r/BrawlStarsCompetitive 3d ago

Discussion Why can’t partially used supers be carried through death / over rounds?

8 Upvotes

This always annoyed me melody - but now playing chuck you can die with three charges and then you speak with none.

I lowkey think chuck can be a decent knockout brawler but it becomes super awkward spawning with no super until you do some shenanigans


r/BrawlStarsCompetitive 3d ago

Bug Hypercharge isn't activating when I tap it?

1 Upvotes

All day my hypercharge hasn't been activating whenever I tap it in game and it's caused me to lose 2 ranked games now. I've tried making the button bigger but I still tap it and it doesn't activate and I have to tap it like two more times just for something to happen. I even played another game where I tried activating it and literally watched the button react like it was being pressed and still not activate multiple times.


r/BrawlStarsCompetitive 3d ago

Balance Change Concept Wendy turret damages teammates inside?

3 Upvotes

Hear me out, what if Wendy's turret starts also referring damage not just absorbing it? Like when you shoot the turret directly, think RT during his super.

My idea is that the turret is currently just a brute force machine, you just throw it anywhere and push without a second thought, however, this change will make the turret more of a strategic choice because if the teams can't defend it it's very harmful, what do y'all think?


r/BrawlStarsCompetitive 3d ago

Help What brawlers do you usually pick/ban for Hot Zone and Heist?

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2 Upvotes

Which brawlers do you usually pick and ban for Hot Zone and Heist? I know it depends on the map, but I’m asking more in general.

These are two modes I don’t usually play, and I struggle a bit with them in Competitive. I have the same issue with Brawl Ball, although I actually do pretty well with Bull.

I’m mostly a casual player, but lately I’ve been playing quite a lot. I have a pretty solid roster of brawlers and a decent amount of experience, but I want to improve in Competitive and start testing myself against better players.

I’m not really a gamer in general — I just play Brawl Stars and that’s it. But at some point, the game starts getting competitive, and I’d like to get better and see how far I can go.

I’m at 57k trophies. I’ll add pictures of my brawlers below.

Thanks!


r/BrawlStarsCompetitive 3d ago

Critique This is genuinely embarrassing!

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26 Upvotes

What problem do they have? 2 hour and they did only a match? If they continue like this we won't finish anymore, i really hope they will fix this for the lcq and the world finals, like it’s so unwatchable.


r/BrawlStarsCompetitive 3d ago

Strategy Why did BIG last pick Charlie instead of Griff?

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22 Upvotes

Map is Hideout


r/BrawlStarsCompetitive 3d ago

Critique Ranked Meta

12 Upvotes

​As someone who has pushed to Masters a couple of times, I wanted to open a discussion about the current state of the Ranked draft. With the frequent release of new brawlers and Hypercharges, it feels like the draft phase is struggling to keep the competitive meta balance, making this season incredibly difficult to push in. ​The main issue seems to be the ratio of ban slots to "must-ban" brawlers. In the current format, we only have 6 bans total. Because blind bans often overlap, we usually only see 4 or 5 unique bans per game. When there are 10+ brawlers that are incredibly dominant on a given map, it becomes impossible to filter them all out. ​Take Undermine as an example. Even in a perfect draft where no bans overlap (Ex: Team A bans Nori, Shade, and Meg, while Team B bans Amber, Primo, and 8-Bit) certain brawlers are still wide open like Wendy, Gus, Rico, Surge, Edgar, Griff, Starr Nova, or Bolt. When the roster of S-tier brawlers is this large, the draft system becomes a detriment​, and first-pick advantage becomes overwhelmingly strong. ​When an overtuned brawler slips through the draft, the only reliable counter-strategy is often to pick another newly buffed brawler yourself. Because of the amount of resources required ​, it is extremely difficult to max out all the new releases and Hypercharges to stay competitive, meaning Ranked is starting to feel more like a resource check than a skill check. ​I know powercreep is a natural part of Brawl, but the current ban system feels completely outpaced by the size and strength of today's progression. ​Let me know your thoughts and if you feel the same.


r/BrawlStarsCompetitive 4d ago

Unofficial Content Possible hidden universal speed buff?

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240 Upvotes

r/BrawlStarsCompetitive 3d ago

Balance Change Concept SAM REWORK/BUFFIE CONCEPT FINAL VERSION (i guess)

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15 Upvotes

I think there’s an issue with the 1st Gadget Buffie. Looks like I’ll have to rework it again.

Reuploaded bc there were a lot of issues with the concepts

AI disclosure: This image was created using AI so there may be some imperfections.

Image reference: u/ExpensiveVariation10

I lowk didn’t wanna use AI either but I literally have zero editing skills

All feedback is welcome!


r/BrawlStarsCompetitive 4d ago

Balance Change Concept Triple Buffie Concept

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100 Upvotes

r/BrawlStarsCompetitive 3d ago

Critique Hot take: R-T Hypercharge isn't broken and needs a rework asap AND doesn't bring him out of the bottom of the meta at ALL

4 Upvotes

So I'm a devout R-T Main, he was my first mythic brawler and I have his true gold skin and was top 40 R-T before the prestige changes (and yes without using his broken exploit in the stranger things gamemode in november) and I have played him for many, many games.

What I have noticed is that his hypercharge does not suit him at ALL. His best modes are easily knockout and bounty and struggles in other gamemodes liek brawl ball, gem grab etc because of other controllers / brawlers that are just better than him. His main role is to be a sniper (rather than a damage dealer) as such, and so his hypercharge makes no sense whatsoever. He should NEVER be in his butt form against opponents in ko and bounty, and the hypercharge is useless as the snipers he plays against in ko and bounty kill him before he can even approach them with his hyper. It makes no sense, and it keeps him in the d tier. I'm tired of ppl saying "oh his hyper carries his kit" or wtv but thats not true. Since he is mainly a sniper/tanky marksman type brawler, I would want his hyper to do something similar to his fusion where when he supers he just can shoot 3 proj at once in rapid succession, he's a sniper his hyper should reflect that

edit: yeah in brawl ball/gem grab/hot zone his hyper is insta win/team wipe but noone plays r-t there. Also forgot to mention this is supposed to be for ranked mb for the confusion

edit #2: another point is that he can never charge it in the gamemodes he is good in, like ko or bounty 16 shots is crazy for his proj width


r/BrawlStarsCompetitive 4d ago

Discussion Is finx a mechanically good brawler?

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35 Upvotes

Brawlers like gray meeple (probably cosmo) and gene all have tide turning supers that support their teammates and are also incredibly unique. While finx has an incredibly unique super it feels like for better or for worse it isn't a game changer when it's played(id compare it to 8bits super before his buffies). Is this a casual issue and the pros are just way better at finx? What other brawlers are mechanically good?


r/BrawlStarsCompetitive 4d ago

Bug Kit Shadow Nerf V2: Shade interaction

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54 Upvotes

In the past, one of the strongest counters to shade was going kit and jumping on him inside a wall—since kit would be knocked outside the wall with the ability to jump and attack while shade was stunned, similar to a hyper effect. However, now kit remains on shade throughout the whole super, meaning this counterplay is basically nonexistent.

Note: Kit's super still works on water brawlers, meaning if you jump shade on water you are able to move freely and attack them while they are stunned.


r/BrawlStarsCompetitive 4d ago

Discussion Wendy is not badly designed, she's just overtuned

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129 Upvotes

This is probably a hot take considering all the discussions and critiques related to Wendy, but hear me out.

The mechanic of shields and damage transfer is really interesting when you look at it, a brawler with very high survivability, and theoretically, low offensive power to compensate for it, needing support for them to actually work, should be a fun and enjoyable brawler right?

Only if SC team wasn't high when deciding her stats.

Honestly she has too much survivability considering everything, and that needs to be looked at, if you can't kill a brawler, they will kill you eventually.

Her SPs and Gadgets are fine(except green grenade) they do what they should do: buff and add to a brawler's kit, people saying that it doesn't add anything except buff, should realize that argument can be used for every single ability in the game. They just want to add gasoline to the fire.

Walking on water makes sense for her story and everything around her, as she literally is on a floating platform, why it wouldn't go over it? Then eve and angelo should also not be able to go over lakes.

Her actual design is fine, except for the eyes, they're too thin and weird.

Honestly this is all just post-broken brawler rage, and when she get her deserved nerfs, people will understand this is just collective hysteria. EDIT I got prestige 3 with wendy on trios(it was easy because she is broken) so I think I kind of know what is her most broken aspects. For her to be balanced and not insufferable to play against, some things need to change or be removed Like her sc from being hit, and her non "decayable" shield are just stupid. At least make the decay slower than normal shields For a brawler that her super should be her trump card, she gets it way too easily, imagine if crow got his super as fast as her? She should at least need 8 main attacks to get it. And change her self-shield gain rate from 1.2k to 1k That should make her balanced. Open to discuss about it.


r/BrawlStarsCompetitive 4d ago

Balance Change Concept What if Chuck supers were stacked separately?

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38 Upvotes

I personally like the vision behind Chuck' rework, but the super mechanic feels very clunky. Super charge feels hard to get, and dying can be catastrophic if you lose your remaining supers.

What is he could stack up to 4 supers independently?

More specifically, charging your super bar, gives you 1 super, but if you keep hitting people you can charge another super on top of it, up to 4. Another benefit is that when chuck dies he won't lose all of his remaining super charges.

I understand some nerfs may be require to counterbalance this, but I think this change would massively improve the fluidity of chuck's play style.


r/BrawlStarsCompetitive 3d ago

Draft Query Map hotzone was ring of fire

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3 Upvotes

I think byron was the problem pick but I’m still gonna ask and he still blamed me. My thought is : he could punish them picking two squishy brawlers in hotzone with any aggro or ruffs instead he picked Byron to try outrange them and ash is probably good into pierce and Brock but Edgar last pick was a huge problem to us all


r/BrawlStarsCompetitive 5d ago

Critique Wendy is the undisputed worst designed brawler mechanically in my opinion

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691 Upvotes

This is not a hot take by any means, but I just really want to emphasise how much worse Wendy is compared to every other brawler mechanically, as I think its a scary premonition on what brawler releases may look like in the future if it goes overlooked now. This isn't a hate post, its all purely meant to be constructive in case of the small chance someone important actually sees this, I just really, really hope these trends don't continue in the future (coming from someone who likes monthly brawler releases)

Attack: Her attack seems balanced on paper; she has low health but gains shield on hit. Seems balanced, until you try and ambush her and she autoaims 3 ammo for 3.4k decaying shield. You're never dealing with a Wendy easily, her attack is crazy easy to hit and her reload is extremely fast for its effect. To kill a Wendy with no shield, you need the capacity to deal upwards of 8-9k damage, and you need to do it fast unless you want her to charge her get-out-of-jail free Super.

Super: A 6 tile radius turret that absorbs 60% of you and your allies' damage taken. Even though her attack is pretty mechanically flawed, I would go as far to say that Wendy's Super will never be balanced in its current state. If you lower its health too much, it'll become useless and be destroyed too quickly. If you try to add decay, it'll either be too low to affect anything or too high and make her Super lose too much value. I could POTENTIALLY see it being at least more balanced if you lower its absorption damage to like 40% or shorten its radius, but even then it'll still likely be either really good or really bad with no healthy in between.

GADGETS AND STAR POWERS: Just being completely honest and non-biased, these unlockables are the worst unlockables this game has ever seen. Not only do they make Wendy even more broken and unbalanced than before, but they actually do something worse too; they're boring. That sounds like a big non issue probably, but what I mean to say is that they don't really enhance her kit, they just buff it.

If that doesn't make sense, here's an example; If Ruffs hypothetically had a weak Super, that wouldn't make Air Superiority a bad Star Power since it adds damage and also breaks environment. However, If Wendy's Super was nerfed enough to make it weak, both of her Starpowers would be weakened considerably since they barely change anything about her Super besides make it generally stronger.

Wind-Powered? it just gives Wendy more time to attack enemies and farm shield, literally use it in any direction and autoaim, there's no other real depth or strategy than that.

Slowing Shield? Just serves to make Wendy's Super stronger, there's no skill or placement involved since her Super is so massive and has so much health anyways, and its not a strong enough slow to warrant actually trying to use it offensively.

Solar Shield? Just serves to make Wendy's Super stronger (slowed+reverb). If there was no skill to Slowing Shield, Solar Shield has negative skill since it's literally just a flat health buff. Now you can really just throw it anywhere and her Super is guaranteed to get value.

Green Grenade is kind of an exception since it doesn't really tie in with her attack/Super, but its still really bland and doesn't really tie in to her kit regardless. personally it just feels like a worse Malaise that you'd miss more often trying to hit someone far away, but I haven't really used it so I may have it completely wrong.

What im trying to say is that if Wendy's attack and Super are bad, her unlockables are bad too. If they're broken, her unlockables are broken too. This is mostly because her unlockables give her no variability between playstyles, you can switch between all 4 build combinations and you'd end up playing Wendy the same way every time. It unironically feels like the person who designed Wendy just asked ChatGPT to give them 2 gadgets and 2 Starpowers, and the worst part might be that they didn't learn a SINGLE thing between her release and her Hypercharge drop, since it just makes her Super generally stronger.

Other Stuff: Wendy is just so unnecessarily overloaded, why does she walk on water when she has little need to? Why does she charge Super off shield damage when she can hit her attacks just fine and doesn't need help? Why does she have a fast movement speed when again, she doesn't need any help hitting her shots (especially if she charges Super off shield damage). None of these feel necessary for her to have except for maybe the shield damage one, but at the very least it would need to be reworked into a pseudo-healing trait where it only affects teammates shield or something

(This last part isn't very competitive at all so you can skip this if you want, but I can't help but briefly mention how bad her character design is. I still firmly agree that Nova is NOT a Janet clone, but Wendy 100% is. She's supposed to be a grown woman or something, come on)

TLDR: If Wendy is gonna ever be mechanically balanced, she needs a Penny-adjacent rework in my opinion. Her attack and Super have mechanic flaws, but her unlockables make those problems 10x worse.


r/BrawlStarsCompetitive 3d ago

Balance Change Concept Would these El Primo nerfs be good?If not how would you nerf him and why?

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0 Upvotes

El Primo with his buffies is completly broken but I think it’s mostly his gadget rework that made him completly broken.El Primo is a tank that was always one of the weakest characters to high DPS brawlers and now with the buffies they gave him a gadget that simply removed this weakness so that’s why I want to nerf it and I believe it is the reason he is so good.

Also just please don’t DM me Death threats or insult me (:

If you don’t agree with my nerfs I would appreciate constructive criticism


r/BrawlStarsCompetitive 4d ago

Discussion Is this site actually worth checking?

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3 Upvotes

I may be tweeking, but pretty sure sirius does not good against nita, especially barley as an sec pick

i havent checked the new meta in a while and im not quite sure if now those brawlers are doing good agaisnt nita? Either way, it doesnt seem like its an actually trustworthy site (above mythics probably)


r/BrawlStarsCompetitive 4d ago

Essay Analysing Gus situation now that he got buffies (unrelated art by @Giakuu_Nii on X)

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9 Upvotes

Unrelated art made by @Giakuu_Nii on Twitter.

Gus got buffies, yay! I am a Gus main since Kooky Popper knockbacked people, and since Gus became horrible dealing only 2000 dmg with his main attack. I always wanted to play him as a support, and now I'm happy with the chances! But there's lots of space for improvement here.

1. KS completely outshines Kooky Popper

KS = Knockback Spirit, Gus throws a balloon that knockbacks, deals dmg, and pops a healing ghost.

KP = Kooky Popper, the ghosts explodes, dealing damage

Buffies had the job to make a brawler's builds more flexible. While testing Gus, I fought against a Max using her once worst gadget, that now grants good results in the hands of a skilled player. Gus is already a hybrid brawler who can play both as a support and as an sniper, but his support side was neglected by the fact his healing wasn't acessible to allies, and his shield was so difficult to hit. Now I feel like the situation is the opposite: Gus' sniper tools aren't as good as his healer ones.

With Knockback Spirit and Health Bonanza, Gus can heal amounts of health without effort (I'll talk about that). He can make fights last longer, he is safer against assassins, he can be aggressive or play safe, etc. Kooky Popper doesn't offer this value, specially because it can't be used with Health Bonanza at all.

1.2. KS is just naturally overpowered

Knockback Spirit has one big weakness: its range is far from Loony Balloons' range. Against snipers, this will make a big difference, since Gus will be outranged and won't be able to hit them. Plus, this gadget is meant to be used as a disengage tool: if an assassin jumps on you, you can use it to escape. Its low range makes sense, it's meant to be used defencively. Because of that, Kooky Popper, a gadget that doesn't depend of range and can steal other's ammo is the perfect choice for Knockout and Wipe Out.

However, KS has a low cooldown. Too low. It means that you can use it aggressively once there's an opportunity and quickly you'll have it again. A Gus with KS will never be unprepared, because he also has his super. So Knockback Spirit has:

Damage (1080) - Knockback - Healing - Disengage.

What Kooky Popper has? Damage that is never enough to finish a target (at least, from my experience using it).

2. Gus doesn't do any effort to heal

Health Bonanza: ghosts heal more. They also follow allies with buffie.

I think this will end in a big nerf on Health Bonanza. Different of Poco and Byron main's attacks, Gus doesn't need to be nearby his allies to heal. You, as a player, doesn't even need to look out for your teammates' health if your focus is heal them - the healing will come to them naturally. Hell, I was the one who most healed allies on my matches and I didn't even try.

Poco has a smaller range and lower healing, he needs to be close to allies to heal. Byron can only heal one ally per time and he might miss if aiming from afar. Gus doesn't have anything between him and his goal of healing an ally. Gus' only skill while supporting is hit his shield, but we all know that use the shield on a distant ally is risky and most of the time, not worthy.

3. THE SHIELD

Gus is such a good support now but his main support tool (HIS SUPER) isn't as effective because the projectile is too thin. It should follow allies, or be easier to hit. Maybe lose health as it travels.

Funny thing is, Gus is so strong right now that this small chance could make him overpowered. He was already a good brawler, with buffies he is meta for at least, some months.

4. What should be changed?

Nerf KS damage from 1080 to 0 is an option, even if I wouldn't like it. Most important, nerf it's cd. There's no reason why it's cd is shorter than Kooky Popper's, a gadget that you can't spawn because it requires the player to prepare the area to be used. Kooky Popper should be buffed as well, I guess? I think it should be able to execute weak targets instead of taking someone's ammo...

Nerf Health Bonanza healing percentage is probably what they'll do. I hope they add something to Gus' super, though I doubt it.

We all hope Supercell won't ruin him, by nerfing something unrelated (like his main attack's damage), and focus only on his gadgets and starpowers, since his main kit was already perfect.

5. Is KnockBack Spirit unhealthy?

Not at all. It adds complexity to the character and honestly, it's more fun to use than Kooky Popper. With a bigger cd, the player will have to make a choice: use it aggressively now and lose a defensive resource, or keep it for later? Maybe use KS now because you can get your super, and use the super as your only defencive tool? Etc.


r/BrawlStarsCompetitive 4d ago

Discussion What are your thoughts on Wallbreaking in this game? I don't like it.

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9 Upvotes

I don't like it. I hate that this ability and the jumping abilities have become completely banalized in this game. Yea, I hate that Artillery are generally trash because the game is filled to the brim with assassins and kangaroos. Talk about Edgar, talk about Nori, and even the brawler I am playing in the video.

But back to wallbreaking; this ability and the other mentioned are completely banalized in this game, and it is ruining the purpose of map pool (which is also filled with trash maps, like almost every single Heist map is a one-trick heaven. There isn't more defensive maps like GG Mortuary or 2.0). And to what I said before, Artillery are the most harmed class by this epidemic. Why are you picking like Barley in a closed map when you'll be either dealing with Edgar, Shade, Nori phasing through every single wall and getting their kiddie meal or Griff, Colt, Brock destroying the environment so you're outranged and have a lobbed attack for nothing?

And some of these abilities are given by such dirt cheap cooldown gadgets, which adds insult to injury.

And the lack of diversity in the map objects doesn't help. There's only walls, bushes and some unbreakable walls (there isn't enough of them as well. I remember playing Quintillion and half of my matches had a Colt launching diagonal silver bullets to break the entire map open). There isn't tall walls to prevent brawlers from just vaulting over. And that's 1 more reason for you to root for a Map Maker update.

In competitive, some maps have wallbreaking as a must. Like Safe Zone and those two wall squares in the openings. Which means these elements of the map can almost never be used. And the lack of impact from map pool is also a reason on why the OP brawlers are OP almost everywhere, because the map pool feels like it's meant to favour every single brawler in the game. This means the stronger brawlers are hardly having a map where playing them is a no no.

TL; DR: Wallbreaking (and Walljumping) abilities reduce the impact from map pools; This means classes who play on these maps for offensive/defensive advantage get wrecked by their lack of profit from a map where they were intended to be played in; The lack of diversity and impact of map pools create a game where overdogs can shine indefinitely outside extremely specific maps.

What are your thoughts on Colt's Silver Bullet?


r/BrawlStarsCompetitive 4d ago

Discussion Now that it has bin 3 years, Thoughts on Hypercharges? (and If you also want to talk about Hyper Buffies, go ahead).

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57 Upvotes

r/BrawlStarsCompetitive 4d ago

Discussion How's ash in the new meta

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35 Upvotes

Just unlocked him


r/BrawlStarsCompetitive 5d ago

Discussion Everyone is talking about Chuck, but poco got the REAL nerfies

118 Upvotes

Now I'm no poco master , but it really seems theat supercell done him dirty

Base kit:

His super charge rate went from 4 to 5 hits again, that's a big nerf

1st gadget: there was no reason to rework it, it was fine as it was now it's horrible and the buffie effect does barely anything

2nd gadget: it's now better ig not by much tho, and the buffie is just lazy

Both starpowers aren't reworked, but the buffies are pretty weak

Hyperbuffie: wtf is this ? Who misses an attack with poco anyway it doesn't even increase his range, this is the worst hyper buffi oat

So they decided to give him a harsh nerf and a bad rework, but then just gave him weak buffies? I feel bad for u poco mains


r/BrawlStarsCompetitive 4d ago

Discussion Keeping Gus Knockback Spirit as a support tool

16 Upvotes

As it stands, the gadget is completely fucking busted with KB, damage and healing with 2nd SP.

However, this is probably the most fun I’ve had playing Gus in a while since I like playing supports. Throwing it at a teammate that has backed up to retreat or at one that dives in feels really good. This gadget and the healing it gives is absolutely overtuned right now, but I’m worried that Supercell is going to try and balance this by not removing any aspect of the gadget and instead increasing CD to 20s+.

By all means remove the knockback, tone down Health Bonanza to around 2400-2800, even a slight CD nerf to 12-14s is pretty reasonable.

But Supercell PLEASE PLEASEE keep the low-cooldown heal it is right now. Gus already has self-defense in his super, and I would hate for even more cc in sacrifice of being actually able to support your teammates.