Primary Attack: Scrapstorm
Pam has a straightforward way of dealing with scrap metal: suck it up and blast it at the bad guys!
Super Ability: Mama’s Kiss
Sometimes you can get dinged up while brawling. Pam can kiss it all better with the help of her healing turret!
Increases the Health of Pam by 50
Upgrades Scrapstorm Damage/Bullet by 2
Upgrades Mama’s Kiss: Healing/Second + 3
Ultimate Guide to Pam
Hey guys! Today I will explain to you how to use one of the most anticipated characters in the game, Pam (aka the Minigunner/Mama J)!
I got her a few days ago, the first day of the update, and am very hyped about her. I’ve only had her for a few days so please forgive me if I screw up.
Well, I’m already at 100 words but haven’t said anything useful yet, so let’s get on with the guide!
First, let’s start off with the basics.
Pam is a low-damage, wide-range, high-hp character with a medium move speed. Her regular attack sweeps back and forth (similar to Bo’s attack on steroids), and the width is roughly similar to that of Poco’s attack.
Her super constructs a building like Jessie’s (I think they’re related), but her super heals instead of destroys.
Overall, I would classify her as a semi-tank, however, more for support and as an all-around character (she doesn’t really do amazing at anything, but pretty well at a lot of things).
“Pam is an iron-willed lady who keeps the extended Junker family in order.”
With a base health of 1000, Pam falls to only Primo and Bull. But this does not mean you should use her as a tank.
Her health allows her to survive most scrape situations but her main purpose is as support.
If you max her health, she will have 1250 HP.
“Pam has a straightforward way of dealing with scrap metal: suck it up and blast it at the bad guys!”
With her wide-spread and inaccurate attack, the numbers can be misleading.
Technically, her attack is 40 per bullet times around 10 bullets, but most of the time only 2-3 will hit your enemy depending on how close they are. If they are standing at point blank, you will deal 400 damage. If not, you might only deal 40.
Regardless, Pam’s attack is great for stopping regeneration of health. If you max her attack, she will have 50 damage per bullet.
“Sometimes you can get dinged up while brawling. Pam can kiss it all better with the help of her healing turret!”
This is what makes Pam unique. Her turret was recently buffed with a larger radius, which means you can put it behind a wall and be healed standing in front of the wall (which is what I recommend). Also, you can attack and still be healed (keep that in mind).
However, make sure you don’t clump up in the turret because it makes all your team members easier to hit at once.
The way I see it, Pam is a jack of all trades (even healing!) and master of none. Her normal attack does 40 damage per bullet times around 10 bullets or so, but the bullets are very spread out, making it difficult to aim…
However, if you stand at point-blank range, she will do a ton of damage.
She is perfect to finishing off that low-health enemy running away to the other side of the map because it is almost guaranteed you will deal at least 80 damage no matter where they run (as long as they are in front of you and in range).
She has a fair amount of health, with only El Primo and Bull surpassing her. However, she is NOT a tank.
Her super plants a healing station that heals 60 per second. This isn’t a huge amount, but it allows you to fire and heal at the same time.
The sheer under-powered-ness of her normal attack makes it difficult to kill enemies one on one.
Due to the nature of the bullets, she is quite hard to aim. She can also (and a majority of the time) leave enemies running away with a minuscule amount of health, causing rage and tilt.
A lot of Pam’s strengths are also weaknesses from another angle, and to avoid repeating myself, just look at the strengths and see how they could be weaknesses. That’s your homework assignment! lol jk
Shelly: Shelly is a tough one.
Her attack is basically the same as yours, but better. You do have more health, but that won’t be much help. The only way to outrange her would be to have her chase you.
You could do more damage by getting closer, but I do not recommend it because shelly also does more damage. The best thing to do in this situation is to let somebody else take care of her.
Colt: For Colt, you can usually get pretty close to Colt without taking too much damage. From there, it’s just a matter of shooting him and dodging at the same time.
If you see the yellow circle light up, however, it’s time to run.
As a general rule, weaving back and forth will give you pretty good control over the situation.
Nita: Nita is a little harder to dodge than Colt.
A good strategy would be to get close, deal most of the damage, then back off and finish her off from further away.
Dynamike: Get close to him.
Dynamike’s dynamite takes a while to detonate, so you can easily dodge them while blasting away at him.
His super, however, does have a bigger radius, so you must stay one step ahead of him and predict where he predicts you will go.
El Primo: Obviously, you need to outrange him or else you will get shredded.
Not really much else to say about facing a Primo, besides if you see that he has his Super up, don’t try to 1v1 him because he will probably just elbow slam onto you.
Bull: Ditto above.
Honestly, I think Supercell pulled a genius move with Primo and Bull.
Their movesets are extremely similar, but their appearance and vibe are completely opposite, making them seem both like viable choices instead of one just being a clone of the other.
Brock: Brock recently became a rare, upgraded from a common, but honestly, I don’t think he’s that good.
Close or far, it doesn’t really matter, although you will do and take more damage if you get closer.
The important thing is to dodge his rockets, which is easier to do if you’re further away, but can still be done if you are close to him.
Barley: Barley has a rather large area of denial, which can cause you lots of problems.
It’s pretty hard to deal with him head-on, ESPECIALLY if he has his super up.
The best way to deal with barley would be to sneak up and kill him as quickly as possible, but it isn’t always possible.
Jessie: Jessie is super easy to kill. Far, close, it doesn’t matter. She’s like brock, but weaker.
Don’t try to kill her if she has her turret up, however. The turret will shred you.
One more thing: Try to kill her quickly because you don’t want to get in trouble for child abuse.
Ricochet: For our purposes, Rico is just a less powerful Colt.
Yes, he has bouncing bullets, but if you’re close to him, there’s nothing for the bullets to bounce off of.
However, there is one different situation. Do not try to 1v1 him in a confined space or let him corner you because then he has a x2 chance of hitting you, since the bullets will bounce back.
Oh, and if he has his super, definitely don’t go into a confined space.
Poco: Since his recent HP and attack buff, he is a beast in support, and he can hold out pretty well in a 1v1.
Don’t bother trying to dodge him; his radius is too wide. Instead, try to wear him out or take on him when he doesn’t have any ammo.
Bo: Even with his very strange attack shape, he can still be compared with some other mini-snipers.
Personally, I think he is a mashup of Colt and Brock.
You can get close to him, but make sure you don’t get too close, because if he hits you with one full set it does around 300 damage now.
Piper: After the recent Brock changes, Piper became a p2w version of brock that attacks faster. However, this makes her harder to dodge than brock.
However, it is even more effective to get close to her, because she will do less damage if you are close.
Pam: For this mirror matchup, having more upgrades and/or skill will win you the battle.
Mortis: Pam was made to be the hard counter to Mortis, and she seems decent at it.
However, Mortis moving around a lot means you will barely do any damage.
Usually, for Mortis, I use Pam to keep him from regenerating health while a teammate takes him down.
Tara: When Tara and Pam were released, Tara completely stole the gusto from Pam because, in many ways, she is supreme.
Should not try to take on her yourself because Tara counters Pam. Instead, either avoid her or have a teammate kill her.
Spike: Like Dynamike, but he attacks a lot faster.
To counter him, you need to be unpredictable in your movements.
Oh, and don’t try to kill him if he’s on the other side of the wall.
Crow: He used to be unique, but Tara came and kind of stole his thunder.
Anyways, Crow is somewhat similar to Tara and is even harder to counter with Pam because of the poison mechanic that prevents you from regenerating health.
Smash and Grab:
This is probably Pam’s best game mode.
On most S&G maps, there is a location where you can put your healing station that makes it close to the center, easily accessible, and hard to destroy.
It doesn’t actually matter if you hide your station in the grass (except on Snake Prairie but that’s a bounty map) because the radius of the station makes it impossible to conceal from the enemy.
Once that’s dealt with, simply smash people and grab gems.
The best map for her is probably Hard Rock Mine, but all SnG maps are good.
Pam’s not too good in this game mode. However, if used effectively, she can be decent support.
Don’t die and you should automatically qualify as a good Pam player in Bounty. Oh, and again, don’t bother with hiding your turret unless you’re in Snake Prairie. I’m impartial to playing her in Cabbage Patch, but any bounty map should work fine.
Heist isn’t exactly a very good mode for Pam.
I think I have used her in Heist maybe twice, and both times she was shredded by Dynamikes and barleys.
I would not use Pam in showdown either.
With showdown, 50% of the time you will end up in 10th place and the other 50% you will win. But if you must, I would do my best to hide in bushes and grab powerups.
By order of maps, Feast or Famine would be her worst map and Skull Creek her best.
Pam does not do extremely well in this game mode but she is still usable.
However, I find it very hard to use her in brawl ball due to her low damage and that she cannot break walls.
This is the last thing I want to cover.
For Pam, I would upgrade the Super first, as that is her signature move. After upgrading the super, upgrade the attack to prevent clutch saves from your opponents. Finally, upgrade the health because Pam’s health is already pretty high to begin with.
Thank you for reading this really long guide! I hope it helped you with playing as much as it helped me with writing (this is definitely my longest guide).
In conclusion, and restating my thesis statement, Pam is a low-damage, wide-range, high-hp character with a medium move speed. Her regular attack sweeps back and forth (similar to Bo’s attack on steroids), and the width is roughly similar to that of Poco’s attack. Her super constructs a building like Jessie’s (I think they’re related), but her super heals instead of destroys.
- Ease Of Use
- Crowd Control