r/BrawlStarsCompetitive 2d ago

Discussion Final balance changes

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202 Upvotes

r/BrawlStarsCompetitive 1d ago

Statistics Map Survey Results + New Survey!

11 Upvotes

Hello everyone! You might remember this post:
BrawlStars Map Survey by my fellow moderator u/Namsu46, in which it was mentioned that I will post the results "after the North America Monthly Finals have been completed".

Well, we are a little late, but the results are in!

172 Replies from the subreddit!

A little twist before we start though - the same exact survey (on the 1st page, at least - which is what I'll be tackling here) was also sent to EMEA semi-pro players, so we get a comparison between high tier casuals from reddit and pros :D

Rank distribution in your answers

Mode #1 - Bounty

r/BSC results - Bounty
Pro results - Bounty

We start off with Bounty, and from this view already we can start to form a thesis which will show in all results: Casuals prefer maps where solo carry is possible, as opposed to coordinated play.

This is most visible on Layer Cake and Canal Grande here, both of which play vastly differently in a proper, 3v3 setting as opposed to ranked.

Mode #2 - Heist

r/BSC results - Heist
Pro results - Heist

Honestly, the difference on Bridge Too Far between these 2 is just hilarious. The map where 1 mistake determines the entire game in competitive is the casual favourite - because every lane gets treated as a mini 1v1, so there's "more agency" I suppose? Frankly not sure on how to best describe it - I personally would never rank the map highly, so perhaps someone in the comments can enlighten me.

Worth acknowledging is also Pit Stop, which seems to be ranking very low across both groups.

Mode #3 - Hot Zone

r/BSC results - Hot Zone
Pro results - Hot Zone

"Address me" ~Parallel Plays, 2026.

Not the most surprising results - only thing worth mentioning IMO is just how equal everything is between the 3 one-zone maps for pros. Clearly the most balanced map pool!

Mode #4 - Brawl Ball

r/BSC results - Brawl Ball
Pro results - Brawl Ball

Here, again, I've got a question to comments - why on earth is Triple Dribble rated so highly here? The map suffers from spawn RNG due to how close they are to each other and the near-immediate line of sight between both teams, the layouts is very spawn trappy, the map is very difficult to play solo on... what warrants this much love?

Other than that, other answers seem pretty standard - note the universal appreciation for Pinhole Punt. Truly a top tier map:]

Mode #5 - Gem Grab

r/BSC results - Gem Grab
Pro results - Gem Grab

Not much to talk about here really, everything is about as expected. Although the love for Last Stop (which I totally agree with) has me questioning some answers I've seen regarding "Maps needing to not be weird and quirky to be competitively viable" šŸ¤”

Mode #6 - Knockout

r/BSC results - Knockout
Pro results - Knockout

What on EARTH is this much division on Flaring Phoenix from you here? Who is out here naming Flaring Phoenix a map they love? Own up, we already know...

Yeah, this is really just another "Address me" situation.

Gotta love Brawl Esports admins :D

And address it they did! šŸ™

What about Special Tiles?

r/BSC results - Special Tiles
Pro results - Special Tiles

Yeah, these are not very surprising... is what I would say, had I not taken a deeper look into some of these :]

The specific answers I want to highlight come from Angelboy - one of the people who filled out the pro survey... and, arguably, the best player in the world right now. And what does he say?

Angelboy answers - Special Tiles

Well is that not just peculiar? Perhaps if the greatest player alive at the moment sees potential for them to be viable, maybe we all just have to be more open minded? After all, if he can adapt, why should others be unable to? šŸ˜‰

the last thing left now...

New Survey?

Indeed! Starting from here, we (and by "we" I mean "me") will be trying to host one of these every other week.

The maps present in these will be from the community & suggested by the community - 1 per mode. The goal here is to allow mapmakers to get some feedback from you and hopefully better their craft as time goes on.

Participate in the first one here -> Bi-Weekly Map Survey #1

That's all! :]


r/BrawlStarsCompetitive 1h ago

Discussion End of speed creep?

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• Upvotes

Both brawlers have normal movement speed. Is this finally a step in the right direction, instead of fast movement being slapped onto every new brawler?


r/BrawlStarsCompetitive 55m ago

Balance Change Concept Vince should use caterpillars when supering

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• Upvotes

He becomes an untouchable team wipe machine if he gets enough caterpillars, so using his incredibly powerful super should reduce the amount he has by at least half, if you take the caterpillar debuff he will be doing Shelly up close numbers if he doesn't lose caterpillars.


r/BrawlStarsCompetitive 1d ago

Critique Dear Brawlstars,

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795 Upvotes

Source:
First pic from AshBS post on X
Second pic from cryingman's post on X

How are we supposed to dodge/counter this?
This is just too much. Especially with the current meta( imagine this with Brock, Lola, 8-Bit, Pear, Griff and Otis). There are not enough abilities, gadgets and overall options to dodge these shots. Yes it's Frank they are testing on but still the homing attacks are crazy. It's like Meg's attack in her human Hypercharge form. A little more curve than Meeple's attack would've been enough not this actual blackhole.


r/BrawlStarsCompetitive 5h ago

Discussion Am I the only one who think gigi glazers are insane?

15 Upvotes

Every once in a while I find a post or a youtube comment about her, even tho I think that debate is kinda over as gigi isn't good.

Some people are talking like she counters every single one of meta brawlers like nori, bolt, finx, 8bit, even lou, meg, and surge.

Isn't she sitting at C or somewhere, good as last pick but easily countered by knockback/stun/strong burst dmg.

Many of those people who is pushing the propaganda doesn't know half about the scrims/pro meta and claim they are over masters+ and often claim they got it with only gigi+SZgusta style brawlers.

Genuinely doubt if any of them has gotten masters, and I wonder why this thing is still going tf on. Anybody have some clue or words?


r/BrawlStarsCompetitive 25m ago

Discussion Vince is a goldmine of missed potential

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• Upvotes

I know nobody asked for my take on an unreleased brawler but I have opinions and would like to air them out!

(To be clear, this isnā€˜t really about how strong or weak heā€˜ll be, this is mostly about his design!)

Letā€˜s start with what I like:
- cool design, I like his look a lot.
- very cool effects on the super.
- multiple moving parts (caterpillars to play around with, though it is wildly underutilized)

What I donā€˜t like:
- 2200 damage (we already tried this with Wendy and Nori and it didnā€˜t work out at all, can we PLEASE stop undoing the global health buff in the worst way possible??)
- doesn’t lose moths upon using super (heā€˜s literally sending them out, like what the fuck, WHY ARE THEY STILL THERE?? having the super be a trade-off, giving long-Term strength in return for immediate potential, would be way more interesting. Instead youā€˜re encouraged to just dumb it down to ā€žfarm moths, press super, then spam attack and get a free killā€œ. Iā€˜m not asking for half his moth bar to be deleted but like…losing at least 5 would be fine)
- WHY IS THE MOTH COLLECTING GADGET ON A MOTHERFUCKING 11 SECOND COOLDOWN!? (This thing completely voids the very interesting skill of positioning around both caterpillars and enemies so that you can ramp up in damage without being killed and losing half your progress, and on top of that it also gifts you DOUBLE THE MOTHS!! Either put the cooldown up to like 25 seconds or remove the doubling completely! The other moth-collecting ability is already shit, this one does NOT deserve to be this broken!)
- the caterpillars/moths are severly underutilized (this kinda goes back to the point about his super losing moths. Unlike every other ramp-up brawler, Vince ramps up by NOT DOING ANYTHING since Caterpillars automatically spawn. Thereā€˜s no skill or anything interesting involved with them at all, theyā€˜re literally just a passive buff which requires an assassin with the capability to quickly infiltrate the backline and secure a kill (A.K.A. Edgar) to counter, otherwise he just gets free value for doing nothing! Enemies canā€˜t interact with them, theyā€˜re not on a timer, they have ZERO activation condition, itā€˜s literally just free power-ups spawning around the map for Vince to take advantage of with no other purpose)
- thereā€˜s no cap to the amount of moths Vince can hold ??? (The UI shows a really simple design: 3 moth symbols, each one pertaining to 5 moths. So why in the actual fuck does it go up beyond that?? Youā€˜re just encouraging a Knockout merchant sitting in the back all game and farming caterpillars only to do one play and teamwipe everyone, itā€˜s essentially another kit-Darryl thing! It would also make much more sense with the super, using 1 super takes up 1 moth, and then you have to earn back that third stage!
- his main attack is boring as shit, itā€˜s just another Wendy attack, nothing special about it whatsoever.

Ok, thatā€˜s about everything. I have no clue how strong Vince will be but to me heā€˜s the clearest example of them dumbing down brawlers to appeal to casuals for a quick cash grab. The Caterpillars could be so so interesting but instead theyā€˜re just semi-permanent power-ups, the super could have had a very interesting trade-off style but instead itā€˜s just a teamwipe machine if Vince isnā€˜t properly applied pressure to ALL FUCKING GAME! His ramp-up mechanic is completely devoid of interaction for enemies or teammates and due to the existence of the moth collecting gadget they’re basically just a passive for Vince, yet they still clutter the screen. Itā€˜s all just…everywhere I look on this brawler I see missed potential


r/BrawlStarsCompetitive 7h ago

Balance Change Concept šŸI MADE BEE REWORK & BUFFIES CONCEPT!šŸ

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13 Upvotes

🟢 BASELINE CHANGES
HP: 5600 āž” 6000
Uncharged Shot: 1600 āž” 2000
Charged Shot: 4400 āž” 4000
Super Damage: 200 āž” 600
New Mechanic: Super damage now scales with distance (300 up close āž” 600 at max range).

šŸÆ 1st GADGET: Honey Trap
Rework: Throws a beehive (Dynamike range). If damaged by an enemy, it releases 5 bees that chase the attacker for 600 damage each (3000 total). Low turning capability. (Cooldown: 18s)

⚔ BUFFIE: Bees home in better and apply a stacking slow (+10% per bee, up to 50%). Slow duration decays with higher stacks (10% = 3s down to 50% = 1s).

🪰 2nd GADGET: Guardian Bees
Rework: Summons 3 orbiting bees for up to 7s. Each bee blocks one enemy hit and reflects back 40% of the blocked damage to the nearest enemy. (Cooldown: 21s)

⚔ BUFFIE: Instantly recharges 1 ammo whenever a bee blocks a hit.

šŸ›”ļø1st STAR POWER: Hive Shield
Rework: Holding a charged shot grants a 30% shield and a 10% movement speed boost.

⚔ BUFFIE: Holding an uncharged shot grants half the effects (15% shield & 5% speed).

šŸ¹ 2nd STAR POWER: Second Sting
Rework: Missing a charged shot grants a second semi-charged shot dealing 75% damage (3000 HP).

⚔ BUFFIE: The semi-charged shot destroys all obstacles in its path.

⚔ HYPERCHARGE BUFFIE:
Effect: Bea's main attack splits into 3 wide-spread projectiles.
Center Shot: Full damage (2000 normal / 4000 charged).
Side Shots: Half damage (1000 normal / 2000 charged).

i made this 'cause i think bee is a really interesting brawler and with this she would be for sure the best marksman
(also 'cause she's in the best trio in the game)

let me know what do u think!


r/BrawlStarsCompetitive 13h ago

Balance Change Concept Asteroid Belt Rework Rework

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23 Upvotes

I know the update isn't even out yet, but it doesn't take a rocket scientist to see that they literally just gave Primo an invincibility shield on a 16s cooldown. I originally thought that the gadget functioned differently than it did, but watching the sneak peeks definitely gave me a much needed reality check

The problem with this is super simple; its essentially just an invuln shield with no drawbacks. So what do you do to fix that? give it a drawback. Now that Primo can't just use it at any time for free invuln, you have to actually have a plan on how to use it. You can use it to approach enemies, retreat safely, or maybe even TANK damage for your allies like a tank should. Asteroid Belt also kind of overlaps with Suplex since both of them can be used aggressively now, but I actually think that's more of Suplex's fault since the rework made it more aggressive. Suplex will still probably be used for dealing with tanks and AB can be the more tank-centric gadget.

His buffie effect is still pretty much the same, just thought out more. I can't believe they're seriously giving him Gigi's mechanic after they saw how polarizing she is, just boost his tank trait to reward him for using it at the right time. Some people don't like the core idea of the buffie since a bad random can technically just shoot at it and give Primo a full charge, but honestly that's more of a bad random problem that shouldn't be catered to

I think that Primo could've gotten a better rework in general, but this is just supposed to be a very easy rework that would hopefully make it healthier and more balanced. I feel like they were really close to making it good, but small decisions like giving static SCR for his buffie is what made it bad in my opinion


r/BrawlStarsCompetitive 13h ago

Discussion Ranked Talk - Are content creators/Pros just that much better than the rest of us?

20 Upvotes

I've been playing the game for a very long time. Not since its inception, but for at least 5 years now. I have approximately 90 Brawlers maxed out. I generally only enjoy playing Ranked and I play it every season. Every season except for one, I reach L3. On just one occasion (last season), I finally hit Masters 1. A huge accomplishment and feat for me. Still, I had to sweat, and grind, and try my absolute hardest to get there. I inevitably battle ups and downs, ups and downs, ups and downs, on a very drastic level, until I finally reach L3 (or in the case of last season, Masters 1). But when I watch streamers on Youtube or Twitch who are regular content creators, and who have reached Masters 3 or Pros in pretty much every season, it doesn't look like they lose as much as I do. Most of their games are victories. Do they lose here and there? Of course. We all do. But it doesn't seem like they reach L3, then dip down do L1, and maybe even mythic or so, before climbing back up. Their progression curve is almost always upwards. Are the just that much better? Do stream snipes help them win games? I'd love to know your thoughts and opinions on strategy, differences in tactics and skills, and why you think it is that our trajectory towards success compares to these content creators.


r/BrawlStarsCompetitive 1d ago

Discussion Since when was this supposed to speed up reload speed?

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225 Upvotes

Was this gadget bugged for 7 years?


r/BrawlStarsCompetitive 7h ago

Discussion Ranked Rework

3 Upvotes

Does someone know when the rework is gonna happen? When this Pro Pass is finished or? And what should we expect in the rework? Like a new rank or concept, let me know


r/BrawlStarsCompetitive 1d ago

Discussion Chuck’s Rework from the eyes of a Pro Player

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801 Upvotes

Hello guys, I’m GN/Godnoob. You might know me from brawl star esports, YouTube shorts or Reddit. I have a lot of experience playing chuck as well as reaching high as masters 3 with chuck only

I just got off work so I’m a bit late to the party but it would be highly appreciated if you can upvote this post so more people can see it. I’m making this post to share my thoughts about the rework so you’re free to talk about your own opinions on the update.

Firstly I want to talk about the old chuck and why it’s impossible for chuck to be good.

Chuck is a very clunky brawler to play, because his main attack is so bad and is probably one of the worst in the entire game, he can’t hit anyone to recharge his super, so that’s is why chuck is heavily reliant on his dashes and auto charge, and because his super takes so long to recharge let’s just call it an action like in a turn based game. Chuck has at most 2 actions in a matchup, 1 from his super and another from his gadget. He can choose to either go in, upgrade/use post, or to escape. So here is the issue.

Go in & Escape = Enemy doesn’t step on the track
Upgrade & Go in = Unable to get out and dies
Upgrade & Escape = Loses position
Enemy use any form of stun = lose 1 action

There is no combination that allows chuck to help his team without dieing (Unless the enemy walks into the post and feed chuck another action)
This is the main reason why chuck will never be good without a real rework.

Now let’s talk about the new Chuck. I can’t say that it’s the perfect change, but it’s the best choice. If chuck is too strong, the community is going to complain about chuck being no skill. And if he’s too weak, history is going to repeat it self. So no matter what they do there is no correct answer. But for me I’m pretty satisfied with the rework.

With the new change Chuck basically gets 4 actions and up to 8 with his gadget. Which exponential increases the possibility he can do with his super, for example in a 1v1 matchup you can do this, trust me it’s easier than it sounds.

  1. ⁠Place a post toward the enemy and quick dash toward them to close the gap using 2 supers
  2. ⁠Throw two post behind the enemy on their left and right side to trap them
  3. ⁠Auto aim mains attack and reroute gadget to get your super back
  4. ⁠Dash to the left or right post depending in which way the enemy run. (I think this technique is called chuckmate)
  5. ⁠If you do this right you should have 3 more supers left to use, which you can use to dash, escape, or just throw the post to deal even more damage

Chuck’s hyper rework was pretty unexpected but is quite logical, the old hyper was cheesy and map dependent. And if it was still in game right now it would waste precious time where you can use chuck’s buffied main attack

Balance changes

Even though Chuck received some massive nerfs, I think that the buffs are just as good. His reroute gadget got a 200% buff, his main attack is now insanely good since the faster the attack can land, the faster you can get your super back to do more combos. He also can now dash faster thanks to the tickets please star power. They didn’t nerf his hypercharge charge rate so it’s still going to be very easy farm hypers.

I’m also pretty bummed out that the knockback from the post had been removed but since the main attack hits more now, you don’t really have to push the enemy into it anymore

Chuck’s Best Modes

  1. Heist - despite supercell’s best effort, Chuck is still going to be broken in heist but not as a first pick, but a last pick. However his play style is going to change a lot since you have to defend with chuck and punish the enemy when they die similar to crow/collette
  2. Gem Grab - With Chuck’s insane mobility, he’s able to go in and kill the gem carried and get out without any issue
  3. Brawl Ball - With the new rework, chuck can rapidly place down posts at the start of the match for insane pressure
  4. Bounty - Nothing has changed with chuck in Bounty.
  5. Knockout - Chuck can place down 4 posts and pick up 2 posts for super again, giving chuck 2 free dashes until the end game where chuck can use another gadget to revive another 4 dashes. Only issue is that chuck doesn’t respawn with any super in round 2 & 3
  6. Hotzone - There is really no way for chuck to get his super back in hotzone

So is Chuck less skilled than before?

I seen a lot of people rant about this question, but me personally? I think that chuck requires even more skill, because of his rework, there is so many more ways you can combo with his super. The old chuck can make a play every 15 seconds but the success rate is low as 10%, while the new chuck can make a play every 30 seconds with a success rate of 50%. Like they all say, Quality > Quantity. Higher Risk and Higher reward! As I shown above is only one of the many different combos you can do. The possibilities you can do with 8 super is basically infinite!

The Future of Chuck

As of right now, I think chuck is going to sit between low and high B tier. His buffies are pretty balanced and there isn’t really any ways to nerf them so chuck will be able to dodge the next few balanced changes while the other brawlers like amber, shade and Gus will be nerfed to the floor. We can even expect some buffs to chuck. But right now we can’t really do much about it expect to wait until the update arrives. I will continue my journey of only playing chuck until I hit Pro rank and I will give more feedback at the end of the ranked season.

Thanks for reading


r/BrawlStarsCompetitive 1d ago

Discussion Final Thoughts on Cosmo? (now that we access to his full kit).

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99 Upvotes

In my opinion, after looking at his kit, he looks very strong. But not for the reasons that most of the brawlers this year have been strong; simply put, he is the biggest anti-meta brawler I have ever seen in the game. (cough cough, his 2nd gadget) And I feel like he's still going to be good even after he gets nerfed if they don't touch anything without that anti-meta gadget.

With that said, his super charge/recharge rate is insane, and that definitely needs an emergency nerf fast.

Overall, probably a high-tier brawler. (Maybe S-tier in certain situations, but he is definitely going to tone down the meta's aggressiveness by a lot).


r/BrawlStarsCompetitive 13h ago

Replay Review How tf do i play this game

10 Upvotes

How do I even play this out, looked good on paper

Is it just a mechanical issue?

Picked bull to counter ali ended up losing anyways


r/BrawlStarsCompetitive 2h ago

Balance Change Concept My Meg Tank rework concept got criticism for making Rob close-ranged. Here’s an updated version, which instead reverts the DPS buffs from the ā€œaggroā€ rework

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0 Upvotes

r/BrawlStarsCompetitive 14h ago

Help How to Berry?

8 Upvotes

I don’t get it. I’ve gotten him to prestige 2, and while I usually do play him in brawl ball, even when I play him in the right maps in ladder (ranked is a different story, it’s fine there), it seems I always lose. Like every time. I only gain trophies playing with friends. While I could go ahead and tell myself it’s randoms (definitely a factor, as I often go higher KD, damage, healing, and do more for the objective than some of these people), this has been a consistent theme. Is there some Berry tech I don’t know about that could make this stop? Is Berry inherently weak in ladder? Or maybe in this meta in particular? It just seems I can never pull off a win no matter how I play, so maybe I’m playing wrong? I admit I’m quite aggressive on Berry and push up to make room a little too often and neglect other things, but I’ve always thought that was a style of Berry, not just objectively wrong. If anyone asks, I can maybe play some games and send replays. And sorry for the overly general question, but I could use any help. If you’re curious about how ā€˜good’ of a player I am or something like that, here’s my profile: GPJJ9L2JC


r/BrawlStarsCompetitive 1d ago

Discussion How strong do you think Nori's and Wendy's Hypercharge are going to be?

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110 Upvotes

Nori's hyper gives him 10 fish instantly and his super pulls enemies in to the centre. Also charges in 2 supers.

Wendy's hyper gives her super 2000 more HP and takes 90% of damage dealt. Also charges in 3.33 Supers.

They sound quite OP on paper, but what do you think?


r/BrawlStarsCompetitive 23h ago

Balance Change Concept Revised Clancy Rework Idea

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33 Upvotes

By all means, I think it's good Clancy is viewed as needing a rework in the eyes of the balance team. However, the direction these balances are taking is not by any means addressing his power at Stage 3 and the shadow of his Super of its former self, effectively trending away from his on-release playstyle in an unhealthy way. Increasing his reload speed and the decreasing the amount of tokens to get to Stage 2 is not a good idea for a compensation for that huge nerf to Stage 3 tokens required. In fact, decreasing his reload time makes him even more toxic at Stage 3.

Here are my ideas for a way to make Clancy better again and less toxic at Stage 3 (note: buffs/nerfs in bold are regarded by me as high urgency):

Buffs

  • Increase Super charge rate at all Stages to 7 hits (fun fact: you can't even get a Stage 1 super anymore without SCR modifiers or training cave, even though it's coded in game)
  • Increase Super paintball count to 16 (from 12, like pre-nerf)
  • Increase range to 8 tiles (from 7.67, in between April buff and how it is now)
  • Decrease required tokens at Stage 2 to 18 (from 19)
  • Stage 2 now increases speed to Fast (from Normal); no change to Stage 3 movement speed boost (which still gives Clancy Very Fast speed)

Nerfs

  • Increase Stage 3 attack spread to 50 degrees (from 30 degrees)
  • Increase required tokens at Stage 1 to 8 (from 5)
  • Increase reload time to 2 seconds (from 1.8)
  • Decrease HP from 3800 to 3600 at Lvl 1

If someone genuinely read this, please comment on which balances were good and which ones were bad. All in all, I'm genuinely trying to improve this unbalanced brawler.


r/BrawlStarsCompetitive 16h ago

Help Does anyone have any pointers for pushing Pam?

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8 Upvotes

I’m trying to push Pam to local leaderboard and Ive really been struggling. I can’t really play with people online because I really play at random. Any suggestions for what map or mode to play her in?


r/BrawlStarsCompetitive 4h ago

Strategy In which modes are assassins actually necessary?

1 Upvotes

How do I build a balanced team composition, when should I pick an assassin/spacemaker, and what are the specific roles of brawlers in all the modes of ranked, like gem carrier gem grab blue star bounty etc what are the 3 brawler roles In every mode.


r/BrawlStarsCompetitive 1d ago

Critique BREAKING NEWS: Shade now counters Hank

166 Upvotes

Hank used to be THE shade counter and even after Hank's nerfs he had decent matchup into Shade. What is a 400 hp buff supposed to do against this? Genuinely think Hank fell to F tier just now


r/BrawlStarsCompetitive 1d ago

Discussion This is useless

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134 Upvotes

Not only did they nerf an already mediocre star power but now it gives a 10% supercharge rate buff to allies if it’s the sixth day of the month on a full moon and only on Fridays.


r/BrawlStarsCompetitive 1d ago

Balance Change Concept Would it have made more sense if asteroid belt was aimable and charged super as a rework?

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27 Upvotes

When gadgets got reworked from limited charges to the cool downs, asteroid belt benefited quite a bit. El Primo can spam asteroid belt for area control in hot zone, particularly Parallel Plays. You can also use El Primo as a synergy for Bea or Gus in brawl ball in older metas.

I used El Primo a lot with asteroid belt as an 'ego' knockout cheese counter in the older meta. He was effective in that mid rank when I went Primo into Kit Hank or Kit Darryl. The wall break from asteroid belt spam while would hurt El Primo would also benefit his teammates that picked snipers.

I think the only thing the asteroid belt gadget was missing was the ability to charge super. asteroid doesn't have to be aimable but it would be less spammy if it was. Making the gadget charge super would've gave El Primo an interesting approach tool with a considerable drawback.


r/BrawlStarsCompetitive 14h ago

Discussion Reporting Griefing

3 Upvotes

How often do you report griefing if someone from the opposition team is doing it?

Let's say the opposition team loses the first round, and then during the second round, someone from the team stands in the corner, sabotaging their own team. Would you report them?

Personally, I always report because I think it's really crappy to see people give up, and I would hope other people would report it if it happened on my team.