MultiVersus: Tom & Jerry - how to play? MultiVersus Guide, Tips
On this page of the guide to MultiVersus we give the most important tips for playing Tom and Jerry, who have the mage class, we also describe their best perks. They make a duo that can split with each other.
Last update: Thursday, September 15, 2022
Tom & Jerry in Multiversus are characters of the Mage class. In-game they fight each other constantly and can split up to use different moves. On this page of the guide, you can learn how to utilize them best when fighting other players or AI-controlled opponents.
We recommend getting familiar with tips regarding this duo, as they're quite difficult to play, mainly since they can split up:
- Remember than Tom and Jerry's normal attacks remain identical even when they're separated. Only their Specials change, both grounded and aerial.
- Your Neutral Attack, a tennis racket swing, is very useful. It doesn't deal much damage, but you can use it to deflect enemy projectiles. Moreover, Tom's Neutral Special lets him fire Jerry as a projectile. If you use Neutral Special again, Tom will shoot a tennis ball towards Jerry, who'll reflect it back against him. Tom can then hit the ball with the racket, launching it into an enemy with great force.
- If you're separated but near each other, Jerry will shoot a cork projectile up to two times. You can deflect them with the racket as well.
- Your Up Special when together fires a small rocket you can control. It explodes on impact with an enemy, leaving Jerry where it blew up. Using Up Special when separated causes the rocket to automatically home in on Jerry.
- Tom's aerial Down Special drops a stick of dynamite which explodes after a moment. You can deflect it towards the enemies with the racket as well.
- If your ally approaches Jerry, they'll immediately pick him up. This grants the mouse five corks, which he fires every time you use a regular attack. Furthermore, the ally carrying Jerry receives a speed and damage buff.
- Your Side Special, the fishing pole, is a useful tool you can use in several ways. First, hitting an enemy with the lure damages them and pulls them closer. Secondly, you can use it to catch Jerry and reconnect with him. You can also pull yourself to the environment with it, as if with a grappling hook (only if you've equipped the Fly Fisher signature perk).
- Taking too many hits will knock Jerry out. If that happens, he goes on a cooldown and is unavailable for a few seconds.
Tom & Jerry have access to 2 signature perks. The first is Fly Fisher. It slightly decreases damage dealt by your Side Special, but lets you grapple yourself to objects hit with the lure.
The second is Dynamite Split. Hitting a stick of dynamite with Tom's tennis racket now splits it into three sticks.
Both of these perks are very viable and the choice depends on your playstyle. Dynamite Split grants you a significant damage increase. On the other hand, Fly Fisher increases your mobility and survivability.
This build is versatile enough to work with both signature perks.
- Deadshot - an offensive perk, which increases the damage dealt with projectiles by 5%, or 10% if stacked with an ally.
- That's Flammable, Doc! - an offensive perk, which gives your team's basic attacks an incendiary effect after knocking back an enemy with a projectile (in this case, your basketball). The effect can be activated for 3 seconds after the projectile hit and lasts for 1 second. If an ally stacks this perk with you, the effect lasts for 2 seconds.
- Coffeezilla - a utility perk, allowing 10% lower cooldown times. Bonus is increased to -15% once an ally chooses the same perk. Out of Tom & Jerry's moveset, five moves suffer from cooldowns. This makes Coffeezilla one of their best perks.
There are other perks Tom & Jerry can make use of, though they can be a bit situational:
- Tasmanian Trigonometry - a utility perk, which increases your team's base knockback by 15%. Additionally, when an ally also chooses this, you will receive a 25% bonus to knockback.
- Make It Rain, Dog! - an offensive perk, which increases your team's projectile speed by 20%. If the ally also chooses this, the bonus will increase to 25%.
- Retaliation-Ready - a utility perk. After hitting an enemy with a projectile, your team will receive 3 gray health for 3 seconds. If an ally chooses this perk, the bonus will increase to 8 points. Grey health absorbs damage without losing actual health points.
How to win as Tom & Jerry?
Your ranged attacks give you the most damage potential. It's worthwhile to separate Tom & Jerry immediately and start deflecting tennis balls with the racket. Use your Neutral Special until you run out of ammo. Once you do, pick up Jerry or let your ally pick him up for a buff.
Don't forget about the mouse in the heat of battle. If an enemy catches Jerry alone, they'll most likely focus on him to disable him for a while. You can save Jerry by approaching him, catching him with the fishing pole or having your ally pick him up.
Remember to use the fishing pole, as it brings you a ton of utility. Letting go of the button combination cancels the move.
If Jerry's in trouble and you're not able to approach him or catch him with the fishing pole, use your Up Special. This will send a rocket straight at him. This move has a very low cooldown. Using it often should discourage enemies from attacking Jerry.
You can also set mouse traps which could protect him from danger. Set them up with your grounded Down Special. Afterwards, directing Jerry onto the trap should protect him. If you're not separated, you can place the mousetrap next to Tom to discourage enemy assault.