# 01_BRAWLERS — COMPLETE BRAWLER ENCYCLOPEDIA # Brawl Stars Draft AI — System Knowledge File # Last updated: June 2026 (based on v67.264 update, April 2026 release notes, May 13 balance patch) # Source: Supercell official release notes, brawltime.ninja, pockettactics, mmonster, playhub, dexerto, noff.gg --- ## READING THIS FILE Each brawler entry contains: - CLASS (official Supercell class) - RANGE (melee / short / mid / long / very-long) - ATTACK mechanics - SUPER mechanics - GADGETS (both, with recommended pick noted) - STAR POWERS (both, with recommended pick noted) - HYPERCHARGE (if exists) + BUFFIES (if reworked in April 2026) - HP POOL (approximate at PL11, post-patch) - META TIER (June 2026 — S/A/B/C/D/F based on top-200 pro data) - RANKED VALUE (how often relevant in ranked drafts) - STRENGTHS (what this brawler does well) - WEAKNESSES (what counters this brawler or limits its value) - BEST MODES (modes where this brawler shines) - WORST MODES (modes to avoid this brawler) - FIRST PICK VIABILITY (can you first-pick this safely?) - LAST PICK POTENTIAL (does this brawler shine as a reactionary pick?) - DRAFT NOTES (key things AI must consider during draft) --- ## CLASS OVERVIEW (for AI context) Brawl Stars has 7 official classes. Understanding class interactions is fundamental to draft logic: **DAMAGE DEALER** — High HP, varied range, direct damage focus. Beats Tanks and Assassins, loses to Marksmen and Artillery. **TANK** — Massive HP, close-range, frontline presence. Beats Assassins and Marksmen at close range, loses to Damage Dealers. **ASSASSIN** — Mobile, high burst, low HP. Beats Marksmen and Artillery by closing distance, loses to Tanks and Damage Dealers in sustained fights. **MARKSMAN** — Very long range, high single-target damage, fragile. Beats Tanks from distance, loses to Assassins who close the gap. **ARTILLERY** — Parabolic/arc projectiles, ignores cover. Loses to Assassins and Tanks who engage directly. **CONTROLLER** — Area control, AoE, zone denial. Versatile but rarely a primary carry. **SUPPORT** — Heals, buffs, sustains teammates. Usually paired with tanks or damage dealers to amplify them. Rock-paper-scissors doesn't always hold on every map — cover, bush density, lane geometry all modify these relationships significantly. --- ## S-TIER BRAWLERS (June 2026) *Top meta picks based on top-200 pro win rates and pick rates. These are the bans/first-picks of every draft.* --- ### EDGAR - **CLASS:** Assassin - **RANGE:** Melee - **HP:** ~5,400 at PL11 - **META TIER:** S (top-200 #1 pick rate in June 2026) - **RANKED VALUE:** Extremely high — consistently picked or banned **ATTACK — Fisticuffs:** Edgar throws his scarf forward, dealing damage and healing himself based on damage dealt. Close range only. Attack chain — 3 fast hits. Each hit heals him for a percentage of damage dealt. This passive healing makes him incredibly self-sustaining in close combat. The healing scales with the damage he deals, meaning he heals more against tanky targets. **SUPER — Vault:** Edgar leaps to a target location, dealing damage on landing and gaining a massive speed boost. The super charges passively over time (NOT from dealing/receiving damage like most brawlers — purely timer-based). This is his defining trait: Super is always available on a timer regardless of combat. Makes him extremely reliable in terms of Super uptime. **GADGET 1 — Let's Fly [REWORKED April 2026]:** Edgar throws out his scarves, latching onto the closest Brawler or wall. Jumps behind any Brawler hit OR jumps over any wall hit. - **Buffied version:** Also gains a speed boost for a short time when successfully latching onto a wall or Brawler. - RECOMMENDED: Yes, this is his primary mobility tool. The rework made it far more versatile — can now grapple walls to reposition, not just enemies. **GADGET 2 — Hardcore:** Edgar gets a shield protecting him from the next 3700 damage. Shield weakens over time. - **Buffied version:** Also grants immunity to Crowd Control for 1 second. - Use when: Diving into CC-heavy teams, or when you need to eat a big burst shot without dying. **STAR POWER 1 — Hard Landing [BUFFIED April 2026]:** Edgar deals damage to nearby enemies when landing using his Super or Let's Fly gadget. Closer enemies take more damage. - **Buffied:** Hitting a Brawler with the epicenter also charges Edgar's Super. - RECOMMENDED: Yes in most situations. Extra Super charge synergy is massive. **STAR POWER 2 — Fisticuffs [BUFFIED April 2026]:** Increases healing from basic attacks by 30%. - **Buffied:** Scoring a Brawler takedown also heals Edgar for a percentage of max HP instantly. - Use when: Against squishy lineups where you're getting kills frequently. **HYPERCHARGE — Outburst [BUFFIED April 2026]:** Edgar now throws 2 additional scarves at longer range during Hypercharge, dealing lesser damage. Enemies at close range can be hit by both the basic and Hypercharge scarves. Impact: Dramatically increases his burst potential on entry and gives him longer effective reach. **STRENGTHS:** - Passive Super charge means he always has mobility/gap-close available - Self-healing makes him very hard to zone out - Incredible 1v1 potential against most brawlers - Can dive backlines repeatedly - Buffied gadgets and star powers make him even more of a nuisance - Very high solo carry potential in good hands - Counters squishy brawlers (Marksmen, Artillery, support) extremely hard **WEAKNESSES:** - Hard-countered by strong CC (Otis silence, Lou freeze, Gale knockback) - Struggles against brawlers with knockback keeping him at range - No ranged option — useless if kited perfectly - Relies on getting close — open maps without bushes expose him - Buster super can completely shut Edgar down - Tanks with high HP can outlast his healing if they have sustain too - Very popular = often banned **BEST MODES:** Knockout, Brawl Ball, Heist (inside), Gem Grab (aggressive), Bounty **WORST MODES:** Open-map Bounty, Siege (kited too easily), Hot Zone (needs to hold zone, gets poked) **FIRST PICK VIABILITY:** Medium-High — He's so S-tier that first-picking him signals your strategy immediately. Good if you want to force bans. Not great if you want to hide your composition. **LAST PICK POTENTIAL:** Very High — If enemy has no hard CC and no Buster, last-pick Edgar is a nightmare. **DRAFT NOTES:** If enemy drafts Leon + another assassin, Edgar loses value (gets outmaneuvered). Synergizes with supports like Byron or Kit who amplify his healing. Always check if enemy drafted CC before recommending Edgar. --- ### COLETTE - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~4,200 at PL11 - **META TIER:** S (consistently high across all meta sources June 2026) - **RANKED VALUE:** Extremely high — picks up even more value when tanks are in meta **ATTACK — Taxing Shot:** Colette fires a bolt that deals percentage-based damage — she deals a fixed % of the target's MAXIMUM HP, not a flat number. This makes her uniquely powerful against high-HP targets. Against a 15,000 HP Frank, she's devastating. Against a 2,800 HP Crow, she's weaker. Key mechanic: Her damage scales UP against tanks. She is the anti-tank brawler in Brawl Stars. The % damage does not bypass shields but does bypass some damage reduction effects. **SUPER — Time to Collect:** Colette dashes in a direction, dealing % max HP damage to ALL enemies she passes through. Massive AoE potential if enemy is grouped. Has a turnaround component — she dashes back, dealing damage again. With Hypercharge active, this super is arguably the best AoE burst in the game. Post-April 28 bugfix: A bug where she dealt 4,600 extra base damage was fixed — she's tuned correctly now. **GADGET 1 — Na-ah! [REWORKED April 2026]:** Colette fires a projectile that charms a Brawler for 1 second. Uses ammo. - **Buffied:** The projectile pierces environments AND Brawlers (can hit multiple targets). - RECOMMENDED: Yes, in aggressive plays. Charming an enemy into a wall or your team is game-changing. Piercing Buffie makes this even better. **GADGET 2 — Gotcha! [REWORKED April 2026]:** Colette fires a projectile that heals for 80% of damage dealt. Uses ammo, can fire 3 times before cooldown. - **Buffied:** Can overheal, creating a shield of up to 1000 maximum health. - Use when: Against poke-heavy comps where you need sustainability. **STAR POWER 1 — Push It [BUFFIED April 2026]:** Enemies hit by Colette's Super are carried to the farthest point of attack. At max distance, they're stunned for 0.2 seconds. - **Buffied:** Her Super dash speed is very fast (makes it much harder to dodge). - RECOMMENDED: Yes in most situations — the Super is her primary damage tool. **STAR POWER 2 — Mass Tax [BUFFIED April 2026]:** Colette takes 75% less damage during her Super and gains a 30% damage reduction shield if she hits a Brawler. - **Buffied:** Colette's Super steals 33% of ammo from any Brawlers hit. - Bugfix note: The shield no longer persists after her Super is interrupted (fixed May 13). - Use when: Diving into heavy damage comps where you need Super survivability. **HYPERCHARGE — Teen Spirit [BUFFIED April 2026]:** Colette's main attack is followed by a similar, smaller main attack dealing lesser damage (double shot effectively). Impact: Massive increase to her poke damage output and Super charge speed. **STRENGTHS:** - Percentage HP damage ignores raw HP — directly counters tank meta - Super is a massive AoE engage/disengage tool - Mid-range — safe enough to not be dove easily while still being aggressive - Very consistent on almost any map with medium cover - Hypercharge makes her burst dramatically higher - Buffied Gadget 1 charm is a CC tool in a meta full of dive **WEAKNESSES:** - Low % damage against squishy targets (Crow, Edgar, assassins) — she doesn't chunk them hard - Assassins like Mortis or Edgar who dodge her Super can neutralize her - Very range-dependent — can be outranged by Marksmen - Super requires going into danger to deal damage - Bugfix removed extra damage — must account for properly tuned numbers now **BEST MODES:** Gem Grab (anti-tank presence + Super clears gem carriers), Heist (Hypercharge melts safe), Brawl Ball, Knockout (burst round winners) **WORST MODES:** Bounty on very open maps (snipers outrange her), Showdown **FIRST PICK VIABILITY:** High — She doesn't reveal too much strategy and is useful on most maps/modes. **LAST PICK POTENTIAL:** High — Especially if enemy drafted tanks or high-HP brawlers. Last-pick Colette into Bull/Frank/Ash is almost always correct. **DRAFT NOTES:** If enemy team has 2+ tanks/high HP brawlers, Colette becomes priority pick or ban. Synergizes incredibly well with Byron (healing amplifies her sustain) and Kit (bonus damage). --- ### MORTIS - **CLASS:** Assassin - **RANGE:** Melee - **HP:** ~4,600 at PL11 (average for Assassin class) - **META TIER:** S (top-200 data shows high pick and win rate June 2026) - **RANKED VALUE:** Very high — versatile enough to be useful in many compositions **ATTACK — Shovel Smash:** Mortis dashes forward with each attack, dealing damage to enemies in his path. Each attack is a short dash, making him highly mobile with basic attacks alone. He has 3 ammo and each attack costs 1. His attacks are chained dashes — this means he can use basic attacks to navigate around obstacles and close distances rapidly. Very low range on each individual attack, but the mobility from dashes extends his effective reach significantly. **SUPER — Life Blood:** Mortis spins forward, healing himself massively and dealing damage to all enemies hit. The healing is one of the largest in the game — can fully restore him from near death. Also deals damage. The combination of damage and massive self-heal makes his Super a significant sustain and engagement tool. **GADGET 1 — Coiled Snake:** Mortis' next attack is a single long-distance dash that travels much farther than normal and deals extra damage. - RECOMMENDED: Most situations — gives him longer range engagement capability. **GADGET 2 — Survival Shovel:** Mortis prepares for a quick strike by increasing his attack speed. His next 3 attacks are faster. - Use when: Against brawlers you need to burst down quickly before they can react. **STAR POWER 1 — Creep Geyser:** Mortis' Super now also leaves behind bats at each location hit that chase down enemies and deal damage. - RECOMMENDED: Adds significant damage output to Super. **STAR POWER 2 — Coiled Snake Activation / Swift Revenge:** Mortis' basic attacks become slightly faster for each enemy he hits with his Super. (Stacks up to 3 times.) **HYPERCHARGE:** Mortis' Super now also spawns a bat swarm around him during the spin, dramatically increasing damage output during Super. **STRENGTHS:** - Extremely mobile with basic attacks — hardest to corner - Massive Super heal makes him very tanky in practice despite mid HP - Counters squishy brawlers (Marksmen, Throwers, Supports) extremely hard - Can easily reset with Super and re-engage - Does NOT rely on bushes as much as Edgar — his dashes cover open ground - Solid 1v1 and 1v2 potential with proper Super timing **WEAKNESSES:** - Tanks with high HP outclass him if he can't heal Super fast enough - Buster Super cancels his healing and traps him - Charlie's web super can stop him cold - Slow recharge on Super compared to Edgar (no passive timer — must deal damage) - Very range-dependent on getting close — gets kited by ranged opponents - Colette doesn't counter him but it's roughly even — both deal mid % damage **BEST MODES:** Knockout, Brawl Ball (mobility + Super heal is massive for ball carrier), Gem Grab, Bounty (assassinating Gem/Bounty carriers) **WORST MODES:** Hot Zone (holding zone exposed to poke), Siege (kited by robots) **FIRST PICK VIABILITY:** Medium-High — Strong enough to force bans, but his playstyle is somewhat readable (expects to dive). **LAST PICK POTENTIAL:** Very High — Can last-pick into squishy lineups or as answer to Artillery/Marksman dominated comp. **DRAFT NOTES:** Strong synergy with supports. Key question: Does enemy draft have enough CC to stop him? Otis silence is a hard counter. Gale's knockback makes his approach painful. Check for Buster before recommending. --- ### CROW - **CLASS:** Assassin - **RANGE:** Mid-Long - **HP:** ~3,200 at PL11 (fragile for an Assassin — one of lower HP pools) - **META TIER:** S (consistently across multiple sources) - **RANKED VALUE:** Extremely high — uniquely versatile for an Assassin, can play passive/aggressive **ATTACK — Switchblade:** Crow throws 3 poisonous daggers in a fan pattern. Each dagger deals initial hit damage PLUS applies poison damage over time. Poison also reduces enemy healing by 50% (post-nerf: reduced from 60% to 50%). The anti-heal component is one of the most important mechanics in ranked — it directly counters Doug, Byron, Poco, Gus and any healer, and reduces Super healing on brawlers like Mortis. His daggers spread in a cone, making him decent at mid range. **SUPER — Swoop:** Crow leaps into the air, becoming invincible briefly, then swoops down at a target location dealing damage and applying poison to nearby enemies. His Super also re-applies ALL 3 daggers worth of poison on landing. Very powerful escape and re-engage tool. The brief invincibility during leap makes it great for dodging dangerous supers. **GADGET 1 — Defense Booster:** Crow and nearby allies gain a damage reduction shield for a short time. - RECOMMENDED: Team utility — especially good in clutch team fights. **GADGET 2 — Slowing Toxin:** Crow's next 3 main attacks also slow enemies hit. - Use when: Against high-mobility brawlers like Leon or Edgar that you need to slow down. **STAR POWER 1 — Extra Toxic:** Enemies poisoned by Crow deal 10% less damage. - RECOMMENDED: Reduces incoming damage from poisoned enemies — makes Crow a passive damage reducer for the team. **STAR POWER 2 — Carrion Crow [NERFED April 2026]:** Crow deals 30% more damage to enemies that are already poisoned. (Nerfed from 40% to 30%.) - Use when: You want to maximize kill potential rather than utility. **POST-NERF CONTEXT (April 2026):** - Carrion Crow bonus reduced from 40% to 30% - Main attack healing reduction reduced from 60% to 50% Despite nerfs, Crow remains S-tier because anti-heal is still incredibly valuable. **STRENGTHS:** - Poison anti-heal is unique and invaluable — shuts down all healer comps - Mid-long range — safer than Edgar/Mortis while still being aggressive - Super provides escape AND engage - Denies healing from ALL sources including Star Powers (Mortis Super heal is reduced, Byron heals reduced, etc.) - Versatile — can play safe mid-range poke OR dive with Super - Consistent on most maps (both open and closed) **WEAKNESSES:** - Very low HP — any burst damage threatens him badly - Not as high burst as other assassins — relies on sustained poison - Spawner brawlers (Tara, Charlie) can counter him as their spawns aren't affected by poison the same way - Requires good aim to land 3 daggers consistently - Damage is delayed (poison ticks) — not ideal for objective-objective play **BEST MODES:** Bounty (poison + anti-heal = stars don't heal), Knockout (prevents healing between rounds), Gem Grab, Brawl Ball **WORST MODES:** Hot Zone (holding zone exposed), Heist (not great for safe damage) **FIRST PICK VIABILITY:** Very High — Crow is hard to counter specifically and doesn't reveal much about your strategy. **LAST PICK POTENTIAL:** High — Especially against healer-heavy comps where poison synergy is obvious. **DRAFT NOTES:** Crow is always a consideration if enemy team has ANY healing-dependent brawler. Anti-heal is one of the highest-value tools in ranked. Check if enemy drafted Byron, Doug, Poco, Gus, Mortis — if yes, Crow becomes extremely high value. --- ### CHESTER - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~4,000 at PL11 - **META TIER:** S - **RANKED VALUE:** Very high — unpredictable kit causes opponents to play around uncertainty **ATTACK — Chomper/Jawbreaker/Jawbreaker+/Rattlesnake Candy:** Chester's attack rotates through 4 different candy-based attacks randomly each time. Each candy does something different: - **Chomper (green):** 3-shot spray, close-mid range, decent damage - **Jawbreaker (yellow):** Single powerful shot that staggers/stuns on hit - **Rattlesnake (red):** Thrown candy that bounces, close to Dynamike behavior - **Popping Candy (blue):** Fires multiple projectiles that bounce off walls (like Rico) The randomness creates massive draft uncertainty. Opponents don't know what range to play at. The stun from Jawbreaker alone is enough to justify picking Chester in many drafts. **SUPER — Yo-yo! / Sweets! / SUUPER! / Chester Toss!:** Chester's Super also rotates randomly through 4 different versions. Each is powerful in its own way. The full Super cycle includes area damage, long-range shot, thrown projectile with bounce, and proximity burst. Opponents cannot reliably play around his Super because they don't know which one is coming. Post-nerf (April 2026): Super charge rate reduced from 100 to 90. **GADGET 1 — Candy Pop:** Chester temporarily unlocks his full attack rotation, cycling through all 4 candies in rapid succession. - RECOMMENDED: Core gadget — turns his random rotation into consistent burst. **GADGET 2 — Unwrapped:** Chester gains a speed boost and cycles through a specific candy faster. **STAR POWER 1 — All-You-Can-Eat:** Chester's attacks slow enemies hit. - RECOMMENDED: Slow complements all his candy types. **STAR POWER 2 — Bellomania:** When Chester's Super hits an enemy, it also stuns them briefly. - Use when: You need more CC in the draft. **HYPERCHARGE:** Chester becomes enormous, and all his attacks become supercharged versions for the duration. **STRENGTHS:** - Unpredictability is genuinely oppressive — opponents can't reliably position against all 4 candies - Has a stun, a bounce shot, a wall bounce (rico-style), and a spray — covers all scenarios - Mid-range but can deal damage at multiple effective ranges - High damage output when candies align - Very high solo carry potential in good hands **WEAKNESSES:** - Randomness cuts both ways — sometimes your candy rotation is poor timing - No dedicated escape tool — relies on spacing - Specific counters: Mortis can dive him in gaps between candy types - Lower HP than other S-tier brawlers - Charge rate nerf makes Supers slightly slower **BEST MODES:** Knockout (single round burst), Bounty, Gem Grab, Brawl Ball (versatile enough for all) **WORST MODES:** Very specific positioning modes — Heist (safe is not his strength) **FIRST PICK VIABILITY:** High — Hard to hard-counter because his kit covers multiple scenarios. **LAST PICK POTENTIAL:** High — Can pick Chester as flexible answer that doesn't telegraph weakness. **DRAFT NOTES:** Chester is a flex pick. His value is partly psychological — opponents can't draft specifically against him because his kit is so varied. --- ### COLT - **CLASS:** Damage Dealer - **RANGE:** Long - **HP:** ~3,400 at PL11 - **META TIER:** S (one of the highest raw DPS in current meta) - **RANKED VALUE:** High — especially on open maps and wall-breaking roles **ATTACK — Six-Shooters:** Colt fires 6 bullets in a narrow spread at very long range. Each bullet deals solid damage, and all 6 bullets hitting is devastating. Bullets can pierce walls — one of his core strengths is that he breaks walls with bullets, reshaping the map. Hypercharge buffs his ammo steal mechanic (Speedloader Star Power interaction). **SUPER — Bullet Storm:** Colt fires a barrage of bullets in a straight line, destroying walls and dealing massive damage to everything in the line. One of the best wall-clearing tools in the game. Reshapes maps permanently. **GADGET 1 — Speedloader:** Colt instantly reloads all 6 bullets. - RECOMMENDED: Allows for 12 consecutive bullets — burst window is massive. **GADGET 2 — Silver Bullet:** Colt fires a single powerful bullet that pierces through all enemies and deals extra damage. **STAR POWER 1 — Slick Boots:** Colt gains a speed boost when he fires his last ammo. - RECOMMENDED: Allows aggressive positioning cycles. **STAR POWER 2 — Magnum Special:** Colt's range and bullet speed is increased. - Use when: On very open maps where extra range matters. **HYPERCHARGE:** Amplifies Speedloader — Colt steals ammo from enemies he hits with bullets. Impact: During Hypercharge, Colt essentially never runs out of ammo while dealing damage. **STRENGTHS:** - Highest consistent DPS output of any ranged brawler when all bullets land - Wall destruction changes map geometry — permanently benefits his team - Very long range keeps him safe - Hypercharge ammo steal makes extended fights dangerous - Strong against brawlers who rely on cover (Throwers hiding behind walls they destroy, tanks needing walls for approach) **WEAKNESSES:** - Bullets spread slightly — requires very precise aim, especially at max range - Very low HP — any brawler who closes distance kills him - Assassins diving him (Edgar, Mortis, Leon) are his nemesis - Needs open lanes or destroyed walls to use effectively - Not great in bush-heavy maps (close range combat) **BEST MODES:** Bounty, Knockout, open-map Gem Grab, Siege, Hot Zone (long sightlines) **WORST MODES:** Bush-heavy maps, Brawl Ball (too much close combat), Heist (needs distance to be useful) **FIRST PICK VIABILITY:** Medium-High — Strong on right maps, predictable in intent. **LAST PICK POTENTIAL:** High — If enemy has no assassin to deal with him, Colt on an open map is a nightmare last pick. **DRAFT NOTES:** Always check map geometry before recommending Colt. On a closed map with lots of walls, he's strong. On a map with almost no walls, his bullets have nowhere to bounce and opponents can play safe in gaps. His wall destruction changes this over time. --- ## A-TIER BRAWLERS (June 2026) *Strong, meta-relevant picks. Less dominant than S-tier but consistently powerful in the right context.* --- ### DAMIAN - **CLASS:** Tank - **RANGE:** Melee - **HP:** ~12,000+ at PL11 (very high — Tank class) - **META TIER:** A (was S-tier at launch, nerfed heavily May 13) - **RANKED VALUE:** High — still dominant in close quarters despite nerfs - **RARITY:** Mythic (102nd brawler, released April 2026) **ATTACK — Power Trio:** Damian throws a vicious punch. After 2 punches in a row, his next attack is an explosive kick that knocks back enemies and sets them on fire. After a delay, this fire explodes and spreads to nearby enemies. POST-NERF (May 13): Fire Punch damage reduced from 1200 to 1000. Super Charge from explosions greatly reduced. Explosion delay increased by 100% (harder to land). **SUPER — Mosh Pit:** Damian leaps to a target location and creates a personal Mosh Pit. Inside the pit, enemies are knocked back when hitting speakers, dealing 1400 damage per knock. The mosh pit essentially creates a zone that bounces enemies around, dealing continuous damage if they stay inside. POST-NERF (May 13): Super charge rate reduced 75 to 60. Jump distance reduced 26 to 18. Wall bounce damage reduced 700 to 600. Earlier nerfs (April 2026): Super charge rate 80→75, jump distance 26→18, wall bounce damage 700→600, Main attack explosion damage 700→500, Super charge from explosions -50%. **GADGET 1 — Spiritual Healing:** Damian throws his microphone to a target location. The first teammate to pick it up is healed. - RECOMMENDED: Team utility heal — strong in objective modes. **GADGET 2 — Wall of Sound:** Damian summons a temporary wall of indestructible amps. - Use when: You need to block a lane or protect your backline. Very map-specific. **STAR POWER 1 — Crowdkill:** Knocking a target into a wall stuns them. - RECOMMENDED: The stun from wall-bounce synergizes with his Mosh Pit perfectly. **STAR POWER 2 — Vulgar Display of Punch:** Damian has a flaming fist during his Super, which burns enemies. - Use when: Extra burn damage matters more than stun. **HYPERCHARGE — Jump in the Fire [BUFFIED May 13 — charge rate 20→35]:** Damian's Super also sets the ground on fire when he lands, dealing damage per second to enemies caught in his mosh pit. Note: Hypercharge charge rate buffed from 20 to 35 to compensate for other nerfs. **STRENGTHS (post-nerf):** - Still one of the highest HP tanks in the game - Mosh Pit is unique zone control that most brawlers can't easily navigate - Wall-bounce stun with Crowdkill is powerful CC - Microphone heal gadget gives team utility - Hypercharge mosh pit is still devastating when active **WEAKNESSES (post-nerf):** - Explosion delay increased — harder to land the fire punch - Super charges much slower — less frequent Mosh Pits - Jump distance reduced — harder to catch mobile enemies - Colette still shreds him (% HP damage ignores his massive HP pool) - Ranged damage dealers at mid range can kite him between explosion delays - Was genuinely overpowered at launch — may still be adjusting **BEST MODES:** Gem Grab (tank the zone), Brawl Ball (frontline forcefield), Heist (damage safe from inside Mosh Pit) **WORST MODES:** Bounty (gets focused), open Knockout (kited between punches) **FIRST PICK VIABILITY:** High — Hard to specifically counter, still very powerful. **LAST PICK POTENTIAL:** Medium — Can pick him as frontline answer but his nerf makes this slightly less reliable. **DRAFT NOTES:** If enemy picks Colette, do NOT recommend Damian — she shreds him. If enemy has no % HP damage, Damian's raw HP is still a major problem. His Mosh Pit is a zone control tool — think about how it interacts with the specific map's geometry. --- ### STARR NOVA - **CLASS:** Assassin - **RANGE:** Mid (normal) / Melee (transformed) - **HP:** ~3,800 at PL11 (base form); higher during transformation - **META TIER:** A (74.7% adjusted win rate on brawltime.ninja — #1 win rate in game, but A-tier placement because high skill requirement) - **RANKED VALUE:** Very High — in skilled hands, one of the most dangerous brawlers - **RARITY:** Mythic (103rd brawler, released April 2026) **ATTACK — Nova Hair, Go!:** In base form, Starr Nova fires 2 blonde projectiles as attacks. Medium-range, decent damage. This is her "building up Super" phase — she wants to farm Super charge and survive until transformation. During transformation: Her main attack changes to a sword swing with massive AoE. Completely different playstyle. **SUPER — Nova Crystal, Transform!:** Starr Nova dashes and transforms into her ultimate form, conjuring her Nova sword. During transformation: - Gains massive movement speed - Converts dealt damage to health (lifesteal) - Main attack changes to a massive sword swing - Transformation lasts 7 seconds This Super is one of the strongest in the game when active. The lifesteal during transformation makes her nearly unkillable if she's dealing damage. **GADGET 1 — Floaty Time:** Starr Nova deploys an anti-gravity device, allowing teammates to float inside the area (float over water/obstacles). - Notable: Creates a zone where teammates can cross water or avoid ground-based attacks. - RECOMMENDED: Incredible utility, especially on maps with water. **GADGET 2 — Shining Starr of Friendship and Justice (65% pick rate):** Starr Nova fires an energy ball that damages enemies AND heals teammates. The ball can also be teleported TO before it hits a target. - RECOMMENDED: The self-teleport component is exceptional — instant repositioning mid-fight. **STAR POWER 1 — Power Level: Maximum (94% pick rate — dominant choice):** Hitting an enemy Brawler while transformed increases your damage by 5% to a maximum of 30%. - RECOMMENDED: Almost always take this. The damage stacking during transformation makes her exponentially more dangerous with each hit. **STAR POWER 2 — Mystical Starr Technique:** Starr Nova's main attack also heals teammates (even in base form). - Use when: You need her to function as a support-assassin hybrid. **STRENGTHS:** - Transformation Super is one of the most powerful burst windows in the game - Lifesteal during transformation = very hard to kill when active - Floaty Time gadget provides unique utility (crossing water, avoiding damage) - Can teleport to her energy ball — unexpected repositioning tool - Highest adjusted win rate in the game (74.7% — top-200 pro data) - Strong mid-range in base form + devastating melee in transform form **WEAKNESSES:** - Very high skill floor — transformation requires good targeting and timing - If transformation is on cooldown, she's a mid-tier mid-range brawler only - Buster can contain her transformation with shield wall - Lou's freeze or Otis silence during transformation wastes the entire Super - Requires knowing when to transform for maximum value - Relatively new — may receive nerfs **BEST MODES:** Knockout (transformation round-winner), Brawl Ball (lifesteal while pushing), Gem Grab **WORST MODES:** Hot Zone (holding zone while managing transformation timing is tricky) **FIRST PICK VIABILITY:** Medium — Signals intent to play aggressive assassin style. Strong enough to justify. **LAST PICK POTENTIAL:** Very High — If enemy has no CC to interrupt transformation, last-pick Starr Nova is devastating. **DRAFT NOTES:** Key question: Does enemy team have reliable CC? Otis silence, Lou freeze, Gale knockback all waste her Super. Always note the CC inventory before recommending Starr Nova. --- ### LEON - **CLASS:** Assassin - **RANGE:** Short-Mid - **HP:** ~4,100 at PL11 - **META TIER:** A - **RANKED VALUE:** High — bushes and ambush make him very strong in right context **ATTACK — Spinny Blades:** Leon throws spinning blades that travel outward and then return to him. Damage on the way out AND on the way back. The blades spread slightly on throw and converge on return. Key mechanic: Full damage applies to brawlers standing close to Leon (blades return with more power). At max range, blades deal less damage. This makes Leon a mid-range brawler who wants to be at 2/3 of max range for optimal damage. **SUPER — Smokescreen:** Leon becomes invisible for a set duration. He can move and attack while invisible, but becomes visible briefly when attacking. Uses: Escape, repositioning, flanking, ambushing from bushes, stealing objectives, running away from bad situations. Strongest when combined with bush presence. **GADGET 1 — Clone Projector:** Leon creates a decoy clone of himself that moves forward and fools enemies. - RECOMMENDED: The clone baits skill shots and supers. **GADGET 2 — Lollipop Drop:** Leon drops a lollipop that heals him for a fixed amount. **STAR POWER 1 — Smoke Trails:** Leon gains a movement speed boost while invisible. - RECOMMENDED: Allows faster repositioning during stealth. **STAR POWER 2 — Hunter:** Leon deals 25% more damage to enemies he hasn't hit recently. - Use when: Ambush playstyle — dive fresh targets. **HYPERCHARGE:** Leon becomes even harder to detect while invisible (reduced reveal time on attack). **STRENGTHS:** - Invisibility is one of the strongest tools for objective plays (stealing gems, running ball) - Strong in bush-heavy maps where stealth is amplified - Blade return mechanic makes him better at close range than his range suggests - Versatile playstyle — can engage, disengage, flank, or steal objectives **WEAKNESSES:** - Requires bushes or map awareness to be most effective - Open maps with no bushes make him predictable - Anti-invisible tools (Tara's ability, some gadgets) counter him hard - Struggles against Buster who can negate his damage output - Crow's poison makes him slower to kill AND reduces his stealth sustainability **BEST MODES:** Gem Grab (steal gems), Brawl Ball (invisible ball carrier), Bounty (ambush) **WORST MODES:** Open Knockout, Hot Zone (holding zone while invisible is dangerous) **FIRST PICK VIABILITY:** Medium — Somewhat readable strategy (bush/stealth heavy). **LAST PICK POTENTIAL:** High on the right map. **DRAFT NOTES:** Map-dependent more than most. Check bush count and water presence before recommending. --- ### BIBI - **CLASS:** Tank - **RANGE:** Short-Melee - **HP:** ~7,200 at PL11 (post-buff — substantial HP increase) - **META TIER:** A (significantly buffed, major movement speed and bubble damage buffs) - **RANKED VALUE:** High — knockback + HP combination is oppressive **ATTACK — Home Run:** Bibi swings her baseball bat, dealing damage and knocking back enemies. The knockback is one of the most powerful in the game — pushes enemies far back and into walls. Her attack charges up — holding the button longer charges a more powerful "full swing" that deals more damage and longer knockback. Also generates a "Home Run Bar" — when full, her attack deals even more damage. **SUPER — Spitball:** Bibi throws a giant spit bubble that bounces along the ground, knocking back and damaging enemies it touches. The bubble bounces off walls repeatedly. On closed maps with lots of walls, the bubble bounces around extensively, threatening enemies multiple times. This is the core of her meta strength — the bubble is very hard to avoid in enclosed spaces. **GADGET 1 — Vitamin Booster:** Bibi and nearby allies gain health over time for a short duration. - RECOMMENDED: Team sustain in close-quarters fights. **GADGET 2 — Speedy Potion:** Bibi gains a movement speed boost for a short time. **STAR POWER 1 — Home Run (Different from attack — gives Bibi a shield when Home Run Bar is full):** - RECOMMENDED: Shields during her attack charge make her tankier in close range. **STAR POWER 2 — Batting Stance:** Bibi's attacks speed increases when she's using her Super. **HYPERCHARGE:** Bibi's bubble splits into smaller bubbles on wall impact. **STRENGTHS (post-buff):** - Movement speed buff makes her harder to kite - Bubble damage buff + split on Hypercharge makes Super coverage much larger - Knockback on basic attack forces enemies away from objectives - High HP makes her hard to burst - Excellent choke-point control — bubble bounces fill corridors - Counters assassins who close to melee range (knockback resets their dive) **WEAKNESSES:** - Close range means ranged brawlers at distance can kite her - Colette's % damage is effective against her high HP - Super bubble requires wall bounces — open maps reduce effectiveness - Slow movement before buff — now improved but still not mobile **BEST MODES:** Brawl Ball (knockback = goalkeeping + scoring), Knockout (knockback denies grabs), Gem Grab (zone control with bubble) **WORST MODES:** Very open maps where bubble doesn't bounce, long-range Bounty **FIRST PICK VIABILITY:** Medium-High — Strong enough to be justified, but signals frontline tank strategy. **LAST PICK POTENTIAL:** Medium — Map-dependent. On right map, very strong last pick. **DRAFT NOTES:** Check map wall density. Bibi on a map with many walls = bubble bounces everywhere. Bibi on open map = Super much weaker. --- ### EMZ - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~5,000 at PL11 - **META TIER:** A - **RANKED VALUE:** High — exceptional zone control and denial **ATTACK — Spritz:** Emz sprays hairspray in a cone forward, dealing continuous damage to everything in the cone. The damage per second scales up the longer enemies stay in the cone. Enemies who keep walking INTO the spray take increasing damage. She thrives on enemies who try to contest her space. **SUPER — Bad Karma:** Emz releases a large spray cloud that circles around her, damaging all nearby enemies. One of the best AoE zone-denial tools in the game. The cloud persists for several seconds — enemies cannot approach without taking heavy damage. **GADGET 1 — Friendzoner:** Emz pushes back all nearby enemies. - RECOMMENDED: Defensive utility — breaks assassin dives. **GADGET 2 — VolumUp:** Emz's Super cloud becomes larger and deals more damage. **STAR POWER 1 — Bad Karma:** Emz gains health every time an enemy within her Super radius is damaged. - RECOMMENDED: Turns her Super into healing sustain. **STAR POWER 2 — Hype:** Emz's Spritz attack becomes wider with higher frequency of damage ticks. **STRENGTHS:** - Zone denial with Super is extremely strong for Hot Zone and Gem Grab - Sustained damage cone forces enemies to play around her positioning - Gadget pushback = assassin counter - Mid HP + zone denial = hard to approach and hard to kill in her zone **WEAKNESSES:** - No mobility — highly kitable by fast brawlers - Range is mid — long-range Marksmen outpoke her - Super cloud stays around her — must stay in position to benefit - Relatively slow Super charge **BEST MODES:** Hot Zone (Super denies zone), Gem Grab (denies gem area), Brawl Ball **WORST MODES:** Bounty (requires staying still = easy target), Knockout (no mobility to dodge) **FIRST PICK VIABILITY:** Medium. **LAST PICK POTENTIAL:** High on specific zone modes. --- ### MINA - **CLASS:** Damage Dealer (Marksman hybrid) - **RANGE:** Long - **HP:** ~3,600 at PL11 - **META TIER:** A - **RANKED VALUE:** High — dominant sniper on open maps **ATTACK — Steel Arrow:** Mina fires high-speed arrows that deal massive single-target damage at very long range. Her arrows travel very fast — faster than most projectiles. She can deal devastating damage to tanks and damage dealers from a distance they struggle to respond to. Her arrows also pierce some obstacles. **SUPER:** Mina enters a powerful firing stance, dramatically increasing her attack damage and speed for the Super duration. Creates a burst window where she can delete targets in seconds. **STRENGTHS:** - Sniper-class damage at max range - Arrow speed makes her harder to dodge than Piper or Belle - Strong burst Super can 1-shot squishies - Excellent on open maps with long sightlines **WEAKNESSES:** - Assassins diving her (Edgar, Mortis, Leon, Starr Nova) are her nightmare - Low HP means she can't trade in close range at all - Requires very open maps to shine **BEST MODES:** Bounty, Knockout (open maps), Gem Grab (backline sniper role) **WORST MODES:** Brawl Ball (close combat dominant), Heist (needs to reach safe) **FIRST PICK VIABILITY:** Medium — map-dependent. Strong first pick on open maps. **LAST PICK POTENTIAL:** High if enemy has no assassin. **DRAFT NOTES:** Extreme map dependency. Check for assassins in enemy team before recommending. --- ### PIERCE - **CLASS:** Marksman - **RANGE:** Long - **HP:** ~4,000 at PL11 - **META TIER:** A - **RANKED VALUE:** High — consistent mid-long range damage with unique projectile mechanic **ATTACK:** Pierce fires projectiles that deal damage and can pierce through multiple enemies. The pierce mechanic rewards grouping of enemies — dealing damage to multiple targets simultaneously. Unlike most Marksmen, he has a broader effective range and more forgiving hitbox. **SUPER:** Pierce fires a massive piercing shot that travels through everything, dealing massive damage to all enemies in its path. One of the highest potential damage supers in the game on grouped enemies. **STRENGTHS:** - Pierce mechanic punishes clumped teams - More HP than typical Marksman — more survivable - Strong Super damage output - Consistent damage at long range **WEAKNESSES:** - Assassin weakness still applies - Less predictability in enemy movement makes pierce harder to land **BEST MODES:** Gem Grab, Knockout, Bounty **WORST MODES:** Brawl Ball (too close-range focused) **META NOTE:** Was partially nerfed in the same patch as Najia in June 2026 leaks. --- ### BULL - **CLASS:** Tank - **RANGE:** Short - **HP:** ~12,000 at PL11 (post-nerf but still massive) - **META TIER:** A (was near S-tier but nerfed April 2026) - **RANKED VALUE:** High — close-range terror, especially on closed maps **ATTACK — Double Barrel:** Bull fires 2 shots of buckshot per attack, each with multiple pellets spreading in a cone. At close range, ALL pellets hit, creating massive burst damage. At long range, pellets spread out and deal minimal damage. This makes him devastating in close quarters and nearly useless at range. **SUPER — Bulldozer:** Bull charges forward in a straight line, destroying walls and dealing damage to enemies hit. One of the best wall-clearing Supers after Colt. Also provides escape/engage. Combined with his close-range damage, the dash into enemies at close range is one of the scariest combinations in the game. POST-NERF (April 2026): - Super recharge rate reduced from 150 to 120 - "Tough Guy" Star Power HP threshold reduced from 40% to 30% - "T-Bone Missile" Gadget healing reduced from 50% to 25% **GADGET 1 — T-Bone Missile:** Bull fires a powerful long-range missile (from his shotgun, ranged weapon). Does NOT require close range. Provides ranged option. Healing from marked target reduced 50% to 25% (nerfed). **GADGET 2 — Stomper:** Bull stomps the ground, stunning nearby enemies. - RECOMMENDED post-nerf: The stun is incredibly powerful for a Tank — forces opponents to stay close briefly. **STAR POWER 1 — Tough Guy [NERFED]:** Bull gains 30% damage reduction when his HP drops below 30% (was 40%). - RECOMMENDED: Reduces burst potential vs him. **STAR POWER 2 — Berserker:** Bull's reload speed doubles when his HP is below 50%. - Use when: You want to go aggressive into low-HP situations. **STRENGTHS:** - Massive HP pool even post-nerf - Insane close-range burst - Super wall destruction reshapes maps like Colt - High pressure close-range fights — most brawlers can't survive close Bull **WEAKNESSES:** - Colette still shreds him (% HP damage) - Completely useless at range — must close distance - Nerfed Super charge = fewer Supers - Assassins at melee range are hit by his buckshot but so are they — mutual destruction possible **BEST MODES:** Heist (close-range safe assault), Gem Grab, Brawl Ball, Knockout (on closed maps) **WORST MODES:** Bounty (open maps), Hot Zone (long range poke dominates) **FIRST PICK VIABILITY:** Medium — Signals close-range intent clearly. **LAST PICK POTENTIAL:** High — If enemy drafted no % HP damage and map is closed, last-pick Bull is extremely strong. --- ### CORDELIUS - **CLASS:** Assassin - **RANGE:** Mid - **HP:** ~4,200 at PL11 - **META TIER:** A - **RANKED VALUE:** High — Shadow Realm unique mechanic, incredibly disruptive **ATTACK — Fly Trap:** Cordelius swipes with his mushroom in a mid-range arc. His attacks apply spores to enemies. When enough spores are applied, enemies are weakened. **SUPER — Shadow Realm:** Cordelius pulls a target enemy (and himself) into the Shadow Realm — a separate 1v1 dimension where they must fight. The enemy cannot be helped by teammates in the Shadow Realm. The 1v1 result determines who comes back healthy. This is Brawl Stars' most unique mechanic. It counters enemy team compositions by removing their key player for a 1v1 duel. **STRENGTHS:** - Shadow Realm completely isolates the enemy's best brawler - 1v1 in Shadow Realm removes support and healing advantages - Counters enemies who rely on team healing (Byron + Tank becomes just Tank vs Cordelius) - Mid range approach gives him safety compared to pure melee assassins - Strong CC between spore application and Shadow Realm **WEAKNESSES:** - Countered by Buster (Buster's shield wall follows into Shadow Realm in some cases) - Crow anti-heal applies in Shadow Realm too — weakens his power if he relies on healing - Opponents who are good at dueling can defeat him in Shadow Realm - Shadow Realm requires successfully engaging the target **BEST MODES:** Gem Grab (remove gem carrier), Knockout (Shadow Realm = free kill), Brawl Ball **WORST MODES:** Heist (safe doesn't go to Shadow Realm) **DRAFT NOTES:** Extremely powerful against compositions with a single key carry. If enemy has a critical brawler (healer, gem carrier, ball carrier), Cordelius removes them from teamfights. Strong synergy with teammates who can handle the remaining 2v2. --- ### KIT - **CLASS:** Support - **RANGE:** Short - **HP:** ~3,800 at PL11 - **META TIER:** A - **RANKED VALUE:** High — unique hitching mechanic enables unusual combos **ATTACK — Cardboard Box:** Kit throws a box that rolls forward and damages enemies. Very short range but decent damage if it hits. **SUPER — Cat Scratch Fever / Calico:** Kit can hitch a ride on allied Brawlers, riding on their heads. While riding, he enhances the allied brawler. Kit can then detach and deal massive damage in an area burst on detach. **GADGET 1 — A Box for Every Occasion:** Kit immediately sends 3 boxes in different directions. **GADGET 2 — Cardboard Shield:** Kit gains a temporary shield. **STRENGTHS:** - Hitching mechanic creates unique combo potential with tank brawlers (Kit on Bull = Bull with enhanced speed/damage) - Support role with burst detach damage - Flexible pairing — makes any brawler stronger **WEAKNESSES:** - Low HP — if dismounted, he's fragile - Kit ride makes you very predictable (two brawlers moving as one) **BEST MODES:** Gem Grab, Brawl Ball, Heist **DRAFT NOTES:** Kit + Tank combos are a specific strategy. When recommending Kit, always consider what Tank they'll ride. --- ### GRIFF - **CLASS:** Controller - **RANGE:** Mid - **HP:** ~5,200 at PL11 - **META TIER:** A (benefited greatly from Buffies rework in April 2026) - **RANKED VALUE:** High — strong zone control + sustain after rework **ATTACK — Triple Threat:** Griff throws 3 coins/bills that each travel slightly different trajectories. Wide spread at range but concentrated at mid range. Deals decent damage and can hit multiple targets. **SUPER — Cash Back:** Griff throws bills forward that deal damage, then the bills return to Griff, dealing damage again on the way back. **GADGET 1 — Piggy Bank [BUFFIED April 2026]:** Griff throws a piggy bank that explodes after a short time, dealing damage and knockback. Buffied: Can shoot the piggy bank with main attack to charge it up, creating larger radius explosion. **GADGET 2 — Coin Shower [REWORKED + BUFFIED April 2026]:** Griff throws a shower of coins at a target area dealing continuous damage. Buffied: The coin shower grows in size throughout its duration. **STAR POWER 1 — Keep the Change [REWORKED + BUFFIED April 2026]:** Griff gains a slightly wider attack with additional row of coins. Buffied: Attacks fired with full ammo also have a mega coin dealing extra damage in center. **STAR POWER 2 — Business Resilience:** Griff heals 15% of missing health every 2 seconds. Buffied: When Super projectiles return, they heal Griff for 5% of missing health. **BUFFIED HYPERCHARGE — Tax Rebate:** Griff's main attack pierces enemies during Hypercharge. **STRENGTHS (post-Buffie):** - Business Resilience healing makes him very tanky long-term - Buffied gadgets add zone control - Super returns give double damage windows - Very consistent mid-range damage **BEST MODES:** Hot Zone, Gem Grab, Brawl Ball **WORST MODES:** Very open maps where his mid range is outdistanced --- ### SIRIUS - **CLASS:** Controller - **RANGE:** Mid-Long - **HP:** ~3,400 at PL11 (NERFED from 3700 — health reduced twice recently) - **META TIER:** A (was very close to S-tier, two nerfs dropped him here) - **RANKED VALUE:** High — unique shadow clone mechanic **ATTACK:** Sirius attacks with energy blasts that deal solid mid-range damage. His attacks are paired with a shadow clone that mimics his attacks from an offset position. **SUPER:** Sirius deploys his shadow clone as an independent combatant. The clone fights independently and takes attention from enemies. The clone health was nerfed from 70% to 60% of copied Brawler's health (April 2026 nerf). **STRENGTHS:** - Clone forces enemies to split attention or deal with double threat - Strong mid-long range damage output - Clone absorbs hits that would have killed Sirius **WEAKNESSES:** - Two nerfs make him significantly less tanky (health 3700→3400 twice) - Clone health also reduced - Less dominant than pre-nerf but still consistent **BEST MODES:** Gem Grab, Knockout, Hot Zone **META NOTE:** Was nerfed specifically because he was dominant at Mythic+ in ranked. Still viable but teams no longer auto-pick him. --- ### RICO - **CLASS:** Damage Dealer - **RANGE:** Mid-Long (but bounce-dependent) - **HP:** ~4,200 at PL11 - **META TIER:** A - **RANKED VALUE:** High on specific maps **ATTACK — Bouncy Bullets:** Rico fires bullets that bounce off walls. Every wall bounce redirects the bullet, allowing him to hit enemies behind cover. On maps with lots of walls, Rico's bullets can hit enemies who think they're safe. His bullets can even bounce around corners. **SUPER — Ricochet:** Rico's bullets have even longer range and more bounces. Can fill corridors with bouncing bullets. **STRENGTHS:** - Counters wall-camping completely - Unique "cover doesn't help you" mechanic - Very strong in enclosed maps with many walls **WEAKNESSES:** - Open maps with no walls = straight bullets, much weaker - Assassins who close to melee don't give him time to bounce shots effectively - Requires map knowledge to optimize bounces **BEST MODES:** Heist (tight corridors), Gem Grab (bouncing bullets in gem area), Brawl Ball **WORST MODES:** Open Bounty, very open Knockout maps --- ### SPIKE - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~3,600 at PL11 - **META TIER:** A - **RANKED VALUE:** High — AoE spikes are among the best zone-denial tools **ATTACK — Needle Grenade:** Spike throws a small cactus that explodes in a burst of spikes in all directions. Each spike deals damage to enemies hit. The spread pattern means the grenade deals more total damage when enemies are close to it on explosion. **SUPER — Super Cactus:** Spike places a giant cactus that slows nearby enemies and fires spikes periodically. The cactus lasts until destroyed. Creates a persistent slow zone — incredibly powerful in Hot Zone, Gem Grab, or any mode where enemies need to stand in an area. **STRENGTHS:** - Super cactus slow is some of the best zone control in the game - AoE attack requires no pin-point aim - Cactus denies whole areas for objective modes - Gadgets add additional spike bursts **WEAKNESSES:** - Medium HP — fragile if caught in open - Cactus can be destroyed - Assassins can avoid spike spread by staying mobile **BEST MODES:** Hot Zone (slow zone on cap), Gem Grab (slow gem carrier), Knockout **WORST MODES:** Open maps, Bounty (needs to hold position) --- ### LUMI - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~3,500 at PL11 (BUFFIED — increased from 3100 to 3500 in April 2026) - **META TIER:** A (significant buff revitalized her) - **RANKED VALUE:** High post-buff **ATTACK:** Lumi fires energy beams in a focused pattern. Her attacks have good damage and solid mid-range coverage. **SUPER:** Lumi creates an energy field that grounds enemies (prevents jumps/dashes) in an area. This is one of the most powerful tools against mobile brawlers like Edgar, Mortis, Starr Nova, Stu. Grounding eliminates dash-based escape or engagement tools. **POST-BUFF (April 2026):** - Main attack projectile speed increased from 3200 to 3500 (much harder to dodge) - Base health increased from 3100 to 3500 (+400 HP — significant survivability gain) "Lumi's been one of the most underperforming Brawlers for the past few months" — Supercell specifically buffed her to make her kit shine. **STRENGTHS:** - Grounding Super = hard counter to all dash-based brawlers - Post-buff: Much harder to dodge her attacks - Post-buff: Survivable enough to play mid-range now - Natural counter to assassin meta (Edgar, Mortis, Starr Nova all lose dashes) **WEAKNESSES:** - Super needs to hit to apply grounding — can miss - No mobility herself — gets dove by anything that isn't grounded - If assassins aren't in enemy team, her value drops **BEST MODES:** Any mode where assassin grounding matters — Knockout, Gem Grab **DRAFT NOTES:** If enemy has 2+ dash assassins, Lumi becomes an immediate consideration. She's the softest counter to the current assassin meta. --- ### BYRON - **CLASS:** Support - **RANGE:** Long - **HP:** ~3,200 at PL11 - **META TIER:** A - **RANKED VALUE:** High — dual damage/heal from same attack is uniquely powerful **ATTACK — Snake Shake:** Byron fires a vial that deals damage to enemies AND heals allies hit by the same projectile. One attack type doing both damage and healing simultaneously. Exceptional in team-based modes. The healing scales well and can be directed to specific teammates. **SUPER — Dose of Reality:** Byron fires a super vial that heals allies or damages enemies depending on who it hits, with a massive AoE. Can heal multiple teammates simultaneously. **STRENGTHS:** - Unique dual-function attack (damage+heal in one shot) - Very long range — safest Support in the game - Synergizes with tanks who need sustain - Kit + Byron = healed Kit riding a healed tank = very hard to stop **WEAKNESSES:** - Low HP — assassin dive is his nightmare - Crow's poison reduces all his healing output - No mobility or defensive tools - Requires teammates to be in sightline to heal effectively **BEST MODES:** Gem Grab, Hot Zone, Brawl Ball (with tanks in team) **WORST MODES:** Bounty (too passive), modes where team is spread apart --- ### GENE - **CLASS:** Controller - **RANGE:** Long - **HP:** ~4,400 at PL11 - **META TIER:** A - **RANKED VALUE:** High on specific maps and comp synergy **ATTACK — Magic Puff:** Gene fires a spread shot of smoke that deals damage across a wide area. Good damage output at mid-long range. **SUPER — Magic Hand:** Gene fires a long-range hand that, if it hits an enemy, grabs and pulls them to Gene's location. One of the strongest pick tools in the game — pulling a backline brawler into your team is an instant kill in most situations. **STRENGTHS:** - Pull Super is the best pick tool in ranked for isolating targets - Pulling enemy healer or gem carrier wins team fights outright - Wide attack covers flanks **WEAKNESSES:** - Pull requires straight-line to target - Walls block the hand - If pull misses, he's a mid-range brawler with no mobility - Low HP for a controller **BEST MODES:** Gem Grab (pull gem holder), Knockout (pull isolated target), Brawl Ball **DRAFT NOTES:** Gene shines when enemy has a clear pull-target: backline support, gem holder, ball carrier. If enemy is all frontline tanks, Gene's value drops. --- ### RUFFS - **CLASS:** Support - **RANGE:** Mid - **HP:** ~4,600 at PL11 - **META TIER:** A - **RANKED VALUE:** High in team-amplification compositions **ATTACK — Dogfight:** Ruffs fires rockets in a spread pattern. Decent mid-range damage with AoE splash. **SUPER — Superstar:** Ruffs drops a supply package on an ally, significantly boosting their damage and HP temporarily. One of the strongest team-amplification tools in ranked. Giving a tank a damage boost for 10 seconds can turn a fight. **STRENGTHS:** - Supply drop (Super) is one of the highest-value team buffs - Works with any frontline/carry brawler to amplify them - Decent damage output in own right **WEAKNESSES:** - Super needs to be aimed at teammate — can miss - Fragile HP - Support that requires team composition to function **BEST MODES:** Gem Grab, Brawl Ball, Heist (amplify safe-pusher) **DRAFT NOTES:** When recommending Ruffs, identify which teammate benefits most from the supply drop. --- ## B-TIER BRAWLERS (June 2026) *Solid picks in the right context but not consistently meta-defining.* --- ### FANG - **CLASS:** Assassin - **RANGE:** Mid-Melee - **HP:** ~4,000 at PL11 - **META TIER:** B (buffed in v67.264 — Lumi, Fang, Draco, Gigi all buffed) - **RANKED VALUE:** Medium-High **ATTACK — Roundhouse Kick:** Fang kicks in front of him, dealing melee-range damage. His attack chain allows him to chain kicks on multiple targets. **SUPER — Flying Kick:** Fang kicks forward a significant distance, dealing damage. If the kick kills an enemy, it recharges immediately. Can chain Super kills for massive multi-kill potential in packed fights. One-shot enemies within HP range, immediately get another kick. **STRENGTHS:** - Chain Super kills are devastating in the right hands - Good damage output with kick chaining - Mobile with attack dash + Super **WEAKNESSES:** - Requires kills to chain Super — if first kick misses or doesn't kill, no chain - Low HP = fragile - Buster can absorb his dive completely - Buff in v67.264 may move him toward A-tier — monitor **BEST MODES:** Knockout (eliminate and chain), Brawl Ball, Gem Grab --- ### NAJIA - **CLASS:** Damage Dealer - **RANGE:** Mid-Long - **HP:** ~4,000 at PL11 (NERFED in April 2026) - **META TIER:** B (was A-tier, nerfed in April 2026, additional nerfs in v67.264 leak) - **RANKED VALUE:** Medium **ATTACK — Jar o' Snakes:** Najia throws a jar of snakes at a target location. The snakes burst out and spread in multiple directions, biting enemies they contact. Unique AoE attack that covers a wide area. **SUPER — Danger Noodles:** Najia unleashes 3 snakes that slither forward and poison any enemies in their path. The snakes can also be thrown in a jar to a target location. **HYPERCHARGE — Unlimited Power!:** Najia throws 6 jars for her Super, and snakes from those jars leave a poison trail. **POST-NERF (April 2026):** - Poison Puddles Gadget duration reduced from 4s to 2s - Super recharge rate reduced from 100 to 80 - Hypercharge charge rate reduced from 40 to 35 **STRENGTHS:** - Area denial with snake placement - Good AoE damage - Hypercharge poison trails create persistent zones **WEAKNESSES:** - Nerfed significantly - Super slower now - Gadget duration halved **BEST MODES:** Hot Zone, Gem Grab **NOTE:** Additional nerfs in upcoming June patch leak (v67.264) — check latest notes. --- ### BUZZ - **CLASS:** Assassin - **RANGE:** Melee (charge-based) - **HP:** ~5,400 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium-High on specific maps **ATTACK — Disorient:** Buzz does a short charge-dash, dealing melee damage. **SUPER — Torpedo:** Buzz locks onto an enemy and fires himself as a torpedo if they are within range (the range shows as a circle). If enemy is within range at time of Super use, Buzz flies to them and stuns them briefly. One of the most reliable stuns in the game — doesn't require aim, just being in range. **STRENGTHS:** - Stun Super is reliable and powerful - Good HP for an Assassin - Synergizes with teammates who can follow up on stun (Gene pull + Buzz stun = kill) **WEAKNESSES:** - Super requires enemy to be within range — can be played around - Not as mobile as Edgar or Mortis - Range-based Super means enemies who run away deny it **BEST MODES:** Knockout, Gem Grab (stun gem carrier) **DRAFT NOTES:** Buzz + Gene is one of the best CC combos in ranked — Gene pulls, Buzz stuns the pulled target. --- ### KENJI - **CLASS:** Assassin - **RANGE:** Melee - **HP:** ~4,600 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK — Iaido Slash:** Kenji performs rapid sword slashes in quick succession, dealing melee damage. His attack speed is among the highest in the game — very fast burst if he reaches the target. **SUPER:** Kenji performs a long-distance slash, teleporting to a target location and dealing massive damage. **STRENGTHS:** - Fastest melee attack speed - High burst damage on Super dash - Solid HP for assassin **WEAKNESSES:** - Super requires committing to target — if he misses or they survive, he's exposed - No sustain like Edgar - Buster wall blocks his dash **BEST MODES:** Knockout, Brawl Ball --- ### OTIS - **CLASS:** Controller - **RANGE:** Mid - **HP:** ~4,800 at PL11 - **META TIER:** B (was higher, situationally still A-tier) - **RANKED VALUE:** Medium-High situationally **ATTACK:** Otis shoots ink blobs that deal damage and slow enemies. **SUPER — Zzz:** Otis fires a projectile that, if it hits an enemy, silences them — preventing all attacks and Super use for a duration. One of the most powerful single-target CC tools in ranked. Silencing Edgar during his Super approach, or Starr Nova during transformation, completely negates their threat. **STRENGTHS:** - Silence is one of the hardest counters to any ability-dependent brawler - Extremely high value against transformation-based brawlers (Starr Nova, Surge) - Counters Edgar by silencing his Let's Fly or preventing his Super - Slowing attack makes him poke-heavy **WEAKNESSES:** - Silence requires landing the Super projectile — can miss - Without Super, he's a mid-range slowing brawler with no other tools - Not useful against brawlers who don't rely on gadgets/supers much **BEST MODES:** Any mode where silence targets key brawler **DRAFT NOTES:** If enemy drafted Starr Nova or Edgar, Otis silence gains massive value. Consider him as soft counter to transformation brawlers. --- ### LILY - **CLASS:** Assassin - **RANGE:** Short-Melee - **HP:** ~3,400 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK:** Lily throws thorns in a short-range cone. Her attack pattern emphasizes being close to targets. **SUPER:** Lily teleports directly behind/beside a target enemy. This teleport is one of the most reliable engage tools — she doesn't miss in the same way Edgar's Let's Fly can miss. Teleporting behind an enemy bypasses all their defensive positioning. **STRENGTHS:** - Teleport Super bypasses defensive positioning - Can pick off backline with guaranteed approach - Thorn damage is decent at close range **WEAKNESSES:** - Low HP makes her fragile after the teleport - Needs to survive in close range after teleporting — if she can't burst, she dies - Short attack range **BEST MODES:** Knockout (single picks), Gem Grab (pick gem holder) --- ### SURGE - **CLASS:** Damage Dealer - **RANGE:** Mid - **HP:** ~3,800 at PL11 base (can upgrade) - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK — Juice Squirt:** Surge fires a juice burst that splits into smaller projectiles on hitting a wall. Unique wall-splitting mechanic makes him effective in areas with walls. **SUPER — Thruster:** Surge jumps to a target location. Critically: Each Super use upgrades Surge — he starts at Stage 1 and can reach Stage 4 with enough Supers. Each stage dramatically increases his power (more HP, more damage, wider attack). **STRENGTHS:** - Scales dramatically within a single match through upgrades - Stage 4 Surge is genuinely powerful — much harder to deal with than Stage 1 - Mobile Super gives repositioning **WEAKNESSES:** - Stage 1 Surge is very weak — requires time to power up - Otis silence prevents Super → no upgrade - If he dies before reaching Stage 4, starts over - Time-to-effectiveness is high **BEST MODES:** Gem Grab (long games where he can upgrade), Heist **WORST MODES:** Knockout (single-round = rarely reaches max stage) --- ### STU - **CLASS:** Assassin - **RANGE:** Short-Mid - **HP:** ~3,600 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK — Nitro Blast:** Stu fires a short-range blast from his bike. **SUPER — Speed Drift:** Stu gets a massive speed boost and drifts forward rapidly. Notably: His Super charges very quickly from hitting enemies with attacks — can chain Supers rapidly in combat. **STRENGTHS:** - Insane mobility with fast Super chain - Hard to pin down - Good damage output in fast drifts **WEAKNESSES:** - Low HP - Requires staying aggressive to chain Supers - CC stops him cold **BEST MODES:** Brawl Ball (mobility + ball carry), Knockout --- ### SHADE - **CLASS:** Assassin - **RANGE:** Melee - **HP:** ~4,200 at PL11 - **META TIER:** B **ATTACK:** Shade attacks with shadow-based melee strikes. **SUPER:** Shade becomes invisible briefly and gains enhanced movement. **STRENGTHS:** - Stealth + melee assassin combo - Decent HP for the class - Strong in bush-heavy maps **WEAKNESSES:** - Stealth doesn't have the escape value of Leon - Melee range requires same commitment as Edgar --- ### KAZE - **CLASS:** Assassin - **RANGE:** Melee-Short - **HP:** ~3,800 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK:** Kaze uses wind-based melee attacks. **SUPER:** Kaze performs a wind dash across the map — one of the longest-range Supers in the game. Can cross the entire arena. **STRENGTHS:** - Long-distance Super gap close is very hard to predict/react to - Good flanking potential - Strong against specific comps **WEAKNESSES:** - Low damage outside of Super burst - Fragile **BEST MODES:** Bounty (cross-map flank), Knockout --- ### ALLI - **CLASS:** Assassin - **RANGE:** Melee - **HP:** ~4,400 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK:** Alli slashes with claws at melee range. Multiple hit combo. **SUPER:** Alli pounces on a target, dealing burst damage. **STRENGTHS:** - Good melee burst - Solid HP for assassin class **WEAKNESSES:** - Standard melee weakness profile --- ### LUMI (see A-tier above — recently elevated from B) --- ### BO - **CLASS:** Controller - **RANGE:** Mid - **HP:** ~5,000 at PL11 - **META TIER:** B (significantly buffed — "larger Super Totem radius and stronger Hypercharge") - **RANKED VALUE:** Medium-High post-buff **ATTACK — Pinecone Trio:** Bo fires 3 pinecone grenades in a spread. Good AoE coverage. **SUPER — Super Totem:** Bo places a totem that automatically charges all nearby allies' Supers at an increased rate. One of the most powerful team-amplification tools in ranked — used in compositions where Super frequency matters. **BUFFIES (recent):** Larger Super Totem radius + stronger Hypercharge. **STRENGTHS:** - Super Totem is one of the most team-enabling tools in ranked - Good damage output with grenade spread - Area mines from Gadget control space **WEAKNESSES:** - Totem can be destroyed - Low mobility - Requires team built around Super frequency to maximize value **BEST MODES:** Any mode where team Supers are key **DRAFT NOTES:** Bo Totem synergizes with: Colette (faster Super), Starr Nova (faster transform), any brawler with powerful Supers. --- ### MEEPLE - **CLASS:** Controller - **RANGE:** Mid-Long - **HP:** ~3,200 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK:** Meeple fires in a unique board-game-inspired attack pattern. **SUPER:** Meeple creates a zone that buffs teammates and damages enemies. **STRENGTHS:** - Zone control - Unique team buff component **WEAKNESSES:** - Low HP - Somewhat niche --- ### GALE - **CLASS:** Controller - **RANGE:** Mid-Long - **HP:** ~5,200 at PL11 - **META TIER:** B - **RANKED VALUE:** Medium **ATTACK — Snowball:** Gale fires 3 snowballs that deal damage and slow enemies. **SUPER — Blizzard:** Gale fires a powerful blast of wind that pushes enemies back significantly. Super damage was nerfed (820 to 600) and Hypercharge rate reduced — but pushback utility remains. **STRENGTHS:** - Pushback Super keeps melee brawlers out of range - Good zone control - Slowing attacks support team **WEAKNESSES:** - Super nerf reduced damage significantly - Pushback can displace teammates too - Relies on team capitalizing on pushed enemies **BEST MODES:** Brawl Ball (push enemy ball carrier back), Hot Zone (push enemies off zone) **DRAFT NOTES:** Gale is a soft counter to Edgar and Mortis — his pushback disrupts their dive. If enemy has multiple assassins, Gale consideration rises. --- ## C-TIER BRAWLERS (June 2026) *Situationally viable. Need specific maps or team compositions to work well in ranked. Generally avoided in high-level drafts unless there's a specific reason.* --- ### CLANCY - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C - **HP:** ~5,000 at PL11 **MECHANIC:** Clancy has a passive that grows stronger as he gets more kills/assists in a match. Early game he's weaker, late game stronger. **STRENGTHS:** Late-game snowball potential. Mid-range consistency. **WEAKNESSES:** Early-game weakness is exploitable. Ranked games are often decided in early picks. **BEST MODES:** Gem Grab (long games where he scales), Heist --- ### BROCK - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** C - **HP:** ~2,800 at PL11 (very fragile) **ATTACK — Rockets:** Brock fires rockets that deal heavy damage in a straight line with AoE splash. **SUPER — Rocket Rain:** Brock fires multiple rockets in a spread that blanket a wide area. **STRENGTHS:** Longest range in game, AoE rockets, wall destruction. **WEAKNESSES:** Slowest projectile speed = most dodgeable, extremely low HP, assassin death sentence. --- ### BYRON (see A-tier entry above) --- ### TARA - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,000 at PL11 **ATTACK:** Card spread dealing mid-range damage. **SUPER — Black Hole:** Tara creates a black hole that pulls all nearby enemies toward the center. One of the most powerful Super AoE tools but requires enemies to be in range. Spawning of shadows from Super adds damage. **STRENGTHS:** Black hole is one of the strongest team-fight tools when it connects. **WEAKNESSES:** Super requires enemies to be close AND in right position. Easy to dodge for mobile brawlers. --- ### FRANK - **CLASS:** Tank - **RANGE:** Short-Melee - **META TIER:** C - **HP:** ~14,000+ at PL11 (highest HP in game) **ATTACK:** Frank swings his hammer — long wind-up but massive damage. **SUPER:** Frank unleashes a super swing with shockwave, dealing AoE damage in a wide arc. **STRENGTHS:** Highest HP in the game — absorbs enormous damage. Super shockwave is powerful CC. **WEAKNESSES:** Colette's % HP damage absolutely demolishes him. Slow wind-up makes attacks predictable. Edgar can dive and reset before Frank swings. **DRAFT NOTES:** If you recommend Frank, AI must flag if enemy has Colette — that matchup is nearly unwinnable for Frank. --- ### DARRYL - **CLASS:** Tank - **RANGE:** Short - **META TIER:** C (buffed in recent patch) - **HP:** ~7,600 at PL11 **ATTACK:** Darryl fires shotgun blasts from barrels. **SUPER — Barrel Roll:** Darryl rolls forward at high speed, dealing damage to everything he hits and traveling a significant distance. One of the most reliable engage tools. **STRENGTHS:** Rolling Super is very reliable engage. Good close-range damage. **WEAKNESSES:** After Super, needs to fight at close range with shotgun — predictable. --- ### FINX - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C **ATTACK:** Finx deals area-based damage. **SUPER:** Finx creates a zone of effect. **NOTE:** Finx is involved in the Starr Patrol event storyline (Void Master Finx). Base brawler is C-tier. --- ### MELODIE - **CLASS:** Assassin - **RANGE:** Melee - **META TIER:** C - **HP:** ~3,600 at PL11 **ATTACK:** Melodie attacks with music notes that orbit around her, damaging enemies she passes through. **SUPER:** Melodie dashes a significant distance. **STRENGTHS:** Orbiting note mechanic is unique — damage doesn't require aim if you're close. **WEAKNESSES:** Fragile, relies on close range. --- ### BEA - **CLASS:** Marksman - **RANGE:** Long - **META TIER:** C (was nerfed — gadget cooldown increased) - **HP:** ~2,800 at PL11 **ATTACK:** Bea fires a charged shot that deals massive damage. After a charged shot hits, her next 4 attacks fire very rapidly. **STRENGTHS:** Charged shot + rapid fire burst is massive damage potential. **WEAKNESSES:** Very fragile, slow movement, predictable charge timing. --- ### CARL - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,600 at PL11 **ATTACK — Flying Shovel:** Carl throws his pickaxe which travels out and returns, dealing damage on both paths (like a boomerang). This means enemies close to Carl get hit twice (once out, once return). **STRENGTHS:** Double-hit mechanic for close-range enemies. Wall interaction unique. **WEAKNESSES:** Predictable throw pattern, medium damage. --- ### SHELLY - **CLASS:** Damage Dealer - **RANGE:** Short-Mid - **META TIER:** C - **HP:** ~4,600 at PL11 (starting brawler) **ATTACK:** Shotgun blast in a wide cone. Good close range, poor at long range. **SUPER:** Shelly fires a super shot that destroys walls and stuns enemies hit. **STRENGTHS:** Wall destruction Super is powerful. Good starting brawler. **WEAKNESSES:** Outclassed by most other options at Diamond+. Too straightforward. --- ### MAISIE - **CLASS:** Marksman - **RANGE:** Long - **META TIER:** C - **HP:** ~3,400 at PL11 **ATTACK:** Maisie fires shots that bounce off the ground, creating ricochet patterns. **STRENGTHS:** Unique riccochet makes attacks hard to fully predict/dodge. **WEAKNESSES:** Fragile, situational mechanic. --- ### LOU - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Lou fires a stream of snow/ice that slows enemies and can freeze them with enough hits. **SUPER:** Lou creates an ice patch that slows all enemies who walk on it. **STRENGTHS:** Freeze mechanic with enough hits is a strong CC tool. Ice patch zone control. **WEAKNESSES:** Requires sustained hits to apply freeze — mobile enemies avoid it. Moderate damage output. **DRAFT NOTES:** Lou is a soft counter to assassins — if Edgar tries to dive and gets frozen, it's devastating. Consider him when enemy has mobile melee brawlers. --- ### DOUG - **CLASS:** Support - **RANGE:** Short - **META TIER:** C - **HP:** ~6,000+ at PL11 **ATTACK:** Doug fires hot dogs at close range. **SUPER:** Doug heals a nearby ally for a significant amount AND gives them a temporary HP boost. **STRENGTHS:** Super heal + HP boost is strong burst healing. Tank-like HP. **WEAKNESSES:** Short range on both attack and Super. Crow's anti-heal completely negates his value. **DRAFT NOTES:** If enemy has Crow, do NOT recommend Doug — poison halves his healing output. --- ### DYNAMIKE - **CLASS:** Artillery - **RANGE:** Long (arc projectile) - **META TIER:** C - **HP:** ~2,800 at PL11 **ATTACK:** Dynamike throws dynamite bundles that arc and explode. Can throw over walls. **SUPER:** Massive stick of dynamite with even larger AoE. **STRENGTHS:** Ignores walls, strong AoE, can zone entire areas. **WEAKNESSES:** Very low HP, slow movement, assassins (especially Edgar) are his nightmare. --- ### MAX - **CLASS:** Support - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,400 at PL11 **ATTACK:** Max fires star-shaped projectiles in quick bursts. **SUPER — Run!:** Max gives all nearby allies a massive speed boost for several seconds. **STRENGTHS:** Speed boost Super enables aggressive play for slow tanks or assassins. Good reload speed. **WEAKNESSES:** Support whose value is entirely dependent on team composition benefiting from speed. --- ### MICO - **CLASS:** Assassin - **RANGE:** Short - **META TIER:** C - **HP:** ~3,200 at PL11 **ATTACK:** Mico shoots with a small weapon and leaps. **SUPER:** Mico jumps onto an enemy's head, dealing repeated damage from above. **STRENGTHS:** Unique on-head mechanic makes him hard to hit during Super. **WEAKNESSES:** Very fragile, requires being on enemy for damage. --- ### MEG - **CLASS:** Tank - **RANGE:** Short (Base) / Mid (Mecha) - **META TIER:** C (Mecha HP nerfed multiple times) - **HP:** ~3,600 base / ~4,000 Mecha at PL11 (Mecha HP nerfed from 4000→3500 post-fix) **MECHANIC:** Meg starts in base form. When her Super charges, she enters her Mecha — a much larger, more powerful form with enhanced stats. **STRENGTHS:** Mecha form is significantly stronger. Good objective presence. **WEAKNESSES:** Mecha HP has been repeatedly nerfed. Mecha health reset bug fixed — no longer resets to full incorrectly. --- ### GUS - **CLASS:** Support - **RANGE:** Long - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Gus fires long-range shots and provides shield bubbles to allies. **SUPER:** Gus places a spirit bubble that grants shields to teammates. **STRENGTHS:** Long-range support. Shield mechanic is unique sustain. **WEAKNESSES:** Not as impactful as Byron in most situations. --- ### MANDY - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** C (was nerfed — Hypercharge rate reduced) - **HP:** ~3,200 at PL11 **ATTACK:** Mandy charges up candy shots for massive long-range damage. At full charge, single-shot deals devastating damage. **SUPER:** Mandy channels a powerful sustained beam. **STRENGTHS:** Charged shots deal insane single-target damage at max range. **WEAKNESSES:** Charge-up requirement makes her telegraphed. Fragile. Assassin nightmare. --- ### AMBER - **CLASS:** Controller - **RANGE:** Mid-Long - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Amber sprays fire in a stream, dealing fire damage per second. **SUPER:** Amber drains her ammo into a fire puddle that creates a burning zone. Fire puddles persist and deny areas. **STRENGTHS:** Fire zone is unique persistent damage. Good area denial. **WEAKNESSES:** Requires holding fire button — stationary while attacking. Linear fire stream predictable. --- ### NITA - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,400 at PL11 **ATTACK:** Nita fires shock waves from her bracelet. **SUPER:** Nita summons a large bear that fights for her team. **STRENGTHS:** Bear summon is a second unit on the field — provides extra HP and damage. **WEAKNESSES:** Bear is predictable and can be killed. Moderate base damage. --- ### SQUEAK - **CLASS:** Controller (Artillery hybrid) - **RANGE:** Long (arc) - **META TIER:** C - **HP:** ~3,400 at PL11 **ATTACK:** Squeak throws sticky bombs that stick to surfaces and enemies, then explode after a delay. **SUPER:** Squeak fires a larger sticky bomb that bounces. **STRENGTHS:** Sticky bomb delay creates zone control. Good arc range ignoring walls. **WEAKNESSES:** Delay means enemies can move away. Low HP. --- ### NANI - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** C - **HP:** ~3,000 at PL11 **ATTACK:** Nani fires 3 long-range bolts simultaneously. **SUPER — Peep:** Nani launches Peep (her robot) which the player can control directly, detonating it for massive AoE damage. **STRENGTHS:** Peep detonation is one of the highest AoE burst tools available. **WEAKNESSES:** Extremely fragile. Peep requires player to switch control — vulnerability window. Assassin death sentence. --- ### GRAY - **CLASS:** Support - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,800 at PL11 **ATTACK:** Gray fires bolts with decent mid-range coverage. **SUPER — Porta-Portal:** Gray creates two portals that teammates (and he) can use to teleport across the map. **STRENGTHS:** Portal utility is unique — allows flanks and repositioning no other brawler can enable. **WEAKNESSES:** Portal requires correct placement and teammates to use them. Moderate personal combat strength. --- ### DRACO - **CLASS:** Tank - **RANGE:** Short - **META TIER:** C (buffed in v67.264) - **HP:** ~9,000+ at PL11 **ATTACK:** Draco swings his weapon in close range. **SUPER:** Draco enters Dragon Form with enhanced stats and fire breath. **STRENGTHS:** High HP tank. Dragon Form is a strong burst. **WEAKNESSES:** Colette % damage is devastating. Slow movement. **NOTE:** Buffed in latest patch — may rise toward B-tier. --- ### BUSTER - **CLASS:** Tank - **RANGE:** Short - **META TIER:** C - **HP:** ~8,600 at PL11 **ATTACK:** Buster fires a blaster at close-medium range. **SUPER:** Buster creates a wall of shields in front of him, blocking all projectile damage. Teammates behind the shield are also protected. **STRENGTHS:** Shield wall is the best defensive tool in game for protecting a lane. COMPLETELY COUNTERS EDGAR — his shield wall negates Edgar's dive and all incoming damage. Also counters Mortis dive. **WEAKNESSES:** Fragile outside of shield use. Moderate HP for a Tank. **DRAFT NOTES:** If enemy has Edgar or Starr Nova, Buster becomes VERY strong — shield counters their dive. But Buster's shield can be bypassed by Gene pull (pulls Buster out of position). --- ### CHARLIE - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Charlie fires spider webs in a spread. **SUPER — Spiderland:** Charlie fires a web sphere that traps an enemy in a spider cocoon if it hits. The trapped enemy is immobilized and can only be freed by teammates. While trapped, they take damage from spiders. **STRENGTHS:** Single-target trap with teammates dealing damage to cocoon. Counters mobile brawlers by stopping their movement entirely. **WEAKNESSES:** Super requires direct hit. Trapped enemy can be freed quickly by smart teamplay. --- ### MOE - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C (was broken early 2026, nerfed heavily) - **HP:** ~4,000 at PL11 **ATTACK:** Moe fires projectiles that deal solid damage. **SUPER:** Moe briefly gains invincibility (nerfed significantly — charge rate reduced). **STRENGTHS:** Invincibility mechanic makes him hard to kill during Super. **WEAKNESSES:** Post-nerf invincibility is much less frequent. Moderate stats otherwise. --- ### EL PRIMO - **CLASS:** Tank - **RANGE:** Melee - **META TIER:** C - **HP:** ~12,000 at PL11 **ATTACK:** El Primo punches rapidly at melee range. Fast attack speed. **SUPER:** El Primo leaps to a target location, dealing AoE damage on landing. **STRENGTHS:** Very high HP. Jump Super provides engage. Fast melee attacks. **WEAKNESSES:** No ranged option at all. Predictable. Colette shreds him. --- ### PEARL - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Pearl fires shots that build up heat. The hotter her heat meter, the more damage she deals. At max heat, she enters Overload and deals significantly more damage. **STRENGTHS:** Overload state is very high damage. Good mid-range coverage. **WEAKNESSES:** Requires time to build heat — early game weaker. Heat resets on death. --- ### RUFFS (see A-tier) --- ### R-T - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** C (had double-damage bug, fixed May 13) - **HP:** ~4,800 at PL11 **MECHANIC:** R-T can split into his head and legs — two separate entities with different attack patterns. **STRENGTHS:** Unique split mechanic creates two threats. **WEAKNESSES:** Bug fix (double damage removed May 13) reduced his effectiveness significantly. Both parts have to coordinate effectively. **BUGFIX NOTE:** "R-T no longer deals double damage when marking enemies with both his head and legs" — fixed May 13. --- ### WILLOW - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Willow fires slowing shots. **SUPER:** Willow charms an enemy brawler to fight for her side temporarily. **STRENGTHS:** Charm Super is powerful if it hits the right target. **WEAKNESSES:** Charm requires landing hit. Short duration. Spellbound Gadget bug was fixed (basic attack not charging Super after gadget use — now fixed). --- ### SANDY - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** C - **HP:** ~4,200 at PL11 **ATTACK:** Sandy fires sand waves. **SUPER:** Sandy creates a large sandstorm that makes all nearby allies invisible. **STRENGTHS:** Team invisibility is unique and powerful for objective plays. All three allies become invisible. **WEAKNESSES:** Invisibility requires standing in sandstorm area. Not as fast as Leon's individual invisible. Moderate damage. --- ### PIPER - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** C - **HP:** ~2,600 at PL11 (lowest HP in game practically) **ATTACK:** Piper fires a very long-range sniper shot. Damage increases with range — more distance = more damage. **SUPER:** Piper fires umbrellas around her, dealing damage, then jumps backward for an escape. **STRENGTHS:** Maximum range = maximum damage. Best sniper on open maps. **WEAKNESSES:** Extremely fragile. Useless at close range (minimum damage). Requires large open maps. --- ### BELLE - **CLASS:** Marksman - **RANGE:** Long - **META TIER:** C - **HP:** ~3,000 at PL11 **ATTACK:** Belle fires long-range electric shots that, if they hit an enemy, "tag" them — the next attack on that tagged enemy deals extra damage. **SUPER:** Belle fires a wide electric shot that tags ALL enemies hit. **STRENGTHS:** Tag mechanic amplifies damage from teammates. Good team synergy. **WEAKNESSES:** Fragile. Tagging requires hitting first shot, then teammate capitalizing. --- ## D-TIER BRAWLERS (June 2026) *Generally avoid in ranked at Diamond+. Situational at best, often just outclassed by better options.* --- ### POCO - **CLASS:** Support - **RANGE:** Mid - **META TIER:** D - **HP:** ~5,000 at PL11 **ATTACK:** Poco's guitar notes spread in a wide arc — can hit multiple enemies simultaneously. **SUPER:** Poco plays a healing song that heals ALL nearby teammates for a significant amount. Can also be specced to heal through walls. **WEAKNESSES:** Healing is strong but Crow's poison halves it. Very predictable. Modern meta has moved away from this style of team healing toward more aggressive supports. --- ### TRUNK - **CLASS:** Tank - **RANGE:** Melee - **META TIER:** D (71.4% adjusted win rate on brawltime.ninja but extreme rarity — 6.17% use rate, so data is limited) - **HP:** ~13,000+ at PL11 **NOTE:** Trunk has an unusually high adjusted win rate but extremely low use rate. This means he's likely used by specialists only in specific scenarios. Not a general ranked pick. --- ### GLOWY - **CLASS:** Support - **RANGE:** Mid - **META TIER:** D - **HP:** ~3,000 at PL11 **ATTACK:** Glowy fires light-based attacks. **SUPER:** Glowy creates a healing aura. **BUGFIX:** "Glowy's Super no longer goes missing when thrown after a main attack" — fixed May 13. **WEAKNESSES:** Relatively new, not well-established in meta yet. Low HP. --- ### PENNY - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** D (range buffed in 2024 but still underwhelming) - **HP:** ~3,800 at PL11 **ATTACK:** Penny fires a cannonball that arcs and explodes. **SUPER:** Penny places a mortar cannon that auto-attacks nearby enemies. **STRENGTHS:** Turret provides persistent zone denial. **WEAKNESSES:** Turret is easily destroyed. Low personal damage. --- ### ZIGGY - **CLASS:** Controller - **RANGE:** Short-Mid - **META TIER:** D - **HP:** ~4,000 at PL11 **STRENGTHS/WEAKNESSES:** Underpowered compared to current meta options. **NOTE:** Nerfed in v67.264. --- ### GIGI - **CLASS:** Assassin - **RANGE:** Melee - **META TIER:** D (buffed in v67.264 — watch for movement) - **HP:** ~3,400 at PL11 **STRENGTHS:** Buffed in latest patch. May move to C-tier. **WEAKNESSES:** Currently underperforming. --- ## F-TIER BRAWLERS (June 2026) *Avoid in ranked. Either heavily outclassed or extremely niche.* --- ### 8-BIT - **CLASS:** Damage Dealer - **RANGE:** Long - **META TIER:** F - **HP:** ~5,400 at PL11 **ATTACK:** 8-Bit fires laser blasts with high damage but very slow movement speed. **WEAKNESS:** Slowest movement speed in the game. In current fast-paced meta with assassins everywhere, he simply cannot react to dives. His turret is useful but he dies before using it. --- ### BARLEY - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** F - **HP:** ~2,800 at PL11 **ATTACK:** Barley throws bottles of alcohol that deal AoE damage in puddles. Puddles remain briefly. **WEAKNESSES:** Very low HP. Assassin prey. Requires standing behind walls which limits mobility further. --- ### TICK - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** F (useful in Heist specifically, F in most modes) - **HP:** ~2,600 at PL11 **ATTACK:** Tick fires heads that explode and seek nearby enemies. **SUPER:** Tick sends his detached head rolling, which seeks enemies and explodes. **STRENGTHS:** Homing head mechanic is unique. Good for area denial. **WEAKNESSES:** Extremely fragile. Limited to very specific scenarios. --- ### JACKY - **CLASS:** Tank - **RANGE:** Short - **META TIER:** F (major nerf in June 12, 2025 maintenance for Brawl Arena) - **HP:** ~9,200 at PL11 **ATTACK:** Jacky spins her jackhammer, dealing AoE damage around herself. **STRENGTHS:** AoE attack hits multiple enemies at once. **WEAKNESSES:** Requires enemies to be at close range. Not effective in current meta. --- ### BUZZ LIGHTYEAR - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** F - **HP:** ~4,000 at PL11 **NOTE:** Collaboration skin/brawler. Gameplay-wise, functions as a variant Damage Dealer. **WEAKNESSES:** Outclassed by current S/A tier picks. --- ### BERRY - **CLASS:** Support - **RANGE:** Long - **META TIER:** F - **HP:** ~3,800 at PL11 **ATTACK:** Berry fires berries that deal damage. **SUPER:** Berry creates a healing zone. **WEAKNESSES:** Low impact compared to Byron, Kit, or other supports. --- ### PAM - **CLASS:** Support - **RANGE:** Mid - **META TIER:** F - **HP:** ~6,000 at PL11 **ATTACK:** Pam fires from a scrap machine. **SUPER:** Pam places a healing station turret that heals nearby allies. **STRENGTHS:** Healing station provides persistent team healing. **WEAKNESSES:** Healing station destroyed easily. Crow anti-heal cuts value. Modern meta too fast for stationary healing. --- ### ROSA - **CLASS:** Tank - **RANGE:** Short - **META TIER:** F - **HP:** ~8,000 at PL11 **ATTACK:** Rosa punches rapidly. **SUPER:** Rosa gains a 70% damage reduction shield for 5 seconds. **STRENGTHS:** Super makes her temporarily nearly unkillable. **WEAKNESSES:** After Super, she's a slow melee tank with no ranged option. --- ### SPROUT - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** F (was B-tier in 2025, fallen heavily) - **HP:** ~3,200 at PL11 **ATTACK:** Sprout fires bouncing seed grenades. **SUPER:** Sprout places a hedge wall that blocks movement. **STRENGTHS:** Hedge wall blocks lanes and can trap enemies. **WEAKNESSES:** Fallen significantly in meta. Assassins destroy him. Wall can backfire. --- ### JUJU - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** F - **HP:** ~3,000 at PL11 **ATTACK:** Juju fires curse bombs in arcs. **STRENGTHS:** Area denial. **WEAKNESSES:** Fragile, outclassed. --- ### LARRY & LAWRIE - **CLASS:** Artillery - **RANGE:** Long (arc) - **META TIER:** F - **HP:** ~4,400 at PL11 **MECHANIC:** Larry fires bombs; when Larry dies, Lawrie emerges with a flamethrower for close range. **STRENGTHS:** Dual-form mechanic. **WEAKNESSES:** Both forms have significant weaknesses. Niche. --- ### SAM - **CLASS:** Assassin - **RANGE:** Melee - **META TIER:** F - **HP:** ~5,800 at PL11 **ATTACK:** Sam throws his knuckle buster and punches. **SUPER:** Sam throws the knuckle buster forward, dealing damage and pulling him toward it. **WEAKNESSES:** Slow for an assassin. Outclassed by Edgar, Mortis, Leon across the board. --- ### HANK - **CLASS:** Tank - **RANGE:** Mid (unique) - **META TIER:** F - **HP:** ~11,000 at PL11 **ATTACK:** Hank charges a bubble shot that deals damage based on charge time. **SUPER:** Hank inflates himself, becoming immovable but dealing contact damage. **STRENGTHS:** Unique bubble charge mechanic. **WEAKNESSES:** Requires charge time — predictable. Super makes him stationary — easily avoided. --- ### OLLIE - **CLASS:** Tank - **RANGE:** Short - **META TIER:** F (nerfed — health reduced from 5600→5300) - **HP:** ~5,300 at PL11 post-nerf **WEAKNESSES:** Post-nerf HP reduction and mediocre kit leaves him outclassed. --- ### LOLA - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** F (buffed — Super damage falloff reduced from 50%→35% near Ego) - **HP:** ~3,600 at PL11 **MECHANIC:** Lola's Ego (her clone) mirrors her attacks. When Ego is near Lola, both deal damage to the same area. **STRENGTHS:** Double damage potential with Ego. **WEAKNESSES:** Ego positioning is complex. Outclassed by simpler, more consistent options. **NOTE:** Recent buff to Ego near-Lola damage may improve her outlook slightly. --- ### EVE - **CLASS:** Damage Dealer - **RANGE:** Mid-Long - **META TIER:** F - **HP:** ~3,600 at PL11 **ATTACK:** Eve fires a stream of insect eggs that hatch on enemies and deal additional damage. **WEAKNESSES:** Gimmick mechanic, outclassed by more consistent options. --- ### JANET - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** F - **HP:** ~3,000 at PL11 **SUPER:** Janet becomes airborne — flying above the arena and bombing from above during Super. **STRENGTHS:** Airborne Super is unique — enemies can't hit her while flying. **WEAKNESSES:** Flying Super requires correct timing. Fragile. --- ### BONNIE - **CLASS:** Marksman - **RANGE:** Very Long (sniper) / Melee (form change) - **META TIER:** F - **HP:** ~2,800 at PL11 (sniper form) **MECHANIC:** Bonnie switches between a sniper form and a close-range cannon form after using Super. **WEAKNESSES:** Both forms individually are weak. Transition is exploitable. --- ### ANGELO - **CLASS:** Marksman - **RANGE:** Very Long - **META TIER:** F (was A-tier before multiple gadget/hypercharge nerfs) - **HP:** ~3,000 at PL11 **ATTACK:** Angelo charges a powerful water arrow that deals increasing damage with charge time. Arrow also deals poison DoT. **SUPER:** Angelo creates a water zone that heals him inside it. **POST-NERFS:** Gadget cooldown increased (Master Fletcher from 14s→18s), making him much less reliable. **WEAKNESSES:** Charge requirement. Fragile. Nerfed repeatedly. --- ### ASH - **CLASS:** Tank - **RANGE:** Short - **META TIER:** F (was A-tier in some lists, now F in top-200 data) - **HP:** ~9,600 at PL11 **ATTACK:** Ash swings a mop, dealing AoE damage. His damage increases as his Rage meter fills (from getting hit or hitting enemies). **SUPER:** Ash shouts, spawning robot rats that chase enemies. **HYPERCHARGE — Rat King:** Spawns extra robot rats constantly. **WEAKNESSES:** Rage meter ramp-up requirement. Despite tankiness, outclassed in current meta. Colette destroys him. --- ### CHUCK - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** F in most modes (niche pick in specific Heist scenarios) - **HP:** ~4,400 at PL11 **ATTACK:** Chuck fires railroad spikes. **SUPER:** Chuck places railroad track pieces that he can dash along at high speed. **STRENGTHS:** Massive mobility with rail system. Strong in Heist where rails can reach safe quickly. **WEAKNESSES:** Rail placement requires planning ahead. In Ranked, strong players know to avoid rail approach paths. --- ### MR. P - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** F - **HP:** ~3,600 at PL11 **ATTACK:** Mr. P fires a suitcase that bounces. **SUPER:** Mr. P spawns porters (small robots) that attack nearby enemies. **WEAKNESSES:** Porters are easily dealt with. Bouncing suitcase is hard to aim consistently. --- ### BUZZ LIGHTYEAR / JAE-YONG (specialty/event brawlers) - Generally F/D tier in standard ranked contexts --- ## NEW BRAWLERS NOTE (BOLT — v67.264) *Newest brawler as of June 2026. Use rate too low for reliable tier placement yet.* ### BOLT - **CLASS:** Tank - **RANGE:** Melee (ramming) - **HP:** ~8,000+ at PL11 estimated - **RARITY:** Epic (104th brawler) - **META TIER:** UNRANKED (too new — released in current season) **TRAIT:** Movement speed increases while moving. **ATTACK — Battle Bumper:** Bolt deals damage by ROLLING INTO other Brawlers. The faster his speed, the higher his damage. With main attack, Bolt vents excess heat, dealing double rolling damage as area damage and gaining speed. **SUPER — Overdrive:** Bolt goes into overdrive, gaining speed and damage reduction, leaving a damaging trail behind him. **GADGET 1 — Oil Change:** Bolt gains a health shield based on his current speed. **GADGET 2 — Bouncy Ball:** Bolt jumps to a target location and deals area damage. Breaks environments but loses all speed on landing. **STAR POWER 1 — Toss Up:** Bolt knocks enemies upward when at full speed. **STAR POWER 2 — Unstoppaball:** Bolt is immune to crowd control and gains 15% top speed during his Super. **AI DRAFT NOTE:** Bolt is too new for reliable data. Do not recommend as first pick. May consider in later picks as a speed-tank variant. His immunity to CC during Super (Unstoppaball) is notable — potentially powerful counter to CC-heavy teams. --- ## BUFFIES SYSTEM (April 2026) *Important for ranked — Buffied versions of gadgets/star powers are significantly stronger and change evaluation.* Buffies are enhanced versions of existing gadgets and star powers. From April 16, 2026: any maxed Brawlers with Buffies also have them active during ranked trial period. Key brawlers with major Buffies reworks (April 2026): - **COLETTE:** Na-ah! (piercing charm), Gotcha! (overheal), Push It (super speed), Mass Tax (ammo steal) — all dramatically more powerful - **EDGAR:** Let's Fly (wall grapple + speed boost), Hardcore (CC immunity added), Hard Landing (super charge on epicenter hit), Fisticuffs (instant kill heal) - **GRIFF:** Piggy Bank (chargeable explosion), Coin Shower (growing zone), Keep the Change (mega coin), Business Resilience (return healing) These Buffied versions are ACTIVE IN RANKED. When evaluating these brawlers, assume Buffied versions are available to players who have maxed them. --- ## MISSING / THIN ENTRY COMPLETIONS --- ### JESSIE - **CLASS:** Controller - **RANGE:** Mid - **META TIER:** F (was situationally C-tier in 2025, fallen in current meta) - **HP:** ~4,200 at PL11 **ATTACK — Shock Rifle:** Jessie fires a bolt of electricity that ricochets off enemies, potentially hitting multiple targets in a chain. The ricochet mechanic means hitting one clustered enemy can damage 2-3 nearby brawlers. Decent mid-range coverage. **SUPER — Scrappy!:** Jessie places Scrappy, a turret that automatically fires at nearby enemies. Scrappy can be upgraded once during a match to become more powerful. The turret provides persistent zone control — it forces enemies to deal with it or take constant damage. **GADGET 1 — Recoil Spring:** Jessie's next attack deals double damage and pushes her back. - Useful for burst damage moments or escaping close-range situations. **GADGET 2 — Spark Plug:** Jessie immediately heals Scrappy to full health. - RECOMMENDED when Scrappy is being focused down — extends turret uptime. **STAR POWER 1 — Energize:** Jessie's attacks heal Scrappy for 800 HP when hitting it. - RECOMMENDED: Keeps Scrappy alive much longer in fights. **STAR POWER 2 — Shocky:** Scrappy fires electric bolts that can chain between enemies. - Use when: Enemy tends to group up around objectives. **STRENGTHS:** - Turret provides passive zone control and area denial - Ricochet attack punishes grouped enemies - Scrappy can contest objectives without Jessie being present - Useful in objective modes where turret presence matters **WEAKNESSES:** - Turret dies very quickly to focused fire — any thrower or AoE destroys it instantly - Assassins ignore turret entirely and target Jessie - Meta has moved too fast for stationary turret gameplay at Diamond+ - Outclassed by almost every other Controller in current ranked environment - Crow anti-heal reduces Jessie's relevance in sustained fights **BEST MODES:** Heist (turret guards base), Gem Grab (turret in gem area) **WORST MODES:** Knockout (turret is liability), any mode with throwers (destroy turret instantly) **FIRST PICK VIABILITY:** Very Low — Do not first-pick Jessie in Diamond+ ranked. **LAST PICK POTENTIAL:** Very Low — Almost never correct last pick. **DRAFT NOTES:** Only worth considering at lower ranks or in very specific maps where turret placement creates unavoidable sightlines. In pro ranked (Diamond+), she's essentially never picked. --- ### GROM - **CLASS:** Artillery - **RANGE:** Long (arc projectile) - **META TIER:** F - **HP:** ~3,400 at PL11 **ATTACK — Boom Blocks:** Grom fires block-shaped bombs that fly in an arc and explode on landing with significant AoE splash. The arc ignores walls completely — he can hit enemies behind full cover. His bombs spread in an arc pattern meaning he can cover a wide area with a single attack volley. **SUPER — Mega Boom:** Grom fires a massive version of his bomb that travels much farther and explodes in an enormous AoE radius. One of the largest Super explosions in the game by area. Can hit enemies across almost the entire map if aimed correctly. **GADGET 1 — Speed Zone:** Grom creates a temporary speed boost zone at his location, affecting teammates. - RECOMMENDED: Team utility for assassins needing to close distance. **GADGET 2 — Block Party:** Grom fires his next attack immediately without the normal wind-up time. - Use when: Burst timing matters. **STAR POWER 1 — Demolition:** Grom's bombs deal 25% extra damage to Brawlers who are inside or adjacent to walls. - RECOMMENDED: Punishes wall-campers which is a common behavior in ranked. **STAR POWER 2 — Safezone:** When Grom's Super lands, it creates a slow zone that remains after the explosion, slowing enemies. - Use when: Zone denial matters (Hot Zone, gem area). **STRENGTHS:** - Arc projectiles completely ignore cover — no wall is safe from Grom - Massive Super AoE can hit multiple enemies across large distances - Speed boost gadget provides unique team utility - Demolition Star Power punishes the common ranked behavior of hiding behind walls **WEAKNESSES:** - Very fragile (Artillery class — low HP) - No mobility tools at all — assassins reaching him = death - Bombs have travel time — experienced players dodge them - Arc aim requires prediction of enemy movement — higher skill ceiling than it appears - Outclassed by Dynamike in some scenarios, though Grom has longer range - Paired counters: any Assassin that reaches Grom = instant win for them **BEST MODES:** Heist (fire from max range over walls), Gem Grab (arc bombs onto gem area), Hot Zone with cover **WORST MODES:** Any mode on very open maps (his arc range advantage disappears), Knockout (fragile, easy to focus) **FIRST PICK VIABILITY:** Very Low — Only niche pick. **LAST PICK POTENTIAL:** Low — Only if enemy has no way to reach him AND map has significant wall coverage. **DRAFT NOTES:** Grom is a last resort Artillery pick. Only consider if Dynamike is banned AND the map has extensive wall coverage protecting his position. Always check if enemy has any Assassin — if yes, Grom is dead. --- ### JAE-YONG - **CLASS:** Support - **RANGE:** Mid - **META TIER:** D (primarily a Brawl Arena mode specialist — standard ranked usage is low) - **HP:** ~4,600 at PL11 **ATTACK:** Jae-yong fires energy shots that deal moderate damage at mid range. His kit is specifically designed around the Brawl Arena mode mechanics where he gets level-up bonuses, but in standard ranked play he functions as a basic support-damage hybrid. **SUPER:** Jae-yong performs a powerful strike that deals significant damage in an area. **NOTE — Brawl Arena context:** In Brawl Arena mode (not standard ranked), Jae-yong received nerfs in June 2025: level-up HP increase reduced from 600→550, reload speed level-up reduced from 2.5%→2%. These nerfs are specific to Brawl Arena and don't affect standard ranked gameplay. **GADGET 1:** Jae-yong enhances his next attack for extra damage or utility. **GADGET 2:** Jae-yong provides a brief team buff. **STRENGTHS:** - Decent mid-range damage output - Support utility in team compositions **WEAKNESSES:** - Not well-optimized for standard 3v3 ranked play - Moderate HP pool - Outclassed by Byron, Kit, Ruffs, and Poco in support role - Low pick rate in ranked makes data sparse **BEST MODES:** Brawl Arena (specialist), Gem Grab (support role) **WORST MODES:** Bounty, Knockout (requires team context to shine) **FIRST PICK VIABILITY:** Very Low in standard ranked. **LAST PICK POTENTIAL:** Low — almost never the correct last pick. **DRAFT NOTES:** Do not recommend Jae-yong in standard ranked draft unless specifically requested. He's primarily a Brawl Arena brawler. --- ### BUZZ LIGHTYEAR (expanded entry) - **CLASS:** Damage Dealer - **RANGE:** Mid - **META TIER:** F - **HP:** ~4,200 at PL11 - **NOTE:** Collaboration brawler — Disney/Pixar Toy Story crossover **ATTACK:** Buzz Lightyear fires a laser beam in a straight line, dealing mid-range damage. The laser has decent range but is a simple linear projectile. **SUPER — To Infinity and Beyond:** Buzz flies in a direction, gaining brief invincibility and dealing damage to enemies he passes through. **GADGET 1 — Wrist Laser:** Buzz fires a quick laser burst from his wrist for additional damage. **GADGET 2 — Karate Chop:** Buzz deals melee damage in a quick strike. **STAR POWER 1 — Space Ranger:** Buzz gains a shield when his HP drops below a threshold. **STAR POWER 2 — Lightyear:** Buzz's Super covers more distance. **STRENGTHS:** - Flying Super provides brief mobility - Straightforward damage dealer kit **WEAKNESSES:** - Completely outclassed by current S/A tier damage dealers (Colt, Colette, Chester, Damian) - No unique mechanic that elevates him above alternatives - Very predictable kit with no surprise factor - Low pick rate in ranked — essentially never seen at Diamond+ **BEST MODES:** None specifically — general damage dealer on mid-complexity maps **DRAFT NOTES:** Never recommend in ranked. His only consideration is if a player specifically mains him and has high personal mastery. --- ### OLLIE (expanded entry) - **CLASS:** Tank - **RANGE:** Melee - **META TIER:** F (nerfed — HP reduced from 5600→5300 April 2026) - **HP:** ~5,300 at PL11 **ATTACK:** Ollie rushes forward, dealing damage on contact. His attacks are melee-range and focus on close-proximity combat. **SUPER:** Ollie creates a temporary obstacle or barrier that blocks movement. **GADGET 1:** Ollie gains a temporary burst of movement speed. **GADGET 2:** Ollie creates a short-range shockwave. **STAR POWER 1:** Ollie gains damage reduction when below HP threshold. **STAR POWER 2:** Ollie's attacks slow enemies briefly. **STRENGTHS:** - Tank HP pool absorbs damage - Barrier Super provides lane control **WEAKNESSES:** - HP nerf makes him squishier than other tanks - Colette destroys him (% HP damage) - Outclassed by Damian, Bull, Frank, Bibi as tank option - Very low pick rate in ranked — rarely seen at Diamond+ **BEST MODES:** Gem Grab (tank the area), Brawl Ball **DRAFT NOTES:** Only consider if other tank options are banned. Almost never the first or last pick recommendation. --- ### GIGI (expanded entry from D-tier) - **CLASS:** Assassin - **RANGE:** Melee - **META TIER:** D (recently buffed in v67.264 — watch for potential C-tier movement) - **HP:** ~3,400 at PL11 **ATTACK:** Gigi performs quick melee strikes. Her attack pattern involves rapid close-range hits. **SUPER:** Gigi dashes to a target with a slashing attack, dealing burst damage on arrival. **GADGET 1 — Needs Gadget Buffie for optimal use:** Enhanced melee strike. Note: Community builds for Gigi frequently mention needing the Gadget Buffie to reach her potential ("Gigi Leon build — needs Gadget Buffie"). **STRENGTHS (post-buff):** - Recent buff in v67.264 improves her base stats - Dash Super provides reliable engage - Can potentially chain attacks effectively **WEAKNESSES:** - Still lowest tier despite buff - Very low HP = extremely fragile - Outclassed by Edgar, Mortis, Leon, Starr Nova, Cordelius, Fang in Assassin role - Gadget Buffie dependency limits effectiveness at lower power levels **DRAFT NOTES:** Post-buff, Gigi may become C-tier in the right circumstances. Her Gadget Buffie interaction is key — with it, she's notably more dangerous. Without it, she's still underperforming. Do not recommend in standard ranked draft yet — insufficient post-buff data. --- ## QUICK REFERENCE — META TIER SUMMARY (June 2026) **S-TIER:** Edgar, Colette, Mortis, Crow, Chester, Colt **A-TIER:** Damian, Starr Nova, Leon, Bibi, Emz, Mina, Pierce, Bull, Cordelius, Kit, Griff, Sirius, Rico, Spike, Lumi, Byron, Gene, Ruffs **B-TIER:** Fang, Najia, Kenji, Buzz, Otis, Lily, Surge, Stu, Shade, Kaze, Alli, Bo, Meeple, Gale **C-TIER:** Clancy, Brock, Tara, Frank, Darryl, Finx, Melodie, Bea, Carl, Shelly, Maisie, Lou, Doug, Dynamike, Max, Mico, Meg, Gus, Mandy, Amber, Nita, Squeak, Nani, Gray, Draco, Buster, Charlie, Moe, El Primo, Pearl, R-T, Willow, Sandy, Piper, Belle **D-TIER:** Poco, Trunk, Glowy, Penny, Ziggy, Gigi (buffed — watch) **F-TIER:** 8-Bit, Barley, Tick, Jacky, Rosa, Sprout, Juju, Larry & Lawrie, Sam, Hank, Ollie, Lola, Eve, Janet, Bonnie, Angelo, Ash, Chuck, Mr. P **UNRANKED (too new):** Bolt --- ## RECENT PATCH SUMMARY (for AI to apply to evaluations) **May 13, 2026 maintenance (pre-Brawl Cup):** - Damian: HC rate +35 (buff), Super charge rate 75→60 (nerf), attack Super charge from explosions greatly reduced (nerf), Fire Punch 1200→1000 (nerf), Arena damage 5→3 (nerf), explosion delay +100% (nerf) - Sirius: HP 3700→3400 (nerf) - Bug fixes: Glowy Super fix, Meg Mecha health fix, R-T double damage fix, Colette Mass Tax shield fix, Starr Nova gadget fix, Kit teleport fix, Bibi/Frank 3-hit fix, Meeple infinite gadget fix **April 2026 (main release, v67.264):** - Bull nerfed (Super charge, Tough Guy threshold, T-Bone healing) - Sirius nerfed (HP, clone HP) - Crow nerfed (Carrion Crow 40%→30%, healing reduction 60%→50%) - Chester nerfed (Super charge 100→90) - Najia nerfed (gadget duration, Super charge, HC charge) - Damian nerfed (multiple — Super charge, jump distance, bounce damage, explosion damage, explosion Super charge) - Lumi buffed (HP 3100→3500, attack speed 3200→3500) - Lola buffed (Super damage falloff 50%→35%) - Buffies added for Colette, Griff, Edgar - Najia Hypercharge added **v67.264 (June 2026 leak/update):** - Buffs: Lumi, Fang, Draco, Gigi - Nerfs: Najia, Leon, Ziggy, Bibi (partial) - 40+ brawler balance changes in leaked pre-patch --- *End of 01_BRAWLERS.md* *This file: ~12,000 words of dense competitive Brawl Stars knowledge* *Next file: 02_COUNTERS.md — complete counter relationship matrix* # 02_COUNTERS — COMPLETE COUNTER RELATIONSHIP MATRIX # Brawl Stars Draft AI — System Knowledge File # Last updated: June 2026 (post May 13 patch, v67.264) # Sources: brawlbrawl.com counter tool, pro player data, fandom wiki, competitive community analysis --- ## HOW TO READ THIS FILE Every entry is structured as: **BRAWLER beats:** → TARGET [COUNTER TYPE] — Mechanical reason WHY **BRAWLER loses to:** → TARGET [COUNTER TYPE] — Mechanical reason WHY **BRAWLER is even with / situational against:** → TARGET [NOTES] — What determines the outcome Counter types: - **[HARD]** — Almost always wins this matchup regardless of player skill. Draft advantage is major. - **[SOFT]** — Usually wins but player skill, map geometry, or specific gadgets can flip it. - **[SITUATIONAL]** — Depends heavily on map, mode, build, or positioning. Neither side has inherent advantage. --- ## SYNERGY COMBOS (KEY RANKED COMPOSITIONS) Before the counter matrix, these are the most important **team synergy combos** that AI must recognize when they appear in a draft. Seeing 2 of these 3 together should trigger recognition of the full intended comp. ### DIVE + DISABLE - Edgar / Mortis / Starr Nova + Otis — Otis silences enabling free dive. Hard to play against with no answer. - Edgar + Lumi — Lumi grounds enemy dash escapes while Edgar dives freely. - Edgar + Gale — Gale pushes enemies into walls while Edgar follows up. ### TANK + AMPLIFIER - Damian / Bull / Frank + Ruffs — Ruffs supply drop gives tank a massive damage window. - Damian + Kit — Kit rides Damian, giving him mobility boost and damage amplification. - Bull + Byron — Byron heals Bull through fights, making him nearly unkillable unless % HP damage present. - Bibi + Byron — Byron keeps Bibi at high health for knockback aggression. ### ANTI-HEAL + DIVE - Crow + Edgar — Crow applies poison anti-heal, Edgar dives the weakened target. They cannot sustain through both. - Crow + Mortis — Same concept. Mortis's Super heal is reduced by Crow poison. - Crow + Cordelius — Crow poison in Shadow Realm means Cordelius wins duels even against sustain brawlers. ### ZONE + CONTROL - Spike + Emz — Spike cactus slows in zone, Emz sprays any enemy trying to approach. Almost unkillable zone control. - Bo + Colette — Bo totem charges Colette's Super faster = more frequent % HP burst rotations. - Bo + Starr Nova — Bo totem charges Starr Nova's transformation faster. - Gene + Buzz — Gene pulls backline into your team, Buzz immediately stuns the pulled target. - Gene + Tara — Gene pulls, Tara drops Black Hole on grouped enemies. ### ASSASSIN STACK - Edgar + Mortis — Double assassin punishes any fragile ranged comp. If enemy has no hard CC, this is dominant. - Edgar + Leon — Edgar dives frontline, Leon invisible flank. Forces enemy to deal with two angles simultaneously. - Mortis + Cordelius — Mortis pressures the team, Cordelius Shadow Realms the key threat in isolation. ### HEALER DRAIN - Crow + Doug matchup note: If enemy drafts Doug, respond with Crow. Crow poison reduces Doug's Super heal by 50%. - Crow + Poco matchup note: Poco's team heal is halved if Crow is on the team. - Crow + Byron matchup note: Byron's dual-function shots deal less heal when Crow poison is active. ### POKE + OBJECTIVE - Colt + Colette — Colt destroys walls enabling Colette free sightlines. Colette Super easier to land. - Rico + Colette — Rico bouncing bullets + Colette % damage covers same role with different map dependency. - Mina + Colette — Long-range sniper cover while Colette handles tanks. --- ## S-TIER COUNTER MATRIX --- ### EDGAR **EDGAR beats:** → Marksmen (Piper, Belle, Mina, Bea, Angelo, Nani, Mandy, Janet, Bonnie) [HARD] — Closes distance before they can burst him. They deal max damage at range, Edgar ignores range entirely. → Artillery (Dynamike, Barley, Tick, Grom, Sprout, Juju) [HARD] — Dives over their arc projectiles, kills them before they can respond. Glass cannon meets glass cannon where Edgar has mobility. → Supports (Byron, Doug, Poco, Pam, Ruffs, Gus) [HARD] — They have no close-range defense against his sustained punch combo + Super heal. → Controllers without CC (Griff, Amber, Bo) [SOFT] — Dives them and exploits lack of knockback or silence tools. → Sirius [SOFT] — Edgar can chase Sirius between shadow clone positions. Clone absorbs some hits but Edgar's sustain outlasts. → Lumi [SOFT] — Lumi's grounding works only IF her Super lands before Edgar arrives. If he's already on her, she dies. Counterplay: Lumi must anticipate Edgar's approach and pre-Super. Edge goes to Edgar in unexpected dives. → Najia [SOFT] — Edgar can dive Najia before her snake positioning is established. If she places snakes pre-emptively, this becomes more even. → Slow tanks without CC (Frank, El Primo, Draco without support) [SOFT] — Dives them and self-heals from punches. They can't respond fast enough. **EDGAR loses to:** → Buster [HARD] — Buster's shield wall completely absorbs Edgar's approach. Edgar punches the shield, takes reflected damage, dies. No gadget or Super overrides this matchup. → Otis [HARD] — Otis silence prevents Edgar's Let's Fly gadget AND Super if timed correctly. Silenced Edgar = just a punching bag at close range with no mobility tools. One of the few HARD counters at this level. → Lou [SOFT] — Lou can freeze Edgar mid-approach if he lands enough ice hits. Frozen Edgar = free kill for teammates. Skill-dependent but highly favorable for Lou. → Gale [SOFT] — Gale pushback keeps Edgar from ever reaching his targets. Edgar dashes in, Gale blows him back. On maps with walls behind Gale's targets, he can slam Edgar into walls for bonus damage too. → Charlie [SOFT] — Charlie's web cocoon traps Edgar mid-dive. If Edgar is caged mid-Super approach, teammates burst him in the cocoon. → Gene [SITUATIONAL] — Gene pull yanks Edgar into the wrong position mid-approach. Disrupts his dive pattern but doesn't kill him outright. → Frank [SITUATIONAL on closed maps] — Frank's Super shockwave can interrupt Edgar's approach if timed correctly, and Frank's HP outlasts Edgar's sustained hits. Only works when Edgar can't reset with his Super. **EDGAR is even with:** → Mortis [SITUATIONAL] — Both self-heal, both dive. Edgar has passive Super timer; Mortis has larger Super heal. Map determines who gets the better angle. → Cordelius [SITUATIONAL] — In Shadow Realm, Cordelius vs Edgar is a genuine 1v1. Edgar heals from hits, Cordelius has spores. High-skill matchup. → Chester [SITUATIONAL] — Chester's jawbreaker stun can delete Edgar if timed in the dive. But Edgar can dodge if not stunned and outlasts Chester at close range. **ANTI-EDGAR DRAFT CHECKLIST:** When recommending counter to Edgar: Does my team have AT LEAST ONE of: Buster / Otis / Lou / Gale? If yes, Edgar is handled. If no, Edgar will likely be a problem. --- ### COLETTE **COLETTE beats:** → Frank [HARD] — Frank has 14,000+ HP. Colette's % damage scales obscenely against this. Frank literally feeds Colette damage. → Bull [HARD] — Same principle. Bull's massive HP = massive Colette damage. Colette counters Bull harder than anyone. → Damian [HARD] — 12,000+ HP tank, % damage destroys him. Post-nerfs Damian is still high HP = still Colette food. → El Primo [HARD] — Very high HP tank, Colette chunks him every shot. → Ash [HARD] — High HP + Colette's % damage = dominant. → Hank [HARD] — Same. → Trunk [HARD] — Same. → Rosa [HARD] — Same. → Bibi [SOFT] — Bibi's high HP (7200) means Colette deals solid % damage per shot. Bibi can knock Colette back which is the counterplay, but the damage output favors Colette significantly. → Draco [SOFT] — High HP tank, % damage wins. → Darryl [SOFT] — Decent HP, % damage applies well. → Ruffs + Tank combos [SOFT] — Supply drop amplifies tank HP temporarily = even more Colette damage. Counterintuitive: Ruffs actually makes Colette's job easier. **COLETTE loses to:** → Mortis [SOFT] — Mortis dashes inside Colette's range before she can use her Super. He has more mobility than she can respond to and his Super heal makes sustained % damage less threatening. Her % damage doesn't chunk him as fast as tanks. → Edgar [SOFT] — Edgar dives Colette. Her % damage per hit on a ~5400HP brawler is moderate, not the extreme numbers she gets against tanks. Edgar's healing outlasts. → Leon [SOFT] — Leon invisible approach bypasses Colette's range advantage. If she can't see him to use Super, he flanks her safely. → Starr Nova (transformed) [SOFT] — Starr Nova's lifesteal during transformation + high burst makes her dangerous into Colette. The lifesteal means Colette's % damage is partially negated. → Crow [SITUATIONAL] — Crow anti-heal reduces Colette's Super healing (Gotcha! gadget). Also Crow's mid-long range keeps him outside her comfortable Super range. **COLETTE is even with:** → Chester [SITUATIONAL] — Chester stun can interrupt Colette's Super dash. But Colette's % damage applies to Chester's mid HP pool reasonably well. → Colt [SITUATIONAL] — Colt outranges her, she outranges him at close range. Map-dependent — who gets the range advantage wins. → Mina [SITUATIONAL] — Same range dynamic. Mina has higher per-shot damage, Colette has more frequent shots. **ANTI-COLETTE DRAFT CHECKLIST:** Team has tanks? Colette is MANDATORY to ban or pick before the enemy does. Every high-HP brawler on your team is direct Colette food. The only way to prevent Colette dominance vs tank comps is: ban her, pick her yourself, or draft LOW-HP brawlers (assassins) who don't feed her % damage. --- ### MORTIS **MORTIS beats:** → Byron [HARD] — Byron has no close-range defense, fragile HP, and Mortis dashes in before Byron can position. Mortis Super heals him back to full through Byron's poke damage. → Poco [HARD] — Same reason. Support with no mobility. → Pam [HARD] — Turret support, Mortis ignores it. → Gus [HARD] — Short-range support, Mortis overwhelms at melee. → Doug [HARD] — Doug's heal gadget doesn't save him from Mortis's sustained melee + Super heal. → Brock [HARD] — Fragile Marksman who dies to any assassin reaching him. → Angelo [HARD] — Same as Brock. → Piper [HARD] — Piper is most fragile brawler in game. Mortis dashes in = instant death. → Nani [HARD] — Extremely fragile. Mortis's dash attack ignores her Peep setup. → Dynamike [HARD] — Artillery glass cannon vs Mortis mobility. No contest. → Barley [HARD] — Same. → Tick [HARD] — Same. → Lumi [SOFT] — Lumi's grounding Super needs to CONNECT before Mortis reaches her. Mortis's dashes are fast enough that if he positions correctly, he reaches Lumi before she can deploy Super effectively. However, if Lumi pre-casts Super in anticipated path, this flips. → Emz [SOFT] — Mortis can dash through Emz's spray zone and Super heal through the damage. His mobility makes it difficult for Emz to maintain damage advantage. **MORTIS loses to:** → Buster [HARD] — Buster shield wall stops Mortis cold. Mortis Super heal doesn't help because he can't reach Buster through the shield while taking reflected damage. → Charlie [HARD] — Charlie's web Super traps Mortis mid-dash. Mortis in a cocoon = free burst target for the enemy team. This is arguably the hardest Mortis counter because the trap is reliable at close range. → Cordelius [SOFT] — In Shadow Realm, Cordelius vs Mortis is Cordelius-favored. Cordelius's spore application in melee range, combined with Shadow Realm removing Mortis's Super heal advantage (they're alone), gives Cordelius the edge. → Bull [SOFT] — Bull's close-range shotgun burst at melee range threatens to chunk Mortis hard. Mortis needs to land Super heal faster than Bull's damage accumulates. Edge to Bull on enclosed maps. → Bibi [SOFT] — Bibi's knockback resets Mortis's approach every time. His dash gets knocked back, he has to re-approach repeatedly while Bibi deals damage. → Crow [SITUATIONAL] — Crow anti-heal reduces Mortis's Super heal. If Crow consistently applies poison before Mortis uses Super, his sustain drops significantly. Risky matchup for Mortis. **MORTIS is even with:** → Edgar [SITUATIONAL] — Both healers, both melee assassins. Passive Super vs active Super heal. No clear favorite. → Leon [SITUATIONAL] — Leon invisible + Mortis dash. Position-dependent. Both want to flank, can bump into each other. → Fang [SITUATIONAL] — Both melee assassins with dash attacks. Very similar power level post-buff. --- ### CROW **CROW beats:** → Byron [HARD] — Crow poison reduces ALL of Byron's healing output by 50%. Byron's entire kit revolves around dealing damage + healing, and poison cuts half of that. Devastating counter. → Doug [HARD] — Doug's Super is entirely a healing ability. Crow poison cuts it by 50%. His value collapses. → Poco [HARD] — Poco's Super heals the whole team. Crow poison affects ALL recipients. → Pam [HARD] — Healing station + Crow poison = halved healing per second. Very strong counter. → Gus [HARD] — Shield heal affected by poison anti-heal. → Berry [HARD] — Berry creates healing puddles. Anti-heal minimizes these puddles' effectiveness. → Mortis [SOFT] — Crow poison applied before Mortis's Super means the Super heals for significantly less. The 50% reduction can mean the difference between Mortis resetting or dying. → Ruffs [SOFT] — Ruffs supply drop healing component reduced. → Any brawler with healing Star Power or Gadget [SOFT] — Edgar's Fisticuffs healing from attacks, Bibi's sustain, Bull's T-Bone Missile healing — all reduced. → Tanks (mid HP) [SOFT] — Consistent poison application means sustained chip damage that stacks. Crow doesn't chunk tanks hard per hit but continuous damage + healing reduction = death by a thousand cuts. **CROW loses to:** → Tara [SOFT] — Tara's spawned shadow ghosts are NOT affected by poison in the same way (they're summoned entities). Tara can chip Crow down at range, and her Black Hole Super can catch Crow mid-escape. → Charlie [SOFT] — Charlie can web Crow mid-escape Super. If Crow is caged, he takes sustained damage without being able to reposition. → Assassins who close to melee (Edgar, Mortis) [SOFT] — Crow is fragile. If they reach him, his daggers don't deal enough damage at melee range to survive the burst. → Colette [SITUATIONAL] — Colette can trade pokes at mid range. Her Super passes through Crow and chunks his moderate HP pool meaningfully. → Strong Marksmen on open maps (Mina, Piper) [SITUATIONAL] — At full range, they outrange Crow's daggers. He cannot safely close distance without being chunked. **CROW is even with:** → Chester [SITUATIONAL] — Chester's unpredictable attacks vs Crow's consistent poke + poison. Roughly balanced. → Colt [SITUATIONAL] — Both mid-long range, roughly similar range. Depends heavily on positioning and aim. **ANTI-CROW DRAFT CHECKLIST:** If your team has ANY healer (Byron, Doug, Poco, Berry), you MUST either: ban Crow, OR draft an aggressive counter to force Crow offline. Never let enemy have Crow when you have healers — it's a 50% effectiveness loss on your support core. --- ### CHESTER **CHESTER beats:** → Slow tanky brawlers who can't dodge (Frank, El Primo, Hank) [SOFT] — Chester's random rotation still outputs consistent damage and his jawbreaker stun is hard to respond to for slow targets. → Marksmen at mid range [SOFT] — Chester's close-mid pressure with popping candy (rico-style bounce) punishes snipers who don't play max range. → Supports at mid range [SOFT] — Similar reasoning to other damage dealers — supports don't have gap-close to escape his pressure. **CHESTER loses to:** → Assassins who read his candy rotation (Edgar, Mortis) [SOFT] — Skilled assassin players time their dive in gaps between Chester's best candies. If he rolls a rattlesnake (arc candy) when Edgar is at his feet, Chester can't respond before dying. → Colette [SOFT] — Colette's Super dash passes through Chester's position, dealing % damage. His moderate HP means Colette's % damage is noticeable even without the extreme numbers against tanks. → Long-range Marksmen on open maps [SOFT] — Chester is mid-range. Piper or Mina at max range safely poke him where he can't retaliate. **CHESTER is even with:** → Most damage dealers [SITUATIONAL] — His randomness makes him hard to specifically counter but also hard to rely on. Map-dependent. → Colt [SITUATIONAL] — Both mid-long range damage dealers. Aim and positioning determine outcome. **NOTE:** Chester's randomness is his biggest feature AND biggest flaw in counter analysis. You can't specifically hard-counter him because his kit changes each shot. This is draft-valued. --- ### COLT **COLT beats:** → Frank [HARD] — Colt destroys all Frank's approach walls AND outranges him completely. Frank's only path to Colt is through walls Colt has removed. → Buster [HARD] — Buster's shield only blocks incoming projectiles. Colt's bullets destroy the wall BEHIND Buster, and after a few seconds, Buster has no environment to hide behind. → Throwers hiding behind walls (Dynamike, Barley, Grom) [HARD] — Colt's Super destroys the cover they need. After wall destruction, they're exposed. → Slow tanks (Frank, El Primo, Darryl) [HARD] — Outranges all of them massively. They need to reach him; he destroys their approach walls. → Long-range poke duels [SOFT] — Colt wins most DPS battles at long range due to Speedloader gadget + 12-bullet burst. **COLT loses to:** → Edgar [HARD] — Edgar dives Colt before all 6 bullets land. Colt's fragility + Edgar's mobility = one of the clearest counters in the game. → Mortis [HARD] — Mortis dashes through bullet spread. Colt's bullets are in a narrow spread and Mortis's dashes navigate between them. → Leon [HARD] — Leon invisible flanks Colt's position. Colt can't aim at what he can't see. → Starr Nova [HARD] — Starr Nova transformed with massive speed + lifesteal dives Colt and he cannot burst her fast enough. → Any mobile assassin [HARD] — Colt has very low HP and no mobility. Any brawler that closes distance kills him. **COLT is even with:** → Mina [SITUATIONAL] — Both long-range, high-damage brawlers. Aim and positioning determine outcome. → Rico [SITUATIONAL] — On maps with walls, Rico's bouncing bullets make him equal or better than Colt. On open maps, Colt's range wins. → Crow [SITUATIONAL] — Both mid-long range. Crow's poison vs Colt's raw damage. --- ## A-TIER COUNTER MATRIX --- ### DAMIAN (post-nerf, still significant) **DAMIAN beats:** → Unsupported teams without % HP damage [SOFT] — 12,000+ HP absorbs most damage. His Mosh Pit zone control is nearly impossible to push through without targeted counters. → Artillery (Dynamike, Barley, Grom) [SOFT] — He can soak their damage and charge into them with Super. High HP makes sustained AoE less threatening. → Supports (Byron, Poco, Ruffs) [SOFT] — His HP advantage means he outlasts most support poke. They can't deal with a Damian charge. **DAMIAN loses to:** → Colette [HARD] — Colette's % HP damage completely negates his HP advantage. This is the defining counter relationship post-nerf. Colette into Damian wins almost unconditionally. → Rico (on maps with walls) [SOFT] — Rico's bouncing bullets continue hitting Damian even behind his Wall of Sound gadget. The bounce pattern navigates around obstacles. → Crow [SOFT] — Crow anti-heal reduces Microphone heal gadget effectiveness and any healing Damian generates from play. → Gene [SITUATIONAL] — Gene pull extracts Damian from his Mosh Pit, neutralizing his zone control. → Lumi [SITUATIONAL] — Lumi grounding prevents Damian's Super jump. **NOTE:** Draft against Damian = almost always pick Colette or ensure your team doesn't have brawlers with 8000+ HP. --- ### STARR NOVA **STARR NOVA beats:** → Supports at mid range [HARD when transformed] — Transformation lifesteal + sword sweeps delete supports before they can escape. → Squishy brawlers (Marksmen, Artillery) [HARD when transformed] — Transformation speed + sword reach covers the distance they use for safety. → Frank / El Primo [SOFT] — Even in base form, she's mobile enough to whittle them down. In transform form, sword sweeps hit massive AoE. → Slow tanks without CC [SOFT] — Same reasoning. **STARR NOVA loses to:** → Otis [HARD] — Otis silence during Starr Nova transformation = 7 seconds of wasted Super. If timed as she transforms, the entire Super is useless and she's in melee range without lifesteal. This is the definitive Starr Nova counter. → Lou [HARD] — Lou freeze mid-transformation = frozen assassin with no lifesteal, surrounded by enemies. → Buster [SOFT] — Buster shield absorbs sword swings from transformation. Her lifesteal still requires dealing damage, and shield prevents it. → Charlie [SOFT] — Charlie web traps Starr Nova mid-transformation. Cocoon = no lifesteal, free burst target. → Gale [SOFT] — Pushback disrupts transformation approach. Pushes her away from targets, wasting transformation duration. **STARR NOVA is even with:** → Edgar [SITUATIONAL] — Both assassins with mobility. Edgar dives, Nova transforms. Whichever has better timing wins. → Mortis [SITUATIONAL] — Mortis Super heal vs Nova lifesteal. Very close matchup. --- ### LEON **LEON beats:** → Marksmen (Piper, Mina, Belle) [HARD] — Leon invisible flanks their position. They cannot shoot what they cannot see. Classic assassin vs sniper. → Artillery (Dynamike, Barley) [HARD] — Invisible approach bypasses their arc warning. → Static supports (Pam, Poco turret users) [SOFT] — Leon walks through their healing zone while invisible. → Objective-focused brawlers [SOFT] — Leon invisible steals gems, runs the ball, etc. **LEON loses to:** → Buster [SOFT] — Buster's shield blocks Leon's blades even when Leon is invisible. Also Buster's shield reveals Leon's position when blades bounce back. → Edgar [SOFT] — Edgar's healing makes him survive Leon's burst. And Edgar's passive Super means he can always respond to Leon's dive. → Cordelius [SOFT] — Cordelius can Shadow Realm Leon during his invisible dive, isolating the 1v1. → Otis [SOFT] — If Otis silences Leon while invisible, Leon's attack reveals him AND he can't use gadgets. --- ### BIBI **BIBI beats:** → Edgar [SOFT] — Bibi's knockback resets Edgar's melee approach repeatedly. Edgar dashes in, Bibi knocks him back, Edgar has to re-approach while Bibi heals with gadget. → Mortis [SOFT] — Same knockback dynamic. Mortis dashes, Bibi knocks back. His forward approach is constantly reset. → Melee tanks (El Primo, Darryl) [SOFT] — Knockback creates separation in close quarters. → Groups in Brawl Ball (Super bubble) [SOFT] — Bubble bounces between walls, hitting enemies near ball repeatedly. **BIBI loses to:** → Colette [SOFT] — Bibi's 7200 HP is % damage Colette food. Not as extreme as Frank/Bull, but meaningful damage every shot. → Colt [SOFT] — Outranges Bibi completely. She cannot reach him at long range. → Crow [SITUATIONAL] — Crow anti-heal affects Bibi's Vitamin Booster gadget heal. → Marksmen on open maps [SOFT] — Open maps mean no walls for bubble to bounce, AND long-range poke outdamages her approach. --- ### EMZ **EMZ beats:** → Tanks in zone control (Gem Grab center, Hot Zone cap) [SOFT] — Bad Karma zone + Super damage forces them out or continuously damages them. → Brawlers who fight in close range [SOFT] — Emz's spray hits multiple enemies trying to crowd her. → Objective-campers [SOFT] — Her zone denies area without her needing to push aggressively. **EMZ loses to:** → Mortis [HARD] — Mortis dashes through her spray zone and heals from his attack. Her zone doesn't stop his mobility, and his Super heal tanks her damage. → Edgar [SOFT] — Same as Mortis but less extreme. Edgar's healing sustains through her spray. → Long-range brawlers (Colt, Mina, Piper) [SOFT] — They outrange her spray zone. She must walk into danger to use her attack. → Gene [SOFT] — Gene pull can yank Emz out of her positioned zone. --- ### BULL **BULL beats:** → Squishy close-range brawlers who let him get there [SOFT] — At point-blank range, Bull's shotgun is one of the highest burst damage weapons in the game. → Marksmen who have no escape (Piper, Mina) [SOFT] — Once Bull Supers through their wall, they die instantly to close-range pellets. → Artillery (Dynamike, Barley) [SOFT] — Super charges through walls to reach them. They cannot escape. **BULL loses to:** → Colette [HARD] — This is the clearest relationship in the game. Bull's 12,000+ HP = devastating Colette % damage. Every shot hurts disproportionately. → Colt [HARD] — Colt destroys approach walls, outranges Bull completely. Bull charges, walls disappear, Colt keeps shooting from range. → Spike [SOFT] — Spike's cactus slow reduces Bull's approach speed drastically. Slow + sustained damage prevents his reach. → Bibi [SOFT] — Bibi knockback resets Bull's approach. He charges, she knocks him back. Repeat. → Emz [SOFT] — Super zone forces Bull to fight in a damage zone he can't easily avoid. → Otis [SITUATIONAL] — Silence prevents Bull's charge Super ability if timed during the charge animation. --- ### CORDELIUS **CORDELIUS beats:** → Isolated key brawlers in Shadow Realm (enemy gem holder, Byron, any squishy) [SOFT] — Removing and 1v1ing the enemy's most important brawler is inherently powerful. → Buster [SOFT] — In Shadow Realm, Buster's shield wall cannot be deployed with teammates behind it. 1v1 Cordelius vs Buster means Buster's defensive value is halved. → Healer-dependent brawlers (Byron + Tank combos) [SOFT] — Isolate the Byron in Shadow Realm, fight him alone = free kill. → Mortis [SOFT] — In Shadow Realm, Cordelius with Crow poison applied = Mortis can't heal his Super effectively. Without team support, Mortis's advantage shrinks. **CORDELIUS loses to:** → Crow [SITUATIONAL] — Crow anti-heal during Shadow Realm means Cordelius's own sustainability matters more. Both deal damage; anti-heal affects both. → Experienced 1v1 players [SITUATIONAL] — If enemy is a master duelist with their brawler, Shadow Realm might not be favorable. → Fast-charging Supers [SOFT] — If enemy has another Cordelius or Buzz who charges Super while Shadow Realm fight happens, the remaining 2v2 becomes dangerous for Cordelius's team. --- ### GRIFF **GRIFF beats:** → Brawlers grouped in mid range [SOFT] — Triple coin throw deals wide spread damage. Enemies who cluster up take hit from multiple coins simultaneously. → Tanks with high HP [SOFT] — Griff's consistent DPS + Business Resilience healing makes him reliable into high HP brawlers. → Throwers behind walls [SOFT] — Griff's Super return-coins can reach behind partial cover. **GRIFF loses to:** → Long-range Marksmen [SOFT] — Griff's range is mid. Mina, Piper, Colt at max range outpoke him safely. → Assassins [SOFT] — Edgar or Mortis diving Griff is problematic. He has some sustain from Star Power but not enough to outlast dive. → Colette [SITUATIONAL] — Colette's Super passes through Griff. His mid HP pool means she deals meaningful % damage. --- ### SIRIUS (post-nerf) **SIRIUS beats:** → Teams that split focus (can't handle clone AND real Sirius simultaneously) [SOFT] — Force enemy to deal with two threats, one always free. → Low-damage teams [SOFT] — Two things to kill means lower effective DPS against Sirius. **SIRIUS loses to:** → AoE brawlers who hit both Sirius and clone (Colette Super, Tara Black Hole, Chester burst) [SOFT] — AoE eliminates the clone advantage by hitting both simultaneously. → High single-target burst (Edgar dive, Mina snipe) [SOFT] — They can burst Sirius down before clone fully absorbs hits. **NOTE:** Two nerfs (HP 3700→3400 twice) significantly weakened him. Clone HP also reduced 70%→60%. He's A-tier but the nerfs mean he's no longer the dominant force he was. --- ### RICO **RICO beats:** → Brawlers hiding behind walls [HARD on specific maps] — Bullets bounce AROUND cover. This completely negates wall-hiding tactics. → Buster [SOFT] — Buster's shield only blocks direct front projectiles. Rico's bouncing bullets come from angles the shield doesn't face, hitting Buster from the side or behind. → Frank hiding behind walls [SOFT] — Rico's bullets bounce behind Frank's approach cover. → Throwers using walls as protection [SOFT] — They're safe from direct fire but not from bounced shots. **RICO loses to:** → Open map play — his bullets have nothing to bounce on [HARD situationally] — On truly open maps, Rico fires straight bullets with no bounces. He becomes a basic mid-range damage dealer with no special advantage. → Assassins (Edgar, Mortis) at melee [SOFT] — His bullets are multi-shot but he needs distance to bounce them properly. Assassins closing distance eliminate his angle advantage. → Colette [SOFT] — Colette's % damage applies normally. Rico's HP is medium so it's meaningful. --- ### SPIKE **SPIKE beats:** → Tanks in zone control [HARD] — Cactus Super slows. Tanks trying to push through the cactus are slowed = free damage window for team. → Objective-holders [SOFT] — Slow zone placed on objectives (gem area, hot zone cap) forces enemies to either fight in slow or concede the zone. → Grouped teams [SOFT] — Spike spread + cactus AoE hits multiple brawlers simultaneously. **SPIKE loses to:** → Mortis [HARD] — Mortis dashes through Spike's spreads and heals from each hit. Spike's grenades deal spread damage but not concentrated enough to stop Mortis's approach and sustain. → Edgar [SOFT] — Edgar dives Spike before he can establish cactus position. Spike's explode pattern requires some setup time. → Colt / Buster (destroying cactus) [SOFT] — Colt and Buster can target the cactus specifically to remove Spike's Super. → Brawlers with long-range to snipe him [SOFT] — Spike is relatively fragile. Mina or Colt outdamage his grenade arcs from safe range. --- ### LUMI (post-buff) **LUMI beats:** → Edgar [SOFT] — Lumi's grounding Super PREVENTS Edgar's Let's Fly gadget and Super leap if she deploys it in his anticipated path. She needs to PRE-DEPLOY or react fast. → Mortis [SOFT] — Grounding removes Mortis's dash attacks. His entire attack kit is dash-based. Without dashes, Mortis is a slow brawler swinging at melee range with no mobility. → Starr Nova [SOFT] — Grounding prevents Starr Nova transformation dash. If grounded during transformation approach, her Super dash doesn't fire, wasting the transformation. → Stu [HARD] — Stu's entire kit is speed drifts. Ground him = he can't drift = he's an underpowered ranged brawler with no Super. → Fang [SOFT] — Fang's kick chain relies on dashes. Grounded Fang cannot execute kick chains. → Lily [SOFT] — Lily's teleport Super is a dash — grounding prevents it. → Leon [SOFT] — Leon's Smoke Trails Star Power speed advantage during invisibility is partially negated while grounded. → Darryl [SOFT] — Darryl's barrel roll Super is a dash — grounded Darryl cannot roll. **LUMI loses to:** → Edgar (if he arrives BEFORE grounding is deployed) [SOFT] — If Edgar is already at melee range, Lumi deploys ground field on herself and can't survive his melee sustained attacks. → Mortis (same timing issue) [SOFT] — Timing-dependent. If Mortis reads the ground field and times around it, he can approach safely. → Ranged brawlers at distance (Colt, Mina) [SOFT] — Lumi's post-buff HP is 3500 — better but still fragile. Long-range poke outdamages her output safely. → Crow [SITUATIONAL] — Crow anti-heal affects Lumi's sustain options. **DRAFT NOTE:** Lumi is the #1 recommendation when enemy has 2+ of: Edgar, Mortis, Stu, Fang, Starr Nova, Lily, Darryl. Her grounding is tailored specifically for this meta. --- ### BYRON **BYRON beats:** → Poke-heavy attrition comps [SOFT] — His healing output sustains teammates through prolonged chip damage that would otherwise accumulate. → Tank + Byron combos [SOFT] — The combination itself is what beats opponents, not Byron specifically. But Byron amplifies any tank-based comp. **BYRON loses to:** → Crow [HARD] — This is the defining relationship. Crow poison reduces ALL of Byron's healing by 50%. He cannot perform his core function at full effectiveness. → Assassins (Edgar, Mortis) [HARD] — Byron is fragile and has no close-range defense. Any assassin reaching him = death. → Gene pull [SOFT] — Gene can pull Byron out of safe backline positioning, exposing him to the frontline. **DRAFT NOTE:** Never recommend Byron if enemy has or might pick Crow. His value collapses. Also check if enemy has any reliable assassin before Byron — if yes, must ensure frontline protection for him. --- ### GENE **GENE beats:** → Backline-dependent comps [SOFT] — Pulling the enemy's backline (Byron, Ruffs, Poco) into your frontline instantly ends the comp's strategy. → Single-target carries [SOFT] — Pull the gem carrier, ball carrier, or key DPS out of position = instant team advantage. → Buster [SOFT] — Gene pull extracts Buster from his defensive shield positioning. Once pulled out, Buster fights without his shield advantage. → Frank [SOFT] — Pull Frank out of his frontline tank position, isolating him from his team. **GENE loses to:** → Mortis / Edgar [HARD] — Gene's fragile HP and lack of escape means assassins reaching him = death before he can pull anyone. → Walls blocking pull path [HARD situationally] — Gene's pull travels in a straight line. Any wall between Gene and his target blocks it entirely. Map-dependent weakness. → Fast-moving targets who sidestep pull [SOFT] — High mobility brawlers (Stu, Starr Nova) can dodge the pull projectile. --- ## B-TIER NOTABLE COUNTER RELATIONSHIPS --- ### BUZZ **BUZZ beats:** → Slow squishy brawlers within his radius [SOFT] — Stun Super is reliable if they're in range. → Gem carriers or ball carriers standing still [SOFT] — Stun on objective = free kill for teammates. **BUZZ loses to:** → High mobility that stays out of his radius [SOFT] — Edgar, Mortis, Leon — too mobile to consistently be in Buzz range. → Ranged brawlers who respect his range circle [SOFT] — They play at exactly beyond his Super range, denying the stun. --- ### OTIS **OTIS beats:** → Starr Nova [HARD] — Silence during transformation wastes the entire 7-second Super. → Edgar [HARD] — Silence prevents Let's Fly gadget and Vault Super. Silenced Edgar = close-range puncher with no mobility or tools. → Mortis [SOFT] — Silence prevents Super heal use. Mortis without Super heal is a fragile melee brawler. → Surge [SOFT] — Silence prevents Super upgrades. Surge can't reach Stage 4 if silenced repeatedly. → Moe [SOFT] — Silence prevents invincibility Super. Moe's main strength neutralized. → Any Super-dependent brawler [SOFT] — Frank's Super shockwave, Tara's Black Hole, Nani's Peep control — all paused during silence. **OTIS loses to:** → Basic attackers who don't rely on Super (Colt, Pierce, Mina) [SITUATIONAL] — Silence affects gadgets and Supers. Basic attacks continue. Against brawlers who don't need their Super to be dangerous, Otis silence has less impact. → Assassins at melee if silence misses [SOFT] — If Otis misses his silence projectile, he's a mid-range slower with no immediate defense. **DRAFT NOTE:** Otis is the #1 pick into Starr Nova + Edgar meta. If enemy has both Starr Nova and Edgar, Otis should be seriously considered as the first answer pick. --- ### GALE **GALE beats:** → Edgar [SOFT] — Pushback prevents Edgar's melee approach. Very effective counter on maps where walls behind enemies mean they get pushed into walls for extra damage. → Mortis [SOFT] — Same pushback mechanic. Mortis dashes, Gale blows him back. → Bibi [SITUATIONAL] — Gale push + Bibi push can create awkward knockback interactions. On maps with walls, Bibi bubble + Gale push = enemies stuck. → Brawl Ball offensive pushes [SOFT] — Gale Super pushes opposing team away from your goal, creating scoring opportunities. **GALE loses to:** → Long-range brawlers outdistancing his push [SOFT] — Colt or Mina at max range don't need to get near Gale. → Colette [SOFT] — Colette's Super dash can't be completely stopped by Gale pushback — she moves through her Super. → His Super nerf makes him less threatening than pre-nerf [note] — Super damage reduced 820→600. --- ### LOU **LOU beats:** → Edgar [HARD if freeze connects] — Frozen Edgar mid-approach = free kill. Lou needs to apply enough ice hits to trigger freeze before Edgar reaches him. → Mortis [HARD if freeze connects] — Same reasoning. Frozen Mortis cannot use his dash attacks. → Starr Nova [SOFT] — Freeze during transformation = wasted Super. → Tanks who move slowly into his ice patch [SOFT] — Tanks moving through ice Super zone are slowed and damaged simultaneously. **LOU loses to:** → Long-range brawlers who don't enter his freeze range [SOFT] — Colt, Mina, Piper — if they play at max range, Lou cannot apply enough ice hits to freeze from his mid range. → Fast mobile brawlers who minimize time in his range [SOFT] — Stu, Leon moving quickly through his position limits ice accumulation. --- ### CORDELIUS ADDITIONAL NOTE: → Works with Crow: Crow poison applied to enemy, then Cordelius Shadow Realms that enemy. In the 1v1, Crow's poison is ALREADY on the target, reducing their sustain. This is one of the most effective 2-brawler counter compositions in ranked. --- ## C/D-TIER NOTABLE INTERACTIONS (for completeness) --- ### BUSTER notable counter relationships: → Buster HARD counters: Edgar (shield blocks melee completely), Mortis (same), Starr Nova (sword hits blocked), Fang (kick chain into shield = reflected), Leon blades (reflected) → Buster loses to: Gene pull (removed from shield position), Colt (shoots around/through enough bullets eventually), Colette % damage (goes through shield partially), Artillery arc projectiles (arc over shield from behind) ### FRANK notable relationships: → Frank HARD loses to: Colette (% damage is catastrophic at 14,000 HP), Colt (wall destruction + outrange) → Frank SOFT beats: Any brawler in Super stun range (he stuns them, teammates finish) → Frank is USELESS against: Mobile assassins who dodge his slow swing animation ### TARA notable relationships: → Tara Super (Black Hole) is devastating WHEN it connects vs grouped enemies → Black Hole countered by: High mobility brawlers who aren't in range when it drops, Buster shield (blocks black hole pull force on him specifically) → Tara beats: Crow (ghost summons from Super aren't poisoned the same way, and Black Hole catches Crow mid-escape) ### CHARLIE notable relationships: → Charlie Super (web cocoon) hard counters: Mortis (stops his dive cold), Edgar (traps him mid-dive), Starr Nova (cocoon during transformation = wasted Super), Fang (stops kick chain), Stu (stops drift) → Charlie loses to: Long-range poke before she can land web (Colt, Mina — she's fragile and web requires getting into mid range) ### GENE notable relationships: → Gene + Buzz is the best CC combo in ranked. Gene pull, Buzz immediately stuns the pulled target. → Gene + Tara: Gene pulls, Tara drops Black Hole on the pulled cluster. --- ## B-TIER FULL COUNTER MATRIX (COMPLETE) --- ### FANG **FANG beats:** → Squishy backline (Byron, Ruffs, Poco, Pam) [HARD] — Kick chain reaches backline instantly. One kill = Super recharges = second kick immediately. Backline with no melee defense is Fang's hunting ground. → Grouped low-HP brawlers (Marksmen, Supports) [HARD] — Chain kick multiple targets in sequence. Three consecutive kills = three consecutive free Super kicks. → Dynamike / Barley / Grom / Artillery [HARD] — Fragile, slow, can't respond to melee dash. → Cordelius [SOFT] — Fang's kick chain bursts Cordelius before he can Shadow Realm. Speed of engagement favors Fang. → Meeple [SOFT] — Moderate HP, doesn't threaten Fang's dive. **FANG loses to:** → Buster [HARD] — Buster shield blocks kick chain cold. Fang kicks, hits shield, chain stops, Fang dies to reflected damage. → Frank Super [SOFT] — Frank AoE stun during Fang's approach interrupts kick chain. → Lumi [SOFT] — Lumi grounding prevents Fang's kick dash. Grounded Fang cannot execute chain kicks. → Charlie web [SOFT] — Web traps Fang mid-kick chain. Chain cannot continue. → Bibi [SOFT] — Bibi knockback resets Fang's approach every kick. Can't chain if being pushed back. → High HP targets who survive first kick (Damian, Bull) [SOFT] — If first kick doesn't kill, Super doesn't recharge, Fang is stranded at melee range of a tank. **WIN CONDITION:** Draft Fang when enemy has 2+ squishy backliners without Buster protection. His chain potential is the highest burst single-round ability in the game against correct targets. Avoid when enemy has Buster or any CC that interrupts his kick mid-chain. --- ### NAJIA (post-nerf) **NAJIA beats:** → Grouped teams in zone control modes [SOFT] — Snakes cover wide area, hitting multiple brawlers simultaneously. Hot Zone / Gem Grab center fights favor Najia's snake spread. → Stationary brawlers (Jessie with turret, Pam station, Bo totem) [SOFT] — Snakes seek and destroy stationary assets. → Low-mobility high-HP brawlers (Frank, El Primo, Ash) [SOFT] — Can't dodge snake placement. Poison trail stacks damage. → Healer comps [SOFT] — Snake poison applies healing reduction alongside Crow-style pressure. **NAJIA loses to:** → Mobile assassins (Edgar, Mortis, Starr Nova) [SOFT] — They reach Najia before she can establish snake positioning. Fragile HP means she dies in one dive rotation. → Long-range burst (Colt, Mina) [SOFT] — Outranged. Najia needs to get her snakes into position which requires time Colt/Mina deny her. → Anti-heal stacking (Crow + Najia = only healing reduction, but against Crow's team, her snake healing reduction doubles) [SITUATIONAL] **POST-NERF CONTEXT:** Three nerfs hit her hard — gadget duration halved (4s→2s), Super charge reduced (100→80), HC charge reduced (40→35). She's a B-tier brawler now, not the auto-pick she was. Still strong in zone control modes but requires more setup than previously. **WIN CONDITION:** Draft Najia into slow, stationary enemy comps on objective modes with grouped fights. Avoid against dive-heavy assassin compositions. --- ### KENJI **KENJI beats:** → Squishy mid-range brawlers who can't escape fast enough [SOFT] — His Super dash teleport to target is reliable. Confirmed engagement = significant burst. → Supports standing behind cover [SOFT] — Super dash ignores positioning, teleports directly onto target. → Throwers (Dynamike, Barley, Grom) [HARD] — Melee-range teleport to their location = instant kill. → Bea, Angelo [HARD] — Fragile Marksmen have no answer to Kenji's confirmed teleport dash. **KENJI loses to:** → Edgar [SOFT] — Both melee assassins. Edgar's passive Super timer and self-heal give him sustain advantage. Kenji's damage output is high but Edgar doesn't die as quickly. → Buster [SOFT] — Shield blocks Kenji's dash and absorbs his melee follow-up. → Lumi [SOFT] — Grounding prevents Kenji's Super teleport dash. → Charlie [SOFT] — Web traps Kenji post-teleport, eliminating his escape. He teleports in, gets webbed, dies. → Bibi [SOFT] — Knockback resets his melee followup after dash landing. **WIN CONDITION:** Kenji's teleport Super is his defining tool. Draft him when enemy has confirmed isolated squishies (backline supports, solo snipers) with no CC to intercept his approach. Community note: "modest damage and stubby attack range turn gameplay into a chore" outside Super windows — his value is Super-dependent more than most assassins. --- ### BUZZ **Full entry** (already in file — see B-tier section above) --- ### OTIS **Full entry** (already in file — see B-tier section above) --- ### LILY **LILY beats:** → Isolated backline targets [HARD] — Teleport Super places her directly beside/behind target. There is no "getting into position" — she arrives instantly. → Supports without defensive gadgets (Byron, Ruffs, Poco) [HARD] — Teleport + melee burst = dead before they respond. → Snipers (Piper, Mina, Bea) [HARD] — Teleport bypasses the safe distance snipers rely on. → Stationary brawlers (Jessie turret, Pam station setup) [SOFT] — Teleports onto their position disrupting setup. **LILY loses to:** → Buster [HARD] — Shield absorbs Lily's thorn burst. She arrives, hits the shield, is now at melee range of Buster's frontline. → Lumi [HARD] — Lumi grounding PREVENTS Lily's teleport Super entirely. This is one of the cleanest counters in the game — Lily's core mechanic simply doesn't work if grounded. → Charlie [SOFT] — Web catches Lily post-teleport. She teleports in, gets caged, dies. → Frank Super timing [SOFT] — Stun during her brief post-teleport landing can interrupt her burst window. → Low HP means she often needs to kill in one burst or die [SOFT] — If her first thorn spread doesn't kill, she's at close range with no escape and low HP. **WIN CONDITION:** Lily is last-pick material. When enemy has no Buster and no Lumi, last-pick Lily onto their isolated support = guaranteed kills. Never first-pick — reveals "I'm diving your backline" before they can protect it. --- ### SURGE **SURGE beats:** → Brawlers without CC at Stage 3-4 [SOFT] — Fully upgraded Surge has significantly more HP, wider attacks, and damage reduction that overwhelms unprepared enemies. → Teams expecting Stage 1 Surge (bait-and-switch) [SOFT] — If enemy doesn't respect how fast Surge upgrades, they suddenly face a much stronger threat mid-fight. → Open map fights where he can use Super for escape [SOFT] — Jump Super gives positioning freedom that pure melee tanks don't have. **SURGE loses to:** → Otis [HARD] — Silence prevents Super usage = no upgrade progression. Silenced Surge = permanently Stage 1. This is the hardest Surge counter mechanically. → Burst brawlers who kill him early (Edgar at Stage 1) [SOFT] — If Surge dies before Stage 2, he resets. Teams that focus Surge at Stage 1 deny his entire scaling curve. → CC that interrupts Super dash (Charlie web, Lou freeze) [SOFT] — Super is his upgrade mechanism AND escape tool. Losing both = sitting duck. → Colette [SOFT] — At Stage 3-4, Surge has significantly more HP. Colette's % damage scales proportionally against this. **WIN CONDITION:** Draft Surge into long-game modes (Gem Grab, Heist) where he has time to upgrade. In Knockout where rounds are short, he rarely reaches full potential. Always prioritize surviving Stage 1 — an early death resets everything. --- ### STU **STU beats:** → Squishy brawlers who can't catch him [SOFT] — Stu chains Super drifts so quickly that sustained damage dealers can't land consistent shots. → Throwers at melee range [HARD] — Drifts through their arc projectiles, reaches them before they can reload. → Positioned brawlers who expect static combat [SOFT] — Stu's mobility makes static positioning pointless. → Open-lane fights in Brawl Ball [SOFT] — Speed makes him exceptional at carrying ball and creating chaos. **STU loses to:** → Lumi [HARD] — Grounding stops ALL of Stu's drifts. His entire kit is speed-based drifts. Grounded Stu is the lowest-threat melee brawler in the game. This is the clearest Stu counter. → Otis [SOFT] — Silence prevents Super chaining. Without Super, Stu has one basic attack that isn't particularly strong. → Lou [SOFT] — Ice accumulation on a brawler moving as much as Stu is surprisingly effective — constant movement through ice hits builds freeze quickly. → High DPS brawlers (Colt) at range [SOFT] — Stu's HP is medium. If Colt can track his drifts, the sustained bullet damage kills him faster than he can deal damage. **WIN CONDITION:** Draft Stu when enemy has no grounding and the mode benefits from high mobility (Brawl Ball, Gem Grab with wide lanes). Always check for Lumi before recommending — she single-handedly removes Stu from the game. --- ### SHADE **SHADE beats:** → Isolated squishy targets (Marksmen, Supports) [SOFT] — Stealth + melee burst combo. Similar profile to Leon but with different Super mechanic. → Brawlers relying on visual awareness [SOFT] — Brief stealth disrupts positioning reads. → Throwers (arc projectiles can't aim at what they can't see) [SOFT] — Invisible approach bypasses their throw arc predictions. **SHADE loses to:** → High HP tanks (Damian, Bull) [SOFT] — His melee burst doesn't chunk them before they respond. → Edgar [SOFT] — Both melee, Edgar has better self-sustain and faster Super charge. → Buster shield [SOFT] — Shade's melee hits blocked by shield, same as all melee assassins. → AoE brawlers who don't need to see him (Emz spray, Spike cactus slow) [SOFT] — Area damage hits invisible brawlers. **WIN CONDITION:** Shade is a budget Leon. Draft as situational flanker when Leon is banned and enemy has exposed backline. Outclassed by most other assassins in current meta. --- ### KAZE **KAZE beats:** → Any brawler caught off-guard in backline position [SOFT] — Kaze's Super crosses almost the entire map. An unsuspecting sniper or support at max range suddenly has a melee assassin on them with no warning. → Piper [HARD] — Piper at max range is safest in normal circumstances. Kaze's Super travels that distance. Piper with no escape = dead. → Angelo [HARD] — Same long-range cross-map flank mechanic. → Brock [HARD] — Same. → Dynamike, Barley at backline [HARD] — Artillery hiding behind walls = Kaze Super lands on their position. **KAZE loses to:** → CC that catches him mid-Super approach [SOFT] — Unlike Edgar's Super which is instant, Kaze's Super has travel time. Lou freeze or Otis silence triggered at right moment can catch him mid-flight. → Buster [SOFT] — Shield absorbs his landing strike. → Teams that play clustered (denying isolated targets) [SOFT] — Kaze wants an isolated victim. Tight team positioning removes his target. → Post-Super: he's in enemy territory with medium HP [SOFT] — After the Super kill, he needs to escape. Without escape tools (just dashes), he often dies after the kill. **WIN CONDITION:** Last-pick Kaze when enemy has confirmed isolated long-range brawler (Piper, Brock, Angelo) with no Buster protection and no CC to intercept his Super flight. He's a one-trick assassin — when the trick works it wins the game, when it doesn't he's D-tier. --- ### ALLI **ALLI beats:** → Squishy close-range brawlers [SOFT] — Multiple claw hits in rapid succession shred low-HP targets. → Throwers at melee (if she reaches them) [HARD] — Like all assassins, reaches artillery before they can reload. → Supports (Byron, Poco) [SOFT] — Melee burst overwhelms backline. **ALLI loses to:** → Buster [SOFT] — Shield blocks claw attacks. → Tanks with CC (Bibi, Damian) [SOFT] — Knockback resets her approach repeatedly. → Lumi [SOFT] — Grounding disables her dash-based mobility. → Frank AoE stun [SOFT] — Stun during her claw approach = free tank swing. **WIN CONDITION:** Alli is outclassed by Edgar, Mortis, Leon, Fang, Cordelius, and Kenji in most scenarios. Only draft when those options are unavailable and enemy has isolated squishies. --- ### BO **Full entry** (already in file — see B-tier section above). Adding WIN CONDITION: **WIN CONDITION:** Bo's Super Totem is the single best team-Super-charge tool in ranked. Draft Bo when your team includes brawlers with powerful Supers that need frequent use: Colette (more frequent % HP burst), Starr Nova (faster transformation), Spike (more cactus placement), Gene (more pulls), Tara (more Black Holes). Bo himself is secondary — his value is enabling teammates. --- ### MEEPLE **MEEPLE beats:** → Teams who fight in central positions [SOFT] — Meeple's zone tools punish teams who stand still fighting. → Supports exposed in zone [SOFT] — Moderate mid-range damage accumulates on stationary targets. → Objectives requiring close presence (Hot Zone) [SOFT] — Meeple's AoE tools make him relatively solid on cap zones. **MEEPLE loses to:** → Assassins at melee [SOFT] — Low HP, no reliable escape. Edgar or Mortis dives Meeple and kills him before he can respond. → Long-range Marksmen [SOFT] — Outranged. Meeple's mid-range attacks don't reach snipers at max range. → Nerf in v67.264 reduced his damage [note] — Main attack damage reduced 1300→1200 (in some patch notes). Post-nerf slightly less threatening. **WIN CONDITION:** Meeple is a zone controller for when primary controllers (Emz, Bo, Spike) are all banned. He's a fallback pick that works on hot zone and gem grab specifically. --- ### GALE **Full entry** (already in file — see B-tier section above). Adding WIN CONDITION: **WIN CONDITION:** Draft Gale specifically when enemy has 2+ melee assassins (Edgar + Mortis, Edgar + Fang, etc.) where pushback repeatedly denies their dive. On Brawl Ball, Gale Super pushing enemy ball carrier back is a strong defensive tool. Avoid drafting him as a primary pick — he's a counter-pick tool. --- ## C-TIER FULL COUNTER MATRIX --- ### CLANCY **CLANCY beats:** → Teams who let him scale [SOFT] — Late-game Clancy with max stacks is genuinely dangerous. He accumulates power through kills/assists and becomes a real threat if allowed to snowball. → Low-HP brawlers who feed his stacks [SOFT] — Picking off multiple targets quickly accelerates his power curve. → Brawl Ball/Gem Grab (longer games) [SOFT] — More time = more stacks = more value. **CLANCY loses to:** → Assassins who kill him early before he scales [HARD] — Edgar, Mortis diving Clancy at zero stacks = killing him before his passive has value. Early Clancy = free kill. → Ranged burst (Colt, Mina) [SOFT] — Clancy needs to close distance AND have stacks. Without stacks, his base stats aren't threatening. → Short-game modes (Knockout) [HARD] — Single round means Clancy rarely reaches significant stack accumulation. **WIN CONDITION:** Clancy is a long-game brawler. Only viable in Gem Grab or Heist where matches extend long enough for stacks. In ranked Knockout, never draft Clancy. --- ### BROCK **BROCK beats:** → Tanks behind walls [SOFT] — Rocket Rain (Super) blankets a wide area, hitting tanks who think wall cover protects them. → Stationary assets (Jessie turret, Penny mortar, Pam station) [SOFT] — AoE rockets destroy them. → Grouped teams (if they don't spread) [SOFT] — Rocket splash hits multiple brawlers. **BROCK loses to:** → Edgar [HARD] — Dives Brock before rockets reload. Brock has almost no HP. → Mortis [HARD] — Dashes through rocket trajectories and reaches Brock before he can reposition. → Leon [HARD] — Invisible approach negates Brock's ability to track and pre-fire rockets. → Any assassin [HARD] — Brock is the softest Marksman in the game for assassin prey (Piper is slightly softer, but Brock has slower rockets = harder to hit mobile targets too). → Slow rocket speed = most dodgeable Marksman projectile [note] — His damage is high but landing it requires prediction. **WIN CONDITION:** Brock on open maps with no assassins = powerful. Brock on maps with assassins = free kill. Never draft Brock if enemy has or might pick Edgar, Mortis, or Leon. --- ### TARA **TARA beats:** → Grouped teams (Black Hole Super) [HARD when it connects] — Pulling 3 enemies into a Black Hole center while teammates burst them = instant team wipe potential. Best team-fight AoE in game when used correctly. → Mobile assassins who converge on the group [SOFT] — Ironically, assassins diving at the same location get sucked into Black Hole together with their targets. → Crow [SOFT] — Tara's ghost spawns from Super aren't affected by Crow poison the same way player brawlers are. She can trade into Crow and her ghosts add persistent chip pressure. **TARA loses to:** → Spread formations that deny Black Hole grouping [HARD] — Black Hole needs enemies close together. Smart teams spread out, making the Super much weaker. → High mobility brawlers who escape the pull (Stu, Edgar with Super) [SOFT] — Fast enough movement out of Black Hole radius before being pulled in. → Assassins at melee range (Edgar, Mortis) [SOFT] — Tara's moderate HP and lack of close-range burst means assassins who reach her win. → Buster [SOFT] — Shield blocks Black Hole pull force on Buster specifically. **WIN CONDITION:** Tara excels when enemy team tends to cluster — around objectives (Gem carrier holding gems near base, Hot Zone defenders stacked together). She's a team-fight pick, not a solo pick. Draft her when your teammates can immediately follow up her Black Hole. --- ### FRANK **FRANK beats:** → Brawlers who stand still in Super range [SOFT] — Frank's AoE shockwave stuns everything around him. If enemies don't move, Super = stun = free kills for teammates. → Close-quarters brawlers who can't avoid his swing (Poco, Gus) [SOFT] — Melee range brawlers who aren't fast enough to dodge. → Walls: Frank's Super destroys walls AND stuns — useful for breaking stalemates [SOFT]. **FRANK loses to:** → Colette [HARD] — 14,000+ HP is the worst possible trait against Colette. She chunks him for 15%+ HP per shot. This matchup is nearly unwinnable for Frank. → Colt [HARD] — Colt destroys all walls Frank uses for approach cover. Frank has to run across open ground while Colt shoots him. → Mortis [SOFT] — Mortis dashes in and out between Frank's slow swing animation. Frank's attack has the longest wind-up in the game — mobile brawlers exploit the gap. → Edgar [SOFT] — Edgar dives Frank and heals through the slow swings. → Throwers (Dynamike, Barley) [SOFT] — Arc projectiles over walls hit Frank regardless of cover. **WIN CONDITION:** Frank is only viable when enemy has zero % HP damage AND zero Colt. That combination rarely happens in competitive ranked. If enemy has Colette, Frank is an auto-loss tank. Never draft Frank into Colette. --- ### DARRYL **DARRYL beats:** → Marksmen at close range after barrel roll [SOFT] — Roll Super closes distance instantly. If he reaches them, shotgun burst is significant. → Throwers behind walls (roll through the wall) [SOFT] — Barrel roll destroys walls it passes through, reaching artillery. → Grouped brawlers in barrel roll path [SOFT] — Roll damages all enemies in its path. **DARRYL loses to:** → Colette [SOFT] — Decent HP pool, % damage applies meaningfully. → Bibi [SOFT] — Knockback pushes Darryl away from his target post-roll. → Otis [SOFT] — Silence prevents barrel roll Super. Darryl without Super = stationary shotgunner with mediocre range. → Lumi [SOFT] — Grounding prevents barrel roll (it's a dash). → Colt [SOFT] — Outranges Darryl significantly and destroys his approach walls. **WIN CONDITION:** Darryl received a recent buff. His barrel roll is one of the most reliable gap-closers — it doesn't require aim, just direction. Viable in closed-map Heist where roll path through walls has guaranteed impact. --- ### MELODIE **MELODIE beats:** → Brawlers who walk into her orbit zone [SOFT] — Note orbits deal automatic damage to enemies Melodie moves through or near. Running through enemy lines damages them passively. → Grouped brawlers who don't spread out of her orbit [SOFT] — Multiple notes = multiple damage sources simultaneously. **MELODIE loses to:** → Brawlers who keep distance (any Marksman, Colt, Mina) [HARD] — Her orbit damage requires being close. Brawlers playing at range are never in note range. → Long-range CC (Gene pull, Gale push) [SOFT] — Displacement removes her from orbit range positioning. → Buster [SOFT] — Shield absorbs orbit hits. → High HP tanks [SOFT] — She doesn't have burst to quickly eliminate tanks, and tanks endure orbit damage long enough to threaten her. **WIN CONDITION:** Melodie shines only when she can consistently move through enemy clusters. In open maps or against ranged teams, she contributes almost nothing. F-tier outside very specific bush-heavy enclosed maps. --- ### BEA **BEA beats:** → High HP tanks (Bull, Frank, Damian, El Primo) [SOFT] — Charged shot burst + rapid follow-up fire deals significant single-target damage regardless of HP. Unlike Colette, Bea's damage is flat not %, but her burst window is devastating. → Brawlers who telegraph their position [SOFT] — Bea's charged shot rewards prediction. Slow tanks are easiest to charge-shot. → Slow brawlers in open lanes [SOFT] — Charged shot + rapid fire = very fast burst on stationary targets. **BEA loses to:** → Edgar [HARD] — Dives her before she can charge. Bea has almost no HP and zero close-range response. → Mortis [HARD] — Dashes through her charged shot trajectory, reaches her instantly. → Leon [HARD] — Invisible approach. Can't aim at what she can't see. → Any mobile assassin [HARD] — The single most fragile Marksman after Piper. Assassins that reach Bea = instant kill. → Charge-up requirement [HARD in fast meta] — In a meta dominated by dive assassins, holding the charge button = standing still = dead. **WIN CONDITION:** Bea with team protection (Buster shield in lane, Bo totem behind her) on maps where assassins can't easily reach her. In Diamond+ with no protection, Bea is a liability against the current assassin meta. --- ### CARL **CARL beats:** → Brawlers standing between Carl and his boomerang return path [SOFT] — Gets hit twice (out and return). Enemies at close-to-mid range take double damage. → Wall edges where return path passes [SOFT] — Return path can hit enemies around corners if positioned correctly. → Stationary objective brawlers [SOFT] — Predictable position = both hit on throw AND return. **CARL loses to:** → Assassins (Edgar, Mortis) [SOFT] — Boomerang return path is obvious and predictable. Assassins dodge it and reach Carl. → Very long range Marksmen (Piper, Mina) [SOFT] — Outranged. Carl's boomerang is mid-long range but not max range. → Mobile brawlers (Stu, Leon) who sidestep return path [SOFT] — High mobility brawlers walk out of return trajectory. **WIN CONDITION:** Carl on maps with many walls where return path hits enemies through multiple positions. Low meta relevance — outclassed by better damage dealers in current ranked environment. --- ### SHELLY **SHELLY beats:** → High HP tanks at close range [SOFT] — Shotgun spread deals significant damage at point-blank, not dependent on HP % so she applies decent damage to anyone. → Shield-users (Buster's Super) [SOFT] — Shelly's Super destroys the shield wall outright. This is Shelly's niche: Super can counter Buster's primary defensive tool. → Wall-campers (Super destroys walls) [SOFT] — Super wall destruction + stun creates openings. **SHELLY loses to:** → Long-range brawlers [HARD] — At anything beyond close range, Shelly's shotgun spread deals minimal damage. This is her fundamental weakness. → Assassins who are faster (Edgar, Mortis) [SOFT] — They reach her simultaneously with equal mobility but Edgar has more self-heal. → Lumi (grounding) [SOFT] — Shelly has no dash — grounding doesn't affect her as much but Lumi's poke at mid range outperforms Shelly. → Open maps [HARD] — Cannot reach enemies safely when there's no cover. **WIN CONDITION:** Shelly in enclosed maps where she can use cover to close distance and Super to break stalemates. Viable as a budget Edgar substitute but outperformed by him in almost every scenario. --- ### MAISIE **MAISIE beats:** → Brawlers who don't predict ricochet paths [SOFT] — Her bouncing shots are hardest to dodge at mid range in corridor-heavy maps. → Wall-huggers [SOFT] — Shots bounce off walls directly into brawlers using wall cover. **MAISIE loses to:** → Assassins (Edgar, Mortis) [HARD] — Fragile Marksman, all assassin weaknesses apply. → Open map fights [SOFT] — No walls = no bounces = straight shots with moderate damage. → Very long range (Piper, Mina) [SOFT] — Outranged at max range. **WIN CONDITION:** Maisie on tight corridor maps where bounces are guaranteed. Almost never drafted in high-level ranked — outclassed by Rico for the wall-bounce mechanic and by Mina for the Marksman role. --- ### LOU (C-tier context) **Full entry already exists in file.** Note: Lou has been categorized as C-tier despite being one of the best Edgar/Mortis counters because his ceiling is entirely dependent on landing enough ice hits before being burst. Against teams without heavy dive, he contributes less than most brawlers in his slot. **WIN CONDITION:** Draft Lou ONLY if enemy has confirmed Edgar AND/OR Mortis AND/OR Starr Nova. Without dive assassins to freeze, Lou's kit is mediocre. The freeze mechanic requires multiple hit accumulation which fast assassins don't allow if played correctly. --- ### DOUG **DOUG beats:** → Sustained attrition comps that can't burst (tanks with no spike damage) [SOFT] — His Super heal + HP boost is significant in long fights where burst damage isn't the primary threat. → Poke-heavy teams who rely on chip damage accumulation [SOFT] — Heals through it. **DOUG loses to:** → Crow [HARD] — Anti-heal halves Doug's Super heal. His entire kit's value collapses. NEVER draft Doug if enemy has or might pick Crow. → Assassin burst (Edgar, Mortis one-shotting the healed target anyway) [SOFT] — Healing doesn't matter if the target dies in one dive before heal lands. → Short range (Doug attack + Super both require being close to ally) [SOFT] — In chaotic fights, Doug struggles to reach his ally in time. **WIN CONDITION:** Doug is viable only in slow, sustained fight modes (Gem Grab, Heist defense) WITHOUT Crow on the enemy team. In current meta where Crow is S-tier and frequently picked, Doug's value is permanently limited. --- ### DYNAMIKE **DYNAMIKE beats:** → Brawlers hiding behind walls who don't check arc trajectories [SOFT] — His bombs arc over walls. Safe wall cover provides no protection from his attacks. → Stationary targets in objectives [SOFT] — Objectives require presence, Dynamike bombs that presence. → Jessie turrets, Penny mortar, Pam station [HARD] — Arc bombs destroy stationary assets easily. **DYNAMIKE loses to:** → Edgar [HARD] — The most fragile brawler in the game (2,800 HP) against the most effective dive assassin. Edgar dives in one Super, Dynamike is dead before a single bomb arc lands. → Mortis [HARD] — Same. Dashes through bomb arc timing. → Any assassin [HARD] — Dynamike is the artillery glass cannon profile. Every assassin counters him completely. → Buster with team [SOFT] — Buster's shield blocks bombs from the front. Dynamike needs to throw around/over. **WIN CONDITION:** Dynamike in Heist attacking the safe from protected backline position. His bombs can reach the safe over every wall. In Knockout or open modes, he dies before contributing. NEVER draft him if enemy has an uncountered assassin. --- ### MAX **MAX beats:** → Speed-dependent compositions [SOFT] — Speed boost Super enables team-wide acceleration that can catch or escape most threats. → Tanks who can't catch fast brawlers [SOFT] — Speeding up friendly assassins makes them even harder to react to. → Objective-running comps [SOFT] — Speed boost on gem carrier or ball carrier creates unstoppable objective runs. **MAX loses to:** → Crow [SOFT] — Anti-heal reduces her self-sustain from star powers. → Assassins at melee (Edgar, Mortis) [SOFT] — Max herself isn't strong in a 1v1. Speed saves her but she contributes limited personal damage. → Comp without synergy (if teammates don't benefit from speed) [SOFT] — Speed boost is wasted on tanks who can't convert speed into kills. **WIN CONDITION:** Max + assassin (Edgar + Max Speed boost, Mortis + Max) = meaningful combo. The speed boost makes assassin dives much harder to react to. Low personal value, high enabler value when paired with speed-dependent comps. --- ### MICO **MICO beats:** → Unsuspecting brawlers he lands on [SOFT] — On-head mechanic deals repeated damage while making Mico hard to hit from below. → Supports and Marksmen in open areas [SOFT] — They can't easily aim at a brawler jumping on their head. **MICO loses to:** → AoE attacks (Emz spray, Spike grenades, Chester AoE) [HARD] — AoE hits Mico even when on enemy heads. Melee range + AoE = both take damage but Mico's HP is lower. → High mobility brawlers who escape his landing (Stu, Mortis dash) [SOFT] — Move out from under him before he lands. → Brawlers who can hit upward (all brawlers eventually figure out the trajectory) [SOFT] — Experienced players target Mico mid-air. **WIN CONDITION:** Mico is deeply niche — only viable against specific enemy compositions who struggle to deal with vertical combat. In current meta, almost never drafted. The on-head mechanic is entertaining but mechanically limited. --- ### MEG **MEG beats:** → Objective modes where Mecha form creates frontline [SOFT] — Mecha Meg is a significant presence when active and HP resets are managed. → Brawlers who can't burst through her Mecha HP [SOFT] — If Mecha survives, she's a mobile tank with solid damage. **MEG loses to:** → Colette [HARD] — % HP damage applies to Mecha's HP as well as Meg's. Mecha form has moderate HP (4000 post-nerf), and Colette's % damage scales exactly to what Meg accumulates. → Assassins during base-form transition [SOFT] — When Meg is in base form (before Mecha activates), she's fragile and easy to dive. → High sustained DPS that kills Mecha before it can reset [SOFT] — Mecha HP was nerfed multiple times. It doesn't last as long as it used to. **WIN CONDITION:** Meg was significantly nerfed. Only draft her in modes where Mecha form can be protected (Heist, Gem Grab with team covering her). In current assassin-heavy meta, Mecha dies fast and base Meg can't fight. --- ### GUS **GUS beats:** → Chip damage teams who don't burst (sustained poke) [SOFT] — Shield bubbles on teammates absorb accumulated chip damage effectively. → Marksmen who poke repeatedly [SOFT] — If they can't burst through a shield, Gus effectively negates their output. **GUS loses to:** → Assassins (Edgar, Mortis) [SOFT] — Burst through Gus's shield in one dive rotation. Shield doesn't prevent one-shot burst. → Crow [SOFT] — Anti-heal reduces Gus's shield regeneration efficiency. → Long-range brawlers outranging Gus [SOFT] — Gus has decent range but not marksman range. Can be safely outzoned. **WIN CONDITION:** Gus support in compositions facing poke-heavy (not burst-heavy) enemies. Against the current assassin/burst meta, his shields get bypassed too easily to be primary support. Byron outperforms him in most ranked scenarios. --- ### MANDY **MANDY beats:** → Slow tanks who can't dodge charged shots [SOFT] — Fully charged Mandy shot deals one of the highest single-hit damage numbers in the game. → Brawlers behind partial cover (charged shot slightly penetrates) [SOFT] — Some penetration through thin walls at charge. → Open-lane Bounty/Knockout where she can charge freely [SOFT] — Max range = max damage. **MANDY loses to:** → Edgar [HARD] — Dives her before charge completes. She needs to hold the button, Edgar closes during the hold. → Mortis [HARD] — Dashes through her charge trajectory. → Leon [HARD] — Invisible approach. → Any mobile assassin [HARD] — Charge-up requirement = standing still = assassin's dream target. → Crowd control interrupting charge [SOFT] — Otis silence stops the charge mid-hold. Stun mid-charge wastes it. **WIN CONDITION:** Mandy on open maps with guaranteed assassin protection (Buster in lane, Lumi grounding divers). Without protection, she's in the same fragile marksman tier as Piper. Hypercharge rate was nerfed — slower peak moments. --- ### AMBER **AMBER beats:** → Brawlers who walk into her fire stream [SOFT] — The fire trail + puddles create persistent damage zones. → Slow tanks who can't move out of fire puddles [SOFT] — Fire puddle damage accumulates if they stand still. → Stationary targets (Jessie turret, objectives that require presence) [SOFT] — Fire puddle on objective = free chip damage. **AMBER loses to:** → Assassins reaching her during fire stream (she's stationary while firing) [HARD] — Amber must hold the fire button and can't move while attacking. Edgar diving during her stream = she can't reposition. → Long-range brawlers who stay outside fire puddle range [SOFT] — Colt, Mina beyond Amber's effective range = safe. → Mobile brawlers who step out of fire trajectory [SOFT] — Fire stream is linear. Sidestep = no damage. **WIN CONDITION:** Amber on maps with narrow corridors where fire stream covers the entire lane width. Extremely map-dependent. In open maps or vs mobile teams, she contributes almost nothing. --- ### NITA **NITA beats:** → Teams who ignore Bruce (her bear) [SOFT] — If enemy doesn't kill Bruce, he adds sustained pressure and HP to the fight. → Wide-spread fights where Bruce occupies a lane [SOFT] — Bear holding one lane while Nita plays another creates effective 2v1 scenarios. **NITA loses to:** → AoE that kills Bruce easily (Chester spread, Colette Super passing through) [SOFT] — Bruce is a separate unit with moderate HP. AoE removes him quickly. → Assassins (Edgar, Mortis) who ignore Bruce and dive Nita directly [SOFT] — They don't care about the bear — they target Nita. → Long-range burst (Colt, Mina) who pick off Bruce from range [SOFT] — Bear has no mobility. Ranged brawlers kill it safely. **WIN CONDITION:** Nita in casual/lower-ranked play where opponents don't know to kill Bruce immediately. At Diamond+ level, Bruce is eliminated in seconds. She's outclassed by every damage dealer in her tier. --- ### SQUEAK **SQUEAK beats:** → Objective campers who can't move out of sticky bomb range [SOFT] — Sticky bombs require the enemy to either shoot them or move. In objective modes, they often can't leave. → Stationary assets (turrets, stations) [SOFT] — Sticky bombs stick to and destroy them. → Brawlers who ignore the bomb and don't destroy it [SOFT] — Delayed explosion after sticking = free damage if they stay close. **SQUEAK loses to:** → Assassins who kill Squeak before bombs detonate [HARD] — He has very low HP. Edgar dive = dead before bombs even explode. → Mobile brawlers who step away from stuck bombs [SOFT] — High mobility brawlers (Stu, Leon) move out of explosion radius instantly. → Players who shoot stuck bombs to detonate early (damaging themselves for less than bomb damage) [SITUATIONAL] — Smart players pop bombs before they explode at maximum damage. **WIN CONDITION:** Squeak is niche zone control. Draft in Hot Zone where enemy must stay in bomb range OR in Heist where he can stick bombs directly to the safe. Almost never first-pick material. --- ### NANI **NANI beats:** → Slow grouped targets (Peep detonation) [HARD when it connects] — Peep is a remote-controlled bomb delivering one of the highest AoE bursts in the game. On a grouped enemy team, it wipes everyone. → High HP tanks (Frank, El Primo) [SOFT] — Peep flat damage is enormous and doesn't care about HP pools the way Colette does — it's just raw damage. Against a 14,000 HP Frank, Peep burst can take 40%+ of his HP. → Stationary objectives [SOFT] — Peep can be driven into the Heist safe, dealing massive damage. **NANI loses to:** → Edgar [HARD] — Nani is the most fragile brawler in the game. Edgar dive = instant death. → Any assassin [HARD] — Same. 3,000 HP + stationary during Peep control = ideal assassin prey. → Peep interception (brawlers who can destroy Peep in flight) [SOFT] — Smart players target and destroy Peep before it reaches its destination. → Peep control vulnerability — Nani controls Peep remotely, losing control of her own body during Peep flight. Enemy teams with mobile brawlers dive Nani directly during Peep flight [HARD] — She literally cannot defend herself while piloting Peep. **WIN CONDITION:** Nani only when enemy is entirely slow tanks with zero assassins AND team protection guaranteed. Extremely high-risk in ranked. When Peep connects, it's devastating. When it doesn't, Nani has contributed nothing and is about to die. --- ### GRAY **GRAY beats:** → Comps benefiting from teleportation flanks [SOFT] — Portals enable unexpected angles that enemy teams aren't positioned to defend. → Objective grabs (teleporting gem carrier out of danger) [SOFT] — Portal escape from contested zones. → Slow tanks who can't follow portal routes [SOFT] — Tanks can't pursue through portals quickly enough. **GRAY loses to:** → Assassins who use portals offensively too [SOFT] — Ironically, enemy assassins can also enter Gray's portals if positioned correctly. → His personal combat stats are mediocre [SOFT] — Without portal utility, Gray is a mid-tier damage dealer with no special combat advantage. → Fast mobile teams who position to intercept portal exits [SOFT] — Experienced teams position at portal exits to ambush users. **WIN CONDITION:** Gray is a creative tool for Gem Grab and Brawl Ball where portal placement creates escape/flanking routes. His value is entirely dependent on smart portal placement and teammates using them correctly. --- ### DRACO **DRACO beats:** → Teams without % HP damage in Dragon Form [SOFT] — Dragon Form has significantly boosted stats. Moderate HP teams can't burst through Dragon Form fast enough. → Close-quarters fights on enclosed maps [SOFT] — High HP tank with fire attacks is threatening in confined spaces. → Artillery at close range [SOFT] — Reaches throwers via close-range Dragon Form mobility. **DRACO loses to:** → Colette [HARD] — Dragon Form gives him elevated HP during Super. Colette's % damage scales with that HP spike. Higher HP during Dragon Form = more Colette damage. Counterintuitive but devastating. → Assassins during base form (before Dragon Form activates) [SOFT] — Base Draco is a moderate-threat tank. Assassins dive during the base form window. → Ranged kiting [SOFT] — Colt, Mina, Piper at range prevent Draco from reaching them. **NOTE:** Recently buffed in v67.264. May rise toward B-tier as data emerges. Current evaluation reflects pre-buff but incorporating his improved kit. **WIN CONDITION:** Draco on enclosed maps where his Dragon Form can dominate corridors. Never draft him if enemy has Colette — she farms Dragon Form HP for maximum % damage returns. --- ### BUSTER (full entry) **BUSTER beats:** → Edgar [HARD] — Shield wall absorbs ALL of Edgar's melee attacks + Let's Fly gadget. Edgar literally cannot deal damage through the shield. If Edgar dives into Buster shield, he dies to reflected damage without killing Buster or anyone behind the shield. → Mortis [HARD] — Same as Edgar. Mortis dashes into shield, deals zero damage, reflected damage hurts Mortis. → Starr Nova (transformation form) [HARD] — Transformation sword swings hit the shield. No lifesteal if no damage lands. Nova stands at the shield unable to deal damage while Buster's team bursts her. → Fang [HARD] — Kick chain into shield = chain stops, kick damage absorbed, Fang stranded. → Lily [HARD] — Teleports onto Buster, hits shield, teleport ability wasted. → Leon blades [SOFT] — Blades bounce back toward Leon. → Kenji dash [SOFT] — Dash lands into shield, burst absorbed. → Any physical melee brawler [SOFT] — Shield is the universal melee answer. **BUSTER loses to:** → Gene pull [HARD] — Gene extracts Buster from behind his shield. Once pulled, Buster is a moderate-HP brawler with no defensive position. His shield faces the wrong direction and he's in enemy territory. → Colt (eventually destroys the environment making shield less useful) [SOFT] — Colt's bullets and Super destroy walls behind which Buster might reposition, reducing shield positioning options over time. → Arc projectiles that go over/around shield (Dynamike, Barley, Sprout) [SOFT] — Artillery throws OVER the shield. Buster's shield only blocks horizontal projectiles. → Colette % damage [SOFT] — Colette Super passes through the shield area, dealing % damage to Buster directly. His HP is moderate for a tank so % damage is noticeable. → Throwers in general [SOFT] — Arc trajectories bypass the shield completely. **WIN CONDITION:** Draft Buster when enemy has confirmed Edgar + any other melee assassin. He's the single best answer to dive-heavy compositions. In meta with Edgar as the most-picked brawler, Buster's value is perpetually high. Always pair with a damage dealer who can exploit the protection (Colt behind Buster shield = incredibly safe DPS). --- ### CHARLIE (full entry) **CHARLIE beats:** → Mortis [HARD] — Web cocoon traps Mortis mid-dash. Stopped Mortis in a cocoon = free burst kill for teammates. His entire kit is "close distance and Super heal" — web prevents both. → Edgar [HARD] — Web during Let's Fly dash or pre-Super dive = Edgar caged mid-approach. He cannot punch or use gadgets inside cocoon. → Starr Nova (transformation) [SOFT] — Web during transformation dash = transformation wasted, she's in a cocoon at close range. → Fang [HARD] — Web during kick chain = chain immediately stops. Fang is caged post-kick. → Stu [SOFT] — Web during drift Super = drift stopped. → Leon [SOFT] — Web while invisible = he becomes revealed in the cocoon. → Any mobile dash-based brawler [SOFT] — Web works on any brawler who moves into her mid-range. **CHARLIE loses to:** → Long-range brawlers who never enter web range [HARD] — Charlie's web requires mid-range engagement. Colt, Mina, Piper playing at max range are never within her web throw distance safely. → High-HP tanks who shrug off the cocoon damage [SOFT] — Cocoon damage isn't enormous. A Frank or Damian in a cocoon is still alive when they come out. → Teams that quickly free the caged ally (can destroy cocoon) [SOFT] — Teammates can attack the cocoon to free their ally before the duration ends. → Low HP herself [SOFT] — Charlie needs to get into range to throw web. Brawlers who can burst her at mid range before she throws deny her entirely. **WIN CONDITION:** Charlie when enemy has multiple dash-dependent assassins (Edgar + Mortis, Edgar + Starr Nova, Fang + Kenji). Her web is the hardest CC answer to mobile dive comps. Last-pick Charlie into confirmed dive-heavy enemy team = very strong. --- ### MOE **MOE beats:** → Teams who can't burst through invincibility window [SOFT] — During Super invincibility, Moe takes zero damage. If team follows up correctly in that window, Moe enables significant aggression. → Objective-fighting brawlers [SOFT] — Invincibility on an objective creates brief unstoppable presence. **MOE loses to:** → Otis [HARD] — Silence prevents Moe's Super. Silenced Moe = moderate damage dealer with no invincibility. His entire identity is the Super. Without it, he's unremarkable. → Brawlers who simply wait out invincibility [SOFT] — Invincibility duration is limited. Experienced teams disengage during Moe's Super, wait it out, then burst him normally. → Post-nerf: Super charge rate reduced, invincibility less frequent [note] — He was genuinely dangerous in early meta. Multiple nerfs make him more manageable. **WIN CONDITION:** Moe is niche. His invincibility window can create clutch objective plays but his base kit isn't strong enough to justify drafting him when stronger options exist. Only in very specific map/mode scenarios where brief invincibility changes the outcome. --- ### EL PRIMO **EL PRIMO beats:** → Brawlers who can't escape his grab Super (Super launches him at target) [SOFT] — El Primo's Super closes distance instantly and deals damage + knockback. → Artillery and Throwers at melee range [HARD] — Reaches them via Super, punches them to death before they reload. → Supports exposed in backline [SOFT] — Jump Super bypasses frontline and lands on backline directly. **EL PRIMO loses to:** → Colette [HARD] — High HP (12,000) = massive Colette % damage per shot. She shreds El Primo faster than almost any other target. → Long-range brawlers when he can't reach them [SOFT] — Colt, Mina, Piper playing at max range keep El Primo at bay between Super uses. → Bibi knockback [SOFT] — El Primo jumps in with Super, Bibi knocks him back out, he has to wait for next Super. → CC that interrupts Super jump (Lou freeze before landing, Charlie web) [SOFT]. **WIN CONDITION:** El Primo on maps with natural cover between him and backline (so he can safely build Super before jumping). Without cover to approach, he's a melee brawler who can't reach ranged threats. --- ### PEARL **PEARL beats:** → Brawlers who fight at sustained mid range (gives her time to build heat) [SOFT] — Overload state deals very high damage. If she reaches max heat, she out-damages most brawlers in her range. → Tanks in prolonged fights [SOFT] — Heat accumulation in sustained fights means tanks who outlast she becomes increasingly dangerous. **PEARL loses to:** → Burst brawlers who kill her before heat builds [SOFT] — Pearl at zero heat is a below-average damage dealer. Edgar or Mortis diving at zero heat = dead Pearl before she threatens. → Brawlers who reset (force her to die and lose heat) [SOFT] — Every death resets Pearl's heat to zero. Comps that burst her repeatedly deny heat accumulation entirely. → Ranged brawlers [SOFT] — Pearl is mid-range. Long-range Marksmen outpoke her before she builds heat. **WIN CONDITION:** Pearl in slow defensive modes (Gem Grab holding gem area, Heist defending) where she naturally accumulates heat without dying. In aggressive pick-off modes, her heat never builds before she's killed. --- ### R-T **R-T beats:** → Brawlers who fight both R-T head and legs [SOFT] — When split, two separate damage sources create crossfire. → Objectives requiring presence [SOFT] — Two units = two areas of map controlled. **R-T loses to:** → Double damage bug fixed (May 13) — he was significantly stronger before the fix [note] — "R-T no longer deals double damage when marking enemies with both head and legs." His primary strength was removed. → AoE brawlers who hit both parts simultaneously [SOFT] — AoE damages head AND legs at once. → Burst brawlers who target one part quickly [SOFT] — Kill the head or legs before he can exploit split positioning. **WIN CONDITION:** R-T was picked specifically because of the double damage bug. Post-fix, his value dropped significantly. Draft as situational two-presence brawler, not as damage carry. --- ### WILLOW **WILLOW beats:** → Teams who underestimate charm duration [SOFT] — A charmed enemy attacking their own team creates chaos for the duration. → Tanks who get charmed (charmed Bull or Frank fighting their own team = massive damage) [SOFT] — Charmed high-damage brawler is a disaster for the enemy team. → Teams without ability to quickly kill the charmed ally [SOFT] — The longer charm lasts, the more damage. **WILLOW loses to:** → Long-range brawlers who stay out of charm range [SOFT] — Charm requires hit at mid range. Colt, Mina at max range never get charmed. → Teams who immediately kill charmed ally to end it [SOFT] — Smart teams instantly terminate the charmed ally rather than letting them deal damage. → Brawlstars fix: "Fixed Willow's basic attack not charging Super after using Spellbound Gadget" — previously she had gadget interaction bug [note]. → Brawlers who can dodge her slow Super projectile [SOFT] — The charm projectile is not fast. Mobile brawlers dodge it consistently. **WIN CONDITION:** Willow into slow tank-heavy enemy comps where charm has high impact (charmed Frank or Damian is extremely punishing). Against mobile teams, her charm never lands. --- ### SANDY **SANDY beats:** → Objective stealth plays [SOFT] — Team invisibility over an objective area is one of the strongest stealth tools in ranked when the team uses it correctly. → Scouting-dependent teams who rely on visual information [SOFT] — Sandy's storm denies enemy vision of three allied brawlers simultaneously. → Gem Grab or Hot Zone where stealth on objective = free point accumulation [SOFT]. **SANDY loses to:** → AoE brawlers who hit invisible targets (Emz spray, Spike cactus slow) [SOFT] — AoE ignores visibility. Invisible brawlers still take AoE damage. → Assassins who track Sandy's position through sound cues [SOFT] — Experienced players can approximately track invisible brawler movement. → His own storm radius limitation [SOFT] — Invisibility only works inside the sandstorm area. Teammates who move outside the radius become visible. → The sandstorm doesn't make allies move faster [SOFT] — Unlike Leon's personal stealth with Smoke Trails speed, Sandy's storm provides static invisibility. **WIN CONDITION:** Sandy specifically in Gem Grab where his storm placed over the gem spawn creates extended stealth periods while your team collects gems. Outclassed by Leon for personal stealth and by other controllers for general ranked use. --- ### PIPER **PIPER beats:** → Tanks at max range [HARD] — Maximum range = maximum damage. A fully-charged Piper shot at max range deals one of the highest per-shot damages in the game. Tanks who can't close distance die from afar. → Brawlers in very open maps with zero cover [SOFT] — Nothing to hide behind = Piper can snipe freely at max range. → Slow brawlers who telegraph positions [SOFT] — Predictable movement = charged shot prediction = free damage. **PIPER loses to:** → Edgar [HARD] — Dives Piper before she can charge. She has the lowest HP in the game (2,600). Edgar Super = instant Piper death. → Mortis [HARD] — Dashes through sniper trajectory, reaches her before recharge. → Leon [HARD] — Invisible approach. Can't snipe what she can't see. → Any assassin [HARD] — Piper is the most extreme glass cannon in the game. 2,600 HP = dies to almost any dive. → Short-range fights entirely (maps with heavy cover where enemies close in) [HARD] — At close range, Piper deals minimum damage. She's useless if she can't maintain distance. **WIN CONDITION:** Piper with guaranteed melee protection (Buster shield, Lumi grounding divers) on open maps. Without protection, she's the easiest kill in ranked. Never draft Piper if enemy picks Edgar before your last pick. --- ### BELLE **BELLE beats:** → Teams who cluster (tag mechanic amplifies with teammates targeting tagged) [SOFT] — Belle's Super tags all enemies in an arc. If teammates all focus the tagged enemy, they each deal bonus damage. → High HP tanks (tag amplifies damage from all sources) [SOFT] — Tag on Frank means all three allies dealing boosted damage = fast Frank kill. → Teams who coordinate focused fire [SOFT] — Belle rewards coordinated play. **BELLE loses to:** → Assassins (Edgar, Mortis, Leon) [HARD] — Belle is a fragile Marksman. All Marksman weaknesses apply. She can't survive dive. → Teams who don't capitalize on tags (solo queue) [SOFT] — Her value requires teammates to follow up. With random teammates who ignore tags, she provides minimal value. → Colette [SITUATIONAL] — Both mid-long range brawlers. Roughly even in direct duel. **WIN CONDITION:** Belle in coordinated team compositions where all three allies understand the tag mechanic. In solo queue with random teammates, her value collapses because teammates don't reliably target tagged enemies. --- ## D-TIER FULL COUNTER MATRIX --- ### POCO **POCO beats:** → Sustained attrition fights (especially in Heist defending) [SOFT] — Team heal Super can turn the tide of prolonged fights. → Chip damage accumulation teams [SOFT] — Heals through repeated small hits effectively. → Wide-attack coverage (guitar notes hit multiple enemies simultaneously) [SOFT] — Can accidentally contribute offense. **POCO loses to:** → Crow [HARD] — Anti-heal halves his ENTIRE KIT's value. Poco heals the team, Crow makes it 50% effective. One brawler negates his purpose. → Burst brawlers who kill targets before healing (Edgar, Chester) [SOFT] — If Poco's ally dies in one combo, healing didn't matter. → His own kit being outdated [SOFT] — Modern supports (Byron, Kit, Ruffs) provide healing while also dealing damage or providing additional utility. Poco just heals. **WIN CONDITION:** Poco ONLY if enemy has no Crow and the mode is Heist or sustained-fight Gem Grab. In any other scenario, Byron provides better value (heals AND deals damage AND operates at long range). --- ### PENNY **PENNY beats:** → Stationary objectives with teammates near the mortar [SOFT] — Mortar cannon auto-fires. If teammates can protect it, it provides persistent zone control. → Brawlers who stand in mortar range [SOFT] — Mortar deals chip damage to anyone in range. **PENNY loses to:** → AoE brawlers who destroy mortar immediately [HARD] — Any brawler with AoE can eliminate the mortar in 1-2 hits. No mortar = Penny has no Super value. → Assassins [HARD] — Fragile HP, mortar doesn't help her survive dive. → Modern meta completely outclasses her mortar mechanic [SOFT] — At Diamond+ level, mortar is destroyed in the first second it's placed. **WIN CONDITION:** Penny almost never viable in ranked Diamond+. The mortar mechanic was meaningful in lower-skill environments where enemies didn't immediately destroy it. At competitive level, it provides zero sustained value. --- ### GLOWY **GLOWY beats:** → Sustained attrition fights (healing aura) [SOFT] — Glowy's healing over time works in prolonged fights. → Chip damage comps [SOFT] — Healing output useful vs repeated small hits. **GLOWY loses to:** → Crow [HARD] — Anti-heal devastates all healing output. → Assassin burst [HARD] — Very low HP (3,000), instant kill prey. → Bugfix reduced her Super reliability [note] — "Glowy's Super no longer goes missing when thrown after a main attack" — the pre-fix bug hurt her significantly. Post-fix she's more reliable but still D-tier. **WIN CONDITION:** Glowy is D-tier. Don't recommend in competitive ranked. If a player insists, use only in modes with guaranteed protection from dive. --- ### ZIGGY **ZIGGY beats:** → Slow objectives-focused brawlers who can't reposition [SOFT] — Ziggy's control tools create mild pressure. **ZIGGY loses to:** → Almost everything in current meta [SOFT] — Multiple nerfs in v67.264. Very low pick rate. Outclassed by every Controller option. → Assassins [HARD] — No survival tools. **WIN CONDITION:** Do not draft Ziggy in Diamond+ ranked. No competitive use case currently. --- ### GIGI **GIGI beats:** → Isolated squishy targets [SOFT] — Post-buff, her damage improved. Can execute squishies with correct Gadget Buffie setup. **GIGI loses to:** → Almost all other assassins [SOFT] — Even post-buff, she's outclassed by Edgar, Mortis, Leon, Starr Nova, Cordelius, Fang, Kenji. → Tanks [SOFT] — Insufficient burst. **NOTE (v67.264 buff):** Her recent buff + Gadget Buffie dependency creates a specific niche ("Gigi Leon build — Needs Gadget Buffie"). This combo is community-identified as her best use case. Without the Gadget Buffie, she remains D-tier. **WIN CONDITION:** Only if all better assassins are banned AND player has Gadget Buffie active AND the target composition has isolated squishies. Extremely specific scenario. --- ## F-TIER COUNTER NOTES (brief — these aren't drafted in competitive ranked) **8-BIT:** Slowest brawler in game. Any assassin that reaches him = instant kill. His turret + high damage are theoretical. He dies before using them. Counter: Everything mobile. **BARLEY:** Glass cannon Artillery. All of Artillery's weaknesses in their most extreme form. Edgar dive = dead. Counter: Edgar, Mortis, any assassin. **TICK:** Niche Heist (homing head toward safe). In all other modes, 2,600 HP = easiest kill in game. Counter: Everything. **JACKY:** AoE spin that requires enemies at close range. Modern meta has too many ranged brawlers and assassins faster than her spin. Post-nerf HP even weaker. Counter: Any ranged brawler, Colette. **ROSA:** Super shield makes her briefly unkillable. After Super, slow melee tank with no ranged option. Colette % damage laughs at her HP. **SPROUT:** Was viable when hedge walls were unreadable by new players. At Diamond+, players shoot the hedge wall immediately. Then Sprout is a slow arc-thrower with assassin weakness. Counter: Assassins, wall destruction. **JUJU:** Artillery with unique arc pattern. Same glass cannon assassin weakness profile. Counter: Edgar, Mortis. **LARRY & LAWRIE:** Dual-form Artillery/Flamethrower. Both forms individually weak. Counter: Assassins, burst brawlers. **SAM:** Slowest Assassin. Outclassed by literally every other assassin in mobility, burst, and sustain. Counter: Any brawler that can run away or sustain. **HANK:** Charging bubble requires standing still. Super inflating = stationary = dodge it. Counter: Any mobile brawler. **LOLA:** Ego clone positioning is mechanically interesting but practically difficult. Post-buff damage near-Ego helps slightly but she remains F-tier. **EVE:** Egg mechanic requires eggs to hatch on enemy. Mobile brawlers step out before hatching. Counter: High mobility teams. **JANET:** Flying Super is unique. But she's a Marksman with low HP and requires planning when to fly. Counter: Assassins who track her landing. **BONNIE:** Dual-form interesting concept. Neither form competitive individually. Counter: Exploit form transition windows. **ANGELO:** Was A-tier before gadget nerfs. Multiple cooldown increases made him unreliable. Post-nerf, his charge requirement + fragility = liability in assassin meta. **ASH:** Was genuinely strong before meta shifted. Now his Rage ramp-up takes too long and Colette destroys him. Counter: Colette, burst brawlers who kill before Rage stacks. **CHUCK:** Rail system requires setup. Good players destroy rails or play around their known path. Only in Heist where a single rail to the safe can work. Counter: Brawlers who cover rail approaches. **MR. P:** Porter spawns die immediately at Diamond+ level. No porters = mid-range damage dealer with average stats. Counter: AoE that clears porters, any brawler who ignores them. --- ## ANTI-HEAL PRIORITY MATRIX Anti-heal in Brawl Stars is provided by **CROW only** (main mechanic) plus some secondary sources. **Primary anti-heal:** Crow's daggers apply 50% healing reduction (nerfed from 60%) to poisoned enemies. **Affected by anti-heal:** - Byron's dual healing shots (HARD affected) - Doug's Super heal (HARD affected) - Poco's team heal Super (HARD affected) - Pam's healing station (HARD affected) - Berry's healing puddles (HARD affected) - Mortis's Super heal (SOFT affected — 50% reduction on a massive heal still leaves significant amount) - Edgar's Fisticuffs Star Power healing (SOFT affected) - Bibi's Vitamin Booster gadget (SOFT affected) - Gus's shield heal (AFFECTED) - Ruffs's supply drop healing component (SOFT affected) - Any Hypercharge healing component (AFFECTED) **AI RULE:** If enemy team has 2+ of the above healing brawlers, Crow becomes an immediate consideration. Crow is the single most efficient answer to healer-heavy comps. --- ## CC (CROWD CONTROL) PRIORITY MATRIX Crowd control tools in ranked draft — organized by impact: ### HARD CC (stops brawler entirely): - **Otis silence** — Prevents gadgets and Super. Duration. Best targeted CC. - **Lou freeze** — Complete movement stop. Requires hit accumulation. - **Charlie web** — Traps target in cocoon. Hard stop. Teammates must deal with cocoon. - **Bibi knockback** — Massive distance displacement. Resets approaches. - **Gale pushback Super** — Large area push displacement. - **Buzz stun** — Brief stun on Super connection. Reliable. - **Damian Mosh Pit** — Speaker knockback creates continuous CC inside zone. - **Frank Super shockwave** — AoE stun on Super hit. ### SOFT CC (slows or partially limits): - **Lou ice hits** — Accumulating slow before freeze. - **Spike cactus** — Persistent slow zone. - **Crow slowing toxin gadget** — Slows brawlers hit by daggers. - **Emz spray** — Damage zone that forces repositioning. - **Willow charm Super** — Brief team switch (ally becomes enemy temporarily). ### DISPLACEMENT (repositioning): - **Gene pull** — Pulls single target to Gene's location. Best repositioning tool. - **Tara Black Hole** — Pulls all nearby enemies to center. - **Gale push** — Pushes enemies away. - **Colette Super** — Pushes all enemies it passes through (with Push It star power). **AI DRAFT RULE:** When recommending picks, always check the CC inventory of both teams. Team with more reliable CC has higher win probability in head-on teamfights. If your team has ZERO CC, you're relying entirely on out-damaging or outplaying the enemy. --- ## CARRY POTENTIAL TIER (1v1 carry importance in ranked) Understanding which brawler can CARRY when teammates troll or pick badly: **EXTREME solo carry potential:** - Edgar (heals through mistakes, passive Super = always tools available) - Mortis (massive Super heal resets, can 1v2 with correct play) - Crow (consistent poison damage, escape Super means hard to die) - Cordelius (Shadow Realm isolates key threat, wins 1v1 independently) - Colette (% damage ignores team comp — always deals meaningful damage to whatever enemy has) **HIGH solo carry potential:** - Colt (wall destruction + DPS — if he survives, always contributing) - Chester (unpredictability + burst = hard to prepare against) - Starr Nova (transformation is an independent power spike that doesn't need team follow-up) - Leon (stealth objectives can win games alone — steal gems, run ball) **MEDIUM solo carry potential:** - Bibi, Bull, Damian (need to reach enemy — map-dependent) - Lumi (grounding is reactive — depends on enemy comp to be valuable) - Bo (totem is team-dependent to have maximum impact) **LOW solo carry potential (team-dependent):** - Byron (needs allies to heal) - Ruffs (needs allies to supply drop) - Gene (needs teammates to follow up pull) - Doug (pure healer) - Kit (must ride someone) **AI DRAFT RULE:** When user is playing with random teammates who might not coordinate, bias toward recommending HIGH solo carry potential brawlers that don't require teammates to follow up. Edgar, Mortis, Crow, and Colette are the safest solo-queue picks in ranked. --- ## KEY COUNTER RELATIONSHIPS — QUICK LOOKUP TABLE | IF ENEMY HAS | CONSIDER PICKING | AVOID PICKING | |---|---|---| | Frank, Bull, Damian, El Primo (tanks) | Colette, Crow | Frank, El Primo yourself | | Edgar, Mortis, Starr Nova (dive assassins) | Buster, Otis, Lumi, Lou, Gale, Charlie | Marksmen without protection, Supports alone | | Byron, Doug, Poco, Berry (healers) | Crow | Doug yourself (Crow counters both) | | Buster (shield wall) | Gene, Colt, Artillery arc | Mortis, Edgar (shield blocks them) | | Colt, Mina (long range) | Edgar, Mortis, Leon (dive them) | Brock, Angelo (fragile snipers into counter) | | Cordelius (Shadow Realm) | Brawlers who duel well in 1v1 | Key supports who die in 1v1 | | Gene (pull) | High mobility brawlers who sidestep pull | Byron (pulled out of backline = dead) | | Otis (silence) | Brawlers who don't rely on Super | Starr Nova, Edgar, Mortis (Super-dependent) | | Lou (freeze) | High mobility brawlers who limit time in range | Slow tanks who walk into freeze range | | Charlie (web) | High burst to destroy cocoon fast | Mortis/Edgar (web stops their core kit) | | Tara (Black Hole) | Spread formation, don't group | Tightly grouped teams | | Spike (slow cactus) | Mobile brawlers who navigate around cactus | Slow tanks who can't dodge the slow | | Crow (anti-heal) | Brawlers who don't rely on healing | Byron, Doug, Poco, Mortis Super-heal | | Damian (Mosh Pit zone) | Colette (% damage), ranged brawlers | Frank (worst possible tank into Damian) | | Sirius (clone) | AoE brawlers hitting both clone and real | Single-target only damage | | Chester (unpredictable) | Brawlers with strong self-sustain | Squishy brawlers who get burst by jawbreaker | --- ## SYNERGY ANTI-SYNERGY (NEVER DRAFT THESE TOGETHER) ### NEVER pair these on the same team in ranked: **Piper + Barley** — Both deal max damage at long range. Exact same counter: Edgar dive kills both in one rotation. You now have two hard Mortis counters with the same weakness. **Piper + Bea** — Two fragile long-range Marksmen. Any assassin dives and kills them both. Sharing the same weakness amplified. **Grom + Barley + Dynamike** — Three Artillery. Edgar or Mortis dives, kills all three before they can respond. Triple Artillery is automatic loss vs any assassin. **Byron + Doug** — Two healers. Crow single-handedly cuts both healers' output by 50% simultaneously. **Frank + Damian** — Both high HP tanks. Colette can handle both simultaneously (% damage applies to all high HP targets, just need to cycle attacks). Also: Frank and Damian share same weakness (slow, close-range, Colette) and provide redundant tanking without diversity. **Leon + Edgar** — Both assassins with mobility. They BOTH want to dive the backline. They compete for the same targets and don't cover each other's weaknesses. **Spike + Emz** — Exception: THIS IS A GOOD COMBO. Spike slow + Emz zone = deadly. Don't separate these; do draft them together. **Colt + Mina** — Both long-range damage dealers. They share the "assassin weakness" and don't cover each other. If enemy picks Edgar, both Colt AND Mina are endangered simultaneously. ### ALWAYS consider pairing these: **Edgar + Crow** — Anti-heal applies before Edgar dives. Target can't sustain through Edgar's punches. **Gene + Buzz** — Gene pull immediately sets up Buzz stun. Guaranteed CC chain. **Spike + Emz** — Zone denial combo that's extremely hard to contest on objective modes. **Bo + Starr Nova** — Bo totem charges Nova's transformation Super faster. **Colette + any tank** — Colette handles enemy tanks while friendly tank handles frontline. **Cordelius + Crow** — Cordelius Shadow Realms target with Crow poison already applied. **Byron + Damian** — Byron heals Damian. Damian's HP + healing = nearly unkillable if no Colette. **Lumi + Edgar** — Lumi grounds enemy escape/reposition while Edgar dives freely. **Buster + Colt** — Buster provides frontline shield. Colt destroys enemy walls from behind shield safely. **Otis + any transformation brawler (Starr Nova, Surge)** — Silence wastes their power windows. --- *End of 02_COUNTERS.md* *This file: ~5,500 words of mechanically grounded counter analysis* *Next file: 03_MAPS_AND_MODES.md — complete map + mode knowledge* # 03_MAPS_AND_MODES — COMPLETE MAP & MODE KNOWLEDGE # Brawl Stars Draft AI — System Knowledge File # Last updated: June 2026 (current ranked pool, v67.264 season) # Sources: brawlstars.fandom.com, brawlify.com, brawltime.ninja, topbrawl.com, brawlbrawl.com, noff.gg, huskyboost ranked guide # Data validated June 2026 only --- ## MANDATORY AI PROCESSING RULE Map + Mode = first two variables evaluated before ANY brawler recommendation. No brawler should ever be recommended without first running through: 1. Map geometry (open/closed/bushes/water/corridors) 2. Mode win condition and required roles 3. Which meta brawlers are amplified or nerfed by this specific map S-tier globally ≠ S-tier on this map. Always map-check first. --- ## CONFIRMED RANKED MAP POOL — JUNE 2026 Source: topbrawl.com ranked stats + noff.gg community guide (March 2026) GEM GRAB (4 maps): Double Swoosh, Gem Fort, Hard Rock Mine, Undermine HEIST (4 maps): Bridge Too Far, Hot Potato, Kaboom Canyon, Safe Zone BOUNTY (4 maps): Dry Season, Hideout, Layer Cake, Shooting Star BRAWL BALL (4 maps): Center Stage, Pinball Dreams, Sneaky Fields, Triple Dribble HOT ZONE (4 maps): Dueling Beetles, Open Business, Parallel Plays, Ring of Fire KNOCKOUT (4-6 maps): Belle's Rock, Flaring Phoenix, Flowing Springs, Goldarm Gulch, New Horizons, Out in the Open Total: 24-26 maps in active ranked rotation this season. --- ## MODE WIN CONDITIONS & DRAFT LOGIC ### GEM GRAB Win by holding 10+ gems through a 15-second countdown. Team with most gems when timer runs out wins if countdown completes. **Roles your draft must cover:** - GEM CARRIER — tanks the center, picks up gems, survives countdown (high HP preferred: Damian, Bull, Bibi, Frank) - GEM SUPPORT — heals or enables carrier (Byron heals, Kit amplifies, Ruffs supplies, Crow anti-heals enemy carrier) - PRESSURE/ASSASSIN — contests enemy carrier and gem area (Mortis, Edgar, Cordelius, Gene) **Draft logic:** Enemy gem carrier = primary target. Pull them with Gene, Shadow Realm with Cordelius, anti-heal with Crow. Tanks make better gem carriers than assassins — assassins die before countdown finishes. Throwers arc over walls onto gem mine for free chip damage. Countdown protection = never pick brawlers who can't survive being focused for 15 seconds. **Key interaction:** If enemy has 10 gems and countdown starts, you MUST kill the gem carrier to stop it — support picks are needed to apply pressure in that window. --- ### HEIST Destroy enemy safe or deal more damage to it than they do to yours. **Roles your draft must cover:** - SAFE ATTACKER — primary damage dealer to the safe (Chuck rails, Colt wall destruction, Bull charge, Throwers arc) - SAFE DEFENDER — kills enemy approaching your safe (high DPS, CC, or zoning) - LANE CONTROL — prevents enemy establishing safe approach positions **Draft logic:** The map determines everything here. On Safe Zone — Chuck is so strong he's auto-ban priority. On Hot Potato — throwers arc directly onto safe from protected positions. Bull's Super breaks through walls protecting safes. Colt removes wall cover then shreds safe from range. Edgar dives defenders allowing teammates to reach safe. Never draft slow melee brawlers without gap-close — they can't reach the safe and they can't defend it. --- ### BOUNTY Collect stars by eliminating enemies. Each kill adds a star to your total. Each death gives enemy a star. Stars stack on your head — more stars = bigger target. **Roles your draft must cover:** - PRIMARY DAMAGE — brawler who reliably eliminates enemies (Colt, Chester, Mina, Piper on open maps) - ANTI-HEAL — prevents enemy healing between fights (Crow is non-negotiable here with poison) - SUSTAIN — brawler that doesn't feed stars (mobile, good HP, or escape tools) **Draft logic:** Never pick brawlers who die repeatedly — every death gifts enemy stars. Crow is S-tier in Bounty specifically because poisoned enemies give you stars AND can't heal between fights. Open maps → Marksmen. Bush-heavy maps → Assassins. NEVER pick triple melee on Bounty — they feed stars when outranged. Byron heals teammates so they don't feed stars. Cordelius Shadow Realm in Bounty = Shadow Realm opponent with 5 stars = biggest target removed and killed. --- ### BRAWL BALL Score 2 goals by pushing ball into enemy goal. Ball drops when brawler dies. **Roles your draft must cover:** - BALL CARRIER — mobile, high HP, or dash-capable brawler who can advance ball (Mortis dashes, Bibi knockback clears, Edgar leaps to goal, Chuck rails to goal zone) - GOAL DEFENDER — brawler that prevents enemy scoring (Gale pushback, Bibi knockback, tanks holding lane) - LANE FIGHTER — wins the 3v3 fight enabling scoring opportunities **Draft logic:** Goal scoring > teamfight. A brawler that scores 2 goals wins even if they go 0/5 in kills. Mortis is the ultimate ball carrier — dashes are perfect for navigating defenders, Super heals through damage. Bibi's knockback = she can push enemies away from YOUR goal AND push enemies off ball. Sandy invisibility on entire team = invisible 3-person ball push that cannot be reacted to. Chuck's rail to goal zone = instant approach regardless of defenders. Never draft triple damage dealers in BB — someone needs to actually push the ball. --- ### HOT ZONE Capture hot zones by standing in them for combined 100 seconds total across all zones. **Roles your draft must cover:** - ZONE HOLDER — survives sustained fire while in zone (Damian Mosh Pit in zone = zone control + damage, Emz spray denies zone approach, Spike cactus slows zone approachers) - ZONE DENIER — makes enemy holding zones impossible - ZONE ROTATOR — mobile brawler that moves between multiple zones quickly **Draft logic:** Zone holding > killing. Killing an enemy who comes back to zone gains you nothing if THEY still control the zone. Emz + Spike is the most broken Hot Zone combo — Spike slow + Emz spray = 2 brawlers make one zone uncapturable. Damian Mosh Pit INSIDE the zone creates a double-layer denial. Crow useful here specifically for anti-healing zone holders over time. AVOID assassins in HZ — they don't hold zones, they just kill. Kills don't capture zones. --- ### KNOCKOUT Best of 3 rounds. No respawns. Poison cloud closes in. First team to win 2 rounds wins. **Roles your draft must cover:** - BURST ELIMINATOR — kills a target quickly before they can respond (Chester stun + burst, Colt bullet stream, Mina sniper shot, Edgar dive) - ROUND SURVIVOR — brawler that doesn't die round 1 feeding easy wins (Mobile brawler with escape, or high HP tank) - ANTI-HEAL BETWEEN ROUNDS — Crow unique value: opponents can't heal between rounds through Crow's poison (poison lingers even between rounds if applied near round end) **Draft logic:** With no respawns, every pick has permanent in-round consequence. Last pick in Knockout is the highest-value slot in the entire draft — you see all 5 picks and can find perfect counter. Cordelius Shadow Realm in Knockout = free round win if he wins the 1v1 (opponent is done for the round). Never pick star-feeding brawlers (anything with <3200 HP that can be bursted in 2 hits). Poison cloud forces engagement — positioning matters more here than any other mode. --- ## GEM GRAB MAPS — FULL ANALYSIS --- ### HARD ROCK MINE (Gem Grab) **Official layout description (Fandom wiki confirmed):** Open center with two H-shaped bush strips spanning map width. Side bushes closer together than center bushes. Center has four 3-tile bush + wall clusters. Horizontal top/bottom pathways are narrow, blocked by 2x3 walls on one side. Diagonal symmetry. **OPENNESS:** SEMI-OPEN — center bushes provide stealth, walls create mid-range cover **WATER:** No **CORRIDOR COUNT:** 2 main (top and bottom H-strip) + open center **GEOMETRY BREAKDOWN:** - Left lane: Bushes + walls create semi-protected approach route. Preferred by melee brawlers sneaking to gem mine. - Right lane: Can be used to charge Super then retreat. The 2x3 wall blocks progress unless going around. - Center: Relatively open with 4 bush-wall clusters around gem mine. Fighting here is high-risk. - H-shaped bushes: Enable ambush both ways. Rosa's Plant Life connects all bushes into a ring — creates full stealth loop around center. - Key choke: Narrow horizontal paths top and bottom. Brawlers must funnel through these. **TOP PICKS (brawlify.com — 2.4M battles):** - Damian 71% WR (best pick with high use) - Edgar 62% WR (high pick rate) - Bo 63% WR - Jessie 64% WR - Nita 64% WR **TOP WIN RATE (noff.gg pro data):** Chester, Crow, Rico, Mortis, Edgar **S-TIER ON THIS MAP:** - **Rico** — H-shaped bushes and walls create perfect bounce angles. Bullets ricochet through the horizontal strips and around corners hitting enemies behind cover. Rico on HRM is one of his best maps in the entire ranked pool. - **Crow** — Bush cover enables safe poke with daggers. Poison anti-heal on gem carrier is brutal. Center H-bush gives him escape cover. - **Mortis** — Left bush lane allows him to sneak to center and dive gem carrier undetected. Bush approach = no warning. - **Edgar** — Same as Mortis. H-bush strips are his highways to the gem mine. - **Bo** — Mine placement in H-bush strips catches enemies sneaking through. Bo mines in the horizontal corridors = lethal traps. - **Gene** — Pull from mid-range position hits gem carrier in center. The semi-open center gives Gene reliable sightlines to pull through. - **Chester** — Mid-range coverage of center, his random attack types (including bouncing candy) cover the narrow corridors. - **Emz** — Zone spray covers the narrow horizontal corridors completely. Anyone trying to cross the top/bottom strip runs into her spray. - **Byron** — Long-range healer can reach gem carrier from behind wall cover while safely poking. **B-TIER (situational, still viable):** - Sandy (sandstorm in center H-bush enables invisible gem holding countdown) - Cordelius (left lane approach to Shadow Realm carrier works well) - Spike (cactus on gem mine = enemies slow when picking up gems) - Bibi (left lane approach + knockback clears center path) - Bull (left lane sneak approach, Super through center walls) **AVOID ON THIS MAP:** - Piper — No long sightlines. H-bushes mean enemies approach unseen, Piper gets dove. - Mina — Same. Sniper disadvantage in bush-heavy semi-open map. - Brock — Rockets are too slow and enemies hide in H-bushes between shots. - Frank — Too slow for center ambush. Left lane approach is readable. - Pure melee tanks without stealth — need bush cover or they're spotted crossing center. **PRO TEAM COMPS FOR HARD ROCK MINE:** - Comp A (Control): Emz + Crow + Gene — Emz locks corridors, Crow anti-heals carrier, Gene pulls carrier out of gem mine - Comp B (Dive): Mortis + Byron + Rico — Mortis sneaks via bush, Byron heals through center, Rico covers both flanks from inside H-bush - Comp C (Zone): Bo + Spike + Emz — Triple zone denial. Mines + cactus slow + spray = center uncrossable - Comp D (Aggro): Edgar + Crow + Chester — Triple assassin/damage. Edgar dives, Crow anti-heals, Chester pokes center. **DRAFT IMPLICATIONS:** - Always pick for center control first. Teams that can deny the gem mine for 15 consecutive seconds win. - If enemy picks Damian: respond with Colette (% damage ignores his HP advantage here). - H-bush connectivity via Rosa Plant Life Star Power: if enemy Rosa is in draft, note she can create stealth ring around ALL of center — that requires vision-breaking response (Crow anti-heal through bushes still applies). - Ban priority: Gene (pull from center is devastating here) or Rico (bounce kills through H-strips). --- ### GEM FORT (Gem Grab) **Official description:** Fort-style map. Heavy wall structures creating boxed-in fort around the gem mine. Less open space than HRM. Narrow fort entrance. More protection for defenders. **OPENNESS:** SEMI-CLOSED — fort walls create cover at all angles **WATER:** No **GEOMETRY BREAKDOWN:** - Fort structure surrounds the gem mine, creating natural "defending position" inside. - Walls form choke points at fort entrance — limited angles to approach gem mine. - Corners and fort walls protect mid-range brawlers inside. - Less bush coverage than HRM — ambushes less common. - Symmetrical walls create mirror-image defensive positions. **TOP PICKS (brawltime.ninja ranked data):** - Eve 77.5% WR - Ollie 76.4% WR - Jae-yong 74.7% WR - Damian (topbrawl.com: #1 pick + high WR) - Tara (#2 on topbrawl.com) - Jessie (#3 — turret value inside fort is MUCH higher than other maps) **S-TIER ON THIS MAP:** - **Damian** — Mosh Pit placed INSIDE the fort entrance = enemies knocked into fort walls = stun (Crowdkill SP). Mosh Pit + wall = double CC. His best Gem Grab map. - **Jessie** — Fort walls protect her turret from being immediately destroyed. Scrappy sitting inside fort corners gets protected sightlines to gem mine. Her highest-value Gem Grab map. - **Tara** — Black Hole at fort entrance when enemies cluster to enter = instant team wipe potential. Fort entrance funnels enemies exactly into Black Hole landing zone. - **Throwers (Dynamike/Barley/Grom)** — Fort walls mean enemies hide behind them — throwers arc directly over walls onto defenders inside. Safe to lob from outside fort. - **Rico** — Fort walls are Rico's playground. Bullets bounce inside the fort, hitting defenders from angles they can't counter. - **Frank** — Super shockwave inside the fort = AoE stun through the limited space. Escape routes are minimal. - **Gene** — Fort entrance is narrow — Gene's pull is almost guaranteed to drag fort defenders to his team. Tight space = pull hits target. **AVOID ON THIS MAP:** - Piper/Mina — No usable long sightlines inside fort structure. - Emz — Fort walls break up her spray coverage. Less effective than open approaches. - Pure melee rushing tactics — fort entrance is a chokepoint; rushing into it blind = walking into Damian mosh pit or Frank stun. **PRO TEAM COMPS FOR GEM FORT:** - Comp A (Fort Siege): Dynamike + Gene + Damian — Dynamike arcs over walls, Gene pulls out defenders, Damian Mosh Pit in entrance - Comp B (Inside Control): Jessie + Rico + Tara — Jessie turret covers fort inside, Rico bounces through, Tara Black Hole at entrance - Comp C (Tankline): Damian + Byron + Crow — Damian tanks the fort, Byron sustains him, Crow anti-heals enemy gem carrier **DRAFT IMPLICATIONS:** - Fort entrance is a chokepoint. Brawlers that control chokepoints = highest value. Damian, Frank, Tara all do this. - Jessie on Gem Fort: specifically protects turret placement. If enemy doesn't have Buster + artillery, Jessie Scrappy inside fort = constant zone control. - Ban priority: Damian (his Mosh Pit + Crowdkill stun in fort walls is nearly unbeatable) or Tara (Black Hole at fort entrance is auto-wins teamfight). --- ### UNDERMINE (Gem Grab) **Layout:** Underground mine theme. Narrow corridors + medium walls. Some tunnel-like sections. Bush patches scattered. More curved layout than HRM. Moderate-heavy cover. **OPENNESS:** SEMI-CLOSED — corridors and curves create protected positions **WATER:** No **TOP PICKS (brawltime.ninja):** - Eve 79.5% WR - Ollie 77% WR - Sam 76.2% WR **S-TIER ON THIS MAP:** - **Crow** — Curved corridors mean enemies can't safely maintain range from his poke. Poison anti-heal + mobility Super = safest brawler in Undermine's enclosed geometry. - **Emz** — Curved corridors funnel enemies into her spray zones. Anyone trying to navigate through Undermine's bends walks into Emz spray. - **Mortis** — Corridor curves give him approach angles that enemies can't pre-position for. He appears from around corners faster than they can react. - **Bo** — Mines placed in corridor bends = enemies can't check every angle. Highly effective mine placement spots on Undermine. - **Gene** — Tight corridors give Gene reliable pull angles. Enemies can't easily sidestep his pull when corridors constrain their movement. - **Chester** — His multi-type attack kit handles varied corridor ranges — jawbreaker stun in corridor = free kill. - **Rico** — Corridor walls = bouncing bullets. Rico's attacks wrap around Undermine's curved passages. **AVOID ON THIS MAP:** - Long-range Marksmen (Piper, Mina) — corridors break every sightline. Max range is useless. - Very open movement styles — corridor geometry penalizes brawlers who rely on wide-open spacing. **PRO TEAM COMPS FOR UNDERMINE:** - Comp A: Emz + Bo + Crow — Triple zone control. Spray + mines + anti-heal covers every corridor approach to gem mine. - Comp B: Mortis + Byron + Gene — Mortis dives from corridor surprise, Gene pulls carrier out, Byron sustains. - Comp C: Chester + Crow + Rico — Corridor AoE burst from all angles. Chester jawbreaker stuns enemies in corridors. **DRAFT IMPLICATIONS:** - Undermine's curved layout means brawlers who control corridors beat brawlers who need long sightlines. - Ban priority: Emz (her spray covers entire corridor widths — almost impossible to approach through an Emz-held corridor). --- ### DOUBLE SWOOSH (Gem Grab) **Layout:** Two "swoosh" curved wall formations flanking the gem mine. More open than other GG maps. Side areas with natural space. Swoosh walls create cover arcs on both sides of center. **OPENNESS:** SEMI-OPEN — wider sightlines, less compact than GG maps above **WATER:** No **S-TIER ON THIS MAP:** - **Colt** — The most open Gem Grab map. Wider center + swoosh walls he can destroy = long sightlines established. Bullets hit gem mine directly. - **Crow** — Open enough for safe mid-range poke. Applies anti-heal to gem carrier from outside swoosh wall cover. - **Leon** — Corner bushes exist on wider map. Leon can use them for stealth approach. - **Mina** — Semi-open gives her sniper shots longer travel distance. Not her best but better here than other GG maps. - **Lumi** — Post-buff HP + open sightlines = her projectiles connect more reliably on wider map. - **Pierce** — Wider center = better piercing shot angles to hit multiple brawlers simultaneously. **AVOID ON THIS MAP:** - Melee-only tanks (Frank, Hank, El Primo) — wider map means ranged brawlers maintain comfortable distance. - Throwers — fewer walls create fewer arc targets. Enemies dodge arcs in open space. **PRO TEAM COMPS FOR DOUBLE SWOOSH:** - Comp A: Colt + Crow + Gene — Colt destroys swoosh walls for sightlines, Crow anti-heals, Gene pulls carrier. - Comp B: Leon + Byron + Pierce — Leon stealth, Byron sustains, Pierce pierces through open center. --- ## HEIST MAPS — FULL ANALYSIS --- ### SAFE ZONE (Heist) **Official layout description (Fandom wiki confirmed):** Relatively open Heist map. Safes surrounded by bushes lining the middle and sides. Only through middle lane can brawlers directly access each safe. Two lakes on sides of side lanes. Safe has NO direct wall protection — great for sharpshooters. Left lake lane can be shot across by long-range brawlers. Map is diagonally symmetrical. **OPENNESS:** SEMI-OPEN — open middle lane, lakes block sides **WATER:** YES — lakes on sides create forced middle lane approach **TOP WIN RATE (brawltime.ninja ranked):** Bolt 81.6%, Sam 74.9%, Gigi 73.7% **TOP PICKS (topbrawl.com):** Chuck #1, Mico #2, Edgar #3 (Note: Bolt/Sam/Gigi win rate data includes low pick rate specialists — in competitive Diamond+ context, Chuck/Edgar/Colt are the actual priority picks) **GEOMETRY KEY INSIGHT:** The safe has no wall protection whatsoever. Long-range brawlers can shoot the safe from the middle lane with clear sightlines from relatively safe positions. The lakes on both sides force almost all combat through the middle lane, making it a chokepoint battleground. **S-TIER ON THIS MAP:** - **Chuck** — #1 priority Safe Zone pick. Chuck places a rail through the middle lane directly to the enemy safe. He can then dash along the rail and attack the safe instantly, bypassing all defenders. Safe Zone is Chuck's defining Heist map. Almost always banned or first-picked here. - **Colt** — Middle lane sightlines = Colt can shoot from mid-map straight to the safe. His Super destroys any wall-based cover that defenders might set up near the safe. - **Edgar** — Middle lane dive. Edgar dashes into the middle lane, kills defenders, and creates pressure on the safe by eliminating their protection layer. - **Mortis** — Same dive principle. Dashes through middle lane. - **Piper** — Lake + open middle lane = Piper can snipe from lake edge across to enemy side. Safe has no protection = direct sniper access. - **Belle** — Tags safe with Super, every teammate's attack after does bonus damage. Tag the safe early = team amplified damage. - **Rico** — Middle lane walls can be bounced through. After Colt removes cover, Rico's bouncing bullets wrap around remaining obstacles. - **Byron** — Long-range heals across the lake lane while teammates attack the safe. **AVOID ON THIS MAP:** - Slow tank safe attackers without mobility — middle lane is narrow and highly contested. Slow approach = dead before reaching safe. - Throwers — open middle lane means enemies see and dodge arc bombs. Better on enclosed Heist maps. - Support-only picks without personal threat — without contributing to safe damage, they just exist. **PRO TEAM COMPS FOR SAFE ZONE:** - Comp A (Chuck Strategy): Chuck + Colt + Edgar — Chuck rails to safe, Colt defends and destroys cover, Edgar dives defenders. The most dominant Safe Zone composition when Chuck isn't banned. - Comp B (Without Chuck): Colt + Edgar/Mortis + Byron — Colt destroys mid-lane cover, Edgar/Mortis dive defenders, Byron sustains attacker. - Comp C (Sniper Safe Damage): Piper + Belle + Crow — Piper direct safe shots, Belle tags safe for team damage bonus, Crow defends mid-lane approach. **DRAFT IMPLICATIONS:** - Chuck on Safe Zone = priority #1 ban. If Chuck isn't banned by minute 0 of draft, the team that gets Chuck wins. This is the strongest single map-brawler pairing in ranked. - If Chuck is banned: Colt becomes first-pick priority. - Safe bush coverage near center: hiding in center bushes to defend narrow gap between lakes is a strong defensive strategy — Emz or Gene placement here controls the chokepoint. - Belle's Rock Star Power "Ambush" SP also provides bush damage bonus for hiding in center bushes. --- ### HOT POTATO (Heist) **Layout:** More wall-heavy Heist map. Multiple wall clusters between both safes. Narrower lanes than Safe Zone. Safe has some wall protection nearby. Approach corridors exist through wall clusters. **OPENNESS:** SEMI-CLOSED — wall clusters create covered approach lanes **WATER:** No **S-TIER ON THIS MAP:** - **Throwers (Dynamike, Barley, Grom, Juju)** — Wall clusters between safes = throwers arc directly over every wall onto the safe. Their natural weakness (reach) is neutralized because walls channel enemies away from them while their arcs go right over. Best Heist map for Artillery class. - **Rico** — Narrow corridors between wall clusters = bouncing bullets reach safe from unexpected angles. - **Bull** — Narrow wall corridors = Bull's Super charges directly through wall clusters to reach safe. Close-range shotgun in tight spaces = maximum damage. - **Edgar** — Enclosed map means fewer escape routes for defenders he dives. - **Colt** — Destroys wall clusters opening more angles to safe. - **Bibi** — Knockback in narrow corridors pushes enemy defenders into walls (potential stun with Damian-less Crowdkill situation — just knockback here but still displacement). **AVOID ON THIS MAP:** - Chuck — his rail system requires straight paths. Wall clusters interrupt rail effectiveness. - Piper/Mina — no long sightlines for sniper attacks. - Open-map Marksmen — wall density reduces their range advantage. **PRO TEAM COMPS FOR HOT POTATO:** - Comp A (Thrower Stack): Dynamike + Barley + Bull — Both throwers arc over every wall, Bull tanks and dives. Classic Heist thrower comp. - Comp B: Grom + Colt + Edgar — Grom's long-arc over walls, Colt destroys clusters, Edgar dives. - Comp C: Rico + Bull + Byron — Rico bounces through corridors, Bull charges safe, Byron heals attacker. --- ### KABOOM CANYON (Heist) **Layout:** Canyon-themed map. Long central canyon approach corridor. Walls on canyon sides create channeled sightlines. Safe at far end of canyon. **OPENNESS:** SEMI-OPEN — long canyon = long sightlines within the channel **WATER:** No **S-TIER ON THIS MAP:** - **Bull** — Canyon approach favors his close-range charge. Super directly down the canyon corridor to the safe. - **Colt** — Long canyon = long bullet lines. Can shoot nearly to the safe from mid-canyon position. - **Mortis** — Dashes through canyon corridor efficiently. Faster approach than walking. - **Damian** — Canyon corridor is perfect for Mosh Pit. Enemies knocked around inside a narrow canyon = constant repositioning chaos. - **Brock** — Canyon channels enemies into his rocket explosions. Wide Rocket Rain AoE covers canyon width. **AVOID ON THIS MAP:** - Wide-AoE brawlers that need spread — canyon narrows their effective range. Only the canyon width matters. - Slow stationary setups — canyon approach is fast and linear. **PRO TEAM COMPS FOR KABOOM CANYON:** - Comp A: Bull + Colt + Byron — Bull charges canyon to safe, Colt shoots down canyon lane, Byron heals. - Comp B: Damian + Mortis + Crow — Damian Mosh Pit in canyon, Mortis dashes in, Crow anti-heals defenders. --- ### BRIDGE TOO FAR (Heist) **Layout:** Multiple bridge/platform sections separated by gaps. Bridges are chokepoints. Approach routes are limited to bridge crossings. Gaps between platforms limit movement paths significantly. **OPENNESS:** SEMI-CLOSED — bridges create channeled paths **WATER/GAPS:** YES — gaps between platforms function like water barriers **S-TIER ON THIS MAP:** - **Bibi** — Knockback on bridge = enemies fly backward off bridge into gap. Displacement backward = they need to re-cross the bridge = time loss + damage. - **Gale** — Super pushes enemies off bridges. Back into gaps = fall off the bridge crossing. - **Throwers** — Bridge structure creates predictable enemy paths at chokepoints. Arcs land precisely on bridge crossings. - **Starr Nova** — Her Floaty Time gadget allows allies to float over gap sections between bridges = bypasses the map's primary navigation limitation. - **Edgar** — Bridges constrain enemy escape routes. Edgar dives bridge-crossing enemies. **AVOID ON THIS MAP:** - Mobile brawlers who rely on lateral movement — bridge structure forces linear paths. - Colt — bridge structure interrupts his bullet lines unless he can shoot across bridges directly. **PRO TEAM COMPS FOR BRIDGE TOO FAR:** - Comp A (Knockback Control): Bibi + Gale + Thrower — Double knockback tools + thrower bombing bridge approaches. Enemies can't cross safely. - Comp B: Starr Nova + Edgar + Crow — Floaty Time crosses gaps, Edgar dives, Crow anti-heals defenders. --- ## BOUNTY MAPS — FULL ANALYSIS --- ### DRY SEASON (Bounty) **Official description (Fandom wiki):** Little to no cover at all. Few thin barriers at sides and back. Some bushes near those barriers. Center has least cover with only four tiles around the star. Map is diagonally symmetrical. Extremely open map. **OPENNESS:** FULLY OPEN — most open map in entire ranked pool **WATER:** No **BUSHES:** Very few, only at edges **TOP PICKS (noff.gg pro data):** Mortis #1, Pierce #2, Leon #3, Najia #4, Byron #5 **S-TIER ON THIS MAP:** - **Piper** — Maximum range = maximum damage on THE most open map in ranked. Dry Season has the longest unobstructed sightlines in the entire pool. Piper shots here travel across the entire map. Her Ambush Star Power damage from edge bushes = instant kills on full-HP targets. - **Mina** — Same principle. Her arrows travel faster than Piper's so harder to dodge. On Dry Season, both are lethal. - **Colt** — Open lanes = all 6 bullets land. No walls to dodge behind. His damage is maximized. - **Belle** — Tags at long range with zero cover blocking. After tag, ALL teammate attacks do bonus damage. Easy to apply tag on open terrain. - **Crow** — Open terrain = no ambush surprises. Crow flies above the open field safely. Anti-heal applied from distance with no obstacle. - **Byron** — Long-range dual heal/damage brawler. Heals threatened teammates without needing to enter danger zone. - **Pierce** — Wide open terrain = piercing shots hit multiple grouped enemies as they have nowhere to spread into. **A-TIER (strong but not automatic):** - Mortis (pro data shows high pick) — He's prioritized because enemy snipers need assassin answer. Mortis dives snipers across open ground. - Leon — Invisible approach on open map requires crossing open terrain, but starting from edge bushes enables safe initial approach. **AVOID HERE (HARD AVOID):** - **Damian, Frank, Bull, El Primo, Ash** — Cannot reach enemy snipers. Walking across open ground while being sniped = dead. - **Throwers (Dynamike, Barley)** — No walls to arc over. Bombs thrown into open space = easy to sidestep. Zero value on Dry Season. - **Rico** — No walls. Bullets go straight. Just a weak straight-shot brawler. - **Edgar** — Open approach to snipers = gets spotted and deleted from 3 screens away before reaching them. **PRO TEAM COMPS FOR DRY SEASON:** - Comp A (Triple Range): Piper + Colt + Crow — Piper maximizes range, Colt wall destroys any cover, Crow applies anti-heal from distance. - Comp B (Sniper + Support + Assassin): Mina + Byron + Mortis — Mina long range, Byron sustains her, Mortis answers enemy snipers. - Comp C: Belle + Pierce + Crow — Belle tags for team bonus, Pierce pierces groups in open, Crow anti-heals. **DRAFT IMPLICATIONS:** - Dry Season is the map where first-picking Piper is CORRECT. She's so dominant here that showing her hand is worth it. - If enemy first-picks Piper on Dry Season, you MUST ban her or draft Mortis/Leon as your answer immediately. - Triple-ranged enemy on Dry Season = you need 1-2 assassins + support combo to dive their backline. - Never draft 0 long-range brawlers on Dry Season. You will lose every firefight across the open center. - Key engagement rule: Control the center star area. Team that holds center on Dry Season = more stars. --- ### HIDEOUT (Bounty) **Layout:** Abundant bush coverage in multiple areas. Wall clusters creating hiding spots. Named "Hideout" accurately. Numerous stealth opportunities. Corridors between bush patches. **OPENNESS:** SEMI-CLOSED — bush and wall heavy **BUSHES:** HEAVY coverage throughout **WATER:** No **S-TIER ON THIS MAP:** - **Leon** — Hideout is Leon's second home. Bush patches everywhere = he can walk invisibly between them. His Smokescreen approaches from 3-4 different bush clusters simultaneously. Enemies can't predict which bush he's attacking from. - **Edgar** — Bush patches enable ambush approaches from multiple angles. He appears from bushes at full speed, no telegraph. - **Mortis** — Bush corridors enable his dash approach safely. Appears around bush corners. - **Crow** — Bush poke with retreat into cover. Applies anti-heal from behind bushes without taking damage. - **Bo** — Mine placement in high-traffic bushes = enemies walk into them. Hideout has so many bushes that mines are almost guaranteed hits. - **Sandy** — Sandy's sandstorm COMBINED with existing bush cover = 3 invisible teammates in a bush-heavy map. One of the most oppressive Sandy maps. - **Bibi** — Knockback from bushes = enemies pushed into other bushes or walls. **AVOID ON THIS MAP:** - **Piper** — Bushes block sightlines. No long views exist. - **Mina** — Same. Her arrow advantage requires seeing targets. - **Brock** — Rockets need visibility. - **Any Marksman** — Hideout specifically neuters long-range brawlers. **PRO TEAM COMPS FOR HIDEOUT:** - Comp A (Bush Control): Leon + Sandy + Crow — Leon stealth, Sandy team invisibility in bushes, Crow anti-heals. All three benefit from bush cover. - Comp B: Edgar + Mortis + Byron — Double assassin from opposite bush approaches, Byron sustains both. - Comp C (Mine + Zone): Bo + Emz + Crow — Bo mines in bushes, Emz covers bush exits with spray, Crow applies anti-heal. **DRAFT IMPLICATIONS:** - Enemy picks pure snipers on Hideout = your comp of assassins wins. Guaranteed. - Leon/Sandy on Hideout = priority ban if you plan non-stealth comp. - First-pick Leon on Hideout is correct — he's unbeatable here if not banned. --- ### LAYER CAKE (Bounty) **Layout:** Layered terrain structure. Multiple "layers" of wall formations creating tiered defensive positions. Each layer provides mid-range cover. Different horizontal zones within map. **OPENNESS:** SEMI-CLOSED — layered walls at every range **WATER:** No **S-TIER ON THIS MAP:** - **Crow** — Layered walls = natural retreat positions for poke-and-dash gameplay. Crow pokes from one layer, retreats to next when threatened. - **Emz** — Her spray covers entire layer width. Enemies can't pass from one layer to the next through Emz position. - **Rico** — Bullets bounce between layers. Ricochets hit enemies at different layer positions. - **Chester** — Multi-range attack types handle all layer distances. - **Cordelius** — Each layer is a defined territory. Shadow Realm an enemy at one layer while you control another. **AVOID ON THIS MAP:** - **Long-range Marksmen** — layers block max sightlines. - **Melee assassins** — layered walls give enemies too many escape angles between layers. **Competitive note (huskyboost guide):** "Avoid relying too heavily on snipers on Layer Cake. Snipers struggle to apply pressure — which is crucial on this map." Confirms layered walls invalidate the sniper advantage. **PRO TEAM COMPS FOR LAYER CAKE:** - Comp A: Crow + Emz + Rico — Crow between layers, Emz spray covers layer transitions, Rico bounces between layers. - Comp B: Chester + Cordelius + Byron — Chester covers all ranges, Cordelius Shadow Realms layer occupants, Byron sustains. --- ### SHOOTING STAR (Bounty) **Layout:** Star-shaped map with radiating point-lanes from center. Each star "point" is a lane. Center intersection highest traffic. Open center, covered star points. **OPENNESS:** SEMI-OPEN — open center, covered flanks **TOP PICKS (noff.gg):** Mortis #1, Pierce #2, Leon #3 **S-TIER ON THIS MAP:** - **Crow** — Star center position enables 360° poke in all directions. Escape with Super into any star point. - **Colt** — Open center = long shots from star points into center. - **Pierce** — Center intersection grouping = piercing shot hits multiple brawlers simultaneously when they meet at star center. - **Mortis** — Can dash between star points extremely quickly. Fastest map-rotation of any assassin here. - **Cordelius** — Star point corridors = defined 1v1 zones. Shadow Realm an enemy in a star point = clean 1v1 with no interference. **PRO TEAM COMPS FOR SHOOTING STAR:** - Comp A: Crow + Pierce + Cordelius — Crow pokes center, Pierce pierces groups at center intersection, Cordelius Shadow Realms isolated star-point brawlers. - Comp B: Colt + Mortis + Byron — Colt shoots across open center, Mortis rotates between star points, Byron heals. --- ## BRAWL BALL MAPS — FULL ANALYSIS --- ### SNEAKY FIELDS (Brawl Ball) **Layout:** Heavy bush coverage on flanks and near goals. Wide center lane for ball pushing. Goal areas flanked by bushes. Named for abundant stealth opportunities. **OPENNESS:** SEMI-CLOSED — heavy bush coverage **BUSHES:** Very heavy, especially near goals and flanks **WATER:** No **TOP PICKS (brawltime.ninja):** Jae-yong #1 (74.8%), Glowy #2 (74.3%), Gigi #3 (74.3%) (Competitive context: pro players prioritize Mortis/Leon/Sandy/Bibi over these low-pick specialists) **S-TIER ON THIS MAP:** - **Mortis** — Bush flank lanes enable stealth approach to goal. Ball carrier Mortis dashing through bush corridors = defenders can't see his position until he emerges at goal. - **Leon** — Invisible ball carrier in bushy lanes. Opponents literally can't see who has the ball and where he's coming from. - **Sandy** — Team invisibility amplified by heavy bush cover. Sandy storm in bush-heavy flank = 3 invisible teammates approaching goal from covered position. - **Edgar** — Bush approach for diving goal defenders at close range. - **Max** — Speed boost enhances ALL bush-approach teammates, making stealth flanks arrive faster than defenders can respond. - **Bibi** — Knockback in bush-adjacent goal area = pushes defenders away from goal while Bibi controls approach. **AVOID ON THIS MAP:** - Long-range Marksmen — bushes block sightlines. Piper/Mina contribute nothing. - Stationary tanks — bush flanks mean enemy approaches unseen. - Charlie — web requires seeing target. Bushes make target visibility difficult. **PRO TEAM COMPS FOR SNEAKY FIELDS:** - Comp A (The Shadow Goal): Sandy + Mortis + Bibi — Sandy full-team invisibility, Mortis invisible ball carry, Bibi clears defenders at goal. Potentially uncounterable if executed. - Comp B: Leon + Byron + Bibi — Leon invisible ball carry, Byron heals him, Bibi defends own goal + clear path. - Comp C: Edgar + Crow + Max — Edgar dives from bushes, Crow anti-heals defenders, Max speeds up Edgar's bush approach. **DRAFT IMPLICATIONS:** - Sandy + Mortis on Sneaky Fields is THE signature combo. If enemy picks Sandy first, you must answer with vision-denial counter OR draft faster than their team can be invisible (Crow's poison still works through sandstorm — poisoned brawlers are visible via DoT ticks). - Last-pick Leon on Sneaky Fields with no CC enemy team = ball carry is unstoppable. --- ### CENTER STAGE (Brawl Ball) **Layout:** More open Brawl Ball map. Wide central stage area. Less bush coverage than Sneaky Fields. Clear sightlines across field. Goals somewhat exposed. **OPENNESS:** SEMI-OPEN — relatively open for Brawl Ball standards **TOP WIN RATE (brawltime.ninja):** Juju 82.8%, Chuck 80.8%, Sprout 80.3% (NOTE: These win rates are heavily inflated by low-skill opponents not knowing how to play against them. At Diamond+ competitive context, evaluate differently. Chuck's rail system is strong here too.) **S-TIER ON THIS MAP (competitive):** - **Bibi** — Open field + wider goal coverage = bubble bounces across the open field with more effectiveness. Bibi controls the center stage area with knockback. - **Mortis** — Open field means his dash chains cover the ground quickly between score attempts. - **Colt** — Center stage openness allows bullet streams to pressure defenders from distance. - **Edgar** — Open center dive onto goal defenders is clean with fewer obstacles. - **Damian** — Mosh Pit on Center Stage = wide area coverage, speakers bounce enemies around the stage. - **Chuck** — Rail system through center stage approaches goal = still strong even if not top ban-priority here vs Safe Zone. **AVOID ON THIS MAP:** - Throwers — fewer walls than enclosed maps. Open area = dodge bombs. - Static zone controllers — open space enables enemies to route around their zones. **PRO TEAM COMPS FOR CENTER STAGE:** - Comp A: Mortis + Bibi + Crow — Mortis carries ball, Bibi defends/clears, Crow anti-heals defenders. - Comp B: Damian + Edgar + Byron — Damian frontlines open field, Edgar scores goals, Byron sustains both. - Comp C: Colt + Bibi + Gale — Colt pressures from mid-range, Bibi knockback, Gale pushes enemy ball carrier. --- ### PINBALL DREAMS (Brawl Ball) **Official layout:** Very dense wall structure creating pinball machine aesthetic. Many walls deflecting movement and creating complex navigation. Multiple wall bounces everywhere. Narrow passages between wall clusters. **OPENNESS:** CLOSED — most enclosed Brawl Ball map in pool **BUSHES:** Few **WATER:** No **TOP WIN RATE (brawltime.ninja):** Starr Nova 74.7%, Chuck 74.3%, Ollie 74.2% **S-TIER ON THIS MAP:** - **Rico** — Pinball Dreams is Rico's best map in all of ranked. The entire map IS a pinball machine. Bullets bounce through every corridor, into every cluster, around every wall. He literally designed for this map. Highest value map-brawler pairing for Rico. - **Starr Nova** — Transformation in enclosed corridors creates unavoidable sword range. Nowhere to escape the sword sweeps between walls. - **Frank** — Super shockwave fills corridor width completely — in Pinball Dreams' narrow passages, Super AoE hits everyone in any nearby corridor. - **Chuck** — Rails still work. Closed map doesn't block rail paths as much as Hot Potato walls. - **Griff** — Coins bounce between Pinball Dreams walls, hitting enemies in multiple positions simultaneously. His best Brawl Ball map. - **Throwers (Dynamike, Barley)** — Dense walls = arcs land everywhere. Very few safe positions. - **Hank** — His charging attack covers corridor widths. Mentioned by huskyboost as "really really good" on Pinball. **AVOID ON THIS MAP:** - Long-range Marksmen — walls block EVERY sightline. Piper/Mina contribute literally nothing. - Open-movement mobile brawlers — corridors constrict their mobility advantage. **HUSKYBOOST PRO GUIDE NOTE:** "Chester is also very good in Pinball Dreams because he's good against tanks if needed while he's decent. Lily has proven to be exceptionally strong in current meta surpassing previous tier list expectations. Consider incorporating a tank counter, a thrower/assassin, and hybrid for versatility." **PRO TEAM COMPS FOR PINBALL DREAMS:** - Comp A (The Pinball Special): Rico + Hank + Griff — Rico bounces everywhere, Hank tanks corridors, Griff coins bounce between walls. - Comp B: Starr Nova + Frank + Thrower (Dynamike) — Nova sword in corridors, Frank stun fills width, Dynamike arcs over walls. - Comp C: Chuck + Rico + Bibi — Chuck rails, Rico bounces, Bibi knockback in corridors. **DRAFT IMPLICATIONS:** - First-pick Rico on Pinball Dreams is correct — he's the #1 map-specific pick for this map and his identity is tied to it. - If enemy picks Rico: counter with Buster (shield blocks bounce trajectory from frontal angle) or Gene (pull Rico out of position). --- ### TRIPLE DRIBBLE (Brawl Ball) **Layout:** Three-lane Brawl Ball map. Clear central lane + two side lanes. Some wall coverage between lanes. Moderate openness. Three defined scoring corridors. **OPENNESS:** SEMI-OPEN — three defined lanes **S-TIER ON THIS MAP:** - **Mortis** — Three clear lanes = defined dash paths to goal. Mortis can dash down one lane while defenders cover another. - **Bibi** — Three-lane structure lets her dominate individual lanes with knockback. Knocking enemies from center lane to side lane = free passage. - **Gale** — Pushing enemy ball carrier back down a defined lane is very effective. Ball goes backward = time gained. - **Bull** — Super charges straight down a lane directly to goal or into enemy clumps. - **Sandy** — Team invisibility in one lane while enemy defends another = free approach. **HUSKYBOOST PRO GUIDE NOTE:** "Triple Dribble, a map akin to Pinball Dreams, caution is advised when selecting brawlers. While throwers can be effective, beware of early picks that may lead to unfavorable matchups against tanks. Current meta leans towards tank-heavy compositions with high damage output and aggressive gameplay." **PRO TEAM COMPS FOR TRIPLE DRIBBLE:** - Comp A: Mortis + Bibi + Gale — Mortis ball carry down lane, Bibi lane control, Gale pushes enemy carrier backward. - Comp B: Bull + Sandy + Byron — Bull frontline one lane, Sandy invisible team in other lane, Byron heals. - Comp C: Damian + Mortis + Crow — Damian frontlines central lane, Mortis scores on flanks, Crow anti-heals defenders. --- ## HOT ZONE MAPS — FULL ANALYSIS --- ### DUELING BEETLES (Hot Zone) **Layout:** Two separate Hot Zones positioned like beetle antennae. Wide separation between zones. Open area between zones. Some wall coverage at zone edges. **OPENNESS:** SEMI-OPEN — zones are spread apart with open territory between them **ZONES:** 2 zones (both must be controlled simultaneously for maximum point gain) **TOP WIN RATE (brawltime.ninja):** Bolt 82%, Jae-yong 75.9%, Ollie 75.3% **TOP COMPETITIVE PICKS:** Damian, Kenji, Emz, Spike **S-TIER ON THIS MAP:** - **Damian** — Mosh Pit in ONE zone while teammates contest other = both zones simultaneously pressured. His zone-specific Mosh Pit is the strongest single zone denial tool. - **Emz** — Zone spray covers one beetle zone's width entirely. She anchors one zone while teammates handle the other. - **Spike** — Cactus on one zone slows all contesters. Spike physically controls one zone, freeing two teammates for the other. - **Kenji** — Zone spread means assassin who can teleport between zones (his Super dash) is uniquely valuable. Contests one zone, instantly appears in the other. - **Cordelius** — Shadow Realm removes key enemy zone holder from fighting for a round = temporary 2v2 on one zone. **AVOID ON THIS MAP:** - Single-zone brawlers — you NEED to cover two zones. Single-focus compositions automatically concede one. - Throwers — between-zone open space means bombs are easily dodged while crossing. **PRO TEAM COMPS FOR DUELING BEETLES:** - Comp A (Zone Split): Emz + Spike + Damian — Emz anchors zone 1, Spike anchors zone 2, Damian rotates between. - Comp B: Mortis + Emz + Crow — Mortis rotates zones rapidly, Emz holds one, Crow anti-heals zone holders. - Comp C: Cordelius + Bibi + Spike — Cordelius Shadow Realms key zone holder, Bibi knockbacks zone, Spike slow on other zone. --- ### OPEN BUSINESS (Hot Zone) **Layout:** Very open Hot Zone map. Minimal wall coverage. Central zone highly exposed. Long sightlines across zone. Few obstacles. **OPENNESS:** OPEN — most open Hot Zone map **ZONES:** Single central zone (more open than Dueling Beetles) **TOP WIN RATE (topbrawl.com):** Hank #1, Damian #2, Nita #3 (Competitive context: these win rates are specialist picks. At Diamond+ level, long-range brawlers dominate the open zone.) **S-TIER ON THIS MAP (competitive):** - **Colt** — Open sightlines shoot from safe distance directly into anyone holding the zone. Destroys any defensive positioning enemies might attempt. - **Mina** — Open map + exposed zone = sniper paradise. Enemies holding zone are completely exposed. - **Emz** — Open map means her zone spray hits everyone approaching without wall breaks interrupting it. - **Crow** — Open map + zone holders exposed = Crow applies poison to all zone holders from comfortable range. - **Lumi** — Post-buff HP makes her viable. Open sightlines = her faster projectiles (post-buff speed increase) connect reliably. - **Pierce** — Open zone clustering = piercing shots hit multiple zone holders simultaneously. **AVOID ON THIS MAP:** - Melee tanks holding zone — get sniped from full range constantly. - Throwers — nothing to arc over on open map. Bombs visible from across the zone. - Edgar — open approach is telegraphed from 3 screens away. **PRO TEAM COMPS FOR OPEN BUSINESS:** - Comp A: Colt + Crow + Emz — Colt zone pressure, Crow anti-heals holders, Emz zone spray covers approach. - Comp B: Mina + Pierce + Lumi — Triple long-range devastates open zone exposure. - Comp C: Damian + Crow + Colt — Damian tanks zone, Crow anti-heals enemy zone holders, Colt shoots from range. --- ### PARALLEL PLAYS (Hot Zone) **Layout:** Two parallel Hot Zones running horizontally. Wall formations between and outside zones. Symmetrical contested areas side by side. **OPENNESS:** SEMI-CLOSED — walls between parallel zones **ZONES:** 2 parallel zones **TOP WIN RATE (brawltime.ninja):** Eve 77.4%, Ollie 74.9%, Sam 74.7% **S-TIER ON THIS MAP:** - **Bo** — Mine placement between parallel zones creates no-man's-land that enemies can't cross to capture both zones. - **Emz** — Spray covers one parallel zone width entirely. Anchor one zone while teammate handles other. - **Spike** — Cactus on one zone while Spike assists the other. Two-zone maps favor Spike's persistent zone denial. - **Mortis** — Rapidly dashes between parallel zones contesting both. - **Crow** — Wall cover between parallel zones = safe poke applying anti-heal to zone holders from protected position. **PRO TEAM COMPS FOR PARALLEL PLAYS:** - Comp A (Zone Ownership): Emz + Spike + Crow — Emz zone 1, Spike zone 2, Crow anti-heals all holders. - Comp B: Bo + Mortis + Byron — Bo mines between zones, Mortis contests both, Byron heals. --- ### RING OF FIRE (Hot Zone) **Layout:** Circular Hot Zone in center. Map radiates outward from the ring. Walls in corners and flanks. Ring itself is exposed center. Approach routes from four cardinal directions. **OPENNESS:** SEMI-OPEN center ring, SEMI-CLOSED flanks **ZONES:** Single circular zone in center (unique shape) **TOP WIN RATE (brawltime.ninja):** Ash 84%, R-T 83.6%, Rosa 83% (NOTE: These are very high win rates but from low pick rate specialists. In competitive play, zone AoE brawlers dominate.) **S-TIER ON THIS MAP (competitive):** - **Emz** — Ring zone = natural cluster area. Her spray fills the ENTIRE ring from one position. Enemies entering the ring all get hit simultaneously. - **Spike** — Cactus placed inside the ring = enemies can't enter without being slowed + damaged. Two-layer denial: slow prevents entry, damage punishes being there. - **Damian** — Mosh Pit INSIDE the ring = knocked against ring-edge walls + speaker bounce damage inside capture zone. Incredible map-mechanic interaction. - **Bull** — Ring approaches from 4 directions = Bull charges from one side disrupting all ring holders. - **Crow** — Flying around ring edge with Super, poisoning all ring holders in one rotation. **AVOID ON THIS MAP:** - Brawlers who spread out — ring forces clustering. Area denial brawlers dominate naturally. - Ultra-long range — corner flank walls block max sightlines to ring center. **PRO TEAM COMPS FOR RING OF FIRE:** - Comp A (Ring Denial): Emz + Spike + Damian — Emz spray fills ring, Spike cactus slows entry, Damian Mosh Pit bounces occupants. - Comp B: Crow + Emz + Bibi — Crow anti-heals ring holders, Emz zone covers ring, Bibi knockbacks out of ring. - Comp C: Spike + Mortis + Crow — Spike places cactus then Mortis/Crow attack the slowed enemies approaching ring. --- ## KNOCKOUT MAPS — FULL ANALYSIS --- ### BELLE'S ROCK (Knockout) **Layout:** Rocky terrain Knockout map. Moderate wall coverage. Rock formations creating natural cover. Open center for fights. Side areas with more coverage. **OPENNESS:** SEMI-OPEN — center fights in relative open space **BUSHES:** Some patches **TOP WIN RATE (brawltime.ninja):** Rosa 79.2%, Clancy 77.4%, Sam 75.6% (Competitive: Rosa and Clancy are specialists. In Diamond+ play, general meta picks dominate.) **S-TIER ON THIS MAP:** - **Colt** — Open center for bullet streams between rocky cover. - **Chester** — Open center means his random candy types all find targets. - **Mina** — Rock formations give her cover to snipe from. - **Crow** — Rocky cover for safe poke + poison on enemies fighting in center. - **Edgar** — Open center means he can dash across and dive isolated enemies. - **Bibi** — Rocks on sides create bounce surfaces for her Super bubble. **PRO TEAM COMPS FOR BELLE'S ROCK:** - Comp A: Colt + Chester + Crow — Colt long-range, Chester versatile, Crow anti-heals. - Comp B: Mina + Bibi + Crow — Mina snipes, Bibi controls center, Crow anti-heals. --- ### FLARING PHOENIX (Knockout) **Official description (brawlbrawl.com):** Narrow lanes defining the map with sharpshooter advantages. Piper benefits from Ambush Star Power in bush positions. Griff and Tara's slight arc attacks effective in narrow lanes. **OPENNESS:** SEMI-OPEN — large center but with narrow approach lanes **BUSHES:** Some patches near lanes **S-TIER ON THIS MAP:** - **Edgar** — Wide center means he can dash across and dive isolated enemies in the narrow lanes. - **Mortis** — Large center benefits his dash mobility across the open area. - **Colt** — Wide center + narrow lanes = bullet streams reach across safely. - **Bibi** — Center openness + bubble bouncing on phoenix "wing" walls creates good coverage patterns. - **Cordelius** — Can approach from wing flanks to isolate center fighters in Shadow Realm. - **Piper** — Specifically: bush positions in narrow lanes with Ambush Star Power = highest burst damage per shot. Narrow lane = less dodge room for enemies. **NOTE (brawlstars.fandom.com):** "Buster in Flaring Phoenix" is specifically called out by community as an exception to "don't early-pick defensive brawler" — Buster's frontline shield in wide center is effective here. **PRO TEAM COMPS FOR FLARING PHOENIX:** - Comp A: Edgar + Mortis + Byron — Double assassin coverage of both narrow lanes, Byron sustains. - Comp B: Colt + Bibi + Crow — Colt pressures across center, Bibi controls, Crow anti-heals. - Comp C: Piper + Buster + Crow — Piper Ambush in lane bushes, Buster shields center, Crow anti-heals. --- ### FLOWING SPRINGS (Knockout) **Layout:** Water/spring themed. Water features separate map sections. Bridge crossings create chokepoints. Limited crossing routes between sections. **OPENNESS:** SEMI-CLOSED — water barriers create defined crossing routes **WATER:** YES — major map mechanic **TOP WIN RATE (brawltime.ninja):** Sam 86.1%, Moe 84.3%, Rosa 83.6% (Again, low pick rate specialists. Competitive picture: knockback + water crossing brawlers dominate.) **S-TIER ON THIS MAP:** - **Bibi** — Knockback on bridge chokepoints = enemies fly back into water. They're eliminated or severely displaced. Bibi is specifically cited as bridge-control dominant. - **Gale** — Super pushes enemies off bridges into water sections. Bridge control = round control in Knockout. - **Starr Nova** — Her Floaty Time gadget allows entire team to float over water sections = bypasses the map's primary navigation constraint. This is a map-breaking mechanic. On Flowing Springs specifically, Starr Nova's gadget removes the entire strategic purpose of the water barriers. - **Mortis** — Some dash configurations can cross water sections. - **Lumi** — Grounding prevents enemy from using mobility tools to cross water via non-bridge routes. **AVOID ON THIS MAP:** - Slow melee brawlers without water-crossing ability — stuck behind water, literally cannot reach enemies. - Brawlers dependent on lateral movement — water channels everything into predictable bridge paths. **PRO TEAM COMPS FOR FLOWING SPRINGS:** - Comp A (Bridge Control): Bibi + Gale + Crow — Bibi knockback, Gale pushback, both displace enemies off bridges into water. Crow anti-heals survivors. - Comp B (Water Cross): Starr Nova + Edgar + Crow — Nova Floaty Time lets team cross water freely, Edgar dives after crossing, Crow anti-heals. - Comp C: Cordelius + Bibi + Mortis — Cordelius Shadow Realms a bridge crosser (1v1 while bridge is locked), Bibi knockbacks the others, Mortis dashes gaps. --- ### GOLDARM GULCH (Knockout) **Layout:** Western gold mine aesthetic. Multiple mine cart paths and tunnel sections. Wall formations creating corridor routes. Several distinct areas connected by passages. **OPENNESS:** CLOSED — very corridor-heavy **S-TIER ON THIS MAP:** - **Rico** — Corridor bouncing is maximized. Multiple corridors = bullets reach enemies around every corner. - **Frank** — Super shockwave fills entire corridor width. - **Bull** — Super charges through corridor walls. - **Emz** — Spray fills corridor width — entire lane becomes damage zone. - **Throwers (Dynamike, Barley)** — Corridors = predictable enemy paths for arc bombs. - **Griff** — Coins bounce between corridor walls hitting enemies from multiple positions. **AVOID ON THIS MAP:** - Long-range Marksmen — no usable sightlines. - Open-movement mobile brawlers — corridors constrict their routing advantage. **PRO TEAM COMPS FOR GOLDARM GULCH:** - Comp A (Corridor Kings): Rico + Frank + Emz — Rico bounces through corridors, Frank AoE in corridors, Emz spray fills lane. - Comp B: Bull + Thrower (Dynamike) + Crow — Bull charges corridors to safe, Dynamike arcs over every wall, Crow anti-heals. --- ### NEW HORIZONS (Knockout) **Layout:** Newer Knockout map. Somewhat open terrain with moderate wall coverage. Larger central area. Semi-open design. **OPENNESS:** SEMI-OPEN — newer design balances range and mobility **S-TIER ON THIS MAP:** - **Colt** — Open sightlines work in his favor. - **Chester** — Versatile mid-range kit works well in semi-open terrain. - **Crow** — Open enough for safe poke distance maintenance. - **Mina** — Enough open space for sniper shots to connect reliably. - **Pierce** — Larger central area = better grouping for piercing shots. **PRO TEAM COMPS FOR NEW HORIZONS:** - Comp A: Colt + Chester + Crow — Standard meta triple covering all ranges. - Comp B: Mina + Bibi + Crow — Mina snipes, Bibi controls, Crow anti-heals. --- ### OUT IN THE OPEN (Knockout) **Layout:** Maximum openness — most open Knockout map. Minimal walls. Wide open terrain. Long sightlines everywhere. True to its name. **OPENNESS:** FULLY OPEN — extreme **S-TIER ON THIS MAP:** - **Piper** — The only Knockout map rivaling Dry Season for Piper value. Entire map is sightlines. - **Mina** — Same. Fastest projectile on most open map = hardest to dodge. - **Colt** — Maximum bullet lines across open terrain. - **Belle** — Tags at max range with zero cover blocking. - **Crow** — Safe poke across open terrain. Anti-heal applied from extreme distance. **ABSOLUTE AVOID:** - Every melee brawler — cannot approach without being sniped across the map. - Throwers — no walls to arc over, bombs visible from extreme distance. - Edgar — open Knockout + Edgar = donate a round to the enemy. **PRO TEAM COMPS FOR OUT IN THE OPEN:** - Comp A: Piper + Colt + Crow — Maximum range triple threat. - Comp B: Mina + Belle + Byron — Mina snipes, Belle tags for bonus damage, Byron sustains Mina. - NOTE: If you need an assassin answer: Mortis is the only viable one — his dashes can cover open ground faster than any other melee. Even so, he needs Byron sustain. --- ## CROSS-MAP STRATEGY MASTER TABLE | MAP | MODE | OPENNESS | BUSHES | WATER | MUST HAVE | AUTO-BAN | LAST PICK POWER | |---|---|---|---|---|---|---|---| | Hard Rock Mine | GG | Semi-Open | Heavy (H-strip) | No | Zone controller | Gene or Rico | HIGH | | Gem Fort | GG | Semi-Closed | Light | No | Fort chokepoint control | Damian or Tara | MEDIUM | | Undermine | GG | Semi-Closed | Medium | No | Corridor controller | Emz | MEDIUM | | Double Swoosh | GG | Semi-Open | Light | No | Mid-long range | N/A | MEDIUM | | Safe Zone | Heist | Semi-Open | Medium | Yes (lakes) | Chuck or Colt | CHUCK | VERY HIGH | | Hot Potato | Heist | Semi-Closed | Light | No | Thrower or Bouncer | N/A | MEDIUM | | Kaboom Canyon | Heist | Semi-Open | Light | No | Safe attacker | N/A | MEDIUM | | Bridge Too Far | Heist | Semi-Closed | Light | Yes (gaps) | Knockback tool | Bibi or Gale | HIGH | | Dry Season | Bounty | OPEN | Very Light | No | Long-range DPS | Piper | EXTREME | | Hideout | Bounty | Semi-Closed | HEAVY | No | Stealth/assassin | Leon or Sandy | EXTREME | | Layer Cake | Bounty | Semi-Closed | Medium | No | Layer controller | N/A | HIGH | | Shooting Star | Bounty | Semi-Open | Light | No | Versatile DPS | N/A | HIGH | | Sneaky Fields | BB | Semi-Closed | HEAVY | No | Stealth ball carrier | Sandy or Leon | EXTREME | | Center Stage | BB | Semi-Open | Light | No | Ball carrier | N/A | HIGH | | Pinball Dreams | BB | CLOSED | Light | No | Rico | Rico | VERY HIGH | | Triple Dribble | BB | Semi-Open | Medium | No | Lane ball carrier | N/A | HIGH | | Dueling Beetles | HZ | Semi-Open | Light | No | Multi-zone control | Damian | HIGH | | Open Business | HZ | OPEN | Light | No | Long-range zone | N/A | HIGH | | Parallel Plays | HZ | Semi-Closed | Medium | No | Two-zone control | Emz | MEDIUM | | Ring of Fire | HZ | Semi-Open | Light | No | AoE zone denier | Emz + Spike | VERY HIGH | | Belle's Rock | KO | Semi-Open | Some | No | Versatile DPS | N/A | HIGH | | Flaring Phoenix | KO | Semi-Open | Some | No | Mobile pick-off | N/A | HIGH | | Flowing Springs | KO | Semi-Closed | Some | YES | Knockback/water-cross | Bibi or Starr Nova | VERY HIGH | | Goldarm Gulch | KO | CLOSED | Light | No | Corridor control | Rico | HIGH | | New Horizons | KO | Semi-Open | Some | No | Versatile mid-range | N/A | MEDIUM | | Out in the Open | KO | OPEN | Very Light | No | Long-range | Piper or Mina | EXTREME | --- ## BANNED PICKS PER MAP — QUICK REFERENCE Maps with clear priority ban targets (Diamond+ consensus): | IF THIS MAP IS ROLLED | PRIORITY BAN | REASON | |---|---|---| | Safe Zone (Heist) | Chuck | Rail to safe = unstoppable | | Dry Season (Bounty) | Piper or Mina | Open map sniper dominates | | Hideout (Bounty) | Leon | Bush stealth = uncounterable | | Sneaky Fields (BB) | Sandy OR Leon | Invisible ball carry | | Pinball Dreams (BB) | Rico | Bounce everywhere on walls | | Ring of Fire (HZ) | Emz | Spray fills entire ring | | Out in the Open (KO) | Piper | Max range on max open map | | Flowing Springs (KO) | Starr Nova | Floaty Time removes water barriers | | Gem Fort (GG) | Damian | Mosh Pit + Crowdkill stun in fort = nearly unbeatable | | Hard Rock Mine (GG) | Gene or Emz | Pull from center / corridor spray | --- ## FIRST PICK VS LAST PICK POWER RATING PER MAP ### Maps where FIRST PICK is optimal (safe blind picks that work regardless of enemy): - Hard Rock Mine → Crow (always useful, doesn't reveal strategy) - Double Swoosh → Colt (safe pick on wider GG map) - Dry Season → Piper (she's the obvious pick and everyone knows it — just first-pick her) - Center Stage → Mortis (universal BB ball carrier) - Belle's Rock → Chester (versatile enough for any comp) - New Horizons → Colt or Chester (safe meta picks) ### Maps where LAST PICK has dominant value (see all picks, find perfect counter): - Safe Zone Heist → Last pick Chuck if not banned = auto-win condition - Dry Season Bounty → Last pick Mortis/Leon INTO enemy sniper team = sniper nightmare - Hideout Bounty → Last pick Leon/Edgar into any ranged team = their range is useless - Sneaky Fields BB → Last pick Leon invisible ball carrier = no counter - Pinball Dreams BB → Last pick Rico = his map, nobody counters him here - Flowing Springs KO → Last pick Starr Nova with Floaty Time = team bypasses water barriers - Out in the Open KO → Last pick Piper into no assassin comp = 360° sightline sniper --- ## AI DECISION ALGORITHM: MAP + MODE → DRAFT When map and mode are input, AI runs in this exact order: **Step 1 — Identify openness:** Open/Closed/Semi → determines range priority **Step 2 — Check special geography:** Water? → Knockback brawlers gain value Heavy bushes? → Stealth brawlers gain value Tight corridors? → AoE/bounce brawlers gain value Fort/chokepoint? → Chokepoint control brawlers gain value **Step 3 — Mode win condition:** What does winning require? Who does that BEST on THIS map? **Step 4 — Check ban priority:** Is there an auto-ban brawler for this map? (Chuck/Safe Zone, Rico/Pinball, etc.) If enemy has that brawler unbanned → it must be first banned OR first picked **Step 5 — Apply meta overlay:** Which current S/A-tier brawlers are amplified on this map? Which are nerfed? **Step 6 — Draft position:** Position 1: Safest map-appropriate meta pick Position 2-3: React to enemy, counter or amplify Last pick: Most exploitative specific pick possible given all information # 04_DRAFT_STRATEGY — COMPLETE DRAFT THEORY & EXECUTION # Brawl Stars Draft AI — System Knowledge File # Last updated: June 2026 # Sources: SpenLC drafting guides, community pro player analysis, brawlvalue.com top-200 tips, # brawlfriends.com ranked guide, competitive Brawl Cup meta analysis # NOTE: This file covers ONLY draft theory and strategy. # Brawler details → 01_BRAWLERS.md # Counter relationships → 02_COUNTERS.md # Map-specific picks → 03_MAPS_AND_MODES.md --- ## THE CORE TRUTH ABOUT DRAFTING Draft doesn't guarantee a win. A perfect draft with bad execution loses. A mediocre draft with perfect execution sometimes wins. But at Diamond+ ranked level, across many games, the team that drafts better wins more. The margin isn't small — studies of top-200 pro data show that teams with identifiable draft advantages win approximately 60-65% of those games before a single shot is fired. **Draft is chess. The match is the clock after the moves are set.** The goal of this AI is not to guarantee wins — it's to give the player the highest probability comp going into the match, then communicate cleanly enough that the player can execute it in 20 seconds per pick. --- ## SNAKE DRAFT MECHANICS — COMPLETE BREAKDOWN ### The 1-2-2-1 Pattern Ranked uses a snake draft. If Team A picks first: ``` Pick 1 → Team A (slot 1) Pick 2 → Team B (slot 1) Pick 3 → Team B (slot 2) Pick 4 → Team A (slot 2) Pick 5 → Team A (slot 3) Pick 6 → Team B (slot 3) ``` If Team B picks first, reverse the A/B. The pattern is always **1-2-2-1-1-2** or **2-1-1-2-2-1**. ### What Each Pick Position Means **PICK 1 (first overall — your team goes first, you're slot 1):** - You know NOTHING about what enemy is drafting - You must pick something that isn't countered by most things - Rule: first pick = FLEX pick. Something with no hard counters, universally strong - Good first picks: Edgar, Colette, Crow, Mortis, Chester — all have broad value and no specific hard counter that auto-loses the game - Bad first picks: Piper (telegraphs entire strategy), Frank (telegraphs "I need % damage counter"), any brawler with a well-known single hard counter - After your pick, enemy gets picks 2 AND 3 back to back — they WILL try to double-counter pick 1 **PICK 2 (your team goes first, you're slot 1, this is your second pick = pick 4 in the order):** - You now see enemy's picks 2 AND 3 - You MUST either: a) Counter one of their picks b) Cover a weakness your pick 1 has c) Enable a team comp synergy - This is the "adaptation pick" — don't just grab another good brawler, grab one that responds to information you now have **PICK 3 (your team goes first, you're slot 3 = LAST PICK in the sequence = pick 5):** - You see all 4 enemy picks AND your teammate's picks 1 and 2 - This is the most information-rich position in the draft - You can afford to pick hard-counter brawlers that would be risky earlier - Rule: last pick is for the most situationally exploitative pick **PICK 1 (enemy goes first, you're slot 1 = pick 2 overall):** - You see exactly ONE enemy pick - React to it. What does their pick 1 fear most? - Counter-picking pick 1 is the highest-value reaction in the draft - If enemy first-picks Damian → pick Colette immediately - If enemy first-picks Edgar → pick Buster or Otis - If enemy first-picks a Marksman on open map → pick their assassin counter **PICK 2 (enemy goes first, you're slot 2 = pick 4 overall):** - You see 2 enemy picks and your teammate's pick 1 - Balance between: counter the enemy duo, or fill your team composition gap - Don't pick the same role your teammate picked unless it's a double assassin comp on the right map **PICK 3 (enemy goes first, you're slot 3 = pick 6 = ABSOLUTE LAST PICK):** - You see everything: all 3 enemy picks, your teammates' 2 picks - This is the most powerful position in Diamond+ ranked - You can last-pick the perfect counter to their entire comp - The team that has last pick wins drafts more often statistically in pro play - Rule: don't waste last pick on a brawler you would have picked anyway. Pick the most exploitative possible option given complete information. --- ## BAN PHASE — COMPLETE PHILOSOPHY ### The Four Types of Bans **TYPE 1: MAP BAN (highest priority)** Banning the brawler that is broken on the specific map rolled. These bans are non-negotiable. - Chuck on Safe Zone → ALWAYS ban if you don't have first pick and need to secure him - Rico on Pinball Dreams → ban if you can't exploit him yourself - Leon on Hideout → ban if you're running ranged comp - Piper on Dry Season → ban if you're running melee comp - Emz on Ring of Fire → ban if you need enemy to contest the ring **TYPE 2: PROTECT THE PICK BAN** Banning the hard counter to the brawler you want to play. - Want to play Mortis → ban Charlie (web stops his entire dash kit) - Want to play Edgar → ban Buster (shield blocks all his damage) - Want to play Frank → ban Colette (% damage destroys him) - Want to play Starr Nova → ban Otis (silence wastes entire Super) - Want to play high-HP tank comp → ban Colette When to use this type: when you have a very strong map-specific pick in mind and there's a single brawler that hard-counters it. Protect that pick. **TYPE 3: WIN CONDITION BAN** Banning the brawler that would be the enemy's win condition if they picked it. - Opponent is likely to pick a brawler that wins the game if uncountered → ban it preemptively - Example: on Hot Zone with Ring of Fire, if enemy would likely pick Emz and you have no answer → ban Emz - Example: if you're drafting a tank-heavy comp → ban Colette before she gets picked When to use this type: when you can predict what the enemy NEEDS and deny it to them. **TYPE 4: GLOBAL STRENGTH BAN (lowest priority, often wrong)** Banning the highest-tier brawler globally (Edgar, Colette, etc.) regardless of map or plan. - This is the "noob ban" — banning S-tier brawlers just because they're S-tier - Problem: if that brawler isn't actually strong on this map, you've wasted a ban - Example: banning Piper on Gem Fort because "she's meta" — she's useless there, waste of ban **Rule: Type 1 > Type 2 > Type 3 > Type 4.** Never ban globally if you have a map-specific or protect-the-pick reason. --- ### Ban Phase Timing **You see your TWO teammates' bans before the enemy bans are revealed.** You CANNOT see enemy bans during the ban phase. Enemy bans are revealed only when draft picks begin. **What this means strategically:** - Your ban #3 is the most informed ban — you know what your 2 teammates banned - If both teammates banned assassins, enemy will likely pick tanks → ban Colette or % damage - If both teammates banned tanks, you likely have an assassin-heavy plan → ban the assassin counter (Buster, Otis, Charlie) - When all 6 bans are revealed at draft start → you get 5 seconds to input the 3 enemy bans into the AI before draft begins **Ban coordination problem with randoms:** In solo queue, you can't control what teammates ban. This means: - Your ban should cover what your team CANNOT cover with picks - If you see teammate banned an assassin and a sniper, assume they're playing tanks → ban Colette - If you see teammate banned two tanks, assume they're going assassin → ban Edgar's hard counter (Buster) --- ## DRAFT PRINCIPLES — THE LAWS OF GOOD DRAFTING ### Law 1: Never Share Weaknesses The most common draft mistake. Two brawlers with the exact same weakness = enemy can pick ONE brawler to counter BOTH. Examples of illegal weakness-sharing: - Piper + Mina (both die to any assassin reaching them) - Frank + Damian (both lose hard to Colette — she destroys both simultaneously) - Dynamike + Barley (both die instantly to any assassin) - Edgar + Mortis (both struggle against Buster's shield) - Buster + another tank without % damage (both get shredded by Colette) Law: if your first two picks share the exact same hard counter, your third pick MUST address that counter, not add a third brawler with the same weakness. --- ### Law 2: Role Distribution Must Cover Three Bases A competitive ranked team needs: 1. **Damage source** — brawler that threatens the enemy and deals meaningful damage 2. **Objective presence** — brawler that participates in the mode's win condition (holds zone, carries gems, scores goals, defends safe) 3. **Support or utility** — healer, CC tool, or zone controller that amplifies the other two Three damage dealers with no utility = you win fights but can't convert them to objective wins. Three tanks with no damage = stalemate until enemy bursts through your HP. Three healers = technically the most coordinated but impossible with randoms and still loses to burst comp. The ratios that work: - 2 damage + 1 support - 1 tank + 1 damage + 1 support - 1 tank + 1 assassin + 1 controller - 2 assassins + 1 support (works on specific maps, risky in general) --- ### Law 3: Hypercharge Timing Creates Comp In June 2026, Hypercharge is a deciding factor in draft. When a brawler gets their HC active, their threat level spikes dramatically. Smart drafts consider Hypercharge windows: - **Edgar HC (Outburst)** — double scarf range, much easier to land. Pairs with Byron (heals HC window) or Crow (anti-heals target during HC Edgar dive) - **Colette HC (Teen Spirit)** — double shot means she charges Super faster. Pairs with Bo Totem (faster HC charge = more Super = more damage) - **Starr Nova HC** — transforms more frequently with Bo Totem support - **Mortis HC** — fastest HC charge rate in game currently. On Bush-heavy maps, can HC multiple times per round - **Damian HC (Jump in the Fire)** — ground fire added to Mosh Pit. Best on enclosed maps where enemies can't escape the fire zone **HC-aware draft rule:** if you're building around a brawler's HC being their win condition, draft support that either charges it faster (Bo Totem) or amplifies the HC window (Byron heals during HC dive, Ruffs supply drop timed with HC activation). --- ### Law 4: First Pick Must Be Flex-Safe A "flex pick" is a brawler who can fit into multiple compositions and doesn't reveal your entire strategy. **The test for a good first pick:** - Does this brawler work on this map regardless of what enemy drafts? - Does this brawler have no single hard counter that auto-loses the game? - Does this brawler NOT require a specific partner to function? Good first picks (June 2026 meta): - **Crow** — works in virtually every comp, anti-heal is always useful - **Colette** — works against any HP-heavy comp, doesn't require partners - **Chester** — his randomness makes him hard to specifically counter - **Colt** — consistently strong on appropriate maps - **Mortis** — good first pick on bush/closed maps, readable but hard to counter Bad first picks: - **Byron** — reveals "I'm supporting someone. Shut down my carry and Byron is useless." - **Bo** — reveals "team needs Super charge. Pick brawlers that don't have Supers." - **Gene** — reveals "I'm looking to pull someone. Stay spread." - **Piper on closed map** — reveals a mistake, not a strategy --- ### Law 5: Last Pick Is For Hard Counters The brawler you would NEVER first-pick because it's countered by many things — is often perfect as last pick. Examples of brawlers who shine as last picks: - **Piper on Dry Season** — first-pick is readable, but last-pick when enemy has no assassin = safe sniper dominates - **Leon on Hideout** — last pick when enemy drafted 3 ranged brawlers and no vision tools - **Charlie** — last pick when enemy has confirmed multiple dash assassins (Edgar + Mortis confirmed → last pick Charlie = both their dashes are webbed) - **Lumi** — last pick when enemy has 2+ confirmed dash brawlers. Ground them. - **Colette** — last pick when enemy drafted confirmed tank-heavy comp (Frank + Damian visible → last pick Colette = % damage melts both simultaneously) - **Otis** — last pick when enemy has confirmed transformation brawler (Starr Nova confirmed → last pick Otis silence = her transformation is shut down) **The last pick paradox:** brawlers who are "too readable" as early picks become perfect as last picks because at pick 6, it doesn't matter that the enemy can see your counter — the draft is over and they can't change their picks. --- ### Law 6: Anti-Synergy Awareness Some pairs on the enemy team create an emergency counter requirement. **If enemy drafts these two brawlers together, you MUST respond:** - Byron + any Tank → needs Crow (anti-heal halves Byron's output, tanks become killable) - Gene + Buzz → needs high mobility or spread formation (Gene pulls into Buzz stun = instant kill on any brawler) - Edgar + Mortis → needs Buster OR Otis (two divers simultaneously with no CC = you lose fights) - Spike + Emz → needs mobile brawler who can approach through their combined zone denial - Damian + Byron → needs Colette AND Crow (% damage + anti-heal together nullify the tank-healer combo) - Sandy + Mortis on Sneaky Fields → needs Crow (poison through sandstorm still tracks poisoned brawlers) --- ## BO3 ADAPTATION (Mythic+ format) Diamond and below = BO1. Mythic+ = BO3. Best of 3 introduces a completely different strategic layer. ### Round 1 Strategy **Always bring your safest, most reliable comp in round 1.** - Don't gamble - Don't try to cheese - Establish what your team does well - Read the enemy: what are they prioritizing? Who carries them? What playstyle? **What to observe in round 1:** - Which brawler does the enemy protect most? - Who dies first on their team? - What's their win condition? (aggressive dive? Safe play? Zone control?) - Do they adapt or do they play the same positioning every round? ### Round 2 Strategy **If you WON round 1:** - Identify what WON for you. Protect it. - Keep the core of your comp (the carry, the synergy) - You can swap one support pick to counter what they adapted - Do NOT overhaul the entire comp — you know it works **If you LOST round 1:** - Identify WHY you lost. Was it: a) Wrong brawler choice (you got hard-countered) b) Wrong positioning (comp was fine, execution was bad) c) Their comp was stronger regardless of what you picked - If (a): swap the countered brawler for its counter - If (b): keep the comp, improve execution - If (c): consider a full comp overhaul **Round 2 adaptation examples:** - Lost round 1 to enemy Damian dominating with Byron? → Swap your pick to Colette + Crow (% damage + anti-heal both target their win condition) - Lost round 1 because Edgar kept dying? → Swap Edgar for Buster (they learned to counter Edgar, Buster gives different pressure) - Won round 1 with Mortis carry? → Keep Mortis, swap support to something that counters what they'll adapt with ### Round 3 Strategy **Mental game peaks in round 3.** Both teams have information about each other. The team that adapts better wins. Rules for round 3: - You have perfect information about what the enemy's best comp looks like - They have the same about you - The team that better counters the other's "real" composition wins round 3 **Brawler swaps between rounds:** In BO3, each player can swap to a different brawler between rounds (you don't have to re-lock your picks). This enables: - Mid-series adaptation without changing the draft - Surprising the enemy by swapping to a comp piece they didn't plan for - Note: you must have the brawler at PL11 to use it, and the swap must happen before round starts --- ## POSITIONAL STRATEGY — WHO GOES WHERE IN THE DRAFT This section is specific to YOUR position in the draft (slot 1, 2, or 3 on your team). ### You Are Slot 1 — Team Goes First (Pick 1 Overall) **Your job:** Set the foundation. Pick the safest universally-strong brawler for this map/mode. Pick something that: - Works regardless of what teammates pick - Doesn't get hard-countered by most things - Signals strength without revealing full strategy After your pick, watch picks 2 and 3 from the enemy. They will double-counter you. If both their picks are hard counters to your pick → you either live with it OR your teammates can cover the weakness. Communicate pick intent if possible: if you pick Mortis, your teammates know they should NOT also pick a fragile melee brawler. --- ### You Are Slot 1 — Enemy Goes First (Pick 2 Overall) **Your job:** React to their first pick. This is the highest single-reaction value moment in the draft. You have 20 seconds and you know one thing: their pick 1. **AI reaction matrix for pick 2 position:** - They picked Damian → YOU pick Colette (HARD counter, % damage) - They picked Edgar → YOU pick Buster (HARD counter, shield) - They picked Colette → YOU pick mobile assassin (Mortis, Edgar — they don't hard counter Colette but pressure her) - They picked a tank on closed map → YOU pick Colette - They picked a long-range Marksman on open map → YOU pick their assassin counter (Mortis, Leon) - They picked Byron → YOU pick Crow (anti-heal their entire support) - They picked Gene → YOU pick high-mobility to dodge the pull (Stu, Mortis) --- ### You Are Slot 2 (Pick 4 or 4th in sequence) **Your job:** Fill the gap. You see your teammate's pick AND 2 enemy picks. Questions to answer: 1. What does my teammate's pick need to succeed? (Does Mortis need a healer? Does Edgar need CC?) 2. What are the 2 enemy picks covering? What's their remaining gap? 3. What role is my team missing? Common slot 2 roles: - If slot 1 picked aggressive carry → you pick support (Byron, Ruffs, Gene) - If slot 1 picked support → you pick damage carry or controller - If slot 1 picked tank → you pick either support for tank or damage dealer - Never double the exact role of slot 1 unless the comp specifically requires it (double assassin on Hideout for example) --- ### You Are Slot 3 — Team Goes First (Pick 5 of 6) **Your job:** Complete the comp or counter the enemy. You see: your 2 teammates' picks, AND 2 enemy picks. One enemy pick remains hidden (they still have slot 3 pick 6). Calculate: - What does my team comp need to be complete? - What will their likely pick 6 be? (Based on what role they're missing) - Can I pick something that covers my team AND handles their likely pick 6? Pick 5 is a "double duty" pick — it must complete YOUR comp while ideally not being hard-countered by whatever enemy picks last. --- ### You Are Slot 3 — Enemy Goes First (Pick 6 = ABSOLUTE LAST PICK) **YOUR DREAM POSITION.** You see everything. You know: - All 3 enemy picks - Your 2 teammates' picks - The mode, map, and all 6 bans This is the most powerful draft position in ranked. Use it correctly: **Step 1:** What is the enemy's win condition? Which brawler carries their comp? **Step 2:** What SPECIFICALLY counters that win condition? **Step 3:** Does that counter also work with your teammates' picks? **Step 4:** Is there a brawler that both counters enemy AND completes your comp perfectly? If yes → obvious pick. If no → prioritize the HARDER counter (countering enemy is worth more than completing your comp perfectly). **Classic last pick scenarios:** - Enemy has Damian + Byron + Emz → last pick Colette + Crow already on team → pick Colette (shreds Damian's HP, team already has Crow for Byron) - Enemy has Edgar + Mortis + Chester → you have no CC → last pick Buster (shields Edgar + Mortis simultaneously) - Enemy has full ranged comp (Colt + Piper + Crow) on Dry Season → last pick Mortis (dives their entire backline in one dash cycle) - Enemy has 3 high-HP tanks and your team has no % damage → last pick Colette EVEN IF it's not your usual pick --- ## BAN STRATEGY BASED ON COIN FLIP OUTCOME ### Your Team Has First Pick (Ban Phase → Your Team Bans First Effectively) The ban phase determines who picks first in the draft. When your team has first pick advantage: **Ban philosophy:** Remove the enemy's most powerful ANSWER to your intended comp. Example: You want to run Edgar + Byron + Colette. - Ban Buster (counters Edgar hard) - Ban Otis (silences Edgar's tools) - Ban Crow (kills Byron's healing value) Now enemy can't stop your Edgar carry. **Alternative philosophy:** Remove the most powerful brawler on this specific map. - If map is Safe Zone (Heist): ban Chuck before they can get him - If map is Dry Season (Bounty): ban Piper if you're running assassins, OR ban Mortis if you're running snipers --- ### Enemy Has First Pick (Ban Phase → Enemy Bans First Effectively) **Ban philosophy:** Remove the brawler that would have been your first pick if you had first pick. Example: Enemy goes first. You wanted to first-pick Damian on Gem Fort. - Enemy's first ban will likely target your strongest option - Pre-empt by banning what would have been YOUR intended pick (but now enemy might first-pick) - Actually — DON'T ban your own pick. Just draft react. **Real philosophy when enemy has first pick:** - Ban the brawler most likely to be their first pick if it's unacceptably strong - On Sneaky Fields (BB): ban Sandy (team invisibility on bush map + enemy goes first = Sandy pick 1 is devastating) - On Hard Rock Mine (GG): ban Emz (she anchors corridors so effectively that if enemy first-picks her, contesting center becomes very hard) --- ## READING ENEMY DRAFT — PREDICT THEIR PLAN By pick 3 (their second pick), you can usually predict what comp the enemy is building. Use this to counter-draft effectively. ### Enemy Comp Archetypes and How to Beat Them **DIVE COMP (2+ assassins):** Identifiers: Edgar + Mortis, Edgar + Fang, Leon + Edgar, etc. Counter: Buster (shield stops all dive simultaneously), Charlie (web one diver), Lumi (ground both), Otis (silence disables dive tools), Gale (pushback resets their approach) **TANK + HEALER COMP:** Identifiers: Damian + Byron, Bull + Poco, Frank + Byron Counter: Crow (anti-heal on all healing), Colette (% damage melts tank), Gene (pull healer out of position) **POKE COMP (sustained ranged damage):** Identifiers: Colt + Crow, Mina + Pierce, Belle + Colt Counter: Assassins (dive their backline), Buster (shields incoming poke), Sandy (team invisible during poke) **ZONE CONTROL COMP:** Identifiers: Emz + Spike + Bo, Emz + Sandy, Spike + Sandy Counter: Long-range brawlers (outrange their zone), mobile brawlers (run around zones), Cordelius (Shadow Realm the zone anchor) **TRIPLE ASSASSIN COMP:** Identifiers: Edgar + Mortis + Fang Counter: Extremely strong in the right hands. Answer: Charlie (web all three), Buster + high-damage (shield + burst), Colette (her Super passes through multiple assassins) **SUPPORT + CARRY COMP:** Identifiers: Byron + (carry), Ruffs + (carry), Kit + (carry) Counter: Crow (anti-heal all support output), Cordelius or Gene (isolate/remove the carry), pressure the support first (kill Byron = carry loses sustain) --- ## ANTI-DRAFT PATTERNS — WHAT NOT TO DO ### The Five Draft Sins **Sin 1: Emotional Banning** Banning a brawler because it beat you last game, not because it's strong on this map/mode. This is called "grudge banning" and wastes your ban slot. Example: banning Frank on Dry Season because he stomped you in your last game — Frank is useless on Dry Season. **Sin 2: First-Picking Niche Brawlers** Picking a brawler that only works in specific scenarios as your first pick. Example: First-picking Piper on a semi-closed map. Now you've shown your hand and they draft assassins. **Sin 3: Triple Same Role** Three damage dealers, three assassins, three healers. Always leaves a gap. Even "triple assassin" comps need AT LEAST one brawler with sustain or CC utility. **Sin 4: Ignoring the Map** Picking based only on meta tier without considering map geometry. Example: picking Rico (A-tier) on Open Business Hot Zone (OPEN MAP) when Rico needs walls to bounce bullets. **Sin 5: Last-Picking "Your Main"** Taking last pick — the most powerful draft position — and using it on your comfort brawler instead of the most exploitative counter. Last pick is not for comfort. Last pick is for winning. --- ## DRAFT COMMUNICATION IN SOLO QUEUE When playing with random teammates who can't voice chat and might not follow picks, draft must account for this reality. ### Solo Queue Draft Principles **Pick for survivability over synergy:** In solo queue, synergy combos (Gene + Buzz, Sandy + Mortis) require COORDINATION. With randoms, assume coordination will fail. Pick brawlers with high solo carry potential who don't depend on teammates. Solo carry priority order (from 01_BRAWLERS.md): 1. Edgar (passive Super, self-heal, no teammate dependency) 2. Mortis (massive Super heal, 1v2 capable) 3. Crow (consistent solo poke, escape available) 4. Colette (% damage always relevant, doesn't need follow-up) 5. Cordelius (Shadow Realm is a 1v1 — doesn't need teammate to follow up) **Cover what teammates likely WON'T cover:** If teammates both picked damage dealers → you pick support (Byron, Ruffs) If teammates both picked assassins → you pick CC/controller (Otis, Gale, Charlie) If teammates both picked supports → you pick carry **Never replicate a teammate's pick:** Three of the same role is never correct. If teammate picks Mortis and you're slot 3 → don't pick Edgar (similar role). Pick what the comp actually needs. --- ## WIN PROBABILITY ASSESSMENT — POST-DRAFT After all 6 picks and bans are resolved, the AI provides a win probability estimate based on: **Factor 1 — Map advantage (40% weight):** Does your comp exploit this map's geometry more than enemy? Compare S-tier picks from 03_MAPS_AND_MODES.md. **Factor 2 — Counter relationship score (35% weight):** Count hard counters and soft counters from 02_COUNTERS.md. Each hard counter between teams adjusts probability. Net counter advantage to your team = higher probability. **Factor 3 — Comp completeness (15% weight):** Does your team have damage + objective + utility? Incomplete comps (triple damage, no objective) reduce probability. **Factor 4 — Solo carry potential (10% weight):** If random teammates, how much can your brawler solo carry? High solo carry probability buffers against teammate weakness. **Win probability output format:** "~60% win chance. Your edge: Colette hard-counters their Damian, Crow halves Byron's healing. Risk: your comp has no CC answer to their Edgar dive — watch for his Le's Fly gadget on approach." --- ## QUICK DECISION FLOWCHART — FOR 20 SECOND PICKS When AI needs to output a recommendation in under 20 seconds: ``` INPUT: map + mode + bans + picks so far + your position STEP 1: Map check (2 sec) → Is there a broken map-specific pick available/needed? → Yes: recommend it. No: continue. STEP 2: Counter check (3 sec) → Does enemy have a brawler your team hard-loses to? → Yes: pick the hard counter. No: continue. STEP 3: Comp gap check (3 sec) → What role does your team lack? → Pick the best meta brawler for that role on this map. STEP 4: Meta overlay (2 sec) → Of remaining options, which is highest tier on this map? → That's the pick. OUTPUT: "[BRAWLER NAME]. Reason: [one sentence]." ``` Total: under 10 seconds of processing. Player has remaining time to execute. --- ## SPECIAL DRAFT SCENARIOS ### Scenario: Enemy Picks Same Brawler You Planned (Someone Takes Your Pick) If your planned pick gets taken (by teammate OR enemy): 1. Check 02_COUNTERS.md for what beats that brawler 2. If ENEMY took your brawler → pick counter to it 3. If TEAMMATE took your brawler → pivot to complement it (different role) 4. Never tilt-pick. Stay rational. ### Scenario: Both Teammates Troll or Pick Badly When you see teammate pick something clearly suboptimal: 1. Accept that you cannot control it 2. Draft around the weaknesses it creates, not what you planned 3. If teammate picked two fragile brawlers → you MUST pick something tanky or CC-heavy 4. Your role shifts to compensating for team composition gaps 5. Prioritize solo carry brawlers that don't need teammates to function (Edgar, Mortis, Crow, Cordelius) ### Scenario: You Have Last Pick and Team is Already Counter-Picked Badly When teammates picked badly and enemy drafted well: - Last pick cannot fix a broken comp alone - Prioritize: pick the brawler most likely to solo-carry despite the disadvantage - Crow: consistent even in bad comps - Edgar: can still carry with no coordination needed - Cordelius: Shadow Realm removes enemy's best brawler from teamfights regardless of comp quality - Accept reduced win probability. AI should communicate: "Comp is at disadvantage. Best individual pick to maximize solo carry potential: [X]." ### Scenario: All Meta Picks Banned When S-tier brawlers (Edgar, Colette, Mortis, Crow, Chester, Colt) are all banned: - Fall through to A-tier picks that fit the map - On this map: which A-tier brawler is most amplified? - Check 03_MAPS_AND_MODES.md for map-specific S-tier picks that might not be globally S-tier - Example: Rico is A-tier globally but S-tier on Pinball Dreams. If all "global" S-tier is banned, Rico becomes the correct pick. --- ## THE GOLDEN RULES — SUMMARY 1. **Map check before any pick.** Map geometry overrides tier placement. 2. **Ban with purpose.** Map-specific > protect-the-pick > deny win condition > global strength. 3. **First pick = flex pick.** Nothing hard-countered by everything. 4. **Last pick = hard counter.** Use complete information to maximum effect. 5. **No shared weaknesses.** Never let one enemy pick counter two of your brawlers. 6. **Role distribution must cover damage + objective + utility.** No triple-same-role. 7. **Anti-heal answers every healer.** If enemy has Byron, Doug, Poco, or Mortis-level self-heal → Crow is on the table. 8. **Counter relationships are mechanical, not preference.** "I like Edgar" doesn't help if enemy has Buster. Draft what beats them. 9. **BO3 requires observation.** Round 1 is information gathering as much as winning. 10. **Solo queue = solo carry.** Draft brawlers that win without coordination when teammates might not cooperate. --- ## HOW AI COMBINES ALL FOUR FILES — THE FINAL SYNTHESIS When user inputs MAP + MODE + BAN PHASE INFO + DRAFT PICKS: **01_BRAWLERS.md** → WHO is each brawler, their kit, tier, what they do **02_COUNTERS.md** → HOW each brawler interacts with others, win conditions **03_MAPS_AND_MODES.md** → WHERE and WHAT MODE amplifies or nerfs which brawlers **04_DRAFT_STRATEGY.md** → WHEN to pick what, WHY, and how to sequence decisions The output of combining all four files: "[MAP] + [MODE] = these brawlers are amplified [03]. Your position [04] means you should [pick/ban]. Enemy has [X] which is countered by [02]. Best pick: [01 brawler] because [01 reason] and it fits [03 map] and addresses [02 counter]. Win probability: [assessment based on 04 framework]." Every recommendation has: WHO + WHY + MAP RELEVANCE + COUNTER CONTEXT + POSITION CONTEXT. --- *End of 04_DRAFT_STRATEGY.md* *This file: ~4,500 words of pure draft theory* *All four knowledge files complete. Ready for AI system prompt integration.*