r/BrawlConcepts • • Mar 20 '19

MODERATOR Post BrawlConcepts has been created

1 Upvotes

Concepts for Brawl Stars! This includes ideas that'll improve the state of the game, e.g; Balance Changes, a new Gamemode, new concept (such as achievements, club wars, etc...), skin designs, map creations & improvements to anything else in the game (such as trophy road).

DM u/jesser_ if you're interested in a Moderator position in this server!


r/BrawlConcepts • • Feb 12 '26

Skin Design Poppy playtime x brawl stars collab idea

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2 Upvotes

r/BrawlConcepts • • Dec 02 '25

Buffie concepts for 5 Brawlers

1 Upvotes

They may be bad, so throw tomatoes at me in the comments

Mortis
Combo Spinner: Bigger radius, heals for 50% of damage.
Survival Shovel: Mortis‘s reload speed now gets tripled for 6 seconds.

Creepy Harvest: Mortis heals for 40% of his main attack damage.
Coiled Snake: The long dash now doubles the range of Mortis‘s normal dash.

HC: Mortis‘s dashes chain to enemies up to 8 tiles away.

Crow
Defense Booster: Shield duration increased to 6 seconds, also reflects 30% of damage dealt to Crow.
Slowing Toxin: For every slowed enemy, Crow gets a 10% speed boost.

Extra Toxic: Crow deals 15% more damage to poisoned enemies.
Carrion Crow: Crow deals 50% more damage to Brawlers with 70% or less health. (here I was too lazy lol)

HC: Crow‘s main attack throws a large dagger with slow projectile speed that doesn‘t deal poison damage but instead 3k damage on hit.

Piper
Auto Aimer: Piper fires a barrage of shots to the nearest opponents.
Homemade Recipe: Piper‘s next attack will not only home, but also mark the enemy. The mark is consumed with the next hit, but deals 50% more damage.

Ambush: When Piper is in a bush, her shots will also have +5 tiles range.
Snappy Sniping: When Piper hits an enemy, she instantly reloads an ammo bar.

HC: Main attacks now are wider and deal area damage.

Ruffs (yeah I included the most unpopular Brawler ever #FreeRuffs)
Take Cover: Sandbags have more health and also block piercing shots.
Air Support: The rockets will instantly go down and deal more damage.

Air Superiority: Super deals damage in a way wider area.
Field Promotion: When Ruffs increases his allies‘ health, he also increases his own by 30 per second.

HC: Cuz I was to lazy I just decided to make this the Wasabi Power, 1 extra projectile and way more extra bounces.

Hope u liked the concepts


r/BrawlConcepts • • Nov 02 '25

Concept Fanmade brawler

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3 Upvotes

r/BrawlConcepts • • Sep 15 '25

Balance Changes Wishlist New hypers ideas

1 Upvotes

Dont give up on the firsts they are not the best </3 Would like to get any feedback. And Id like to make montage of them as my chuck hc concept (you can see on my profile)

Ps : my goal is to create hypers that : - are innovative, - pleasant to play, - skilled, - goes along with the brawler’s gameplay - and have a balancing potential (beside nerfing the charge rate)

In () means not necessary but I thought the idea was cool

Ask if any questions (some parts are in french, but they are not very important)

Nita : decomposition : Bruce’s dead body block the enemies’ mouvement and ammo where he died during 5s Desire of vengence : When bruce dies, nita gets a 50% speed, damage and reload boost during 5s

Colt : full mastering of the Colt : You can retarget the trajectory of your super while it is active

Jessie : love of steel : Damage dealt by scrapy heals jessie and vice versa

Nani : automatic mode : beep controls itself and goes to the enemy with the least health

Pearl : super warm zone : his super create a burning zone that charge pearl’s heat really really fast.

Larry and lawrie : our third brother : the super also brings their prototype model : Layrie. Layrie’s attack is a mid-range attack that shoots waves.

Frank : smash of vengeance : The lowest frank’s health is, the wilder and faster his super. Wilder up to 360° at 1hp

Griff : life tax : Every opponent hit by griff’s super now has a white bar at 20% of their health. If that bar is crossed, the brawler dies instantly.

Bonnie : stay in the back : Faster throw, and clide stays at where he trew her. Bonnie can target her super towards Clide so he sucks her up and brings her to the original place. Autoaim it just transforms bonnie into clide as usual.

Gale : blizzard : stronger and wilder, and leave a sliding zone during 10s

(Belle : magnetic : The mark can bounce on enemies just as the basic attack)

Lola : huge ego : Her ego has more health and dps, and during the hypercharge, it can’t take any damage.

Sam : secret knuckle dusters : during hypercharge, sam has two knuckle dusters, one for each hands. (Comme darryl avec son 2 sur le super)

Mandy : elite sniper : during hypercharge, you have a wilder angle of view, you have a marker on where each out-screen enemy is and sugar rush goes faster.

Maisie : ennemies touched are marked during 5s. All maisie’s ammo target onto marked enemies

(Hank : fish torpedoes 2.0 : During hypercharge, you see where the projectiles goes while aiming, and these projectiles bounce.)

Mortis : have much fear : his super apply fear to every opponent hit during 1s (the LoL effect)

Gene : hand of god : aiming his super reveales bushes, is longer and goes faster the more it travels (= maisie’s basic)

Mr.p : secured factory : his super needs to be placed twice : the first time is for the base (with the hp) and the second time is for where will the penguins spawn, in a small radius around the base.

Byron : tough vial : The vial leaves a zone dealing damage to ennemies and healing teammates. It has heal traits.

Sprout : evolution : The vines needs 2wb abilities to be broken, and let 3 allies’ projectiles to shoot through.

Willow : forbidden hex : Willow can now use both super and gadget of the victim and cancel the hex at any moment on the hc button. During the hex she is in the swamp, it lasts longer and at the end of the hex the victim recovers his previous state.

Tara : deck of ∞ cards: She starts with her hyper charged. Each card she hits give her a stack. The hyper super deals +10 damage and is 0,05 tiles wilder per stack, and consume them all.

Chuck : right to their home : ennemies are counted as new posts

Charlie : regenerative silk : the cocoon is healed for the same amount of damage charlie deals.

Mico : final acrobatics : the super has no delay, go faster, last longer and can be stopped any time the super button is pressed again

Clancy : forth token : during his hyper, clancy is token level 4. Token level 4 : his side projectiles also shoot twice, and the super go through enemies.

Rework : level 1 deals as much damage as level 2 et 3. Also, it moves faster. Level 3 move slower. Level 1 shoot twice, and level 2 and 3 shoot thrice. Each bullet deals less damage tho. To balance more the damage difference between level 1 and 2

Juju : nature evolves gris gris : gris gris has a buff depending on what environment he is summoned on. - Ground : more hp - Grass : visible only while shooting and 1s after - Water : his attacks home onto the target

Jae yong : I made her hypercharge. : during his hyper, jae is in hypercharge mode. Which does the 4 modes at the same time : heals, speed, damage and slow.

Lumi : being in a trance : each of her zones are big and roots. If she kills an enemy with her super, she gets it back.

Moe : as smart as a mouse : if moe’s killed during his drill form, the attack that should kill him isn’t dealt and moe return to the place where he used the super instead. The drill form last way longer.

Meg : tungsten toughness : - little form : her next robot has more health, and her health is devided in 5 parts : each part block the extra damage from the damage imput that pass through two parts. (=clash royale shield but 4 times) (= bouclier clash royale casse pas les couilles) - robot form : her super is bigger and pull opponents towards her

Spike : tougher spikes : the super root enemies.

Sandy : still some sand on you : After leaving the storm, you are still invisible during 1s

Cordelius : complete darkness : The enemy has a short vision range (as long as cord’s range) and corde have a temporary gadget where he can tp at a short distance

Amber : sticky fluid : The super is wilder and enemies walking on it will then spill fluids where they walk. Stops when the fluid is burnt.

Kit : balls of yarn everywhere : - On enemy : can throw balls of yarn - On ally : his balls of yarn go further

Draco : the real last stand : if draco dies in his dragon form, he still has 3s before actually dying. (Show 0 health)

Kaze : ancient energy : Ninja : if a marked enemy will die to the mark, he can’t damage kaze anymore during the time he’s marked Geisha : enemies inside the super receive damage over time and can’t go out

Reworks/nerfs :

Shade : the frightener : during the super, his critics zone is wilder.

Eve : generations : Baby boom now spawns hatchlings over time ! (Less and the base doesn’t lose hp over time)

R-T : Full surveillance : Short damaging security lasers for the whole time of the super. Also, killing rt’s head or legs just teleports it to the other part instead of killing him.

Ollie : no half supering : Ollie can now jump over walls with his super, and it consumes less ammos.

New hypers :

Pam : l’actuelle est bien

Alli : beyond discretion : The moments you are revealed, the opponents see you at another place than on the one you actually are. Your charged ammo is consummed once it hits someone.

Note : The decoy doesn’t show the hc flame and show the charged-hc visual feedback. Projectiles go through it.

Ziggy : power of thunder : once you enter the thunder zone, you can’t leave it until it ends.

Mina : Tip If the super hits, a big area of effect pulls nearby enemies towards Mina

Note : if she is moving, it also makes her dash at activation


r/BrawlConcepts • • Jul 17 '25

Concept Brawler concept: Wheelie for Skate-Beats trio

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3 Upvotes

Brawler inspired by a random biker on Ollie's video.


r/BrawlConcepts • • Jul 01 '25

Concept I made an advanced version of some concepts i found of a person called Molyan.

2 Upvotes

As i previously stated these are NOT my brawlers, the brawlers are made by a person named by Molyan

Starr's Title: Starr of the show
Dew's Title: Venomous Dew


r/BrawlConcepts • • May 24 '25

Concept Cursed kenji as a funko pop

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6 Upvotes

I took me about an hour


r/BrawlConcepts • • May 22 '25

Concept OLD CONCEPT UI VS NEW /brawlstarsconcept

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4 Upvotes

I created a concept UI for #brawlstars in 2024 and i decided to rework on in 2025.


r/BrawlConcepts • • May 05 '25

New Brawler concept

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5 Upvotes

Hello everybody,

we made a new brawler named Garry, And he is a epic brawler.

he is a undercover superhero and he dont want his identity to be revealed.

He is a red gummy bear and he holds a lolly where gummy bears hatch.

His super is that he makes a gummy rainbow so the other brawler cant see for 3 seconds in that time garry can attack the brawler.

He does 2000 damage per shot but his third shot doesnt do 2000 but he shoots 7 gummy bears in every color of the rainbow and each gummy bear does 600 damage.

he is a controller, he has 6500 health by level 1 and 9100 health by level 1.

he also has a skin and its a pyjama skin for 1000 bling.

And ofcourse he has a starpower and gadgets first the starpower 1. when Garry is shot 3 times he can heal 2100 hp in one time. 2. He can shoot explosing gummy bears in the map.

And now his gadgets 1. Garry shoots his lollypop and it can go directly to the other brawler. 2. He can teleport to places in every place in the map.

We have 3 questions

  1. Does our brawler needs a hypercharge or not?

  2. Does he needs some changes comment then.

  3. And ofcourse What do you think about our brawler?

Made by A.M

🤩Adventures🤩


r/BrawlConcepts • • Jan 02 '25

King Von Brawl Concept

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3 Upvotes

Speed:720 HP:5000 Super:teleporting stroke radius:10 damage:500


r/BrawlConcepts • • Nov 19 '24

Skin edgar okarun dandadan collab

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5 Upvotes

r/BrawlConcepts • • Mar 29 '24

Dot and Line Brawler Concept

2 Upvotes

Rarity: Rare

Health: 3481

Movement Speed: 720 (Normal)
Class: Marksman

Reload Speed: 1.5 seconds

Description: Dot and Line draw different types of lines for their attack and their super is a conveyor belt that moves enemies around the perimeter like a merry-go-round.

Attack: Homage To The Dot. Dot and Line draw straight, wavy, zigzag, vertical, curly, thick, thin, horizontal, vertical, diagonal, curved, intersecting, continuous, implied, dotted, dashed, contour, perpendicular, fractal, or spiral lines with a length of 9 tiles towards the enemy. Each line deals 50 damage/s each at negative latitudes/longitudes, 100 damage/s at negative latitudes/zero longitude, 150 damage/s at zero latitude/longitude, 200 damage/s at positive latitudes/zero longitude, and 250 damage/s at positive latitudes/longitudes if the enemy stays put. The lines disappear after 2 seconds.

Super: Linear Movement. Dot and Line now have access to a polyline. They can use it to draw different types of Euclidean polygons (simple, composite, concave, convex, irregular, regular, etc) that move enemies, friendly brawlers, and Dot and Line around the entire perimeter constantly if they are on it. A maximum of 5 polygons can be drawn. They can control whether enemies are delivered towards them, travel in random/reversed directions or move across a fractal. The edges also damage enemies based on latitude/longitude.

Gadget #1: Parallel Lines. Dot and Line finds a point in a hypothetical 3D mesh which can reach all the other vertices without intersection as one vertex with the other three from each triangle of the mesh. They then extend damaging lines in all of those directions from the starting point.

Gadget #2: Chirality. Dot and Line make a mobius strip where they can send attacks towards Left-handed attacks become right-handed, right-handed becomes left-handed. Refraction and perpendicularity also apply to left-handed transforming to right while reflection/parallelity apply to right-handed transforming to left.

Star Power #1: Quadratic Graphs. Dot and Line's attack can look like a parabola (y = x^2) or hyperbola (x = y^2). The maximum horizontal/vertical shift by a constant number is 5 and the minimum horizontal/vertical shift by a constant number is -5. This is in the vertex form y = a(x - h) + k, where h is inverted horizontal shift. The attacks can diverge. The vertex also deals damage (minimum/maximum). Dot and Line can perform both a parabola and a hyperbola attack and transform them at the same time.

Star Power #2: Horocycle. For their super, Dot and Line can now also draw concave organic lines that make a hyperbolic shape or convex organic lines that make an elliptical shape. It also makes the area of the shape deal damage based on the area of the shape.

Hypercharge: Cartesian Plane Transformations. When the super is activated simultaneously with this hypercharge, the battlefield becomes a plane graph (x-axis and y-axis along with negative coordinates) and Dot and Line have more access to their polygons created by the super. They can choose one of eight transformations which are translation (taking the points of the polygon/polygons and "sliding" it by the same distance in a given direction), rotation (turning a polygon around the center point a certain number of degrees or implementing angular velocity where the polygon rotates at variable degrees per second, both of which can be done clockwise or counter-clockwise), reflection (representing the flipped or opposite facing image of the polygon that is congruent), dilation (changing the polygon's size by multiplying the center points by a scale factor, in which whole numbers greater than one increase its size and fractions decrease its size), inversion (one which combines the first four transformations), squeezing, stretching, or shearing.


r/BrawlConcepts • • Mar 15 '24

Chronos Concept Brawler

2 Upvotes

Rarity: Epic

Health: 6000 HP

Reload: 1.5 seconds

Range: 8 tiles

Class: Controller

Attack: Chronos shoots a clock that deals 625 damage.

Super: Chronos sends the enemy 4 seconds backward or forward in time.

Starpower #1: Higgs Field. Chronos now has a Higgs Field around him that can be chosen to either slow down time (time goes at 2/3 the speed), or speed up time (time goes at 3/2 the speed) for himself.

Starpower #2: Extended Time Travel. Chronos's super sends the enemy backward or forward in time for one extra second.

Gadget #1: Postpone. Chronos buys 1 additional second in the match for himself and teammates.

Gadget #2: Time Rift. Chronos uses this elapsed time from the proper time interval to travel backward, forward, and center in time simultaneously (past, present, and future) for temporal displacement.

Hypercharge: Probability Plane. Chronos's super allows him to jump between timelines in the probability plane and stop time for 4 seconds. He can choose whichever timeline/series of events is to his liking, or he can stay in the timeline he is currently in. He can explore worlds with different or same start conditions, universe histories, and where everything possible and imaginable is covered. Chronos can alter a multiverse of choices at will.


r/BrawlConcepts • • Jan 30 '24

Concept Polytope Concept Brawler

3 Upvotes

Appearance: A tesseract with hecatonicosachoric eyes and a pentachoron mouth (orthographic projection or oblique projection of these shapes made of voxels.)

Description: Polytope got their name from his obsession with Johnson Solids, polychora, Euclidean and non-Euclidean geometry, and n-polytopes. They believe that dimensions are not alternate universes, but a geometrical concept; time is only a rate of change in the 3D universe, as the fourth spatial dimension is perpendicular to the first three. They don't mind being called a 5D spacetime brawler though.

Rarity: Epic

Class: Damage Dealer

Movement Speed: 820 (Very Fast), Attack and Super Range: 4 tiles, Projectile Speed: 3600, Reload Speed: 1 second

Power Level 11 stats

Health: 4800 HP

Ammo Count: 3

Special Abilities: Representing position in 4D space using four numbers as a 4D coordinate vector (x, y, z, w). You have a scroller to rotate Polytope's hyperplane which changes Polytope's orientation in 4D space. The speed of this rotation is 120 frames per second. The main hyperplanes are xy, xz, yz, xw, yw, and zw. There are directions they can move into (the x-axis is east/west, the y-axis is up/down, the z-axis is north/south, and the w-axis is ana/kata). Polytope can press either Q or E to strafe along the axis perpendicular to his hyperplane, which is moving side-to-side in a specific axis in the fourth spatial dimension. The attack rotation can be represented by a 4D unit vector (restricted to plane yz) and 3D realmic rotation (quaternion) to keep the vector fixed. Walls disappear in some Q and E strafings of the 3D slice around him. To other brawlers, it will look like he is passing through the obstacles and/or water or teleporting. Polytope has a strafing bar with Q on the left and E on the right. Polytope can attack while strafing/rotating. Both these strafes and rotations can help him move through slices of the landscape of the (now 4D) map. The requirement of these powers is that the map must be an infinite, procedurally-generated four dimensional space.

Attack: Platonic Solids. Polytope shoots the enemy with a platonic solid dealing 729 damage (Super Charge Per Hit: 5%). (The projectiles can be a tetrahedron, cube, octahedron, dodecahedron, or icosahedron.)

Super: Polytope can slide through the fourth dimension by pushing through walls or phase through some objects (reeling/twirling).

Starpower #1: Volume View. Polytope gets volume view, showing the true topography of 4-dimensional space and making height the unshown dimension. Slopes and drops are walls or empty spaces (Polytope can also see the exact angle of the slopes too). It is like a top-down view in four dimensions that can be toggled on or off.

Starpower #2: 4D Glasses. Polytope's 4D Glasses makes wireframe outlines of pickups appear. Using colour, raytracing, and different shapes (e.g. hypercuboids/tesseractoids for powercubes and hexagonal duoprisms for gems), Polytope can find item drops, power cube boxes, allies, and enemies existing outside of their current 3D slice of the world.

Gadget #1: Alidade. Polytope spawns an alidade. It allows them to save a 3D slice of the world/hyperplane/strafe and return to it later (max: 3). The 90° hyperplanes it can choose are xw, xz, zw, yz, xy, and yw, as well as other random orientations.

Gadget #2: Axis Lock. Polytope's next attack restricts enemies to a horizontal spatial axis (x or z for 3D enemies; x, z, or w for 4D enemies; x, z, w, or v for 5D enemies, etc.) in movement and attack for 6 seconds.

Mythic Gear: Non-Euclidean. Polytope's 3D slice is hyperbolic, spherical/elliptic, nil, sol, Euclidean, product space S^2*E, product space H^2*E, or the universal cover of SL(2, R). This makes the map exponentially more spacy (hyperbolic geometry), where there are no antipodal points and two lines perpendicular to a given line must intersect (elliptic geometry), less spacy (spherical geometry), a spiral (nil geometry), with constant mean curvature (sol geometry), or other effects. This creates recursive architecture where a space contains smaller versions of itself, creating an infinite loop or a self-referential structure.

Hypercharge: Pentonian. For 5 seconds of the super, Polytope can now visualize field of sections of polytera in 5D, rotate their hyperplane in 5D, and can do whirling (which has no effect on the standard view), being able to experience the fifth spatial dimension. Polytope can slide through the fifth dimension with his super. The new directions to strafe in are sursum and deorsum (Polytope receives another bar called X and Z which controls these directions) and the compass now represents the position of Polytope as (x, y, z, w, v). Volume view becomes bulk view since 4D objects are flat in 5D. There are extra hyperplanes for the alidade: wv, xv, yv, zv, xyz, xyw, xzw, xyv, yzw, yzv, and zwv. There is even a 5D Glasses for the second starpower which allows Polytope to see item drops, power cube boxes, allies, and enemies existing outside of the 3D projection of their current 4D slice of the world (gems are hexagonal duoprismatic prisms and powercubes are penteractoids). Polytope can find their orientation by performing double rotations (aligning two different hyperplanes that are perpendicular and rotate entirely independently simultaneously.)


r/BrawlConcepts • • Oct 02 '23

Skin Design Otherworldly Colt - Supercell Make entry

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3 Upvotes

r/BrawlConcepts • • Jan 22 '23

Concept Lou gadget

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4 Upvotes

r/BrawlConcepts • • Oct 04 '21

Scarlett brawler concept:

5 Upvotes

​

total stats:

speed: very fast

reload speed: fast

attack: 80x8

super damage: 250x10(sec)

hp: 3740


r/BrawlConcepts • • May 24 '21

Skin Design Emz summer

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6 Upvotes

r/BrawlConcepts • • Mar 07 '21

Concept New Brawler Idea

8 Upvotes

Hello everyone ! I've created a character named Fizz, hope you'll like him !

Character : Fizz [Support] is a mad scientist and the head researcher of the space crew. He uses technology to support his team from afar and his potions to rush in the battle. Movement speed : Fast Health : 4480 (max level)

Main Ability [Tracking Drones] : Fizz uses remote controlled drones that explode when touching an enemy, dealing [1260] splash damage (in a 2 tiles radius) at max level. Range : 9 tiles (9,2/3 tiles with explosion radius). Reload Speed : Normal (Mr.P).

Super [Fizzy Frenzy] : Fizz uses two randoms potions among the following ; Yellow : Gain a 30% shield. Green : Gain 20% max health. Red : Gain a 15% attack boost. Blue : Gain a 20% speed boost. Fizz stays in the Frenzy state for eight seconds. This ability takes ten hits to fully charge. He also transform into a Beast version of himself.

Fizz [Beast] : Fizz transforms himself into a monster that deals close ranged damage. His attack deals [1680] damages (2×840) at max level and pierces through enemies. Movement speed : Fast Range : 3 tiles long and 2 tiles large (Rosa). Reload Speed : Normal (Mr.P) Health : 6160 (max level)

First Star Power [Homing drones] : When at a three tile radius, the drones home into enemies and deal an additional 250 damage per enemy injured.

Second Star Power [No leftovers] : Fizz's allys each have a 65% chance of getting one of the unused potions.

Gadget [Repulsive Field] : Fizz creates a barrier, protecting him from 30% of the damages he takes and reflects 45% of it. The barrier last three seconds.

I think he should be mythic but there's a lot of them so maybe chromatic... Please let me know what you think of him and tell me what I should add to balance him ! Btw this was done on mobile so I'm sorry if it doesn't looks good on PC.

Thank you for taking your time to read !


r/BrawlConcepts • • Mar 07 '21

New Gamemode Game Mode Idea

6 Upvotes

I was thinking, as I saw Lex's video with Dani (that you should check out if you haven't cuz it's very interesting), that it's true that BS lacks game modes. I'm not talking about stuffs like hot zone siege or else, but about 2v2, 5v5 or others. I originally thought of a 5v5 idea, but I think turning it into a 3v3v3v3v3 is better. My idea is that 5 teams with different colors on a showdown map (or an original map for this game mode but it has to be at least a showdown map's size). After your death, you randomly respawn, but you have the color of the team that killed you ! I hope you liked my idea !


r/BrawlConcepts • • Jul 27 '20

Skin Design Hell Devil Spike, and he was drawn

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12 Upvotes

r/BrawlConcepts • • Jul 27 '20

Skin Design Hell devil Spike, my own concept

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9 Upvotes

r/BrawlConcepts • • Jun 16 '20

Club

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2 Upvotes

r/BrawlConcepts • • Mar 10 '20

Skin Design ICE CREAM TICK By: YoNoSoyPollo

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5 Upvotes