Everyone wants to get better in their favorite game, so here are 32 tips for playing every brawler in Brawl Stars. Thirty-two tips, of course, means one tip for each brawler. Let’s hop right into it!
Common/Trophy Road Brawlers:
Shelly is best known for her insanely high damage up close, which makes perfect sense since her weapon of choice is a shotgun. However, at long range, Shelly’s damage is fairly low. Use this long-range poke damage to, over time, charge Shelly’s super. This can allow Shelly to be prepared if someone engages on her in a close-quarters battle. (Yes, this tip may seem obvious, but Shelly is a very straight-forward brawler to play.)
Nita may seem like a straight forward brawler when you first start playing her, but to really succeed as Nita, you need to practice one tactic that all good Nita players use. That tactic is Peeking. By shooting Nita’s attack right along the edge of a wall or around a corner, Nita is able to poke down the health of an enemy without being in their range for more than a fraction of a second.
Despite many players knowing this strategy, it still works very well since experienced players will still have a very hard time hitting Nita while she’s behind a corner.
Also, please don’t waste your Super. That’s even more important with Nita than a lot of other brawlers.
When you first play Colt, you may struggle to hit more than one or two bullets with each round of ammo, which gives Colt the appearance of having low damage, but this simply is not the case. Any seasoned Colt player will give this one tip to playing Colt: Mirror your opponent’s movement. Try to predict where your opponent will move in an attempt to dodge your bullets and walk in the same direction. Doing this will take a good amount of practice, but once you get the movement down perfectly, you’ll be hitting six bullets per round in no time.
Bull, like Shelly, is a very straight forward brawler to play. However, utilizing Bull’s super to the fullest isn’t always easy. Bull’s super is very situational, but making sure to use it wisely is critical to your survival. If you are trying to use Bull’s Super to engage, the only real way to succeed with this strategy is to perfectly position yourself to land on top of the enemy at the end of the Super’s range. The more reliable way to use Bull’s super is as a disengage, as you can use it to escape some unfavorable situations, such as a Shelly with her super.
As almost everyone knows, Jessie’s attack can bounce up to 2 times, being able to hit 3 targets with a single attack. To fully utilize Jessie’s abilities, you will always want to go out of your way to try to hit 2 (and sometimes 3) enemies with a single attack. Not only will this hurt the enemy team a significant amount more than usual, but this will also charge Jessie’s super much quicker.
Speaking of Jessie’s super, her turret is a great “chain super” if you use it correctly. Regardless of if you have her Star Power or not, (but it does make things a lot nicer if you do), you should always shoot some attacks right towards where you place your turret. Enemies will likely run towards the turret to take it out quickly and because you shot right next to your turret, you will get multiple very easy hits on the enemy. When it comes to utilizing Jessie’s super to its full extent, a lot of your success comes down to mind games with the enemy.
Here’s a 2 in 1 special for any and all Brock players. The first tip is to remember that Brock’s attack splashes at the end of its range or if it hits something along its path. This tiny splash radius can be used to hit enemies hiding behind walls or to hit multiple targets that are bunched up together, such as two Showdown boxes placed next to each other.
The second tip is about Brock’s super. Similar to all “thrower-style” attacks, you will always want to target the attack in the path of where the enemy is walking. There are some other things to keep in mind with Brock’s super, relating to some True Red and True Blue issues, but it’s far too complicated to mention here. If you are interested in these mechanics, I would highly recommend watching KairosTime Gaming’s video on the matter.
Dynamike is the first of several thrower brawlers. One trait that all throwers share is the ability to do something called “Area Denial”. Area denial is the act of shooting an attack on the path of an oncoming enemy. By doing this, you force the enemy to either tank the damage or change his path. This, essentially, manipulates the movement of the enemy to Dynamike’s fullest extent.
To become the best Bo player you can be, you must first understand the method of “strafing”. Strafing is the act of moving side to side or up and down to either utilize unique attack styles or to dodge shots from enemies. To utilize Bo’s attack, you have to know which way to strafe with it. Because Bo shoots a volley of three arrows all at slightly different angles, you can move in a certain direction to manipulate the way his arrows will travel. If you move right or down, his arrows will cover the most area but will likely only hit once (or if you’re lucky, twice). If you strafe up or left, your arrows will bunch up together, dealing the most damage but covering the least area. Knowing when is an appropriate time to use each of these strafing methods will help you become a better Bo player in no time.
Tick is very similar to Dynamike in many ways. They are both high damage throwers that specialize in Area denial and long-range combat and struggle with fast-moving and close-range combat. There is one thing to keep in mind while playing Tick, however, that Dynamike doesn’t do. This is the aspect of Tick’s lowered health and Tick’s increased range. You can combine Tick’s high range with his high damage to poke down enemies from far away, which increases his area denial greatly. However, if Tick is caught in close combat without his super, be sure to shoot ahead of where you’re walking. The bombs will drop on the path that the enemy will want to take and, if they don’t have a huge amount of health left, they will either be defeated or be forced to turn around and stop pursuing you.
8-Bit kind of like a “Colt deluxe”. They shoot the same number of bullets, have similar damage outputs (even though 8-Bit’s damage is higher) and have very similar ranges. However, there is one difference that you must keep in mind while playing 8-Bit and that is his super. When throwing out 8-Bit’s damage turret, be sure to always throw it over a wall to protect it. 8-Bit’s turret has very little health so keeping it out in the open leaves it vulnerable for Brocks, Pipers, and even other 8-Bits to snipe it in mere seconds. Putting it behind a wall allows you and your teammates to still gain the damage buff but keeps it protected from brawler attacks… except throwers.
Let’s get straight to the point. Keep your distance. As long as there’s a good amount of space between you and whoever you are fighting, you will be fine. Since Emz deals the highest damage at mid-range, keeping a good distance will help you succeed in general. Other than this, Emz is a really straight forward brawler.
Barley is the third and final thrower that will be covered here. Despite him being “rare,” he will more than likely be the first thrower you unlock. Because of this, you need to know the most basic and essential tip to playing throwers: Auto-aim is literal trash. Unless you’re attacking a stationary object, (boxes, safes, IKEs) you will never want to auto-aim your attack OR your super.
El Primo is probably the most straight forward brawler in the game. He punches things and jumps on them to punch them more. Seriously, this was a really hard tip to think of. However, if I were to suggest anything, I would tell you that you will want to use El Primo’s super at a closer range than you may think. Using it at a large range makes it very likely that the target will run away in time or get hit out of your range by the jump’s knock-back. Using it at a medium to close range ensures that you will hit the attack and be able to continue beating them up.
To be the best Poco player, you have to understand how Poco’s attack works, because it is not just a solid wave. In fact, Poco’s attack is a wave of five small beams of music energy. If a beam hits a solid object, it is destroyed. This is why you can shoot the edge of a wall and only part of it will disappear. Using this knowledge, you can actually use Poco’s attack similar to Nita’s where you can shoot and peek around a wall to deal damage in an area where no one else can hit you. Using this strategy, you can easily charge Poco’s super with 5 attacks.
Also, make sure to aim your super. It won’t always auto-aim to a low health ally.
Rosa is a lot like El Primo in a lot of ways. She punches things and her super is the main utility that makes her stand out. However, using Rosa’s super is very different from using El Primo’s super. You will want to wait for Rosa to take some damage before using her super. If you use her super at full health right when an enemy attacks you, you may use up all your super duration before you’re even close enough to attack.
Super Rare Brawlers:
Carl’s attack is a very unique attack in comparison to other brawlers, and I’m not referring to the fact that he only has one ammo bar. Carl’s attack has a massive hitbox. Seriously, it’s a lot larger than most people think. What a lot of Carl players don’t realize is that his attack’s hit-box can be used to hit more attacks than usual. Combining Carl’s massive attack hit-box with the fact that he attacks faster when you hit walls means that in a close combat fight, provided you are not fighting a Bull or Darryl, you can aim your attack at a wall while on top of the enemy and you will deal far more damage than before. If you are fighting a Bull or Darryl, (or any close-range brawler) you’re going to need to keep your distance.
Darryl is best played in Showdown and Heist, so I will be giving a tip for playing those game modes, but more specifically Showdown. When the game starts, you will want to gather power cubes from boxes and poke people with your attacks. Once your super is charged, (30 seconds or less depending on how many shots you hit) immediately target weak brawlers that can be defeated at close range. Here is a coherent list of brawlers to target, provided they don’t have an absurd amount of power cubes: Nita, Colt, Jessie, Brock, Dynamike, Bo, Tick, Emz, Barley, Poco, Carl, Penny, Rico, Piper, Tara(sometimes), Gene, Crow, Spike, Leon(sometimes), and Sandy. Using this list, target any one of these brawlers to roll onto and, provided you hit your super, you will be able to defeat them fairly easily. By supering and dealing damage, your next super will almost be ready at this point. Repeat this process by targeting simple enemies and growing in power with every easy kill. By the time you’re down to the last two, you’ll probably be facing a difficult opponent, such as a Shelly or Leon. If you are powerful enough, you can likely take the opponent out… or just take 2nd place since that’s still pretty darn good.
Penny’s turret is very straight-forward, yet difficult at the same time. The most basic thing to know is where to place her turret. Since her turret is a thrower, you will want to use that ability to the fullest. Place her turret behind a wall (preferably in a bush as well) to protect it from attacks. Then, use Penny’s attacks to use Area Denial, just like the other throwers. Enemies will be forced to either be hit by your attack or the turret’s bomb. This is a legitimate way to manipulate the movement of the enemy without even being a thrower.
It’s geometry time! I’m serious. I am going to legitimately teach you some basic geometry to help you play Rico. Rico’s attack shoots in a straight line creating an angle of incidence. If this line comes in contact with a straight surface (180-degree angle) such as a wall, it will create an angle of reflection. The two created angles will ALWAYS be complementary, which means they add up to 90 degrees and make a right angle. For example, if you shoot your attack at a 45-degree angle onto a wall, you know it will reflect at 45 degrees, because 45+45=90. If you shoot your attack at 75 degrees, it will only reflect at 15 degrees, because 75+15=90. Using this knowledge, you can have a fair estimate as to where your attack will bounce after the first bounce.
One of the two newest Brawlers, Bea, is in the words of a top Piper player, “Very Piper-like.” They are completely correct, too. Bea is incredibly similar to Piper, mostly in her basic attack that shoots a fast-moving, long-range attack that can either deal very little or very high damage. One tip that can help an aspiring Bea player is to always conserve a power shot for times when you know it will hit an enemy. Do not waste the shot trying to hit someone it likely will miss, unless you are scouting a bush. Preserving Bea’s power shot for important situations will allow you to do much better with her in a majority of scenarios.
One common issue that Bibi players face is that their Home Run attack will knock enemies out of your range, making an easy kill suddenly impossible. There are two ways to work around this issue. This first way to work around this is to simply waste a shot while running towards an enemy. This will put your Home Run bar on cooldown allowing you to attack regularly as much as you’d like. The other solution is to use the Home Run’s knock-back ability to hit the enemy into a wall. This will result in them not being hit quite as far away and you will still be able to hit them with ease.
When using Frank’s super attack, it’s important to know who to use it on and who to never use it on. I will simply give you some helpful lists. You will always want to try to use your super on the following brawlers: Nita, Colt, Jessie, Brock, Bo, Tick, Emz, Barley, Poco, Penny, Pam, Sandy, and Spike. All other brawlers should be carefully assessed before attempting to use your super attack. For example, some brawlers may have a Star Power (Dyna-Jump or Robo Retreat) and others may have a knock-back attack (Shelly, Bull, El Primo, Darryl, Frank, Tara, and Gene) and others may just be able to escape (El Primo, Piper, and Crow). Knowing when to and when not to use your super will help you become a better Frank player in no time.
To play Pam the best you can, you’ll want to follow the same tip as with 8-Bit. Throw your turret over walls to protect it from long range brawlers who would destroy it otherwise. Make sure to throw it close enough to a wall to still heal you and your teammates but keep it out of firing range for any non-thrower brawlers.
The best tip to playing Piper better than ever is to follow the Golden Rule of Brawl Stars. Do not Auto-Aim. If you are ever auto-aiming with Piper, it is seriously time to stop. With such an aim-oriented sniper-type brawler, auto-aiming will almost never help you in any given scenario. I promise you if you usually auto-aim while playing Piper or really any long-range brawler, you will notice a great increase in success if you just stop in your next game.
To play Gene well, you always need to have your super. Gene’s entire kit is based around either having your super or working towards getting your super. If you hit an enemy with three direct shots and then proceed to hit any enemy with at least 1 tiny flame from the split shot, you will have a fully charged super. Using this knowledge, you can pull an enemy with your super and hit them with three quick full attacks, which almost entirely charges your super up again. This is the best and most efficient way to chain supers with Gene.
Max is the second of the two newest brawlers added to the game. To be the best Max player possible, you need to understand when to use her super. Similarly to Rosa, wasting Max’s super can be catastrophic for your team, since it’s really the only thing that makes Max viable. Therefore, only use her super when it can be utilized well. Some examples of this include but are not limited to: running with a present in Present Plunder, running with the ball in Brawl Ball, escaping an enemy in any game mode, and getting to the boss robot faster in Takedown. By saving her super for important times, playing Max will become much easier and effective in most game modes.
Mortis is one of, if not the most complicated brawlers to play in all of Brawl Stars. However, with a proper understanding of how to utilize Mortis’s dashing attack, he can be played very efficiently. The most effective use of Mortis’s dash (other than attacking of course) is to dodge incoming attacks. There are 6 main types of attacks in the game: Spread (Poco, Sandy, Emz), Concentrated Spread (Shelly, Bull, Darryl), Close Range (El Primo, Rosa, Mortis), Long Range (Piper, Brock, Bea), Medium Range (Nita, Jessie, Carl), and Throwers (Dynamike, Barley, Tick).
Specifics in Dodging with Mortis
To dodge spread attacks, you have to quickly decide to either dash away in hopes of escaping the range or dashing through the attack in hopes of getting close enough to the enemy to have an upper hand. To dodge concentrated spread attacks, simply dodge to the side or away from the enemy, as most concentrated spread attacks are relatively short range. Just be sure to never attack towards an enemy with concentrated spread attacks. To dodge close range attacks… just get away from the enemy. They cannot hit you if you escape their close range, after all. To dodge long-range attacks, try to predict where the enemy will shoot and carefully weave around it. If the enemy is a Piper, attack towards them in hopes of either dealing damage to someone who cannot deal damage back or wasting their super. To dodge a medium-range attack, you will perform the same procedures as a long-range attack, but you may want to attack towards the enemy in multiple cases. Medium range brawlers tend to deal less damage (namely Nita and Jessie) so attacking them may be the correct option, considering what to do on a case-by-case mindset. Finally, to dodge thrower attacks, just dash through the attacks. Be mindful if the enemy shoots on top of themselves though, as attacking them will hurt you more than you hurt them.
Mr. P is a diverse brawler with a high skill cap. One tip that can help you quickly become a better Mr. P player is to utilize his bounce attack. When Mr. P’s attack hits a player or a wall, the attack bounces in the air for a second strike. By aiming for an enemy behind a wall, this bounce attack can often catch enemies off guard. By using this ability, you can deal more damage, charge more supers, and become a better Mr. P player very quickly. If played well, Mr. P, along with his Super’s drones, can be one of the most versatile and annoying brawlers in the game.
To be a better Tara player, you need to remember the Golden Rule that all Tara players must know. The Golden Rule is as follows: DO NOT WASTE YOUR SUPER. If you ever waste your super as Tara, you might as well kiss victory goodbye. Tara’s basic attack is incredibly weak at far ranges and, unfortunately for Tara, she is very bad in close combat. Therefore, using Tara’s super at important times can change entire games. Therefore, to abide by the Golden Rule, be sure to use her super at game-changing times. Some ways that her super can be utilized to its full extent include: attacking the enemy gem carrier, attacking an enemy with the Brawl Ball ball, attacking an enemy carrying a present in Present Plunder, or attacking a high bounty enemy in Bounty or Lone Star.
To play Crow well, you have to understand how far his range is. In comparison to other brawlers, Crow has one of the longest ranges for basic attacks. Therefore, playing Crow well means utilizing this range to the fullest. Be sure to keep your distance from threatening enemies and be sure to use Crow’s insane mobility to dodge attacks from other long-range brawlers such as Rico, Colt, and Piper. Finally, be careful using his super. Please do not jump on a Shelly regardless of her health, as she can absolutely destroy you in seconds.
Leon, the nerf-master himself, has one very crucial tip that all players must understand to play him better. While using Leon’s super, you may have noticed a small “eye icon” that appears when you are close to an enemy. This icon informs the player that you can be seen by either that enemy or the enemy team. The icon will appear if Leon is 4 or fewer tiles away from an enemy brawler, as that is the range of sight outside of a bush. Therefore, the key to using Leon’s super and, by extension, playing Leon better is to be sure to stay more than 4 tiles away from the enemy at all times… that is, until you decide to strike.
To play Sandy well, you must understand how Sandy’s attack works. The left side of Sandy’s attack (right side if you’re facing down) travels significantly faster than the opposite side of the attack. Using this knowledge, you can effectively hit enemies with Sandy’s attack before they are able to hide behind a wall or heal. Projectile speed is a crucial statistic on brawlers (proven by Jessie’s recent buffs) so utilizing projectile speed to its fullest is the key to being successful with Sandy.
To play Spike well, you must understand how Spike’s attack splits. Spike’s main attack splits into 6 smaller spikes that all deal a fraction of the main damage. The spikes shoot out in 6 set directions: two of the spikes shoot to either side of the main attack, and the remaining four shoot in each corner, essentially dividing the attack equally into 6 ways. Using this knowledge, poking enemies with Spike’s attack at a far range is much easier.
Thank you for reading! This was a much longer article than I initially intended, but I hope you, the humble reader, enjoyed reading it as much as I enjoyed writing it. You can check out our Brawler Basics series for guides on individual brawlers by visiting the Brawler Basics category from the sidebar dropdown. If you learned something new, let me know and be sure to share this guide with your friends! That’s all for now, have fun brawlin’!