# data[].attributes.body
mprabo gia ola !!!!!!!!

# data[].attributes.headline
για σας η κων/να ειμαι

# data[].attributes.subject
για σας η κων/να ειμαι

# data[].attributes.body
DEFAULT

# data[].attributes.attachment_link.readable_text
Sprout

"Sprout was built to plant life, launching bouncy Seed Bombs with reckless love. Its Super creates a plant-based obstacle!"
Sprout is a Brawler that attacks by throwing a ball of seeds over cover that travels forwards around the floor and bounces off walls. If the ball makes contact with enemies, or after a set period of time, it explodes to deal area damage. Its Super allows Sprout to throw a Super Seed, creating a large barrier when it lands. Its first Gadget, Garden Mulcher, allows Sprout to consume a nearby bush and heal a significant amount of health. Sprout's second Gadget, Transplant, destroys a hedge to get its Super fully charged again. Its first Star Power, Overgrowth, increases the blast radius of its main attack every five seconds. Its second Star Power, Photosynthesis, grants it a damage-reducing shield while being in a bush and for a short time after leaving it.

Attack: Seed Bomb
"Sprout propels a ball of seeds that bounces around before bursting with a bang! If it makes contact with enemies, it explodes on impact."
Sprout lobs over a ball of seeds that explodes when it makes contact with an enemy. If it does not hit an enemy, it will travel a few tiles further and bounce off of walls before exploding in a 1 tile radius. The seed travels farther when bouncing off of walls.

Super: Hedge
"Sprout uses its Super Seed to grow a thick vine hedge, creating an impassable though temporary obstacle."
Sprout throws its Super Seed to create a hedge barrier that can block both your enemies' and your allies' path. It creates a 5-block cross pattern from the center of the seed. However, if there are nearby walls to where the seed was planted, the hedge will grow towards them and connect with the walls, allowing Sprout to plant up to 17 tiles of hedge. As with any obstacle, this one can be destroyed by certain Supers. These hedges can also be destroyed by Brawlers with invulnerability bubbles.

The hedges will disappear after 10 seconds, and using another Super will not cancel the previous hedges. If a Brawler is in the way of the hedges when they grow, the Brawler will be pushed out of the way. The hedges will also destroy any bushes that they grow over on the map.

Garden Mulcher
"Sprout consumes a bush to restore 2000 health."
When Sprout is in close proximity to a bush tile, it can "eat" the bush to restore 2000 health, destroying the bush in the process.

Transplant
"Sprout destroys its current Hedge, but will instantly have its Super fully charged again."
Sprout instantly destroys its current hedge, but Sprout will have its Super charged fully again. If there are two or more hedges on the battlefield, all of them will be destroyed upon Gadget use.

Star Powers

Overgrowth
"Every 5.0 seconds, the next Seed Bomb will explode with a larger explosion radius."
Sprout gains a charge bar that takes 5 seconds to fully charge up, and when it is charged, the blast radius of Sprout's next main attack is increased by 40%. After the main attack is used, Sprout's charge bar resets. Unlike other charging bars, Sprout's Overgrowth's bar starts charging immediately after its last use. It does not require three shots reloaded to start charging.

Photosynthesis
"Sprout activates a shield, partially protecting itself from all attacks while inside a bush."
While in a bush, Sprout gets a shield that reduces all damage taken by 30%. After exiting the bushes, it keeps the shield for another 3 seconds.

Sprout's Seed Bombs move slowly in the air, cannot be fired at Sprout's feet, and can bounce uncontrollably. As a result, it is very difficult for Sprout to attack enemies that are close to it unless nearby walls are used to assist them.

Sprout can prevent enemies from escaping the poison gas in Showdown with its Super, making enemies take more damage and potentially knocking them out.

Sprout's Super can also be utilized to block off vital choke points, effectively leaving only one or two passages for enemy Brawlers to walk through. This could cause them to clump together, allowing for an effective team wipe.

Sprout's Super can block the Siege robot from reaching the IKE, effectively nullifying the threat for as long as the barrier lasts. During this time, it also blocks any non-thrower projectiles and melee attacks from enemy Brawlers attempting to attack the IKE.

Sprout's main attack radius can damage multiple enemies, especially if it has their Overgrowth Star Power equipped. Hitting multiple opponents charges its Super faster, so always take advantage of the situation if enemy Brawlers clump together.

Voice Lines

3/4/20:

15/4/20:

Brawlers with invulnerability bubbles can now destroy the walls generated by Hedge.

Sprout's Garden Mulcher healing was decreased to 2000 (from 3000).

Sprout's Overgrowth explosion radius increase effect was decreased by 50%.

2/7/20:

Sprout's Overgrowth now takes 5 seconds to charge but the increased explosion radius is always applied.

The number of hits necessary to charge its Super was increased to 5 (from 4).

# data[].attributes.attachment_link.description
Sprout is a Mythic Brawler that attacks by throwing a ball of seeds over cover that travels forwards around the floor and bounces off walls. If the ball makes contact with enemies, or after a set period of time, it explodes to deal area damage.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Max

"Max goes fast! Her attack is a fast-firing blaster. Her Super speeds up her and allies!"
Max is a Brawler. She has moderate health and damage output, but a very fast movement and reload speed and great burst damage potential. Her primary attack shoots a quick salvo of 4 projectiles in a slight spread. Her Super momentarily boosts her speed and the speed of all allies in range. Her first Gadget, Phase Shifter, allows her to dash a few tiles ahead, becoming completely invulnerable for its duration. Her second Gadget, Sneaky Sneakers, creates a teleport location that she returns to after 4 seconds. Her first Star Power, Super Charged, automatically charges up her Super while she is moving. Her second Star Power, Run n' Gun, increases her reload speed while moving.

Attack: Faster Blaster
"Max's blaster shoots a bunch of projectiles fast! It holds a lot of rounds, and Max is quick with the reload."
Max quickly shoots 4 staggered projectiles from her blaster with a slight spread and a long range. Her blaster has 4 ammo slots that reload rather quickly. The attack takes 0.55 seconds to complete.

Super: Let's Go!
"Max momentarily boosts up her movement speed and that of nearby allies. Gotta go fast!"
Max drinks an energy drink bottle and creates an area of effect around her that boosts the movement speed of her and her teammates by 300 points for 4 seconds. Her teammates will still receive the movement speed buff even after leaving the radius.

Phase Shifter
"Max dashes forward, and becomes immune to all damage from enemies while dashing."
Max dashes 3 tiles in the direction she faces, while also having an immunity shield while dashing. However, she cannot dash across water and will be interrupted if she dashes into a wall.

Sneaky Sneakers
"Max blinks back to a place of her choosing after 4.0 seconds delay, recovering any damage she received in the meantime."
Upon activation, Max places a thunderbolt icon on the ground, gaining a Gadget symbol above her head and a bar that counts down to 4 seconds. After those 4 seconds, she teleports back to the icon with the health she had at activation time. If she has any status effects, such as Crow's poison, she retains the status effect. However, if she is defeated before she teleports, her Gadget charge is consumed, but she will not teleport.

Star Powers

Super Charged
"Max now charges her Super while moving."
When Max moves, her Super automatically recharges, similar to Darryl. Her Super stops charging when she's not moving. If she keeps moving, it takes around 32 seconds to fully charge up.
"Max reloads faster while moving."
Max reloads her main attack slightly faster than normal when moving.

Max can act like an assassin, using her fast reload and movement speed to burst enemies down. After getting within range, follow and chip away at enemies until Max can land a final blow.

Max's Super can be used to catch up to fleeing enemy Brawlers or ensure an easier escape from pursuing enemies. This makes her good with guerrilla tactics because she can get in, deal a lot of damage, and get out before she gets dealt any serious damage.

In Brawl Ball, use Max's Super to rush past the opposing team's defense and score.

To maximize the usage of Max's Star Powers, do not stand still. Even spinning in place can make use of the Star Powers.

Max's main attack has a range similar to Tara's, and while it doesn't do much damage, the fact that Max has 4 ammo slots, coupled with her much faster movement speed, means she can provide suppressive fire against enemies to prevent them from healing.

Max can use her first Gadget to absorb a hard-to-destroy projectile, like Nani's Peep or Tick's Headfirst, for a teammate in order to help them. This however requires precise timing.

Max's Super Charged Star Power works better in team events like Gem Grab or Hot Zone where Max will need to play as a support. Her Run n' Gun Star Power allows her to maintain the damage output of a typical sharpshooter and is preferred in Special Event modes like Boss Fight and Robo Rumble where her First Star Power charges her Super much less efficiently than normal.

Even though Max's Phase Shifter Gadget prevents damage from enemies, she can still be slowed or stunned.

Max's Sneaky Sneakers Gadget allows her to play aggressively for 4 seconds without major repercussions. After dropping it on the ground, take time pressuring enemies before returning to her original location for better opportunities. Do note that high-damaging enemies can ambush you when you teleport.

Voice Lines

18/12/19:

23/1/20:

Max's main attack damage was increased to 300 (from 250) per bullet.

Her Super's speed boost granted to teammates who enter the radius within 1 second (rather than instant).

Her Run n' Gun efficiency was decreased by 25%.

Her class was changed to Support (from Fighter).

17/3/20:

Max's health was decreased to 3400 (from 3500).

Her Run n' Gun efficiency was decreased by 17%.

Her Gadget Phase Shifter was added.

# data[].attributes.attachment_link.description
Max is a Mythic Brawler. She has moderate health and damage output, but a very fast movement and reload speed and great burst damage potential. Her primary attack shoots a quick salvo of 4 projectiles in a slight spread. Her Super momentarily boosts her speed and the speed of all allies in range.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Brock

Projectile speed

3044
3500 (with Rocket Fuel)

"Brock fires a long-range, explosive rocket at enemies. His Super is a ballistic rocket barrage that destroys cover!"
Brock is a Brawler who is unlocked as a Trophy Road reward upon reaching 1000 Trophies. He has a low amount of health but shoots rockets at a long-range that explode, dealing high damage in a short radius. His Super fires a barrage of rockets in a large area. His first Gadget, Rocket Laces, allows him to fire at his feet, damaging nearby enemies and launching Brock into the air. His second Gadget, Rocket Fuel, makes Brock's next attack a more devastating mega rocket. His first Star Power, Incendiary, allows his rockets to leave a patch of fire which deal damage over time in the area of effect. His second Star Power, Rocket No. Four, increases Brock's ammo capacity to 4.

Attack: Rockin' Rocket
"Brock lets fly with a single Rockin' Rocket that really goes the distance."
His attack is a far-reaching missile that deals high damage in a small radius on impact. However, Brock's attacks reload rather slowly and travel slowly as well.

Super: Rocket Rain
"Brock fires a rocket barrage that takes out enemies and obstacles. He only wants to see you bathing in the Rocket Rain!"
When Brock's Super is used, he launches a volley of 9 rockets spread out over a large area, dealing heavy damage, though they deal slightly less damage than Brock's main attack. These rockets can destroy obstacles or be fired over them. The Super takes 2.05 seconds to complete.

Rocket Laces
"Brock blasts the ground below him and propels himself into the air. The explosion deals 500 damage to nearby enemies."
When used, Brock will create an explosion with a range of 2.66 tiles under his feet to jump in the direction he faces, allowing him to jump over walls. Any enemy damaged by the explosion will be knocked back. The explosion cannot destroy walls or bushes.

Rocket Fuel
"Brock's next attack is a mega rocket that is bigger, faster, explodes with a larger radius, destroys walls and deals 100% extra damage"
When Brock activates this Gadget, his next attack deals double the damage, travels 15% faster, is 50% bigger, and destroys walls with double the explosion radius. A Gadget symbol will glow above Brock's head signaling this Gadget's usage, as well as a glowing attack joystick. This Gadget's cooldown starts after this attack is shot.

Star Powers

Incendiary
"The impact of Brock's attack sets the ground on fire. Enemies in the area take 600 damage per second! Lasts for 2 seconds."
Brock's rockets upon detonation or contact with an enemy, leave a patch of fire that disappears after two seconds. These flames deal 600 damage a second and are capable of dealing 1200. Incendiary does not affect Brock's Super.

Rocket No. Four
"Brock loads a fourth rocket into his launcher, increasing his ammo capacity (and discarding the thermos bottle he's been keeping in his launcher's #4 tube)."
Brock gains an extra rocket on his ammo bar, allowing him to have up to 4 attacks ready at once. However, Brock's reload speed remains the same, so it takes 33% longer for him to fully reload after firing all four rockets.

Try to predict where opponents are going to be. His rockets are fairly slow and narrow, and the enemy Brawlers will likely be moving.

Brock performs the best in maps that are open and don't have a lot of cover so that short-ranged Brawlers can't ambush him.

Always keep Brock behind other teammates. Brock has fairly low health and is best used for long-ranged support.

In Duo Showdown, two Brawlers will most likely be near each other. Brock's rockets have a small area of explosion when it hits something or when the rocket's distance has been met. Shooting a rocket in between the two Brawlers when they're near will damage both of them greatly.

Because of Brock's painfully slow reload time, it's important to make every shot count. Don't fire off all three rockets at once, since that will leave Brock completely defenseless.

Use Brock's Super whenever the opponents group up or one is hiding behind a wall.

Brock's Super is great for getting the enemy team to split up as they avoid the rockets so that teammates can deal with them one-by-one.

Brock's Gadget, Rocket Laces, can be used for getting out of situations such as being charged by tanks. He can also use it to keep distance by jumping over walls.

At close-range, Brock can easily defeat lower-health Brawlers by quick-firing 3 rockets. Saving Brock's ammunition is especially useful for close-range ambushes.

Brock is not a good Brawler to use in level-based Special Events because his Super can break walls, giving the robots a huge advantage in Robo Rumble and Boss Fight, and helping the Mega Monster destroy the city in Super City Rampage.

Use him in Heist to break the walls covering the enemy safe so that he can land burst damage on the enemy safe easily. Also, with his very long range and high damage, he can deal massive damage to the safe while staying relatively safe himself. His attack's slow movement speed will not be a disadvantage as the safe is stationary.

Brock's Incendiary allows him to create a tiny area of flames which disappears after about 2 seconds. It deals 600 damage per second and can damage a Brawler twice, which means its maximum damage would be 1200, adding a significant damage boost if a Brawler stays in the area of effect. This can be used as a form of crowd control or to discourage Brawlers from leaving/entering a certain chokepoint.

Brock's Rocket Rain can be used against a wall in front of a goal in Brawl Ball, meaning Brock does not have to go around the wall. This applies to all Brawl Ball maps with a wall in front of the goal.

A Rocket Fuel rocket can instantly take out a Tick if its Power Level matches Brock's, but its biggest impact is the splash damage it provides. Brock can deal splash damage, but it is rather difficult unless enemies stay within one tile. Making each individual shot count is vital for Brock whose reload speed makes him vulnerable once a couple of shots are fired.

Voice Lines

4/9/17:

Brock's rarity was changed to Rare (from Common).

His reload time decreased to 2.1 seconds (from 2.3 seconds).

His Super spread was made smaller.

Brock's main attack rocket speed was increased by 5%.

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Brock's Star Power Incendiary was added.

Also, Brock's Super now generates 25% less charge towards the next Super.

21/3/18:

Brock's main attack damage was increased to 1100 (from 1040).

His main attack range was decreased to better fit the screen.

Every Brawler's movement speed was increased by 70 points, increasing Brock's movement speed to 720 (from 650).

All Brawlers' projectile speeds were increased by 9%.

His main attack projectile size was increased.

5/12/18:

Brock and Beach Brock were remodeled.

Beach Brock is now 80 Gems (from 30).

# data[].attributes.attachment_link.description
Brock is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 1000 Trophies. He has a low amount of health but shoots rockets at a long-range that explode, dealing high damage in a short radius. His Super fires a barrage of rockets in a large area.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Bull

Reload

1.6 seconds
0.8 seconds (with Berserker)

"Bull deals massive damage up close with his shotgun. For his Super move, he charges through barriers and knocks back enemies!"
Bull is a Brawler who is unlocked as a Trophy Road reward upon reaching 250 Trophies. Like Shelly, he wields a shotgun. Bull has a high amount of health and excels at short-range combat. These attributes make him great at ambushing and overwhelming enemy Brawlers. His Super allows him to charge forward, damaging enemies and destroying obstacles in his way. His first Gadget, T-Bone Injector, instantly heals him for a considerable amount. His second Gadget, Stomper, halts his Super and stomps on the ground, slowing enemies within range. His first Star Power, Berserker, doubles his reload speed when he is at below 40% health. His second Star Power, Tough Guy, grants him a shield when he falls below 40% health.

Attack: Double-Barrel
"Bull's double-barreled shotgun deals heavy damage. It has very short range, so Bull likes to get up close and personal."
Bull fires a burst of 5 shells that do little damage on their own; however, if all of Bull's shells hit a single target, they can do a massive amount of damage. The range of Bull's attack is much shorter than Shelly's, but Bull's shells deal much more damage. The attack is more effective at close range since more shells are likely to hit the enemy.

Super: Bulldozer
"Bull puts his head down and bulldozes through opponents and obstacles. He's always been headstrong!"
Bull charges a long distance in a straight line in the direction he aims his Super. He destroys any obstacles that he makes contact with and knocks back and deals damage to enemies that he hits. Note that Bull can still be hit by enemies when he uses Bulldozer. If his final destination is in the middle of a lake, his charging distance increases to the closest piece of land. Knockback effects will not stop his Super, but stuns will.

T-Bone Injector
"Bull instantly rejuvenates himself for 1500 health."
When Bull's Gadget is used, he instantly heals for 1500 health. The effect, however, also stops the natural healing process. This Gadget cannot be used when Bull is at full health.
"Bull can interrupt his Super charge and slow all nearby opponents with a massive stomp for 1.5 seconds."
Bull can choose to immediately interrupt his Super dash by a stomp which also slows enemies caught within 4 tiles of him for 1.5 seconds. This can only be used when his Super is being used and cancels the Super upon use.

Star Powers
"When Bull falls below 40% health, his reload speed doubles!"
If Bull's health is less than 40% of its maximum, he turns red and his ammunition will begin to reload at double the normal rate. The effect is lost if Bull heals back above 40% health.
"When Bull falls below 40% health, he gains a shield that reduces all damage he takes by 30%."
If Bull's health is less than 40% of its maximum, he gains a shield that is identical-looking to Rosa and Darryl's, and he receives 30% less of all damage, including poison. The effect is lost if Bull heals back above 40% health.

Bull can do a lot of damage when he is able to get very close to his target. Take advantage of bushes or thin choke points to ambush enemy Brawlers and defeat them. However, note that Bull will still be visible in bushes when using his Super.

Bull has high health, but be careful, Bull's requirement to be close to his enemies can lead to him coming under heavy fire. Therefore, try to dodge enemy attacks. Bull has a higher movement speed than most brawlers so he can rush enemies and avoid their attacks more easily. One downside for this is his large hitbox, so it is a bit easier for Bull to get hit.

Bull's Super allows him to charge a very long distance in any direction, destroying all walls in his way. Since Bull is able to do the most damage when he is close to his target, this ability can be useful for getting Bull close enough to enemy Brawlers to defeat them. On the other hand, enemy Brawlers often know he is coming and move away, so this could be a detriment to you.

His Super can also come in handy when Bull needs to escape from enemy Brawlers due to the long distance of his Super. However, because he can still be hit during his running, other nearby Brawlers could easily defeat him at low health.

Bull can be very useful in Heist, rushing over water and breaking the walls in front of the safe. The opening that he creates by breaking the walls in his path can also be utilized by teammates to attack the safe.

Bull is also effective in Brawl Ball with his high health and charge that destroys obstacles. He can easily clear openings in the playing field, assisting his teammates in scoring.

Bull's Berserker doubles his damage output, making it the highest in the game for any Brawler. Unfortunately, maintaining such a low amount of health is detrimental to Bull's ability to get close enough to enemies since he can be easily defeated. However, Bull can use this power to dominate the bots in Boss Fight and Robo Rumble. You can also use this in Heist if you happen to be low on health whilst approaching the safe. While he is the big brawler in Big Game, however, this doesn't change much of Bull's reload speed, as being the boss already boosts your reload speed tremendously.

Try not to abuse Bull's ability to tank and soak up damage when not necessary as you may only end up letting the enemies charge their Supers, so expose yourself only when appropriate.

Bull's charging Super is great for surprising the enemy in Showdown when you start from a bush and especially in Duo Showdown when your partner is there to quickly finish the job.

In Bounty, try not to use Bull's Super to rush in, unless it's a desperate move. This will only give the opposing team stars and charge their Super. Instead, try to use his Super to run away whenever you might get overwhelmed with attacks.

While Bull's Super can be good for charging in or ambushing other players, it can also be used as an escape. Because Bull's charge is much faster than regular walking Brawlers, his Super can be used in the opposite direction if at any time he is at low health.

When using Bull's Super to attack or escape in Showdown, be mindful of poison in the arena or any natural hazards (i.e. water), as he may run too far into the clouds or trap himself in a spot that will lead to him being taken out. Stomper can save you from falling into the poison, as well as giving enemies a slowdown so they can't escape.

Use Stomper to catch flanking enemies by surprise. Bull's quick burst damage will allow him to get shots before a Brawler can react. In some cases Stomper may be needed to cancel Supers that enemies have already countered.

Voice Lines

18/12/17:

Bull's health was increased to 5000 (from 4800).

His main attack damage was increased to 440 (from 400).

His Star Power now triggers at 50% health (from 30%).

21/3/18:

Bull's main attack damage was decreased to 400 (from 440).

Every Brawler's movement speed was increased by 70 points, increasing Bull's movement speed to 770 (from 700).

All Brawlers' projectile speeds were increased by 9%.

5/12/18:

Bull's health was increased to 5200 (from 5000).

Also, Bull and Viking Bull were remodeled. Viking Bull is now 80 Gems.

# data[].attributes.attachment_link.description
Bull is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 250 Trophies. Like Shelly, he wields a shotgun. Bull has a high amount of health and excels at short-range combat. These attributes make him great at ambushing and overwhelming enemy Brawlers.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Colt

Movement speed

720
795 (with Slick Boots)

Range

9
10 (with Magnum Special)

Attack width

0.33
0.67 (with Silver Bullet)

"Colt fires an accurate burst of bullets from his dual revolvers. His Super shreds cover and extends the bullet barrage!"
Colt is a Brawler who is unlocked as a Trophy Road reward upon reaching 60 Trophies. He has a rather low amount of health, but high damage output. He fires a total of six shots per attack, and those shots have a very long range. His Super is very similar to his main attack, but it fires an extra-long volley of twelve bullets that can destroy obstacles. His first Gadget, Speedloader, instantly reloads 2 ammo in his ammo bar. His second Gadget, Silver Bullet, turns his next attack into a single piercing shot that deals massive damage. His first Star Power, Slick Boots, slightly but noticeably increases his movement speed, and his second Star Power, Magnum Special, slightly increases his main attack's range and bullet speed.

Attack: Six-Shooters
"Colt shoots six straight long-range shots out of his revolvers."
Colt shoots out a straight volley of six bullets. Their long range can pick off distant enemies. Each bullet by itself does little damage, but a whole volley hitting an enemy can deal devastating burst damage. The attack takes 0.75 seconds to complete.

Super: Bullet Storm
"Colt rattles off a massive burst of bullets that shoot extra far and destroy cover."
Colt fires an extra-long volley of twelve bullets. These bullets appear larger in size, have a considerably longer range, and have the ability to destroy bushes and walls and hit enemies behind them. Note that every bullet that hits a wall destroys the wall but the bullet that hit the wall is destroyed as well. The Super takes 1.35 seconds to complete.

Speedloader
"Colt instantly reloads 2 ammo."
When Colt's Gadget is activated, he reloads 2 ammo without delay. Other ammo will not be interrupted from reloading. If Colt already has full ammo, the Gadget cannot be used, but it can be used even if Colt only has one unfilled ammo bar.

Silver Bullet
"Colt's next attack is one powerful shot that deals as much damage as his entire burst, while going through obstacles and opponents alike."
When Colt's Gadget is activated, his next attack will fire a single bullet which does 7 times the damage of a single normal bullet and pierces through enemies. In addition, it can pierce through obstacles, breaking all walls and bushes that are in its path. Colt's Magnum Special Star Power affects the range of this Gadget. A Gadget symbol will glow above Colt's head signaling this Gadget's usage, as well as a glowing attack joystick. This Gadget's cooldown starts after this attack is shot.

Star Powers

Slick Boots
"Colt's movement speed is increased by 10%."
Colt's movement speed is increased by 10%, allowing him to move faster than most other Brawlers; most notably, the heavyweights that used to be able to outrun him and catch him.

Magnum Special
"Colt's attack range and bullet speed are increased by 11%."
Colt's main attack range is increased by almost 1 tile, making his range almost equal to Piper and Brock. The bullet speed is also increased to reach the target in the same amount of time at maximum range as normal.

Try to keep your distance. Colt specializes in long-range combat and can out-range Brawlers such as Shelly, El Primo, and Bull easily.

Follow the enemy's movement. The full potential of your attack requires all six of your bullets to hit the enemy brawler. Predicting and following the enemy's movement can allow all your bullets to hit and deals massive damage.

Colt has a relatively fast reload time compared to other sharpshooters, so you can counter them first in most situations. In case you need more ammo, you can also use your Gadget if necessary.

Colt's Super attack can be used to devastate enemies directly or can be used to destroy enemy cover so the rest of the team can move in and finish the enemies. In addition, his Super could also be used to prevent enemies from passing through an area for a short period of time.

You will want to use Colt on more open maps, where he can gain map control effectively, out-ranging many Brawlers with his attacks. His Magnum Special Star Power is also more effective when in open spaces, as it gives him additional range and therefore increases his area of control.

Colt's Slick Boots allows him to move faster, making chasing or escaping to cover easier. Slick Boots is excellent for dodging bullets from enemies.

In Brawl Ball, if the goal still has 2 blocks on the ends, you can kick the ball into the wall, then immediately use your Super to break the walls, enabling the ball to go through the goal with the new open space.

Colt's Speedloader Gadget can be extremely useful when attacking the enemy safe in Heist. The additional ammo it provides can do large amounts of damage even when Colt is out of ammo and potentially vulnerable to the enemy team.

In Duo Showdown and other team modes it's useful to play Colt with Brawlers who can slow down and/or stun enemies through Supers, Gadgets and Star Powers to make it easier to hit all of his bullets.

When being attacked by a Mortis, try to keep moving to one direction and shooting to the exact opposite way Colt is facing. Because Mortis lands slighty behind or in Colt with his attack, he has to follow him with subsequent attacks if Colt keeps moving the same way, making him run into all bullets.

Colt's Silver Bullet does more damage than hitting all shots from his main attack, however, Speedloader passively gives you a little less than twice the damage of Silver Bullet. Silver Bullet is an utility Gadget and should not be used offensively over Speedloader.

Voice Lines

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Colt's Star Power Slick Boots was added.

Also, Colt's Super now generates 17% less charge towards the next Super (120 → 100).

21/3/18:

Every Brawler's movement speed was increased by 70 points, increasing Colt's base movement speed to 720 (from 650).

Colt's Star Power speed increase was increased to 60 (from 50).

All Brawlers' projectile speeds are increased by 9%.

His projectile size was increased.

# data[].attributes.attachment_link.description
Colt is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 60 Trophies. He has a rather low amount of health, but high damage output. He fires a total of six shots per attack, and those shots have a very long range.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Shelly

Range

7.67
10 (with Clay Pigeons)

Attack spread

60°
20° (with Clay Pigeons)

"Shelly's spread-fire shotgun blasts the other team with buckshot. Her Super destroys cover and keeps her opponents at a distance!"
Shelly is a Brawler that is unlocked upon beginning the game. She has moderate health and damage output. Her shotgun deals more damage the closer she is to her target, making her excellent for short to mid-range combat. Her attacks have a wide spread as well. Her Super can clear several obstacles and will also knock back enemy Brawlers. Her first Gadget, Fast Forward, allows her to dash a few tiles in the direction she is facing. Her second Gadget, Clay Pigeons, narrows and increases the range of her next shot. Her first Star Power, Shell Shock, makes her Super momentarily slow down enemies. Her second Star Power, Band-Aid, heals herself when her health falls below 40%.

Attack: Buckshot
"Shelly's boomstick fires a wide spread of pellets to a medium range. The more pellets hit, the greater the damage."
Shelly fires a burst of shells that deal medium damage. The attack is more effective at close range since more of the shells will hit the enemy, but the range of her attack is quite far. This allows Shelly to excel in close-quarters combat, especially against Brawlers with lower health and/or short-ranged attacks.

Super: Super Shell
"Shelly's Super Shell obliterates both cover and enemies. Any survivors get knocked back."
Shelly's Super fires a highly damaging burst of shells which can not only destroy obstacles but also knock back enemy Brawlers. Super Shell can be used defensively to knock enemies away from Shelly and her teammate or to interrupt an enemy Super such as Frank's or Rico 's. Alternatively, you can use it to sweep bushes and destroy obstacles to uncover enemies.

Fast Forward
"Shelly dashes ahead, skipping a few unnecessary steps!"
Shelly can dash 3 tiles in the direction she is facing using her Gadget. This makes it so that using her Super is much easier and can be saved for a crucial moment. Be careful when using it near walls and rivers as charging into a wall or river will cut the dash short.

Clay Pigeons
"On activation, Shelly's next main attack focuses the fire to a smaller area and increases the range."
Shelly's next main attack will have its spread cut by one third and range increased to 10 tiles. A Gadget symbol will glow above Shelly's head signaling this Gadget's usage, as well as a glowing attack joystick. This Gadget's cooldown starts after this attack is shot.

Star Powers

Shell Shock
"Shelly's Super shells slow down enemies for 3.0 seconds!"
Brawlers hit by Shelly's Super Shell are slowed down by a considerable amount for 3 seconds. This allows Shelly and her teammates to quickly catch up to enemies.
"When Shelly falls below 40% health, she instantly heals for 1800 health. Band-Aid recharges in 20.0 seconds."
Shelly has a yellow bar similar to Bibi's Home Run bar, which takes 20 seconds to charge up. If Shelly falls below 40% health, she instantly heals for 1800 health, and the yellow bar resets. However, if Shelly has over 40% health and she gets defeated in one blow by a high-damage Brawler like Bull, her Star Power will not activate, and she will have to wait another 20 seconds to get Band-Aid back after respawning regardless if it was charged or not. The amount healed by Band-Aid is not affected by Showdown Power Cubes.

Shelly is amazing in maps with lots of bushes and walls. However, be careful when using her Super, as it does destroy walls and bushes, which could prove fatal to teammates if they need the cover.

The spread on Shelly's attacks allows her to sweep bushes and expose any enemies hiding in them.

Take advantage of walls when approaching long-range enemy Brawlers, such as Colt or Rico (for Rico, try to avoid having a large assortment of walls by and behind you that he could bounce his projectiles on), since they can out-range and take down Shelly with ease in the open.

Shelly is an excellent counter to El Primo and other close-range Brawlers. Shelly out-damages El Primo and can knock him back with her Super if things get fierce. This can also be used to push him away from your safe in Heist or Siege.

Shelly's Clay Pigeons Gadget can be used directly after using her Super at mid-range. While the enemy gets knocked back, Shelly is able to hit all bullets with her Gadget to provide maximum value.

Shelly is moderately good in Brawl Ball. She can destroy walls blocking the enemy's goal and allow your team to score more easily.

Shelly's Super has the ability to interrupt other Brawlers' Supers because it pushes them back. For example, she can stop Frank from using his Super if she hits him with her Super during his wind-up.

Shelly is capable of "Super Stacking." This is done by using her Super against an enemy Brawler at point-blank range. This will charge her Super such that she needs only one more main attack to have her Super ready again, allowing her to move on to the next Brawler to repeat the process, gaining and using Supers in quick succession.

Using her Shell Shock Star Power, she can slow down Brawlers trying to escape, allowing her and/or her teammates to catch up and eliminate them.

In Duo Showdown, there are a lot of useful team combinations, like the Shelly and Tara team and the Shelly and Gene team. If Tara uses her Super to drag enemies toward her, Shelly (with Super) can advance toward the disabled enemies and use her Super. As for Gene and Shelly, if Gene pulls the enemy Brawler towards Shelly, Shelly can use her Super to defeat the enemy.

A tactic some people use as Shelly in Brawl Ball is shooting and immediately using her Super to break any obstacles that can block the ball from getting into the goal, surprising the defending Brawlers.

If Shelly is at low health and is being chased by a Brawler, she can use her Super to knock back the Brawler and gain a bit more time to escape. This works even better if she has Shell Shock since that way, she can also slow them down for a few seconds.

Shelly's Clay Pigeons Gadget channels her shot making it easier to charge Supers. In mirror matches or against medium-ranged Brawlers this can be helpful, but her Fast Forward Gadget gives Shelly more opportunities. It allows her to get in close range to enemies and ambush them, potentially surprising enemies if she dashes from a bush.

Voice Lines

16/8/17:

Shelly's reload time was increased to 1.5s (from 1.25s).

Main attack range was decreased to 6.67 tiles (from 7.67 tiles).

Main attack shells are spread further apart.

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Shelly's Star Power Shell Shock was added.

21/3/18:

Every Brawler's movement speed was increased by 70 points, increasing Shelly's movement speed to 720 (from 650).

All Brawlers' projectile speeds are increased by 9%.

Shelly's main attack damage was decreased to 300 (from 320).

15/4/19:

Shelly's main attack range was increased to 7.67 tiles (from 7.33 tiles).

Her main attack projectile speed was increased by 5%.

2/7/20:

Shelly's facial animations were reworked.

Shelly's True Silver and True Gold skins were added.

10/9/20:

Shelly's health was increased to 3800 (from 3600).

The number of hits necessary to charge her Super was decreased to 2 (from 3).

Also, her Super charge rate decreased slightly from Super attack.

# data[].attributes.attachment_link.description
Shelly is a Common Brawler that is unlocked upon beginning the game. She has moderate health and damage output. Her shotgun deals more damage the closer she is to her target, making her excellent for short to mid-range combat. Her attacks have a wide spread as well.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Emz

"Emz attacks with blasts of hair spray that deal damage over time, and slows down opponents with her Super."
Emz is a Brawler who is unlocked as a Trophy Road reward upon reaching 8000 Trophies. She has moderate health and moderate damage output, but has a very wide and long range. Her Super can slow down and damage enemies in a radius. Her Gadget, Friendzoner, pushes away all nearby enemies in a radius around herself while damaging them. Her first Star Power, Bad Karma, makes each tick from her attack increase in damage. Emz's second Star Power, Hype, heals a bit of health every second her Super damages an enemy.

Attack: Spray
"Emz gives you a blast of her hair spray! It's strong enough to melt your face."
Emz sprays her hairspray that can hit multiple enemies at once, dealing moderate damage. Her hairspray lingers at the end of its range, damaging every half-second.

Super: Caustic Charisma
"Emz creates a cloud of toxicity around herself, slowing down the movement of enemies and damaging them."
Emz creates a circular cloud of toxicity around herself with a large radius, slowing down and dealing very low tick damage per second to enemies within the radius. Her Super cannot be interrupted by stuns or knock-backs. It is similar in mechanics to Spike's Super and is nearly the same radius as Sandy's Super, but the area of effect will move with Emz.

Gadget: Friendzoner
"Emz pushes back all enemies around her while also dealing 500 damage."
Emz creates a wave that pushes all enemies in a small radius of about 2.67 tiles away from her while also dealing 500 damage.

Star Powers
"Enemies that stay within the cloud of Emz's toxic hair spray suffer increasing damage, 20% per hit."
Enemies that Emz hit take 20% more damage than the previous tick of damage before the attack disappears. This makes Emz's attacks much more deadly.
"Emz recovers 320 health per second for each enemy inside her Super's area of effect."
Enemies that her Super hit recovers Emz 320 health per second for each enemy damaged, which is up to a total of 1600 health over 5 seconds per brawler.

Emz can perform guerrilla tactics that consist of spraying hairspray and running for cover in quick succession because of their lingering main attack. However, unlike her Super, her main attacks do not go through walls and open space is required for these tactics to work.

When using her Super, try to damage enemies behind walls so that you can damage them while them not being able to do so.

If Emz is chasing you, don't run away from her. Instead, get close to her to defeat her because the more time you stay in her gas, the more damage you'll take, if you are close to her you will take less damage. One good example is Mortis, if you know how to dash, you can easily approach Emz without taking too much damage and quickly take her down. Be warned that experienced players will save their Supers to counter this tactic, therefore more caution is needed.

Emz can deal better damage in mid-long range so don't approach Brawlers to a short range where they would have an advantage over you. In Bibi's case, however, you can use her knockback against her, provided that you survived Bibi's knockback attack, you can use this as opportunity to spam your lingering spray, which will force Bibi to retreat.

When using Emz's Super, try to position so that the enemy is near the edge of your Super range. This way, when you attack, the enemy will be slowed and forced to suffer from all 3 ticks of your attack.

Emz is very effective at mid to long range. Try to keep the enemy you are attacking at about 2/3 of the attack range, this will cause the enemy to take up to 3 ticks of damage. However, if the enemy is in very close range to you, you will only be able to deal 1 tick of damage, and if the enemy is at the far range of your attack, it will only do two.

Emz is a great control Brawler in Gem Grab and Brawl Ball due to her lingering attack. Use Emz to push your enemies to the opposing side while consistently collect gems in Gem Grab or keep enemies slowed down when they have the ball in Brawl Ball.

Emz can be useful when chasing down low-HP Brawlers since her lingering attack can stack up to massive amounts of damage and her Super can slow down Brawlers who are running away. This attribute is beneficial during desperate times in Bounty or Gem Grab.

Emz's main attack speed is fast enough for her to fire another hairspray cloud before her previous attack has fully dissipated. The damage from both attacks stack on top of each other, effectively doubling her damage per second.

The slow from Emz's Super provides a useful defense from close range Brawlers, especially ones heavily reliant on movement abilities such as Mortis or Carl.

Perhaps the largest weakness Emz has is that she cannot deal sufficient damage if a Brawler is close to her. Her Gadget covers this weakness. If an enemy Brawler is in close range with you, you can use her Gadget to push them back.

Despite its small range and radius, Emz's Gadget can be used to either knock the ball out of a Brawler's hands in Brawl Ball, cancel Frank's Super or, in Showdown, push enemies into the poison if positioned accurately.

Voice Lines

19/2/20:

Emz's health was increased to 3800 (from 3600).

Her Hype healing was increased to 400 (from 300) per enemy hit.

2/7/20:

Emz's health was decreased to 3600 (from 3800).

Her Friendzoner push back radius and distance were decreased.

Her Friendzoner charges were increased to 3 (from 2).

Emz's True Silver and True Gold skins were added.

# data[].attributes.attachment_link.description
Emz is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 8000 Trophies. She has moderate health and moderate damage output, but has a very wide and long range. Her Super can slow down and damage enemies in a radius.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Tick

Reload

2.2 seconds
2 seconds (with Automa-Tick Reload)

Level Head Health Head Damage

"Tick is a metal ball of barely controlled excitement and energy - explosive energy! He throws mines, and his Super makes his head detach, seek a target and explode."
Tick is a Brawler who is unlocked as a Trophy Road reward upon reaching 4000 Trophies. He has low health but high damage potential, and attacks by lobbing three time bombs that detonate after a delay or when a target is within their blast radius. His Super launches his head, which chases after the nearest target and deals high splash damage upon collision. His Gadget, Backup Mine, allows him to dash ahead and leave behind a single mine. His first Star Power, Well Oiled, allows him to naturally heal faster than normal. His second Star Power, Automa-Tick Reload, increases the reload speed of his main attack.

Attack: Minimines
"Tick lobs a cluster of mines that separate before landing. The mines explode on contact with a target, or after a few seconds."
When Tick attacks, he throws a large projectile over walls, splitting into three mines that spread over a large area. If a target is in close proximity to a mine, it will explode, dealing moderate damage. Otherwise, it will explode after 2 seconds. The mines take a while before landing, and his reload speed is incredibly slow; however, the enemy takes huge amounts of damage if hit by all three mines.

Super: Headfirst
"Tick detaches and launches his head. After landing, the head hops toward the nearest target and explodes on contact!"
When Tick uses his Super, he detaches his head, launching it over walls. After a small delay, the head will find and chase the nearest enemy Brawler like a homing missile. Upon reaching its target, it will explode, dealing devastating damage while breaking nearby walls and bushes. However, if it is destroyed before it reaches a target, it will explode prematurely.

Gadget: Backup Mine
"Tick makes a quick dash, leaving a single mine on the ground."
Tick dashes 3 tiles in the direction he faces, while dropping behind a single mine that acts identical to that of his main attack. He cannot dash across water and will be interrupted if he dashes into a wall. The mine deals 700 damage and does not charge Tick's Super.

Star Powers
"When Tick takes no damage and doesn't attack, he starts recovering health 2.0 seconds faster than normal."
Normally, Brawlers will start regenerating health 3 seconds after being hit. However, Tick will start regenerating health 1 second after being hit or using his attacks.

Automa-Tick Reload
"Tick's reload time is 10% shorter."
Tick reloads his main attack faster than normal, allowing him to throw more mines and keep enemies out of the area.

Tick has the lowest health of any Brawler in the game. Hence, keep a long distance from enemy brawlers. Hiding behind walls is recommended, as Minimines can be lobbed over walls.
He also does not have a particularly quick movement speed or time before he can start to recover health. However, if with his Well Oiled Star Power active, he can start recovering health only 1 second after taking damage or attacking, so he can afford to take some damage before hiding behind a wall to heal up, but this would not be advised without Well Oiled.

Tick is very good as a control brawler. Throw his mines where the enemy will go instead of trying to do damage to them. This forces them back, because if they step on all 3 of his mines they will take a huge amount of damage.

Tick's minimines when thrown directly towards the border of the map, will cause the mines to hit the edge of the map and the mines will be in a straight row. Leading an enemy near the border of the map and throwing mines at the wall can have the opponent walk into the mines in a straight line.

Do note that enemies can see his mines, unlike Bo's mines. Tick's mines go off after two seconds, unlike Bo's that stay there, until he uses his Super again or they are set off.

Tick's head can inflict splash damage that can also destroy bushes and walls. His head can easily be destroyed, so use it against enemies low on health to force them to attack and stop them from recovering or an enemy who has used up all his ammo, or a brawler very close to him.

Tick is vulnerable to large bush areas that can be found in matches like Snake Prairie and Cavern Churn. Brawlers like Bull and El Primo can come out of the bush and defeat Tick easily when he is close. However, Tick has an advantage in bush areas. He can use his Super in bushes and his head would detect and damage the closest enemy without the target noticing.

Tick's head blasts without dealing any damage if a brawler (such as El Primo, Crow, or Piper) jumps over it, so release the head after these brawlers use up their Super.

In the game modes that spawn items (for example, Gem Grab and Siege), Tick can be used much like Barley in order to prevent enemies from reaching the Gems or Bolts.

Tick can also prevent enemies from getting other items by throwing his mines around them. For example, he can prevent enemies from getting Power Cubes in Showdown, the ball in Brawl Ball, and the star at the center in Bounty. Enemies would try to still get those items, which will get him an easy defeat.

Since Tick has the lowest health in the entire game, he would be more helpful to use in Duo Showdown rather than Solo Showdown. He can lure or annoy the enemies by placing mines all around them, and then the other teammate (preferably someone with more health and damage) can finish that enemy off.

Frank or Tara are very effective when paired with Tick (excluding Duo Showdown) because of the fact that their Supers stun/pull multiple enemy brawlers, allowing Tick to do maximum damage with his attacks and Super.

Tick has a longer range then the other throwers, so it is easier to control the field using Tick.

In Showdown, if possible, it is an effective strategy to use Tick to trap opponents in the gas. Keep deploying mines at any possible exit points until they die to the gas. If they escape, he should be able to finish them off with his Super.

Try not to spam all 3 of his shots in a choke point or high traffic area (Gem Spawner, Ball, etc). Use his attacks wisely to force enemies to move to a certain position, or create opportunities to push forward by spreading his mines over a large area.

If he is being chased, try to throw his mines behind him as auto-attacking will be useless. In other situations he should deploy his mines where enemies will step.

Whenever he is facing tanks, save his Super mainly for defending against rush attacks. Since Tick is quite weak, hide behind walls and keep his distance.

In Gem Grab and Siege, Tick is not recommended to hold the pickups, as his low health means he can be dispatched quickly and lose the pickups.

Mortis counters Tick (and any other thrower) easily, due to the fact that he can dash around, avoiding their attacks. If he is being pressured by a Mortis, he can use his Backup Mine Gadget or Super to either get away and deal a tiny bit of damage or knock them back and deal huge damage.

In Duo Showdown, an allied Gale or Gene can push/pull enemies into Tick's mines, dealing massive damage.

Note that unlike most throwers, Tick's mines do not land more quickly or slowly depending on where he threw them, so when being chased, throw mines further ahead of him while using his Gadget to dash ahead, hopefully shaking them off.

Voice Lines

29/8/19:

Tick's main attack mine explosion radius was increased by 11%.

His head no longer homes to targets or explodes on targets that are in the air.

9/10/19:

Tick's main attack mine explosion radius was decreased by 6%.

His mines duration was decreased to 1.6 seconds (from 2 seconds).

His mines are now deployed in a fixed pattern on the ground.

23/10/19:

Tick's mines duration was increased to 2 seconds (from 1.6 seconds).

His Automa-Tick Reload time was decreased to 10% (from 13%).

# data[].attributes.attachment_link.description
Tick is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 4000 Trophies. He has low health but high damage potential, and attacks by lobbing three time bombs that detonate after a delay or when a target is within their blast radius.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Bo

"Bo fires three explosive arrows toward his targets. His Super ability places a trio of hidden, explosive mines on the ground!"
Bo is a Brawler unlocked as a Trophy Road reward upon reaching 3000 Trophies. He has fairly high health, moderately high damage, and great utility. He attacks by firing exploding arrows that deal moderate damage at long range. His Super places invisible traps in an area that explode when an enemy steps on them. His first Gadget, Super Totem, places a totem that slowly charges the Supers of nearby allies. His second Gadget, Tripwire, enables him to detonate his mines manually without having an enemy trigger them. His first Star Power, Circling Eagle, increases his field of view into bushes. His second Star Power, Snare a Bear, causes his mines to momentarily stun enemies of a knockback.

Attack: Eagle-eyed
"Bo releases a trio of exploding arrows, tearing up enemies like an eagle's talons."
Bo shoots three explosive arrows that can deal moderately high damage to enemies within a small radius of the explosion. They have a long range and are fired with a small sweeping spread from left to right. The attack takes 0.85 seconds to complete.

Super: Catch a Fox
"Bo hides explosive traps in the ground. When triggered by an enemy, the traps explode after a short delay, knocking back and damaging enemies."
Bo throws three mines that explode 0.7 seconds after being triggered by enemies, dealing damage, destroying nearby obstacles, and knocking back any enemies inside its 2 tile blast radius. The traps are invisible to enemy Brawlers when placed, but when triggered, they beep and flash momentarily before exploding.

Super Totem
"Bo drops a totem that recharges his and any allies' Supers within the area of effect."
Bo drops a small totem pole that will recharge his and any allies' Supers 5% per second within the area of affect. A total of 20 seconds is needed to recharge a full Super with the use of this Gadget. Each totem has 1000 health and a range of 2 tiles. The previous totem will automatically be destroyed if Bo places another totem. If there are multiple totems from multiple allied Bos, the charging effect will stack.
"Bo triggers all of his mines after 1.5 seconds. During the delay the mines are completely undetected to opponents."
Upon activation, Bo's mines will have a 1.5 second delay before detonating. This detonation has the same effects as their original method and can activate Bo's Snare a Bear Star Power and destroy walls; however, enemies cannot see the mines before detonation. If this Gadget is activated before the last mine is set, Tripwire only detonates the bottom two.

Star Powers

Circling Eagle
"Bo spots enemies hidden in bushes from 150% longer distance than normally."
This Star Power allows Bo to see 5 tiles into bushes (and his team can see his extended field of view as well), instead of the normal 2 tiles. This allows him to spot enemies in bushes before enemies can see him, or to anticipate an ambush.

Snare a Bear
"Instead of a knockback, Bo's traps now stun the enemy for 2.0 seconds!"
Bo's mines now stun enemies for 2 seconds instead of knockback, rendering them vulnerable. The stun does not stack; instead, it will start over when another mine hits an enemy.

Bo's Super can be used to defend critical paths on the battlefield. Enemy Brawlers taking that path will take high damage when they step on the trap. It can be used to cover the gem mine with traps in the Gem Grab Event to damage enemy Brawlers who are gathering gems from it. It can also be used to cover key choke points in Showdown.

Bo's fairly high health can be used to walk the ball into the enemy goal in Brawl Ball. In addition, Bo's mines can be used to break down enemy cover. Clearing up certain maps could be beneficial due to Bo's relatively long range, especially if he has teammates with long range abilities.

Bo always shoots three arrows from left to right. You can take advantage of this to control the spread of your arrows. If you want to concentrate fire in a small area, move left while firing, allowing more arrows to hit a single target. For an attack with more spread, move right. The space between each arrow will be increased, giving the attack a wider spread.

Bo's Circling Eagle is really useful on maps filled with bushes, with his doubled radius of vision in bushes. Some maps include Cavern Churn, Feast or Famine and Snake Prairie. Since you have a sight advantage, avoid getting close to tanks or other high-damage Brawlers. Place his mines to cover the lane with only one passageway while you can cover the other side with your increased sight. When played properly, Bo can quite easily dominate bushy maps. This is also really useful in 3v3, for his increased sight in bushes is shared with teammates too.

Some of the best maps for Bo's Circling Eagle are Hunting Party and Snake Prairie, among others. This will help you avoid getting defeated by short-ranged Brawlers like Bull or Darryl.

Bo's mines have a knockback effect, so if placed correctly, it can knock enemy brawlers into the poison gas / angry robot. With Bo's Snare a Bear, Bo's mines will instead stun. This allows you to quickly finish of brawlers without any risk of dying. In Duo Showdown, Bo can be used with a high damage brawler, such as Darryl or Shelly, to finish off a stunned brawler.

Bo's mines are lobbed and thus can be thrown over walls. This is good when you know there is a brawler hiding in a bush opposite to you behind a wall. Throw it ahead of them, so they are forced to walk into it, as they cannot go through the wall.

Bo's Super Totem Gadget can be used near your team's spawn to allow them to gain their Super before a team fight. This also decreases the chance of the enemy destroying your totem.

Bo's Snare a Bear Star Power can come into great effect in several Weekend Events. If one of your enemies is stunned, you and your teammates can deal great damage to them temporarily without being targeted. This includes the Bosses in Super City Rampage, Robo Rumble and Boss Fight, or the Big Brawler in Big Game.

When an enemy tries to disarm your traps, use Bo's Tripwire Gadget to catch them off guard and do instant damage. Coupled with Bo's second Star Power, Bo can passively force enemies to not disarm their mines. This allows him to control open areas simply by selecting this Gadget.

When Bo's Super is used, the third mine is set slightly after the other two. Thus, activating Bo's Tripwire Gadget immediately after using his Super only explodes two mines. In Brawl Ball, this can be used to explode walls or obstacles in front of the enemies' goal, which makes it much easier to score. One mine would still be hidden until an enemy steps on it.

Try to use Bo's Tripwire Gadget before the enemy steps onto it, since the 1.5 second delay allows the enemy to get away. Also keep in mind that the 1.5 second delay takes longer than its normal 1.15 seconds.

Voice Lines

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Bo's Star Power Circling Eagle was added.

Bo's mines' damage was increased to 1440 (from 1200).

They once again have a pushback effect.

11/6/19:

Bo's main attack damage was increased to 520 (from 500).

The number of hits necessary to charge his Super was decreased to 10 (from 11).

10/9/20:

The number of hits necessary to charge his Super was decreased to 9 (from 10).

His Super charge rate decreased slightly from Super attack.

# data[].attributes.attachment_link.description
Bo is a Common Brawler unlocked as a Trophy Road reward upon reaching 3000 Trophies. He has fairly high health, moderately high damage, and great utility. He attacks by firing exploding arrows that deal moderate damage at long range. His Super places invisible traps in an area that explode when an enemy steps on them.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Dynamike

Movement speed

720
870 (with Fidget Spinner)

Level Damage per dynamite
"Dynamike lobs two explosive sticks of dynamite. His Super attack is a whole barrel full of dynamite that blows up cover!"
Dynamike is a Brawler who is unlocked as a Trophy Road reward upon reaching 2000 Trophies. He has low health but a high damage output. He attacks by throwing sticks of dynamite that blow up and deal damage in a small radius. When he uses his Super, he throws a large barrel bomb that does very high damage in a large radius around it and knocks back enemy Brawlers when it detonates. The dynamite and the barrel bomb can both be lobbed over walls. His first Gadget, Fidget Spinner, allows him to randomly and rapidly fire sticks of dynamite in a circular area around himself with an extra speed boost. His second Gadget, Satchel Charge, makes Dynamike's next main attack stun enemies for 1.5 seconds. His first Star Power, Dyna-Jump, enables him to use his dynamite's explosion to jump over walls and Brawlers while doing damage. His second Star Power, Demolition, adds 1000 damage to his Super.

Attack: Short Fuse
"Mike tosses two sticks of dynamite, passing over any obstacles in the way. The fuses are cut as short as Mike's explosive temper!"
Dynamike throws two sticks of dynamite over walls that blow up after 1.1 seconds, dealing heavy damage to any enemies caught in their blast radius. The two sticks spread out a short distance from each other perpendicular to the direction of the throw as they travel, and they detonate simultaneously. If both sticks land on the enemy he is attacking, he can do twice the damage.

Super: Big Barrel o' Boom
"A big-bada-barrel of dynamite blows up cover. Any surviving enemies get knocked back on impact!"
Dynamike throws the barrel bomb he carries on his back. The bomb can be thrown a fair distance, and after 1.3 seconds, it detonates and deals very high damage to enemies within its large blast radius. Any survivors are knocked back from the explosion. The bomb will also destroy walls and bushes.

Fidget Spinner
"Dynamike spins furiously with increased movement speed and throws multiple sticks of dynamite around himself. Each dynamite deals 700 damage to enemies."
Dynamike rapidly fires 20 sticks of dynamite within a 9 tile radius around him, each stick dealing 700 damage upon detonation. He receives an over 20% speed boost for the 2 second duration, but is unable to attack while this Gadget is in effect.

Satchel Charge
"Once activated, the next main attack also stuns enemies for 1.5 seconds."
Dynamike's next main attack stuns enemies for 1.5 seconds. A Gadget symbol will glow above Dynamike's head signaling this Gadget's usage, as well as a glowing attack joystick. This Gadget's cooldown starts after this attack is shot.

Star Powers
"Dynamike can ride the blast wave of his explosives to jump over obstacles!"
Dynamike's main attack and Super propel him a short distance away from the detonation point. He can also use this to jump over walls. While in the air, Dynamike is completely immune to all damage besides status effects and damage applied over time.

Demolition
"Adds +1000 damage to Mike's Super."
Dynamike's Super deals 1000 more damage. This does not change its explosion radius, knockback, Super charge given, or the type of map features it can destroy.

Dynamike's dynamites can do some massive damage if thrown correctly. Since the dynamite takes a bit of time to travel and blow up, instead of trying to throw it directly at the enemy, try throwing it where they are likely to be by the time the dynamite goes off.

Hiding behind a bush with a wall in front of it and throwing the dynamite toward the enemy Brawlers from there can be effective since it will be difficult for most other Brawlers to reach you.

When being chased by an enemy at close range, try throwing your dynamites a bit in front of you. This either makes your opponent stop chasing or take damage from your attack.

Try throwing your Big Barrel o' Boom to damage at least two enemies, as it will deal enough damage to charge the Super and you can throw another Big Barrel o' Boom instantly.

In Showdown, if your opponent is near the gas, you can throw your Big Barrel o' Boom to push them into the gas for them to take extra damage.

In Gem Grab or Siege, throwing a stick of dynamite near a Gem/Bolt can drive opponents away from it, allowing Dynamike or his teammates to get the item more easily.

Dynamike's damage radius decreases as he throws the sticks closer to himself, making it significantly harder to hit enemy Brawlers that have managed to get close to him.

Mortis is a huge counter to Dynamike due to his above-average speed and dashing capabilities, as well as his high single-target damage output, so watch out for Mortis before he can burst you down. Alternatively, if caught by him, you can use Dynamike's Satchel Charge Gadget to possibly change the fate of the fight, though Mortis can also counter this by quickly defeating him with his Survival Shovel Gadget.

For advanced players with abnormal timing skills: If you can aim Dynamike's Super and a couple stick of dynamite, you can get the Super to push enemies into the sticks of dynamite and deal extreme damage to them, usually knocking them out unless they are tankier Brawlers like Bull, Rosa, Frank, or El Primo.

With his Dyna-Jump Star Power, it is effective to escape from nasty situations by throwing dynamite at your feet. This will not only damage nearby enemies but also throw you back some distance, avoid damage, and allow for a speedy escape over walls. In desperate situations, his Super will propel him even further, making it a more reliable tool for escape while also being able to damage and even defeat enemies due to the large amounts of damage dealt by the Super.

Though the timing is tricky, it is possible to jump over enemy attacks with Dynamike's Dyna-Jump. This is rare, but can help in sticky situations when under heavy fire.

His Fidget Spinner Gadget is useful for bush checking as it covers an extremely wide area. He can also use his Gadget to reliably defeat low-health enemies who are very close to him, which would be otherwise very hard to hit with his regular attack.

Dynamike's attack fuse makes it hard for him to defend. Satchel Charge allows him to burst enemies down safely, especially low-health ones; Piper is particularly prone due to her lacking close-range abilities. This is also incredibly useful in Heist when needing to take out heavyweights. His reliance on this Gadget makes it niche, however in offense-oriented modes such as Bounty stuns are valuable tools to have.

Pairing Satchel Charge with Demolition is very useful, as Dynamike will get full Super damage added onto the Demolition increase, as well as the attack damage.

Voice Lines

16/8/17:

Dynamike's main attack damage was increased to 180 (from 160) per dynamite.

His Super damage was increased to 540 (from 500).

Both the main attack and Super projectiles deploy faster (explode time was decreased to 1.4s from 1.5s).

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Dynamike's Star Power Dyna-Jump was added.

Dynamike's Super now generates 17% less charge towards the next Super.

21/3/18:

Every Brawler's movement speed was increased by 70 points, increasing Dynamike's movement speed to 720 (from 650).

Dynamike's projectile speed was increased by 14%.

10/9/20:

Dynamike's Super charge rate increased to fully charge from 2 full hits with main attack.

Fixed an issue where Dynamike's Satchel Charge stun effect was only applied to one dynamite stick.

# data[].attributes.attachment_link.description
Dynamike is a Common Brawler who is unlocked as a Trophy Road reward upon reaching 2000 Trophies. He has low health but a high damage output. He attacks by throwing sticks of dynamite that blow up and deal damage in a small radius.

# data[].attributes.body
skin

# data[].attributes.body
skin

# data[].attributes.attachment_link.title
Πάμε να δούμε όλα τα skins που έχω ! Brawl Stars Skins 2020 | NoMercy Greek BrawlStars

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Nita

Bear reload

0.6 seconds
0.24 seconds (with Hyper Bear)

Level Bear Health Bear Damage

"Nita strikes her enemies with a thunderous shockwave. Her Super summons a massive bear to fight by her side!"
Nita is a Brawler that is unlocked as a Trophy Road reward upon reaching 10 Trophies. She has moderate health and attacks with shockwaves that have moderate range and can hit multiple enemies. She is most notable for her Super's ability to summon the "Big Baby Bear." This bear has high health and quick, dangerous melee attacks. Her first Gadget, Bear Paws, will briefly stun all enemies in an area around her Bear. Her second Gadget, Faux Fur, shields her Bear for a brief amount of time. Her first Star Power, Bear with Me, slightly heals her bear when she herself attacks an enemy, and Nita slightly heals when her bear attacks an enemy. Her second Star Power, Hyper Bear, increases the attack speed of her bear.

Attack: Rupture
"Nita sends forth a shockwave, damaging enemies caught in the tremor."
Nita creates a ranged shockwave that deals moderate damage. It has moderate range, and the shockwave is fairly wide, but it does not spread out as it travels. The shockwave can pierce and hit multiple enemies.

Super: Overbearing
"Nita summons the spirit of Big Baby Bear to hunt down her enemies."
Nita summons the "Big Baby Bear" to chase down and damage enemies. The "Big Baby Bear" walks towards the nearest enemy even if they are in a bush and attempts to hit them with quick melee attacks that does considerable damage. The bear shares the same above average health with Nita.
"Nita commands her bear to slam the ground, stunning all enemies within its reach."
After a 1 second delay, Nita's bear will stun enemies for 0.5 seconds within a 3.33 tile radius of it, allowing it to catch up to and attack them when this Gadget is used. The Gadget can only be used while Nita has a bear from her Super within 12 tiles of her current location on the map.
"For the next 3.0 seconds, Nita's bear gets a 35% shield against damage."
Nita's bear will be shielded from attacks by 35% for 3 seconds. This is slightly more protective than most other shielding abilities; however it is applied onto a mobile spawnable. The Gadget can only be used while Nita has a bear from her Super within 12 tiles of her current location on the map.

Star Powers

Bear with Me
"Nita recovers 500 health whenever her bear hits an enemy. When Nita deals damage, her bear regains 500 health."
This is passive ability allows Nita to heal herself and her bear to heal her. The healing can be maximized by throwing the bear into a large group of Brawlers so it lands more hits to heal Nita. Likewise, Nita can also join in the fight to keep her bear alive for longer, similar to Jessie's Energize Star Power in healing her turret.
"Nita's bear attacks faster. Time between swipes is reduced by 60%."
This allows Nita's bear to deal damage more than twice as fast as it usually would. This makes it an immediate threat to standing enemies and other minions.

Nita's attack can hit multiple enemies from a fair distance away. Take advantage of this when enemies gather close together.

Nita's Super can be thrown over walls, so it can come in handy for dealing with enemies that are hiding behind one.

The "Big Baby Bear" summoned by Nita's Super has very high health, allowing Nita to create her own tank. The bear distracts enemies and absorbs fire, protecting Nita and giving her a chance to deal damage.

The bear she summons can also detect Brawlers hidden in bushes and pursue them. This can help the player locate hiding enemy Brawlers, effectively making it a scouting tool helping you and your teammates.

Since Nita's Super is a thrown projectile like Barley's attacks, it will summon the bear quicker if thrown toward an area closer to Nita. This is convenient when you are being attacked by a shotgun-wielding Brawler such as Shelly or Bull since the bear can tank the projectiles, allowing Nita to escape and counterattack.

Nita's bear has a very short attack range, so it is best if supported or used in an enclosed area where the enemy will be unable to get past the bear.

Nita can use her Super to spawn the Big Baby Bear on a launch pad to ambush unsuspecting enemy Brawlers.

Avoid hiding behind her bear when facing a Penny since the splash attack will have a huge effect on Nita.

When facing a Frank, throw her bear right behind the Frank. That way, he has to move or attack from 2 angles, making it easier to take him down.

Use Nita's Super to bolster an aggressive push on Gem Grab, allowing your team to take control of the mine.

The bear is useful in both Siege and Heist where you can throw the bear past enemies and walls to attack either the safe or IKE turret. In Siege, the bear can add lots of damage when attacking alongside a robot and defending against a robot. Nita's Hyper Bear Star Power is especially useful in these modes.

If she ever gets too close to melee Brawlers, use her Super to distract heavyweights like Darryl or Bull so there is ample time to escape.

Nita's first Gadget, Bear Paws, can come into great effect if you have her Star Power Hyper Bear. Nita will be able to stun enemies and charge her Super again extremely fast, which can be useful against high-health Brawlers.

Faux Fur's shield greatly increases Bear with Me's effectiveness. In Heist, using it with her Hyper Bear Star Power may be more favorable. In general, only use Hyper Bear in non-Heist modes when she is using Bear Paws. Bear with Me provides more consistent value in these cases.

Voice Lines

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Nita's Star Power Bear With Me was added.

Nita's main attack damage was increased to 680 (from 640).

She was given voice lines.

16/1/18:

Nita's health was increased to 3800 (from 3400).

Her Star Power healing effect was increased to 300 (from 200).

Her bear's movement speed was increased to 550 (from 500).

21/3/18:

All Brawlers' projectile speeds are increased by 9%.

Every Brawler's movement speed was increased by 70 points, increasing Nita's movement speed to 720 (from 650).
Nita's Bear's movement speed was also increased to 610 (from 550).

10/9/20:

Nita's Super charge rate increased from 7 hits to 6 hits with main attack. It was also increased from 12 to 10 Bear attack hits.

Her Gadget charges per match were increased to 3 (from 2).

Added one second delay before stuns are applied to Nita's Gadget.

# data[].attributes.attachment_link.description
Nita is a Common Brawler that is unlocked as a Trophy Road reward upon reaching 10 Trophies. She has moderate health and attacks with shockwaves that have moderate range and can hit multiple enemies. She is most notable for her Super's ability to summon the "Big Baby Bear."

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Surge

Level Damage Split Damage
"He's a Protector with a penchant for parties. Surge attacks foes with energy drink blasts that split in 2 on contact. His Super upgrades his stats in 3 stages and comes complete with totally awesome Body mods!"
Surge is a Brawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 2: Summer of Monsters, or can be unlocked from Brawl Boxes. He has low health and moderate damage output but has a great amount of damage potential. His main attack fires a shot of juice that splits upon hitting an enemy. His Super grants him various upgrades and boosts to his attacks and movement speed. His Gadget, Power Surge, teleports Surge a small distance in the direction he is facing and allows him to pass through obstacles. His first Star Power, To the Max!, allows his projectiles to split when hitting a wall. Surge's second Star Power, Serve Ice Cold, makes Surge respawn with his stage 1 upgrade instead of reverting back to his initial state.

Attack: Juice of Justice
"Surge serves a shot of Juice that splits in two on contact with enemies."
Surge fires a shot that splits in two at 90-degree angles when it hits an enemy. Each of the split shots will deal half the damage and half the Super charge of the initial shot. When upgraded to stage 2 with his Super, Surge's attack range increases. Likewise, his attack splits into 6 projectiles instead of 2 with the additional stage 3 upgrade, with 3 projectiles firing in a wide arc on each side. These split shots continue on their trail for an additional 3.67 tiles.

Super: Party Tricks
"With each Super, Surge gets upgraded (MAX 3). Upgrades are lost when Surge is defeated."
Surge flies up into the air, knocking enemies back and dealing damage in a small radius upon landing. In addition, Surge becomes upgraded, along with an altered appearance. Surge's upgrades reset if he is defeated or if a goal is scored in Brawl Ball. Additionally, a military-like rank icon will appear beside his health bar that represents his current upgrade stage. This icon can be seen by Surge's teammates and enemies.

Gadget: Power Surge
"Surge overloads his circuits and teleports a short distance forward."
Surge instantly teleports up to 3 tiles in the direction he is facing. He can teleport even if there is an obstacle in the way. If more than 3 tiles is required to bypass an obstacle, Surge will not teleport and instead stays where he is, but still consumes a Gadget charge. Surge cannot be damaged while teleporting aside from status effects, which he retains.

Star Powers
"Surge's main attack now splits when hitting walls."
Surge's main attack now also splits if it hits a wall.

Serve Ice Cold
"Surge keeps his STAGE 1 Super upgrade for the full match duration."
After using one Super and then being defeated, Surge respawns with his stage 1 upgrade instead of reverting back to his initial state.

His Gadget can be used for a quick escape by teleporting behind a wall and staying behind it for cover. His Gadget can also be used to "phase" through an attack, therefore protecting himself.

Surge's Gadget is also extremely effective for offensive maneuvers. When facing Brawlers on low health or a Brawler with a throwing attack such as Dynamike behind a wall or obstacle, he can use his Gadget to teleport through it and finish them off. The speed of his teleportation often surprises enemies, giving Surge an extra advantage over his adversary.

When Surge's Super is activated, he can momentarily dodge any projectiles approaching him. Use his Super at just the right moment to avoid a potentially devastating attack. For example, Surge can elude Frank's destructive Super by just activating his Super right after Frank swings his hammer. Alternatively, his Super can be used when fighting close range against an enemy, as landing his Super on an enemy within a small radius does damage and also produces a knock back effect. If a close range heavyweight is chasing Surge, the Super can be used to physically distance Surge from his enemy and to deter the enemy brawler from further confrontation by dishing out some extra damage.

Charging his Super and surviving are the two most important things to note when playing Surge. An effective combination would be Bo and Surge in Duo Showdown.

Once he reaches Stage 4, Surge's Super should not be used immediately after charging it. It will not upgrade him any further, so it is a better idea to keep it charged until he needs it. It can later be used when he needs to dodge attacks or when a Brawler gets too close.

At stage 0, Surge is an easy target for throwers. Staying out of range or simply avoiding throwers increases Surge's chance of survival until he reaches stage 1. After upgrading himself for the first time, Surge can counter their attacks with his very fast movement speed which quickly turns him into a threat.

In 3v3 events, such as Brawl Ball, conserving a charged Super until after respawn can provide a vital speed boost immediately after Surge is able to rejoin in the action.

A great way to use his Gadget effectively in Showdown is to jump onto enemy Brawlers that Surge can reliably burst down. Use the Gadget to get in range of a Brawler that Surge can defeat with three shots. All three main shots are enough to charge Surge's next Super.

It is advised to use his To the Max! Star Power in Solo Showdown because his Serve Ice Cold Star Power is only activated once Surge is defeated, and is therefore useless. To the Max! gives better value overall if Surge can land his shots consistently.

Voice Lines

6/7/20:
Surge and his Mecha Paladin skin were added to the game.

8/7/20:
Fixed a bug allowing Surge to activate his Super without spending the Super charge.

3/8/20:
Surge's Star Power Serve Ice Cold was added.

18/8/20:

Surge's health was decreased to 2800 (from 3100).

His main attack projectile split range was decreased by 25%.

10/9/20:

Surge's Star Power To the Max! no longer splits when reaching max distance.

Surge's face was changed slightly to look more like his Pin.

# data[].attributes.attachment_link.description
Surge is a ChromaticBrawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 2: Summer of Monsters, or can be unlocked from Brawl Boxes. He has low health and moderate damage output but has a great amount of damage potential.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Colette

Level Minimum damage Damage to special targets

Level Damage to special targets
"Colette is going to get you! She taxes opponents' health and has fancy moves to boot."
Colette is a Brawler that can be unlocked as a Brawl Pass reward at tier 30 from Season 3: Welcome to Starr Park! or from Brawl Boxes. She attacks by firing a projectile that deals more damage the more health her enemy has or a fixed amount against certain targets. For her Super, she dashes forwards and then back very quickly, damaging any enemies in her path based on their maximum health. Her Gadget, Na-ah!, makes her next shot deal 37% of the enemy Brawler's max health or double damage against special targets. Her first Star Power, Push It, carries Brawlers to the furthest point of her Super which stuns them until Colette turns back. Her second Star Power, Mass Tax, gives her a initial temporary shield that increases damage reduction for every enemy hit by her Super.

Attack: Taxing Shot
"Colette fires a shot that takes what you owe - you or your bear! And the more you have, the more you owe."
Colette fires a heart-shaped projectile at long range, dealing 37% of the opponent's current health; thus she can do a large amount of damage to high-health targets like Frank but low damage to low-health targets like Piper or Tick. Power Cube buffs are applied after the base damage is calculated. The attack has a minimum damage amount, which increases based on Colette's power level.

For special targets (such as Power Cube Boxes, the IKE, Heist Safes, spawnables, or other non-Brawlers), she will deal a fixed amount of damage that is based on her power level instead.

Super: Time To Collect
"Colette makes a dash forth and back, dealing taxing damage to everyone in her path, based on their maximum health."
Colette dashes forward a long distance until she reaches maximum range or is blocked by a wall, and then dashes back to her starting position. If she collides with an enemy, she deals 20% of the target's maximum health, both on her forward and on her return dash. Similar to her main attack, Power Cube buffs are applied after the base damage is calculated, and she will does twice as much damage to special targets as her main attack.

Gadget: Na-ah!
"Colette's next shot deals damage based on the opponent's maximum health or doubles the damage against special targets."
Upon activation, Colette's next attack deals 37% of the enemy Brawler's maximum health. If the target is a special target, it deals double the damage instead. A Gadget symbol will glow above Colette's head signaling this Gadget's activation. This Gadget's cool-down begins after the attack is used.

Star Powers
"All enemy brawlers hit by Colette's charge are carried to the farthest point of the attack!"
When using her Super, Colette drags enemies she hits to the maximum range of her Super. This will interrupt any attacks and Supers, such as Carl's or Frank's Super. Brawlers affected by this Star Power can be pushed across water as well. Brawlers carried to the farthest point of the attack will be hit twice.
"Colette's Super gives her a 10% shield for 5.0 seconds. Every enemy brawler hit by it will add 10% more protection."
When using her Super, she will get an initial 10% damage reduction shield that increases by 10% with every enemy she hits, and the shield lasts for 5 seconds after using the Super. This can allow her to have a 100% damage reduction (immunity) if she hits 9 or more enemies with her Super. Note that even with the 100% shield, it will not affect slows, stuns, or knockbacks.

Colette is a fighter that specializes as a support tank-counter. Her attacks can cut massive amounts of health, but without proper support, she struggles to finish off opponents in a short amount of time.

Colette's Super can be used to collect gems and return to cover, making her a good gem carrier in Gem Grab. Her Super can also be used to collect Power Cubes in Showdown or Bolts in Siege.

Colette's Push It Star Power can be used like Gale's Super. In 3v3 modes, it can be used to either interrupt a Brawler's Super, like Frank's, or to push them away to help buy teammates some time to gain control of the middle. She can also push Brawlers into the gas or meteors in Showdown.

If Colette is facing a full health Brawler, refrain from using her Gadget. The Gadget will deal the same amount of damage as her main attack and instead should be used when the enemies are at low health.

In Solo Showdown, use Colette's range to chip away at enemy Brawlers from a distance. This should protect you from most enemy fire (assuming the enemy Brawler has small or medium attack range), and is far safer than going close up on enemies. If you do this correctly, you will eventually take down the enemy, or make them an easy target for other Brawlers in the area who should be able to finish them off.

Colette's super can be used similarly to Surge's super. If a very powerful attack is coming your way, you can use her super to dash away and return when the attack finishes, hopefully dodging and taking less or no damage. This technique is most effective at dodging a quick attack like Frank, Nani or Piper's supers.

Colette can make a really effective combo with two of her attacks and two hits from the super. It can instantly K.O any brawler without shields, and you already have half of your Super charge, so it recharges itself automatically. Its effectiveness increases with her Push It Star power, giving guaranteed two super hits.

Voice Lines

11/9/20:

14/9/20:
Colette and her Trixie skin were added to the game.

17/9/20:

Colette's now deals fixed main attack and Super damage against pets and summonable objects such as Nita's Bear and Jessie's Turret (similarly as against other "special targets" such as PvE bosses or Showdown boxes).

Her main attack base damage percent was increased to 37% (from 35%), and minimum damage was increased to 500 (from 200). Also, the minimum damage now scales with buffs (such as Power Cubes).

Colette's Gadget Na-ah! now deals 37% of enemy Brawler's max health as damage with the next main attack (and doubles the main attack fixed damage against special targets).

Super fixed damage against special targets was increased to 2000 (from 1000).

2/10/20:
Colette's Star Power Mass Tax was added.

22/10/20:

Colette's Super recharge rate was increased by 100%.

Colette's reload speed was decreased to 1.6 seconds (from 1.8 seconds).

# data[].attributes.attachment_link.description
Colette is a Chromatic Brawler that can be unlocked as a Brawl Pass reward at tier 30 from Season 3: Welcome to Starr Park! or from Brawl Boxes. She attacks by firing a projectile that deals more damage the more health her enemy has or a fixed amount against certain targets.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Gale

Level Damage per snowball
"Gale is a tireless handyman who gets no rest. With his blower, he blasts foes with a wide shot of wind and snow, while his Super pushes them back with a forceful blizzard!"
Gale is a Brawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 1: Tara's Bazaar, or can be unlocked from Brawl Boxes. He has a moderate amount of health and moderate damage, but can still provide great amounts of utility. Gale uses a snow blaster to fire waves of damaging snowballs. With his Super, Gale can create a wide and long-range gust of wind and snow that can push back enemies. His Gadget, Spring Ejector, spawns a launch pad beneath himself that can launch allies and enemies alike to spring across the map. His first Star Power, Blustery Blow, causes enemies who are pushed back into obstacles to become stunned. His second Star Power, Freezing Snow, briefly slows enemies hit by his main attack.

Attack: Polar Vortex
"Gale blasts a large snow ball wall at his enemies!"
Gale shoots 6 long range snowballs which travel in a straight and wide line, each dealing low amounts of damage. The snowballs are fired directly next to each other and have an immediate spread. However, this immediate spread cripples Gale's ability to do maximum damage at point-blank range, but makes it easier to sweep bushes as a result.

Super: Gale Force!
"Gale delivers an almighty gust of wind and snow, pushing back all enemies caught in its path."
Gale's Super creates a wide wind-like projectile that passes through obstacles and lakes and pushes enemies away. Enemies pushed back by the gust also receive a small amount of damage.

Gadget: Spring Ejector
"Gale drops a bounce pad underfoot, launching friend and foe alike into the air."
Upon activation, a launch pad is spawned below him, launching him in the direction in which he is faced. Similar to regular launch pads, it also launches deployables and enemies. Note that the pad can be hidden within bushes, and has an indefinite duration. However, the pad will disappear after a goal is scored in Brawl Ball or if Gale uses his Gadget again. If the launch pad launches a player with the ball in Brawl Ball, they will drop the ball. These launch pads have a launching power of 6 tiles, unlike regular launch pads, which have a launching power of 12 tiles. Launch pads spawned by Gale are yellow in appearance.

Star Powers

Blustery Blow
"Gale's Super now stuns enemies that are pushed against obstacles from his Super."
If Gale's Super pushes enemies into walls, rope fences or lakes, they will be stunned for 1 second.

Freezing Snow
"Gale's snow balls now also slow down opponents for 0.3 seconds. "
When Gale's main attack hits an enemy, they will be slowed down for 0.3 seconds. Freezing Snow does not affect enemies hit by Gale's Super.

A maximum of 4 snowballs will hit targets in close-range unless the target moves considerably as the snowballs do not originate from the center of the attack.

Gale's Super allows him to displace enemies into his favor, depending on the situation. He can either push them away from him and his team to save them or push the enemy team into his, allowing for allied short-ranged Brawlers to deal more damage.

A combination of Gale's Super and Gadget can be used to push enemies into the poison clouds in Showdown.

Be careful when dealing with certain Brawlers like Emz and Piper as they deal more damage the greater the distance. In some situations, using Gale's Super on them can inadvertently allow them to deal huge amounts of damage, so it is better to push them when behind walls or into the poison clouds in Showdown.

One of the best ways to use Gale's Gadget in Heist is to position the launch pad in such a way that when Gale and fellow Brawlers use it, they are able to reach the other team's safe. Make sure to change the position of the launch pad every so often in order to make it a bit more unpredictable as to where allies will land.

Gale can be a great asset to any Brawl Ball team, as his Gadget can help get his teammates back into action by placing it at the foot of his goal and his Super can knock the ball out of a carrier's grasp, while blowing them away from the ball. Gale's Super also affects the landing position of the ball if it is being carried which allows him to potentially score goals within 3 tiles away from the enemy goal.

Gale is an outstanding control Brawler for Hot Zone. His Super pushes enemy Brawlers back, giving time for teammates to heal up and for allies to deal damage. Gale's Gadget is also a valuable help, as the launch pad can allow allies to reach zones quicker and providing a solid defense in the zone.

Gale's Gadget in 3v3 modes should be used in their team's spawn area to quickly recover from defeats or to get quick area control at the start of the match.

Voice Lines

13/5/20:
Gale and his Merchant skin were added to the game.

3/6/20:
Gale's Star Power Second Wind was added.

2/7/20:

Gale's main attack now fires 6 smaller projectiles for improved damage dealing consistency.

Gale no longer knocks himself back upon activating Super, and his Super enemy push back distance was increased.

Gale's main attack damage was decreased to 320 (from 360).

18/8/20:

Gale's main attack damage was decreased to 280 (from 320).

The number of hits necessary to charge his Super was increased to 12 (from 10).

9/10/20:

Gale's second Star Power was renamed to Freezing Snow (from Second Wind) and reworked.

Gale's Spring Ejector range was decreased to 6 tiles (from 12 tiles) and given an altered look.

22/10/20:
Gale's reload speed was decreased to 1.2 seconds (from 1.4 seconds).

# data[].attributes.attachment_link.description
Gale is a Chromatic Brawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 1: Tara's Bazaar, or can be unlocked from Brawl Boxes. He has amoderate amount of health and moderate damage, but can still provide great amounts of utility.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Nani

"Nani loves her friends and looks over them with a watchful lens. She handles threats with angled shots, and her Super allows Nani to commandeer her pal Peep, who goes out with a bang!"
Nani is an Brawler who shoots light orbs in a diamond-shaped formation. She has low health but can deal heavy damage from a long range. Her Super summons a small, indestructible robot named Peep which Nani can manually steer. Peep will explode upon contact with enemies, dealing high amounts of damage. Her Gadget, Warp Blast, allows her to teleport to Peep's last location during her Super. Her first Star Power, Autofocus, adds bonus damage to her Super the further it travels. Her second Star Power, Tempered Steel, grants Nani a damage-reducing shield whenever Peep is active.

Attack: Trigger-Nometry
"Nani shoots 3 light orbs that move at different angles and converge towards aimed targets."
When Nani attacks, she fires 3 small light orbs, one which travels in a straight line while two side projectiles split up from the center. The projectiles converge again at the end of her range, forming a diamond-shaped path and dealing extreme amounts of damage if all orbs hit a single enemy. She can control the distance the orbs will travel before colliding with each other by dragging the attack joystick further out. If some of the light orbs do not hit a target at the end of their range, they continue on their path for an additional 3 tiles. Nani has an attack cooldown of 0.5 seconds.

Super: Manual Override
"Nani takes control of Peep and can steer him remotely into enemies, exploding on contact!"
When Peep is launched, Nani's movement joystick controls him instead. Nani cannot move or attack until Peep explodes. Peep will explode when touching an enemy brawler or a wall and deal large amounts of damage while destroying any nearby obstacles in a small radius. Peep acts as a projectile, which means he can travel through lakes, and rope fences. In addition, Peep cannot be destroyed traditionally and will explode after 10 seconds if he does not reach an enemy. Peep gradually accelerates in speed and tight turns become much harder to do. If Nani is stunned, defeated, or knocked back while her Super is active, Peep completely disappears and does not explode.

Gadget: Warp Blast
"Nani detonates Peep and teleports to his last location."
Upon activation, Peep is destroyed, and Nani instantly teleports to his previous location, allowing Nani to traverse extremely long distances. Note that Peep does not deal damage when detonated and instead simply disappears. Nani retains any status effect applied before teleporting.

Star Powers
"Peep deals up to 2500 extra damage based on his travel distance."
The further Peep travels, the more damage Peep will do. Peep does 250 more damage for every second that passes since its activation, up to 2500 additional damage if he has traveled for 10 seconds, totaling to a 5300 damage maximum.

Tempered Steel
"Nani takes 80% less damage while her Super is active."
Whenever Peep is active Nani will get a shield that reduces incoming damage by 80%. Nani loses her shield whenever Peep is destroyed.

Only auto-aim Nani's attack if the enemy is running directly towards you or if the enemy is standing still, otherwise it will surely miss. Always try to manually aim your main attack when using Nani.

Pay attention to enemies with canceling capabilities like knockback, pull, and stun. If Nani is moved from her original casting spot, Peep will disappear.

Nani's Super cannot be directly destroyed; however, it can be destroyed by walls, immunity bubbles, pets, etc. When using Nani's Super, wait for the target to either lose their shield or use their pet when going against a Brawler with any of these.

Before using Nani's Super, hide away from any enemies, preferably in bushes, then use her Super. Never use Nani's Super when she's in the middle of a battle, as it leaves Nani vulnerable to enemy attacks. Although this weakness can be alleviated with Nani's Star Power Tempered Steel to shield her, Nani is still vulnerable to being knocked back or stunned which will cause her Super to disappear without exploding.

Nani's Gadget can be used to reach the enemy safe in Heist more quickly.

To hit enemies accurately with Nani, try to lead your shots slightly ahead of them, meaning if they're walking away from you, you'd shoot slightly above them.

Unless within close range of an enemy Brawler, never auto aim your Super because of the fact that it goes towards the nearest enemy. The direction it will go in may cause you to struggle to control Peep. Try to manually aim your Super so that it starts off in the direction that you want it to go.

Because of Nani's unique attack pattern, her shots can be fired at enemies camping behind walls, although normally only 1 of the 3 orbs will hit an enemy. If possible, you can use the unique diamond path of the two outer orbs to hit an enemy behind a wall.

A good strategy in Duo Showdown is to pair up Nani with her Autofocus Star Power with Bo and his Super Totem Gadget. The strategy involves staying in a bush inside Bo's Gadget's radius to repeatedly fire Supers and scout for and damage enemies. This strategy can also work in Bounty.

Tempered Steel essentially quintuples her health, allowing her to escape or hide when coupled with her Gadget, such as in Big Game. Overall, Nani's Super puts her in a very vulnerable position, but the shield provides enough value to deter enemies. Not bursting Nani down completely during its duration allows her to potentially two-shot enemies near her without fear of repercussions.

You can use Nani's Super as an additional attack when you are in close-quarters with a short-ranged Brawler. This can be very useful as hitting enemies with Peep does damage and knockbacks, allowing you to escape.

Tempered Steel is extremely strong in Super City Rampage and Siege as she can take a lot of hits from the Mega Monster or robot, and she can take even more when a Brawler like Pam or Poco is healing her.

Voice Lines

29/5/20:

5/6/20:
Nani became available to play in matches.

16/6/20:

Nani's reload speed was decreased to 1.8 seconds (from 2 seconds).

Fixed a bug which allowed Nani to teleport with the ball in Brawl Ball.

17/6/20:
Nani's Star Power Tempered Steel was added.

2/7/20:

Nani's health was increased to 2600 (from 2400).

Her main attack effect now better matches the area where damage is dealt.

Also, her main attack's projectiles now travel extra distance if they miss their target for improved damage dealing consistency.

14/8/20:
The Retro Nani skin was added.

27/11/20:
The Sally Nani skin was added.

# data[].attributes.attachment_link.description
Nani is an Epic Brawler who shoots light orbs in a diamond-shaped formation. She has low health but can deal heavy damage from a long range. Her Super summons a small, indestructible robot named Peep which Nani can manually steer. Peep will explode upon contact with enemies, dealing high amounts of damage.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Bibi

"Batter up! Bibi's got a sweet swing that can knock back enemies when her Home Run bar is charged. Her Super is a bouncing ball of gum that deals damage."
Bibi is an Brawler who attacks with a baseball bat, hitting enemies in a close range arc. She charges her Home Run bar if all 3 ammo bars are reloaded. Charging the Home Run bar will allow her next attack to knock back enemies. She has moderate-high health and a short attack range, but her attack is very wide and can deal a lot of damage. Bibi's Super sends out a long-ranged damaging bubble that can pierce through enemies and bounce off of walls. Her Gadget, Vitamin Booster, allows her to heal for a total of 2400 health over 4 seconds. Her first Star Power, Home Run, increases her movement speed when her Home Run bar is charged and her second Star Power, Batting Stance, gives her a shield when she has her Home Run bar filled up.

Attack: Three Strikes
"Bibi swings her baseball bat. When she has three swings at the ready, her Home Run bar will charge. Once fully charged, her next swing will knock back enemies!"
Bibi swings with her baseball bat, hitting enemies in a wide arc, at almost 180 degrees. This attack, much like Frank's, takes time to wind up. However, unlike Frank, she can still move while doing so. In addition, if Bibi's ammo bars are full, her Home Run bar will begin to charge. Her Home Run bar takes 2 seconds to charge up, and when fully charged, it causes Bibi's next attack to knock back enemies. However, its damage output will remain the same. This attack takes 1.3 seconds to complete.

Super: Spitball
"Bibi bats a bouncing ball of bubble gum that can go through enemies, and even hit the same target multiple times!"
Bibi sends out a large, long-ranged bubble. This bubble is able to pierce through enemies and bounce off of walls. However, the bubble will pop and disappear after 5 seconds. Using her Super again while the previous one is active will not cancel it.

Gadget: Vitamin Booster
"Bibi heals 600 health per second for 4.0 seconds."
By using this Gadget, Bibi can regain an additional 2400 health over time. This Gadget cannot be used if Bibi is at full health.

Star Powers
"Bibi's movement speed is increased by 12% when her Home Run bar is fully charged."
When Bibi's ammo meter is full and her Home Run bar is fully charged, her movement speed is increased from 820 points to 918 points. However, Bibi will move at normal speed again after using her Home Run swing.

Batting Stance
"When Bibi's Homerun bar is fully charged, she shields herself from all damage by 30%."
When Bibi's Home Run bar is full, she gains a shield that reduces all damage she takes by 30%. This shield will stay active until you attack, in which case the Home Run bar would no longer be active.

Bibi's ability to knock back opponents when her Home Run bar is charged can be used to avoid contact from short-range Brawlers and to stop Supers before they fully execute.

When fighting another Bibi, you can start your attack before you get in range, and because Bibi's shot takes awhile to take effect, you can knock back or hit the enemy Bibi before their swing goes off. You can see that the enemy Bibi's brawler model leans back right as the enemy start the attack, which you can use to help time your attack or to retreat. This same mechanic of knocking of back the enemy before you get in range can be applied when fighting other Brawlers. It takes a bit of practice to learn the correct timing, but using this trick will increase your skill and ability with Bibi greatly.

Knocking back opponents can also be a disadvantage if she pushes them away from enemy fire, especially for medium to long-range opponents who can still hit her from that greater distance. It is useful to work out in advance if using the knock back will be beneficial in a given situation, and to either get rid of the knock back by attacking the air, or conserving ammo and storing the knock back ability.

To avoid helping a target escape due to being knocked back when her Home Run bar is charged, Bibi can hit them into a nearby wall and then go up to them and defeat them.

You can deliberately get rid of your knock back from a charged Home Run bar by swinging Bibi's bat prematurely, if your next move is to only attack enemies which you don't want to knock back.

Using her Super right after starting the swing to knock back an enemy Brawler can result in the bubble hitting them twice, usually securing a defeat against low to medium health Brawlers.

You can increase the effectiveness of her Home Run's knockback mechanic in Events with Modifiers active. For instance, Bibi can push targets towards the destination of meteors or away from healing mushrooms and energy drinks.

If aimed correctly, Bibi's Super can repeatedly bounce off walls to do a lot of damage to a safe in Heist maps such as Pit Stop.

Bibi's Super is able to bounce off the other wall edge and hit an IKE turret twice in Siege without being in the range of the IKE's high damage shots.

With her Super, she is able to defeat low health Brawlers, safes in Heist, and IKE turret in Siege from a very large distance.

In Brawl Ball, Bibi can use her knockback to knock the ball out of enemy Brawlers, allowing her to steal the ball or prevent enemy Brawlers from scoring.

Bibi is extremely effective in Boss Fight. Her high damage output coupled with her Home Run Star Power make her dynamic, agile and powerful. She can also use her knock ability to cancel out an attack performed by the boss.

Voice Lines

21/5/19:

11/6/19:

Bibi's health was increased to 4400 (from 4200).

Her Star Power speed boost was decreased to 15% (from 19%).

She hits a bit easier with the main attack if the enemy is very close to her.

She no longer uses her Home Run bar when using her Super to kick the ball in Brawl Ball.

# data[].attributes.attachment_link.description
Bibi is an Epic Brawler who attacks with a baseball bat, hitting enemies in a close range arc. She charges her Home Run bar if all 3 ammo bars are reloaded. Charging the Home Run bar will allow her next attack to knock back enemies.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Lou

Class

Controller

Movement speed

720 (Normal)
907 (with Hypercharge)

Super charge per hit

13.2%
14.52% (with Super Charge Gear)

Hypercharge charge per hit

5.28%
5.808% (with Super Charge Gear)

Level Damage per snow cone

Super charge per hit

1%
1.1% (with Super Charge Gear)

Hypercharge charge per hit

0.4%
0.44% (with Super Charge Gear)

"Lou is a robot snow cone salesman who's yet to make his first sale. Being located on a snowy mountain peak might have something to do with that."
Lou is a Brawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 4: Holiday Getaway or can be obtained from the Starr Road. He has moderate health and damage, and has immense utility in both his attack and Super. Lou attacks by throwing snow cones at enemies, which applies Frost that fills their Frost meter, and if an enemy's Frost meter is filled, they'll be stunned. His Super creates a fairly large area of ice that slows down enemies and makes maneuvering harder. His first Gadget, Ice Block, makes him immobile but invulnerable momentarily. His second Gadget, Cryo Syrup, immediately fills up enemies' Frost meter when they're inside of Lou's Super's area-of-effect. His first Star Power, Supercool, fills up the Frost meters of enemies in his Super faster. His second Star Power, Hypothermia, decreases enemies' damage depending on their Frost. His Hypercharge, Slushie Storm, makes his Super stun nearby enemies when deployed.

Attack: Brain Freeze
"Barraging opponents with snow cones, Lou can eventually freeze them in place for 1.5 seconds."
Lou fires 3 long-ranged snow cones in a straight line in quick succession. They deal low damage each but moderate damage when all three snow cones hit. After hitting any opposing enemy with even just one snow cone, a Frost meter appears to the left of the enemy's name, or if not a Brawler, to the left of the health bar. Each snow cone applies 15.73% of Frost, with a total of 7 snow cones needed to completely fill the meter. After the Frost meter is filled up, the enemy gets stunned for 1.5 seconds. If Frost isn't applied for 2 seconds, the Frost meter begins to deplete by 5% every second. Frost can stack with multiple Lous. This attack takes 0.7 seconds to complete.

Super: Can-Do
"Lou lobs a can of freezing cold syrup that creates an icy, slippery area on the ground that also slowly freezes and damages enemies. Very tough for his opponents' fancy footwork!"
Lou lobs snow cone syrup over obstacles and creates an icy, slippery area on the ground that gradually fills up enemies' Frost meters by 12.6% per second. Any enemy who changes direction while moving on it will have difficultly maneuvering or escaping. The syrup doesn't affect Lou or allies. The slippery area also deals almost nonexistent amounts of damage every second to enemies who are inside it, preventing passive healing.
"Lou shields himself with ice, becoming invulnerable for 1.0 seconds."
Lou becomes completely immobile and unable to attack but impervious to all damage for 1 second.
"Instantly adds 50% freeze meter to opponents insides Lou's Super."
Upon activation, if there are enemies inside Lou's Super area-of-effect, their Frost meters will be filled by 50%. This Gadget affects enemies in multiple Super areas-of-effect for each Super the enemy is in.

Star Powers
"Opponents standing on Lou's Super area get frozen 33% faster."
Lou's Super now freezes enemies 33% faster when they're in Lou's Super, to 16.8% per second.

Hypothermia
"Opponents lose up to 50% of their damage based in how frozen they are from Lou's attacks."
Enemies lose 7% damage when Lou's attack applies Frost, up to a max of 50%. The damage decrease will lower as the opponents Frost meter decays.

Hypercharge: Slushie Storm
"Lou's Super instantly freezes enemies in the area."
When activated, whenever Lou drops his Super, any enemy near the landing spot gets stunned. However, this Hypercharge doesn't take effect on the currently active Super. He also gains a 26% speed boost, a 25% damage boost, as well as a 5% shield boost.

Lou's Frost can freeze the enemy team, in which when playing certain 3v3 modes like Gem Grab, it can give Lou and his team an advantage. In Gem Grab, he can freeze the enemy Gem Carrier, and the Gem Carrier will be prone to defeat. With his Super (on the Gem mine) and his Supercool Star Power, it will become riskier for the enemy team to collect Gems while allowing Lou and his allies to collect Gems with ease because enemies are more vulnerable to being stunned and defeated while on the Gem mine.

His Super can completely cover zones in Hot Zone. He can use this to his and team's advantage as enemies can't enter the hot zones without slowing down and being quickly defeated with ease from Lou and his teammates.

Since his Super makes enemies slow down and makes maneuvering harder, enemies will attempt to escape by moving in the same direction, which makes attacks easier to hit and enemy movement to be predictable. With his Supercool Star Power, this is better justified and is more frivolous to enemies, because if they're stacked with the attacks and Super, they'll be quickly stunned and defeated, not to mention they'll also have trouble maneuvering. Additively, the more speed a Brawler has, the more struggle they have changing directions in Lou's Super. This makes Lou an ideal counter to speedy Brawlers like tanks, Max, and Mortis.

Lou has a great synergy with Edgar and other close-ranged Brawlers. Lou can stun and slow the enemies with his attack and Super (more effective with his Supercool Star Power), and the respective close-ranged Brawler can jump onto or ambush the affected enemies and quickly defeat them.

Lou can stun enemies easily with 3 shots, which is useful in Showdown, Duo Showdown, Bounty, or Lone Star, because he can quickly defeat enemies or quickly escape if he's in danger.

Lou can be powerful in Brawl Ball/Basket Brawl/Trophy Thieves/Hold the Trophy because his attack stuns enemies, making them drop the ball/trophy with 3 shots. His Super can be used to deny access to the ball/trophy, hampering enemies from retrieving it due to them slipping if they attempt to do so.

In Special Events such as Boss Fight, Robo Rumble or Super City Rampage, similarly to Bibi, Lou can apply Frost and stun the robots/Boss/Mega Monster and cancel out an attack being performed, and with Lou's fast reload speed and unload speed, he can do this consistently. With his Super, he can also slow the respective enemies down, as it'll struggle to move or launch an attack. These few extra seconds from stunning the Boss can affect the outcome of the match drastically.
It's also a good strategy to save your ammo for the Boss's lasers and charges in Boss Fight, an angry Mega Monster in Super City Rampage, or when your teammate is in danger of being defeated by either of the above enemies. You can use your Supercool Star Power and Cryo Syrup Gadget as well to get a quick stun on the Boss/monster. In any case, this allows your teammates to heal up and get back to the fight. However, try not to wait too long for the right moment to stun the Boss/Monster as, with all ammo reloaded, you will be wasting valuable time you can be using dealing extra damage to the enemy, and every second is crucial in these game modes.

Lou is also useful in Siege, as the stunning method also works when defending or offending. He can stun the enemy Siege Robot and prevent it from moving. He can also stun the enemy IKE, allowing teammates to destroy the IKE with ease. In addition, on maps that have obstacles in the middle lane of the IKE zone, Lou's Super can be used to trap the Siege Robot in the obstacle until his Super runs out.

Lou should use his Ice Block Gadget mainly to avoid high-damaging projectiles, like the Supers of Nani and Dynamike, or the potentially deadly long-range projectiles of the Boss in Boss Fight if Lou or his teammates are low on health and need to escape, or if Lou is the last teammate alive, and not to use it with low-damaging projectiles or melee attacks, because he is immobile during the Gadget's usage.

Lou's Ice Block Gadget can also be used very effectively against ambushers like heavyweights such as Bull and assassins such as Leon because these Brawlers rely on their burst damage and will therefore unload their attacks very quickly and at once. When you are ambushed by such Brawlers, use your Gadget the moment they start attacking. They will waste all their ammo on you while you take no damage, and if the Brawler doesn't reload very fast (which is most of such Brawlers except El Primo and Edgar), you will have an ammo advantage to quickly defeat them or stun them so that you can escape.

Lou's Frost is already devastating to enemies because it stuns them, but with his Cryo Syrup Gadget and Hypothermia Star Power, Lou can make his Super more deadly as Cryo Syrup can either freeze them instantly, leaving them vulnerable to Lou or teammates, or to increase their Frost high enough such that Hypothermia's damage debuff is significant.

When escaping an enemy Lou's Super, if possible, it's almost always better to turn lightly, up to 90 degrees, instead of making a U-turn as the deceleration would be limited by Lou's Super.

Despite his stuns being ineffective against the Boss, Lou is still decent in Big Game as a Hunter because he can keep dealing damage to the Boss with his long range, fast reload speed, Super, and reliable damage. He is more useful as the Big Boss, as he can repeatedly stun the Hunters and prevent them from attacking him. He can also use his Super to slow down grouped-up enemies. Coupled with his fast reload speed, his attacks, and his Super, he can prove devastating to the Hunters.

Lou's Hypothermia Star Power reduces damage dealt by frozen enemies. This also works on Boss Fight Robots, and Big Game Bosses, effectively increasing his team's survivability.

When fighting brawlers such as Edgar, try to get at least 1/3 of the gauge filled up considering you use Ice Block as soon as Edgar jumps, that way Lou's slow unleash speed can freeze the enemy whole.

Using Lou's Ice Block gadget is little to none use when facing stun attacks such as Frank's Super and Bo's Snare a Bear Star Power as it stuns you afterwards.

Voice Lines

07/04/21:

12/12/23:

Profile Icons

# data[].attributes.attachment_link.description
Lou is a Mythic Brawler who could be unlocked as a Brawl Pass reward at Tier 30 from Season 4: Holiday Getaway or can be obtained from the Starr Road. He has moderate health and damage, and has immense utility in both his attack and Super.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Tara

"Tara's triple tarot card attack pierces through enemies. Her Super is a black hole that sucks in all nearby enemies, causing damage!"
Tara is a Brawler, and she attacks by throwing three tarot cards that pierce through her enemies while dealing a moderate amount of damage each. She has a moderate amount of health and can deal a lot of damage at close range. For her Super, she throws a special illusory card that quickly pulls in enemies within a short range, then explodes, dealing a large amount of damage when pulling in multiple Brawlers. Her Gadget, Psychic Enhancer, allows Tara and her teammates to see all enemies hiding in bushes. Her first Star Power, Black Portal, summons a shadowy figure that attacks enemies when Tara uses her Super. Her second Star Power, Healing Shade, also summons a shadowy figure when using her Super, but instead it heals Tara as well as her teammates.

Attack: Triple Tarot
"Tara flicks her wrist, snapping off three tarot cards that pierce through enemies. Quite a trick!"
Tara throws three tarot cards simultaneously that are able to pierce through other Brawlers. This attack has a long range, a slight spread, and a relatively slow reload speed.

Super: Gravity
"Tara conjures up a mind-boggling gravity well! Enemies in the area of effect get pulled in, crashing together painfully hard."
Tara throws a card that becomes a black hole that attracts every enemy within 4 tiles of it for 0.7 seconds. After 1.4 seconds, it will explode, dealing moderate damage to all enemies caught in the explosion. This also breaks walls.

Gadget: Psychic Enhancer
"Tara and her allies are able to see all enemies, even inside bushes, for 5.0 seconds."
This Gadget allows Tara, as well as her teammates, to see every enemy Brawler, including those that are inside bushes or invisible. However, if Tara is defeated, the effect ends immediately. If an enemy is being revealed with this Gadget, they will be notified by a small yellow eye icon next to their Brawler's health bar.

Star Powers

Black Portal
"Tara's Super cracks open a dimensional portal! A shadowy version of Tara appears and attacks her enemies."
When Tara uses her Super, she summons a shadowy, smaller version of herself. This minion is similar to Nita's bear, but with lower health and higher damage. This minion has 3000 health and deals 800 damage with a fast hit speed. It has a fast movement speed, allowing it to be an immediate threat to enemy Brawlers.

Healing Shade
"Tara's Super cracks open a dimensional portal! A shadowy version of Tara appears to heal Tara and her teammates."
When Tara uses her Super, she summons yet another shadowy, smaller version of herself. This minion has 2400 health and heals 400 health per second in a max range of 3.67 tiles to a single-target ally nearby. When nobody with missing health is nearby, it will run to the nearest injured teammate. Note that the shadow only heals the ally that's closest to her, not the ally with the least health.

Her main attack can be really useful when many rival Brawlers are gathered in a small area since it not only deals damage to more than one enemy but helps to build up her Super faster.

When being pursued by fast Brawlers like El Primo or Crow, it might be wise to throw the Super behind them to slow them so that Tara can escape. However, Tara can do massive damage up close, so run away and make them use all their attacks, and surprise the enemy by unloading all three attacks, usually finishing them, depending on their current health.

Once Tara's Super is charged, try to pull in as many enemies as possible. Hitting enough Brawlers allows her to instantly regain another Super.

In Showdown, a strategy that can be used is to hide in a bush. After a while, find 2 Brawlers fighting each other and strike. Use her Super to gather them together and finish them off with her main attack.

Tara can be effective in Brawl Ball if she has her Super after a goal has been scored, as she can take out the whole enemy team when they are clustered together at the start of a round. Her Super can also be used to drag in enemies in front of the enemy goal, potentially destroying enemy cover and setting up an opportunity to score.

Tara's Gravity is very useful if paired with other Supers, such as Dynamike's Big Barrel o' Boom, Frank's Stunning Blow, or Spike's Stick Around! These combos can deal a massive amount of damage and wipe out the enemy team.

If there are a cluster of Power Cubes, find a bush nearby and use it as bait. Wait until an enemy comes to collect them, then use her Super to delay them from reaching the Power Cubes. By the time she collects the Power Cubes, finish them off with her main attack.

Tara's Black Portal shadow has very low health, but has a good damage output, can run extremely fast, and can detect Brawlers hiding in bushes, making it more of a scouting tool rather than an offensive Star Power.

Tara's Healing Shade shadow has very low health, but a decent amount of range and a high amount of healing. As long as enemies are kept away from the shadow, it can provide lots of extra health for your team.

Tara's shots drop off at a distance, dealing only one card worth of damage. However, aiming slightly to the left or right at max range allows Tara to hit two cards instead.

Try to use Tara's Super when near teammates to maximize the chance of a team wipe. Doing so will open up huge opportunities especially in game modes such as Brawl Ball, Heist and Gem Grab.

In Duo Showdown, if she has her Super ready she can take out several teams at once (with the help of her teammate) if they are close together.

Using Tara's Super, you can pull everyone into a minecart which eliminates every enemy except maxed Frank and El Primo in Minecart Madness.

If Healing Shade is equipped and her teammate(s) are low on health, it's better to throw a portal away from enemies so that Tara's shadow can heal longer. Throwing the portal into a crowd of people is always a great technique, but the shadow will get taken out much faster.
Take note that this kind of star power is very risky in Showdown, since your position will get exposed by the shade while you are being healed by it.

Use the Super in Brawl Ball to pull enemies away from the Ball Carrier or when all the enemies are close together to get an easy team wipe.

In Brawl Ball, surprise enemies by using the four tile destruction radius at the center of her Super to break a hole in the wall in most maps. This feature of her Super is especially useful if her teammates are long-ranged Brawlers or Brawlers with high spread, as freeing up the map allows them to control larger areas and be more effective when pressuring the enemy team.

Tara's Gadget is great in maps with lots of bushes, like Snake Prairie and Cavern Churn. It works better with teammates like Bull, who can creep up on enemies in bushes exposed by Tara's gadget, whilst being entirely concealed.

It is crucial to conserve Tara's ammo before using her Super. Because enemies are drawn towards the middle of her Gravity projectile, they will not be able to attack for a short period; letting Tara use ammo on her opponents without being attacked. Also bear in mind that her ammo reload speed is relatively slow, so allow extra time to pass if her ammo is exhausted and she is about to spring an attack.

Voice Lines

5/10/17:

Tara's Super damage was increased to 140 (from 100).

Her health was increased to 800 (from 700).

7/12/17:

The health and damage statistics of all Brawlers were multiplied by 4.

Tara's Star Power Black Portal was added.

18/12/17:

Tara's Star Power companion health was increased to 2000 (from 1600).

Her Star Power companion no longer scales with Showdown power-ups or when Tara is a big Brawler in Big Game.

# data[].attributes.attachment_link.description
Tara is a Mythic Brawler, and she attacks by throwing three tarot cards that pierce through her enemies while dealing a moderate amount of damage each. She has a moderate amount of health and can deal a lot of damage at close range.

# data[].attributes.body
default

# data[].attributes.attachment_link.readable_text
Crow

Movement speed

820 (Very Fast)
3000 (with Super)

Level Damage per dagger Poison Damage

Level Damage per dagger Poison Damage
"Crow fires a trio of poisoned daggers. As a Super move he leaps, firing daggers both on jump and on landing!"
Crow is a Brawler that has low health but a moderately high damage output due to his poison. He attacks by firing 3 long-ranged daggers that inflict poison over time on his enemies that also reduces any healing they receive. Crow's Super makes him jump and land, throwing daggers radially around him upon take-off and landing. His first Gadget, Defense Booster, briefly grants him a damage-reducing shield. His second Gadget, Slowing Toxin, slows all poisoned enemies for a few seconds. His first Star Power, Extra Toxic, moderately decreases the damage output of a poisoned enemy. His second Star Power, Carrion Crow, adds additional damage to his daggers, attack and Super alike, when an enemy is below 50% health.

Attack: Switchblade
"Crow throws a triple threat of daggers. Enemies hit by the poisoned blades will take damage over time and have all healing effects reduced for the duration."
Crow throws three long-range daggers in front of him simultaneously in a slight spread. These daggers damage enemies upon contact, while also inflicting poison to enemies over time. The poison effect damages for 4 ticks/seconds, deals 25% of his basic damage, and prevents the enemy Brawler from automatically healing. Regardless of how many times an enemy is hit by Crow's attack, they will only take one stack of poison at a time. Poisoned enemies have all healing sources reduced by 40%, but this doesn't affect Max's Sneaky Sneakers Gadget.

Super: Swoop
"Crow takes to the skies, throwing a ring of poisoned daggers around him both on take-off and landing."
Crow jumps into the air and throws 14 daggers radially that spread out as they travel. He then glides to his aimed destination, firing another set of 14 daggers radially upon landing. The daggers from his Super are identical to his attack. While in the air, Crow is completely immune to all damage besides status effects and damage applied over time.

Defense Booster
"Crow gets a shield for 40% of incoming damage for 3.0 seconds."
Crow gains a shield that reduces all damage he takes from enemies by 40%. It lasts for 3 seconds before disappearing.

Slowing Toxin
"All currently poisoned enemies are slowed for 5 seconds."
Crow slows down every currently poisoned enemy for 5 seconds, including enemies that are out of Crow's vision. The slowing effect persists for 5 seconds even if the poison wears off sooner.

Star Powers

Extra Toxic
"Crow's poison saps the strength of enemies, who deal 25% less damage while poisoned."
Crow's daggers apply an attack debuff, decreasing the damage output of a poisoned enemy by 25%. The effect is lost if the poison effect wears off.

Carrion Crow
"Crow deals +152 damage with his attack and Super to targets with 50% or less health."
If the enemy has less than 50% of their maximum health, Crow deals 152 extra damage with his main attack and Super to the enemy. The poison damage also deals 38 extra damage. In addition, their health bar turns pink instead of the usual red to indicate the bonus is active. The effect is lost if the enemy heals back above 50% health.

Due to Crow's fast reload and unload speed, he can unload his attack relatively frequently. This allows him to constantly apply poison damage on enemies, preventing them from healing and building up his Super all the while.

His Super is a fitting assassination tool. Once a Brawler has low health due to the poison damage, he can jump on them for an quick defeat. Because the daggers come out in radial motion, you can position yourself to land onto an enemy Brawler, maximizing the Super's potential. Crow's Super also is a viable escape tool. If he is low on health with Brawlers approaching, use his Super to fly away and escape while also poisoning the enemy Brawlers both on take-off and landing. The Defense Booster Gadget enables better survivability while using his Super, and the Slowing Toxin Gadget also prevents enemies from chasing Crow or retreating from Crow's Super. This works best with close-range Brawlers, as they will be poisoned and can't reach him to damage him due to Crow's long range.

Crow's poison prevents the poisoned Brawler from self-healing for 4 seconds more than the normal healing time (3 seconds), raising the required time for auto-regeneration to be 7 seconds instead (similar to El Primo's El Fuego Star Power) since the poison enables damage for an extended period. This can really hinder an enemies' abilities to regroup and recover health. The poison damage also causes the Brawler to appear while in bushes, so it also prevents Brawlers inflicted with poison from hiding and recovering health. For this reason, Crow is a great poker that can finish off low health enemies or continuously prevent isolated brawlers from regenerating health and force them to retreat.

To use Crow is to take advantage of his range by poking at the enemy. Attack from a distance and back off to chip away at an enemy's health and charge his Super. While poking, use Crow's speed to dodge enemy attacks because most sharpshooters and fighters deal more damage at a range. Although poking deals low damage each time, it builds up to high damage, especially with the poison, forcing enemies to retreat.

Crow's Super can be useful for Brawl Ball. When Crow has the ball and his Super, he can self-pass, by kicking the ball in front of him, and then use his Super to jump past other Brawlers and retrieve the ball, then attempt to score.

Crow's Extra Toxic reduces damage dealt by poisoned enemies. This also works on IKE turrets, Boss Fight robots, and Big Game bosses, making them overall less effective in the long run, and increasing his team's survivability.

Carrion Crow allows Crow to pick off lower-health targets with ease. Let someone else damage a Brawler to half health, then poke them until they're finished.

Whenever playing him on Showdown with the Angry Robo modifier, it is not a good idea to play solo as Crow cannot deal high damage to the boss by himself; playing Duo Showdown with a high damage teammate is much more ideal.

An advanced aiming tactic is to try to hit 2 daggers at a medium range away from an enemy, by aiming slightly to the edges. This gets easier the closer an enemy is to him. However, at a certain point it's simply better to quickfire to have all 3 daggers hit a target.

Both of Crow's Star Powers are strong in modes such as Duo Showdown/Showdown, Bounty/Lone Star, and Knockout. Since surviving while defeating the enemies is the number one priority, Extra Toxic reducing an enemy's damage is a very underestimated and viable tactic. Since Extra Toxic's damage reduction is percentage-based, it also scales with a target's health, giving him a better chance against heavyweights or high Power Cube enemies. Meanwhile, Carrion Crow can be very strong in 1v1 interactions. Early into the game where Power Cubes aren't abundant, Carrion Crow can provide crucial damage required to eliminate an enemy. The Star Power of choice ultimately depends on play style: Extra Toxic is better for a sustained, controlled game of Showdown while Carrion Crow is better for an aggressive play style that capitalizes on early eliminations.

Defense Booster should be activated after using Crow's Super to get more value and to be able to play aggressively. Slowing Toxin, however, should be activated right before using Crow's Super to block mobility to escape from Crow's Super.

Keep in mind how many daggers and/or poison damage Crow requires for his Super. Knowing this can help you decide when to jump to kill an enemy and whether you should continue pursuing them as your target.

Voice Lines

15/12/20:

Crow's True Silver and True Gold skins were added.

Crow's Slowing Toxin Gadget duration was increased to 5 seconds (from 3.5 seconds).

Crow's Defense Booster Gadget shielding amount was decreased to 40% (from 60%).

Crow's Defense Booster charges were increased to 3 (from 2).

Crow's landing indicator was added (X).

15/3/21:

Crow's Extra Toxic damage reduction was increased to 25% (from 20%).

Crow's Carrion Crow damage boost was increased to 152 (from 120).

Phoenix Crow's projectiles were given new effects.

Crow recieved animated pins.

# data[].attributes.attachment_link.description
Crow fires a trio of poisoned daggers. As a Super move he leaps, firing daggers both on jump and on landing! Crow is a Legendary Brawler that has low health but a moderately high damage output due to his poison.

# data[].attributes.body
skin

# data[].attributes.attachment_link.readable_text
Este artigo contém informações relacionadas sobre uma futura atualização do jogo. O conteúdo discutido ainda não foi lançado oficialmente.

Max Cony

Custo

150

Campanha

Max Cony é um futuro visual BROWN&FRIENDS da Max. Será lançado no jogo em 11 de dezembro de 2020 por 150 gemas.
Veja também

# data[].attributes.attachment_link.description
Este artigo contém informações relacionadas sobre uma futura atualização do jogo. O conteúdo discutido ainda não foi lançado oficialmente. 150 Max Cony é um futuro visual BROWN&FRIENDS da Max. Será lançado no jogo em 11 de dezembro de 2020 por 150 gemas.

# data[].attributes.body
skin

# data[].attributes.body
skin

# data[].attributes.body
skin

# data[].attributes.body
brawl pass skin

# data[].attributes.attachment_link.description
hot rod brock skin wiki fandom rocket super ranger brock stars wiki brawlers supercell transparent png youtube damage

# data[].attributes.body
brawl pass skin

# data[].attributes.attachment_link.description
mecha paladin brawler supercell brawler surge stars wiki animation surge skin youtube game

# data[].attributes.body
brawl pass skin

# data[].attributes.attachment_link.description
brawler solve puzzle star power puzzle factory brawl pass gale fanart jigsaw puzzle stars wiki supercell gale skin

# data[].attributes.body
skin

# data[].attributes.body
skin

# data[].attributes.body
star skin

# data[].attributes.body
default

# data[].attributes.body
brawl pass Skin

# data[].attributes.body
Default

# data[].attributes.attachment_link.readable_text
Rosa

A Brawler Rosa foi recem adicionada no Brawl Star tem raridade Rara
Estatística do Brawler

Ataque: Mão de Pedra

Super: Fertilizante

Acessório: Luz Revitalizante

Poderes de Estrela

Vida Vegetal

Luvas Espinhosas

Em 11 de setembro de 2020, Rosa passou a carregar seu Super a partir de 3 acertos completos de seu ataque principal.

Em 17 de outubro, o visual Rosa Esqueleto foi anunciado no Brawl Talk do mês.

Em 22 de outubro, Rosa recebeu uma atualização de animação. Seu acessório "Luz Revitalizante" passou a sempre cria arbustos verdes, independente do ambiente do mapa.

Em 31 de outubro, o visual Rosa Esqueleto e três reações do visual foram lançados no Desafio de Halloween do Brawl.

Em 6 de novembro, o visual Rosa Esqueleto e as outras cinco reações restantes foram lançados na loja.

# data[].attributes.attachment_link.description
A Brawler Rosa foi recem adicionada noBrawl Star tem raridade Rara 1 Estatística do Brawler 1.1 Ataque: Mão de Pedra 1.2 Super: Fertilizante 2 Acessório: Luz Revitalizante 3 Poderes de Estrela 3.1 Vida Vegetal 3.2 Luvas Espinhosas 4 História 5 Galeria 5.1 Visuais 5.2 Animações Em 11 de setembro de 2020, Rosa passou a carregar seu Super a partir de 3 acertos completos de seu ataque principal.

# data[].attributes.body
SKIN

# data[].attributes.body
STAR SKIN

# data[].attributes.body
SKIN

# data[].attributes.body
SKIN

# data[].attributes.body
STAR SKIN