' health while maintaining continuous pressure. His core playstyle centers around charging his Super ability, thereby forcing enemies to expend their ammunition against his semi-thrower main attack. This tactic is particularly effective in maps characterized by abundant walls and choke points, where Mr. P's strengths can be fully leveraged.
As one of the game's more consistent area deniers, Mr. P's unlimited porters present a relentless challenge to his enemies, creating "porters" that are both disruptive and frustrating to overcome. His unique combination of range and control makes him a versatile addition to any team.
Gear Selection
Speed: The Speed Gear is mainly beneficial on maps with abundant grass, such as Flaring Phoenix. In other situations, you might not find much use for it.
Damage: For Mr. P, the Damage Gear is a preferred option since he is often lacking in the damage department. Normally dealing 1140 damage, this Gear increases his output to 1311, enabling him to defeat 3600 HP brawlers with three shots, without relying on bounce shots.
Health: The Health Gear complements Mr. P's playstyle, especially in passive encounters against throwers. With 5100 HP, this Gear offers sufficient healing to be Effective and contributes to exerting additional pressure on opponents.
Vision: Vision Gear has moderate effectiveness with Mr. P. His shots, being challenging to land consistently, can leave him vulnerable against aggressive brawlers using Speed Gear. The Vision Gear can provide assistance in these situations.
Shield: The Shield Gear serves well against snipers and long-range brawlers capable of taking down Mr. P with three shots.
Pet Power: Pet Power might be considered the least Effective option for Mr. P. Since his porters are primarily designed to waste enemy ammunition rather than deal damage, the incremental damage boost this Gear provides is often inconsequential.
Advanced Mechanics
Mr. P has a unique main attack that can bounce over walls or bounces upon reaching the end of its range, effectively making him a semi-thrower. This ability can be strategically used to take down other spawners' turrets that are positioned behind walls, without exposing Mr. P to undue risk. This can also be effective against throwers.
His main attack's projectile speed leans more on the slower side, but this weakness can be counterbalanced by firing two ammunition at once. This strategy covers more area and significantly increases the likelihood of hitting enemies more consistently. Fortunately, Mr. P has the reload speed to sustain this approach.
In specific scenarios, such as the end of Knock Out when the smoke is converging on the center, you can utilize Mr. P's porter for aggressive tactics, as well as to secure kills against brawlers who can't shoot through the porters.
To fully leverage your porter, consider using it as a meat shield to gain better positioning. By waiting for the enemy to exhaust their ammunition, you can then capitalize on their weakened state and charge at them aggressively.
Timing is key when using Mr. P's gadget, Service Bell. In certain situations, deploying it at the right moment could be a winning choice due to the immense pressure it can create on opponents.
When facing brawlers with a shorter range, you can use the max range indicator to potentially double your damage with both the initial attack and bounce. This tactic is especially useful against snipers who are either distracted or low on ammunition and health.
Still or retreating targets (and showdown boxes) can almost always be hit twice. Aggressive brawlers are usually able to dodge the bounce by running directly at you.
Mr. P's porters can real annoyance for opponents on bush-heavy maps, like Snake Prairie. His porters can reveal hidden enemies, as they are able to see opponents in bushes. This tactic also usable with his Porter Reinforcements gadget, as the additional porters spawned serve to unmask hidden enemies. However, Mr. P is still sub-optimal on heavy-bush maps due to his inability to deal with enemies up close.
Brawler Interactions
With the Shield gear, Mr. P cannot be taken down with three shots by brawlers like Brock, Gray, Mandy, RT, and Surge, which proves beneficial in many Bounty and Knock Out interactions.
Revolving Door enables his porters to require three shots by Poco, Bea (without a supercharged shot) to defeat, and two shots by Eve, Piper, and Lola, making it an effective way to deplete their ammo.
Mr. P's range is the third longest, following behind Nani and Mandy, helping him to win matchups against most marksmen.
Since the initial hit and the bounce shot do the same amount of damage, you can kill Tick with 2 ammo if one of the bounces also hits. You can kill several low health brawlers if both bounce shots also hit.
Brawler Synergies
Versatile Teammate: Mr. P is a brawler that can work with any class, from assassins to tanks, because of his ability to adapt and help in different ways.
Good with Assassins: Mr. P can team up with assassins like Leon, Fang, Buzz, and Sam, helping them by creating diversions and wasting enemy throwers' ammo. This makes the assassins even better at what they do.
Works Well with Tanks: Even tanks like Primo can have good synergy with Mr. P. A tank can cover his weaknesses, and Mr. P can help the tank dominate the field.
Teamplay with Otis and Bonnie: Mr. P has great synergy with Otis and Bonnie. Otis takes care of aggressive brawlers, Bonnie goes after the low-health ones, and Mr. P helps by putting pressure on the enemies so his teammates can get into better positions.
Helps Damage Dealers: Mr. P is good with damage dealers like Maisie, Spike, and Tara. He helps them by taking on the brawlers they struggle against, like throwers and marksmen, so they can focus on what they're best at.
This page was written by Piplup and last updated on August 7, 2023. Follow this author below.