Beetleball Attacker Beetles
The five live carries: Dung, Ladybug, Tiger, Click, and Longhorn.
Attackers in Beetleball exist to steal dung, finish the five-level merge, and put a golden dungball through the red net while blue holds the other side. Early Access is live as of 3 Sep 2026. The community character-select split puts Dung, Ladybug, Tiger, and Click in this lane, with Longhorn as the flex carry. Ranked 3v3 still wants a defender and a support beside you. An attacker who never looks at net coverage is just a fast own-goal.
Q is on-ball if you hold the dungball and off-ball if you do not. Every kit below is written that way. Difficulty labels (Easy, Medium, Hard) are in-game, not a hidden power rank. The Beetles Hub repeats the wiki rule: beetles are balanced, so main the kit you actually press.
Dung
Dung is Offense/Speedster, Medium, normal size. On-ball is Dungy Dash on a 20s cooldown. It resets momentum, which is the point: a messy carry becomes a straight line through mid. Off-ball is Dash on 10s. It adds speed and does not reset momentum, so you use it to arrive, not to erase a bad angle. Passive Nibble refreshes Dungy Dash when you merge. That is why Dung wants to be the beetle who finishes 3+2 into gold instead of the beetle who spectates the merge.
Named tech: Flutter Dash (flutter during the dash) and Dung Rush (that speed into a ball, then on-ball). Dung’s weakness is air. If the fight leaves the floor, Ladybug and Click outplay you. Stay on dirt, merge often, and spend the 10s Dash to contest the next pellet before red does. Pair Dung with Fungus pads when you want a ramp into Dung Rush; that synergy is spelled out on team comps.
Ladybug
Ladybug is Speedster/Offense, Easy, tiny at 0.65x, weak headbutt 50, and more knockback than the rest of the lane. On-ball is Flying Dung on a 25s meter. Off-ball is Flight on a 32.5s meter. Both are meters, not one-shot cooldowns, so you feather them. The kit is an all-rounder except goalie. Do not sit net as Ladybug. You lose every headbutt to Rhino 80 and Goliath 75, and the extra knockback turns Brace for Impact into a highlight reel against you.
Play Ladybug when you want to steal, leave the floor, and air-dribble gold over a waller. Off-ball Flight chases. On-ball Flying Dung leaves with the prize. Because you are tiny, Firefly peel and Weevil gusts matter more for you than for Click. Beginner queues like Ladybug because both Q modes are the same idea: go. The beginner list keeps it there for that reason.
Tiger
Tiger is Offense/Trickster, Easy. On-ball is Dungball Rewind: teleport with the ball to where you were 1.75s ago, 32.5s cooldown, plus a shot buff. Off-ball is Teleport Grab to the ball on 25s. Passive Blink teleports you forward before a headbutt. The rule that gets people scored on: do not teleport onto a held ball. Wait for the drop. Grabbing a ball still in red hands is how Tiger donates gold.
Tiger is Easy to enter and hard to hide. Rewind is a fake. You show a line, rewind off it, and shoot with the buff. Teleport Grab is a steal tool, not a travel tool. Blink is for the headbutt, not for crossing the map. If you want raw speed, play Dung. If you want mixups on gold, play Tiger. Supports who create drops (Firefly grenades, Bombardier goop, Weevil vacuum) feed this kit more than pads do.
Click
Click is Offense/Striker, Easy. On-ball is Sonic Ball, a catapult on 25s that resets momentum. Off-ball is Sonic Boom on 22.5s. If the boom is next to a ball you get Click Shot. Passive Skipjack adds jump height while you hold the ball. The long body is a pinch tool. Line the thorax through gold and a wall and you score angles Dung cannot see.
Click is the cleanest first attacker for a reason. Both Q modes are a shockwave you can see. Skipjack makes aerial catches honest. The trap is ping. High ping can own-goal because the catapult and boom both move the ball before your client agrees where it is. If you rubber-band, delay Sonic Ball until you are goal-side, not net-side. Click plus a Rhino wall is a pinch classroom. Click plus Goliath is a boom into a shield you did not want.
Longhorn
Longhorn is Annoying/Reverser/Speedster, Hard. It shipped in April 2026. The demo wishlist unlock at 25k Beetle Bucks is how some players first saw it. It is not locked in Early Access. On-ball is Dung Swinger: antenna, 12.5s, two charges. Off-ball is Parasailing on 25s. Passive Excited triggers after a steal.
This is the flex carry. Antenna swings reverse a ball you do not want to hold. Parasailing is the escape after a steal, which is why Excited exists. Hard is honest: you will throw gold with the second swing if you treat it like Dungy Dash. Use one charge to peel, one to finish, and Parasail only when the steal is real. Longhorn belongs in this attacker page even though the tags scream Annoying. Ranked 3v3 still pairs it with a real goalie, not with two more reversers.
How to pick among the five
Want constant ground speed and merge value? Dung. Want Easy air carries? Ladybug. Want fakes on gold? Tiger. Want the simplest striker and pinch body? Click. Want steal-and-reverse chaos? Longhorn. First-hour players should start on Click or Ladybug, then try Dung once Nibble and Flutter Dash make sense. That order matches the beginner tier notes.
Attackers do not replace net play. If your ranked lobby already has a Dung and a Click, move to defenders or supports instead of forcing a third carry. Gold that nobody escorts dies on a Goliath shield. Gold that nobody makes never leaves mid.
Match habits that actually score
Face the opponent while you hold gold so steals are headbutts, not free grabs. Merge away from your own net. A five-level ball on your doorstep is a gift if Tiger Teleport Grabs it after the drop. Spend off-ball Dash, Flight, Teleport Grab, Sonic Boom, or Parasailing to arrive first, then spend on-ball to leave. Q is not a panic button. It is a swap between those two jobs.
When the other color parks a waller, do not headbutt the wall on cooldown. Ladybug flies it. Click pinches around it. Dung waits for a Fungus pad or a Firefly peel. Tiger rewinds off the spike. Longhorn swings the ball off the line. Those answers are why this lane exists next to the support kits instead of in a vacuum.
Read Getting Started if the five-level gold rule still feels abstract, then come back and main one of these five. The Tier List Hub will not make Dung secretly stronger than Click. It will only tell you which of these kits is kinder on day one.
Frequently Asked Questions
Quick answers for Beetleball players.
Who are the attacker beetles?
Dung, Ladybug, Tiger, and Click, with Longhorn as the flex carry. Full roster context is on the Beetles Hub.
What does Q do on attackers?
Holding the ball is on-ball (Dungy Dash, Flying Dung, Rewind, Sonic Ball, Dung Swinger). Empty hands are off-ball (Dash, Flight, Teleport Grab, Sonic Boom, Parasailing).
Which attacker should I learn first?
Click or Ladybug. Both are Easy. Dung and Longhorn ask for more tech. See beginner picks.
Can I teleport onto a ball Tiger is grabbing?
Do not teleport onto a held ball. Wait for the drop, then Teleport Grab. Jumping onto a held ball is how Tiger donates gold.
Why does Click own-goal on bad ping?
Sonic Ball and Sonic Boom both move the dungball. High ping can fire that knockback toward your own net. Stay goal-side before you catapult.