
Look, I’ve been grinding Brawl Stars since its early days, and I know firsthand how overwhelming it can be to choose from 96 different Brawlers. Every time I hop into a match, I see players struggling because they picked the wrong character for the situation. That’s exactly why I created this comprehensive tier list based on real data from the top 200 players worldwide.
The Brawl Stars meta shifts constantly with balance changes, new Brawler releases, and seasonal updates. What worked last month might not cut it today. In December 2025, we’re seeing major changes in how Brawlers perform across different game modes, and understanding these rankings can be the difference between climbing the leaderboard or getting stuck in trophy purgatory.
Before we dive into the tier list, you need to understand what actually makes a Brawler strong in the current meta. I’ve spent hundreds of hours analyzing gameplay patterns, and these are the key factors that determine Brawler rankings:
Win Rate Performance – How often top players win with this Brawler across all game modes
Pick Rate Popularity – How frequently pros choose this Brawler in competitive matches
Versatility – Can this Brawler perform well in multiple game modes and map types?
Survivability – Health pool, defensive abilities, and escape mechanics
Damage Output – Burst damage potential and sustained DPS capabilities
Utility Value – Special abilities that provide strategic advantages beyond just damage
Consistency – Does this Brawler perform reliably or is success too RNG dependent?
Team Synergy – How well this Brawler works with popular team compositions
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Mina | Assassin | High Mobility, Burst Damage | Exceptional carry potential |
| Mandy | Sharpshooter | Long Range, High DPS | Dominates from distance |
| Mortis | Assassin | Ultra Mobile, Self Heal | Best finisher in game |
| Cordelius | Support | Zone Control, Utility | Game changing ultimate |
| Buster | Tank | High HP, Shield | Unstoppable frontline |
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Sandy | Support | Invisibility, AOE | Meta defining super |
| Fang | Fighter | High Burst, Mobility | Aggressive playmaker |
| Tara | Controller | Crowd Control, Pull | Team fight specialist |
| Bea | Sharpshooter | Charged Shots, Range | Punishes mistakes hard |
| Darryl | Tank | Dash, Shields | Excellent engage tool |
| Byron | Support | Healing, Poke | Sustain powerhouse |
| Bonnie | Hybrid | Versatile, Adaptive | Strong in all situations |
| Jae yong | Fighter | Consistent DPS | Reliable damage dealer |
| Ollie | Support | Heal, Control | Team utility king |
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Tick | Thrower | Area Denial, Poke | Annoying zoner |
| Bibi | Fighter | Melee, Knockback | Good brawler counter |
| Kit | Assassin | Mobility, Burst | Situational assassin |
| Surge | Adaptive | Evolving Kit | Strong mid game |
| Max | Support | Speed Boost | Team mobility |
| Belle | Sharpshooter | Ricochet, Mark | Vision control |
| Gus | Support | Shields, Utility | Defensive specialist |
| Carl | Fighter | Boomerang, Control | Map dependent |
| Angelo | Hybrid | Versatile Kit | Jack of all trades |
| Hank | Tank | Tanky, Disrupt | Decent frontline |
| Melodie | Controller | Crowd Control | Situational pick |
| Piper | Sharpshooter | Extreme Range | Open map specialist |
| Rico | Sharpshooter | Bounce Shots | Wall reliant |
| Stu | Assassin | Dash Reset | High skill ceiling |
| Colt | Sharpshooter | Linear DPS | Needs precision |
| Nita | Fighter | Bear Summon | Pet pressure |
| Jessie | Support | Turret, Bounce | Area control |
| Brock | Artillery | Rockets, Range | Burst damage |
| Dynamike | Thrower | Explosives, Jump | High skill required |
| Amber | Controller | Flame, Zoning | Area denial |
| Lou | Controller | Freeze, Slow | CC specialist |
| Colette | Hybrid | % Damage | Tank buster |
| Meg | Tank | Transform, Mech | Scaling power |
| Grom | Artillery | Long Poke | Safe damage |
| Frank | Tank | Stun, AOE | Team fight impact |
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Spike | Controller | DOT, Slow | Nerfed recently |
| Crow | Assassin | Poison, Mobile | Lacks finishing |
| Leon | Assassin | Invisibility | One trick pony |
| Sandy | Support | Sleep, Heal | Map dependent |
| Penny | Artillery | Turret, Splash | Outclassed now |
| 8-Bit | Support | Turret, Slow | Immobile target |
| Emz | Controller | AOE, Slow | Positioning reliant |
| Rosa | Tank | Bush, Shield | Limited engage |
| Primo | Tank | Melee, Super Jump | Kited easily |
| Jacky | Tank | Melee, Pull | Struggles vs range |
| Shelly | Fighter | Close Range, Super | Beginner trap |
| Bull | Tank | Close Combat | Range weakness |
| Barley | Thrower | DOT, Zoning | Squishy glass cannon |
| Sprout | Controller | Wall, Poke | Utility nerfed |
| Maisie | Sharpshooter | Adaptive Range | Inconsistent |
| Sam | Fighter | Knuckle Busters | Clunky kit |
| Mandy | Sharpshooter | Focus Shots | Needs setup |
| Charlie | Hybrid | Spider, Trap | Unreliable |
| Mico | Assassin | Wall Jump | Gimmicky |
| Gray | Support | Transform, Utility | Niche uses |
| Lily | Assassin | Vanish, Burst | Too squishy |
| Draco | Fighter | Flame Breath | Limited range |
| Berry | Artillery | Throw, Splash | New, unproven |
| Willow | Support | Mind Control | High skill floor |
| Doug | Support | Sausages, Heal | Underwhelming |
| Chuck | Fighter | Railway, Speed | Map specific |
| R-T | Hybrid | Split Form | Complex micro |
| Gale | Support | Knockback, Jump | Utility focused |
| Surge | Adaptive | Level Up | Inconsistent |
| Mr. P | Support | Porters, Poke | Summons weak |
| Squeak | Artillery | Sticky Bombs | Predictable |
| Eve | Support | Water, Eggs | Slow projectiles |
| Janet | Hybrid | Flight, Versatile | Average stats |
| Otis | Support | Silence, Utility | Niche super |
| Bea | Sharpshooter | Super Shot | One shot wonder |
| Nani | Artillery | Peep, Snipe | Hard to master |
| Tara | Controller | Pull, Vision | Super reliant |
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Ash | Fighter | Rage Mechanic | Takes too long |
| Griff | Fighter | Coins, Greed | Outclassed damage |
| Ruffs | Support | Buffs, Poke | Team dependent |
| Clancy | Fighter | Scrap, Build | Slow ramp up |
| Kenji | Fighter | Dash, Parry | Nerfed heavily |
| Larry & Lawrie | Hybrid | Duo Control | Coordination issue |
| Lola | Fighter | Clone, Burst | Clone AI poor |
| Pam | Support | Turret Heal | Stationary target |
| Bo | Support | Mines, Vision | Mines avoided |
| Tico | Controller | Random Kit | RNG dependent |
| Buzz | Assassin | Hook, Dive | Predictable |
| Fang | Fighter | Super Chain | Nerfed damage |
| Edgar | Assassin | Vault, Lifesteal | Dies instantly |
| Gale | Support | Wind, Jump | Weak impact |
| Gene | Support | Pull, Heal | Unreliable pull |
| Max | Support | Speed, Shields | Outclassed utility |
| Mortis | Assassin | Dash, Heal | Hard countered |
| Poco | Support | AOE Heal | Lowest win rate |
| Sandy | Support | Sandstorm | Duration short |
| Brawler | Role | Key Stats | Tier Justification |
|---|---|---|---|
| Chester | Support | Random Super | Too unreliable |
| Colt | Sharpshooter | Linear Attack | Basic kit |
| Fang | Fighter | Knockback | Needs buffs |
| Edgar | Assassin | Jump, Heal | Worst performer |
| Poco | Support | Group Heal | 28% win rate |
| Doug | Support | Hot Dogs | No impact |
| Eve | Support | Eggs, Water | Slowest shots |
| Tico | Controller | Chaos Kit | Unpredictable |
| Griff | Fighter | Coin Attack | Underwhelming |
| Buzz | Assassin | Torpedo | Countered easily |

Mina burst onto the scene and immediately established herself as the strongest Brawler in the current meta. Her exceptional mobility combined with devastating burst damage makes her the perfect assassin for securing kills and carrying games. What sets Mina apart is her ability to dive backlines, eliminate key targets, and escape safely.
I’ve been grinding with Mina extensively, and her skill ceiling is incredibly high. Her main attack deals consistent damage at close to mid range, while her Super provides both offensive and defensive value. The key to mastering Mina is understanding when to commit to fights versus when to use your mobility to reposition.
Her Hypercharge amplifies her already impressive damage output, allowing her to delete squishy targets in seconds. In the hands of skilled players, Mina can single handedly swing team fights and create opportunities for her team to capitalize on.
Mandy represents everything a sharpshooter should be incredible range, high damage output, and the ability to control space from safety. Her focus mechanic rewards patient players who can land consecutive shots, dealing massive damage that few Brawlers can survive.
What I love about Mandy is her versatility across game modes. In Gem Grab, she controls lanes effortlessly. In Bounty, she secures kills from impossible distances. Her Super provides both offensive burst and defensive zoning, making her difficult to counter without coordinated dives.
The recent meta shift toward poke heavy, range dominant gameplay has only strengthened Mandy’s position. Her ability to threaten enemies from across the map forces opponents to respect her positioning, creating space for teammates to work.
Mortis has been a meta staple for years, and for good reason. His three dash mechanic provides unmatched mobility for chasing down low health targets and escaping dangerous situations. His self healing through attacks and Star Power makes him surprisingly durable for an assassin.
Playing Mortis requires excellent game sense and patience. You need to track enemy cooldowns, identify vulnerable targets, and execute clean dives without overcommitting. The recent Hypercharge nerfs have made timing more critical, but skilled Mortis players adapt by being more selective with engagement windows.
I recommend Mortis especially for Gem Grab and Brawl Ball, where his mobility and burst damage shine brightest. His ability to carry gems safely or score goals under pressure makes him invaluable in competitive play.
Cordelius brings unique utility that no other Brawler can replicate. His shadow realm mechanic isolates priority targets, creating 1v1 scenarios that favor skilled players. His main attack provides consistent poke damage, while his Super completely changes how team fights develop.
What makes Cordelius S-tier is his versatility. He functions as both a frontline bruiser and backline disruptor depending on what your team needs. His area denial forces enemies into predictable patterns, making him excellent for controlling objectives.
I’ve found Cordelius particularly effective in Knockout and Hot Zone, where eliminating specific threats or controlling zones determines match outcomes. His kit rewards strategic thinking and good target selection over pure mechanical skill.
Buster exemplifies what modern tanks should be high health, meaningful damage, and tools to stick to targets. His shield mechanic provides temporary invulnerability that allows him to soak damage and create space for teammates. His Super deals surprising burst damage while repositioning him aggressively.
The key to playing Buster effectively is understanding when to activate your shield. Timing it to absorb big damage abilities or ultimates turns you from tanky to unkillable. His presence alone forces enemies to respect his threat range and shield cooldown.
Buster excels in every mode that involves close quarters combat or objective control. His ability to wade through enemy fire and disrupt backlines makes him a nightmare for squishy damage dealers.
Sandy’s invisibility bubble remains one of the most powerful team utilities in Brawl Stars. Granting your entire team stealth creates aggressive push opportunities and allows for creative flanks that catch enemies off guard. His main attack provides steady poke damage with decent range.
While Sandy has dropped slightly from his peak dominance, he remains an excellent A-tier pick. The meta shift toward longer range combat has reduced opportunities for invisibility plays, but coordinated teams still extract massive value from his kit.
I recommend pairing Sandy with aggressive assassins like Mortis or Mina. The invisibility allows them to position closer before revealing, guaranteeing kills on priority targets. Sandy’s Gadgets also provide additional utility through healing or stunning.
Fang’s Super chain potential makes him one of the most exciting Brawlers to play. Landing his kick refunds his Super, allowing skilled players to chain eliminations and take over team fights. His Gadget provides bonus movement speed for aggressive pushes or safe escapes.
Recent balance changes have toned down Fang’s damage slightly, but he remains a solid A-tier pick. His value comes from creating momentum each successful kick puts enemies on their heels and opens opportunities for your team.
Fang works best in Knockout and Brawl Ball, where his ability to secure quick eliminations translates directly into round wins. Learning to identify safe kick targets versus risky ones separates good Fang players from great ones.
Tara’s pulling Super is devastating in coordinated play. Grouping multiple enemies together allows your team to focus fire and secure team wipes. Her main attack’s cards provide poke damage and Super charge, while her Shadow summons provide additional pressure.
What I appreciate about Tara is her consistency. She doesn’t have any hard counters and performs decently across all game modes. Her kit remains valuable throughout matches, unlike some Brawlers who fall off or need specific conditions to shine.
Tara pairs exceptionally well with area of effect damage dealers like Spike or Dynamike. Her pull sets up devastating combos that can instantly swing fights. Her vision providing Gadget also provides crucial information in competitive matches.
Bea’s charged shot mechanic rewards accuracy with massive burst damage. Her first shot after hitting an enemy supercharges, dealing enough damage to threaten or eliminate most Brawlers. Her Slow from her Gadget or Star Power makes confirming follow up shots easier.
The skill ceiling for Bea is extremely high missing shots significantly reduces her effectiveness. However, players who consistently land charged shots make Bea feel oppressive. Her range allows her to threaten enemies across the map while staying relatively safe.
I recommend Bea for open maps in Bounty or Gem Grab. Her ability to delete targets from distance secures star leads or eliminates gem carriers. Practice your aim extensively before taking her into competitive modes.
Darryl’s Super provides one of the best engagement tools in the game. Rolling across the map with shields allows him to dive backlines and assassinate squishy targets. His shotgun damage at close range is devastating, especially with his Hypercharge activated.
While tanks generally struggle in the current meta, Darryl’s mobility separates him from static tanks like Bull or El Primo. His ability to close gaps and create chaos makes him valuable for disrupting enemy positioning and peeling for teammates.
Darryl excels in Heist and Brawl Ball, where his ability to reach objectives quickly and survive burst damage proves invaluable. Time your rolls carefully to avoid wasting your only escape tool.
Byron provides the best healing output of any support Brawler while maintaining respectable poke damage. His long range healing allows him to sustain teammates from safety, while his poison damage pressures enemies out of fights. His Super injects allies with a healing over time effect that keeps them healthy.
The recent meta emphasizing sustain over burst has elevated Byron’s stock. His ability to keep teammates alive through extended fights provides immense value. Combined with his range, he remains safe while providing healing.
I pair Byron with aggressive frontliners like Buster or Darryl. His healing enables them to stay on frontlines longer, creating sustained pressure. His damage also secures eliminations on enemies who try escaping with low health.
Bonnie’s transformation mechanic provides flexibility that few Brawlers match. Her cannon form offers high damage and range, while her mobile form provides chase potential and survivability. Skilled players swap between forms based on situations, maximizing effectiveness.
What makes Bonnie A-tier is her reliability. She doesn’t excel in any single category but performs well in everything. This consistency means she’s never a bad pick and adapts to various team compositions and strategies.
Bonnie works across all game modes, though she shines brightest in Knockout where her burst damage secures eliminations. Practice your form management to maximize uptime on appropriate forms for each situation.
Jae-yong provides consistent DPS without requiring setup or specific conditions. His straightforward kit rewards good positioning and target priority over mechanical outplays. His Super amplifies his damage temporarily, creating windows for aggressive pushes.
I appreciate Jae-yong for his reliability he does what you expect without surprises. While he lacks the flashiness of assassins or utility of supports, his steady damage output creates constant pressure that teams must respect.
Jae-yong fits into most team compositions as a reliable damage source. He’s particularly effective in Knockout and Hot Zone, where his consistent damage chunks through enemies holding objectives.
Ollie brings healing, speed boosts, and crowd control all in one package. His hypnosis mechanic from his Super turns enemies into temporary allies, creating 4v3 situations. His main attack’s cone shape makes landing shots easier while charging his valuable Super.
Recent buffs to healing and map control have made Ollie increasingly popular. His kit provides so much utility that he remains valuable even when falling behind. Good Ollie players time their Supers to hypnotize key threats during crucial moments.
I recommend Ollie for any mode requiring sustained fights around objectives. His healing keeps teammates healthy while his hypnosis disrupts enemy positioning. Pair him with aggressive teammates who capitalize on temporary number advantages.
Tick’s area denial capabilities make him incredibly frustrating to play against. His mines force enemies into predictable paths, making them easier to hit with additional mines. His detachable head upon death provides last second eliminations or zone control.
While Tick has fallen from S-tier prominence, he remains a solid B-tier pick for players who master mine placement. His value comes from controlling enemy movements rather than raw damage output. Good Tick players use mines to corral enemies into his teammates’ attacks.
Tick excels on maps with choke points and limited sightlines. Heist and Hot Zone particularly favor his area denial. However, assassins like Mortis counter him hard, so check enemy compositions before selecting him.
Bibi’s melee knockback provides excellent peel for teammates while her charged swing deals respectable damage. Her baseball bounces back, providing additional area denial. Her Super allows her to rush across maps and disrupt enemy formations.
Bibi functions best as a counter pick against dive heavy compositions. Her knockback stops assassins from reaching backlines while her mobility lets her contest objectives. However, range disadvantage makes her struggle on open maps.
I use Bibi primarily in Brawl Ball, where her ability to control the ball with knockback and score with her speed boost proves invaluable. She’s also solid in Gem Grab for protecting gem carriers from divers.
Kit’s teleportation mechanic provides unique mobility for flanking and assassinating key targets. His stun from his Super sets up eliminations for teammates. However, recent nerfs to his Hypercharge charge rate have significantly reduced his effectiveness.
Kit now sits in B-tier as a situational pick rather than automatic selection. He still provides value in coordinated teams that can capitalize on his stuns, but his reduced Hypercharge access has diminished his solo carry potential.
Consider Kit for Knockout or Bounty when enemies have immobile, high value targets. His teleport allows him to reach and eliminate these threats before they can react. Avoid him on open maps where he lacks safe teleport destinations.
Surge’s upgrade mechanic makes him increasingly threatening as matches progress. Each Super level enhances his abilities, with level 4 Surge becoming nearly unstoppable. His split shots at higher levels provide area damage that’s difficult to avoid.
The challenge with Surge is surviving long enough to reach maximum power. Early game, he’s vulnerable and must play safely while charging his first Super. Once upgraded, he transforms into a dominant force that controls fights.
Surge works best in longer game modes like Gem Grab or Hot Zone where you have time to power up. Avoid him in fast Knockout rounds where matches end before you reach full potential.
Max’s speed boost provides team wide mobility that enables aggressive pushes and safe retreats. Her rapid fire attack charges her Super quickly, allowing frequent speed boosts. Her Gadgets provide additional utility through shields or teleportation.
While Max has dropped from S-tier, she remains a solid B-tier support. The meta shift away from burst combos toward sustained poke has reduced the value of her speed boost. However, coordinated teams still extract significant value from enhanced positioning.
Max works well with short range Brawlers who struggle closing gaps. Her speed boost allows them to reach enemies safely. She’s particularly effective in Brawl Ball where speed directly translates to scoring opportunities.
Belle’s ricocheting shots and enemy marking Super provide excellent vision control. Her mark increases damage enemies take, allowing your team to focus fire marked targets. Her bounce shots reach around corners, hitting enemies in cover.
Belle’s value lies in her utility rather than raw damage. Marking priority threats makes them easier to eliminate, while her vision denies enemy information advantages. Her range keeps her safe while providing consistent poke damage.
I recommend Belle for Bounty and Knockout where eliminating specific targets determines outcomes. Her mark identifies assassination targets for your team. Practice your ricochet angles to maximize shot consistency.
Gus provides shields that absorb damage, keeping teammates alive through burst combos. His Spirit Animal summons create additional pressure while body blocking for allies. His healing output, while lower than Byron’s, comes with damage mitigation.
Gus excels against burst heavy compositions that rely on eliminating targets quickly. His shields buy time for teammates to escape or counterat tack. However, he struggles when enemies can chip through shields with sustained damage.
Consider Gus for Knockout where preventing a single elimination can win rounds. His shields turn fights by denying enemy kill pressure. Pair him with glass cannons who need protection.
Carl’s boomerang attack provides consistent damage at mid range while his Super allows him to roll through walls and enemies. His pickaxe return ensures he always has ammo, creating constant pressure. However, his performance varies significantly based on map geometry.
Maps with walls and corners amplify Carl’s effectiveness, while open maps leave him vulnerable. His value comes from using terrain to maximize boomerang bounces and Super value. Good Carl players abuse geometry to hit enemies multiple times per attack.
Carl works best in Heist and Siege where he can use map geometry around objectives. His ability to damage safes while avoiding retaliation makes him valuable. Avoid him on open maps where he can’t utilize his kit fully.
Angelo’s versatile kit allows him to fill multiple roles depending on team needs. However, his lack of specialization means he’s outclassed by dedicated role fillers. Recent meta shifts have pushed him down to B-tier as more specialized Brawlers prove more effective.
Angelo still provides value through his adaptability. When you’re uncertain about enemy composition, Angelo safely fills gaps. However, if you know what you need, selecting a specialist usually proves more effective.
Consider Angelo when you need flexibility or when countering him is difficult for opponents. His well rounded kit means he rarely hard loses matchups, though he also rarely hard wins them.
Hank provides respectable tanking abilities with his bubble shield and disruption potential. His water beam attack deals consistent damage while his Super creates space. However, he lacks the defining characteristics that make top tier tanks essential picks.
Hank sits in B-tier as a serviceable tank option when better choices are unavailable or countered. His kit functions as intended but doesn’t excel enough to justify automatic selection. He’s solid but unspectacular.
Use Hank in Heist where his ability to pressure safes while absorbing damage proves useful. His bubble shield allows him to wade through enemy fire and create chaos near objectives.
Melodie’s crowd control abilities can swing fights when properly utilized. Her stuns and slows disrupt enemy positioning, creating opportunities for teammates. However, her effectiveness depends heavily on landing skill shots and coordinating with teammates.
The difficulty of consistently landing her abilities relegates Melodie to B-tier. In skilled hands, she provides excellent utility. However, the risk of missing crucial controls makes her inconsistent compared to more reliable options.
Melodie works best in organized play where teammates coordinate around her controls. Solo queue makes her value questionable due to communication barriers. Consider her for Knockout where single successful controls can win rounds.
Piper’s extreme range and burst damage make her devastating on open maps. Her grenades from her Gadget provide self peel against divers. Her Super allows her to reposition safely after attacking. However, close range encounters spell her doom.
Piper’s performance varies wildly based on map selection. Open Bounty maps make her S-tier, while close quarters Brawl Ball maps make her nearly unplayable. This inconsistency places her in B-tier overall despite her peak performance.
Master Piper for Bounty on open maps. Her ability to eliminate enemies across the map from safety secures star leads. Avoid her on maps with abundant cover or close quarters combat.
Rico’s bouncing bullets allow him to hit enemies around corners and maximize damage through walls. His Super provides burst damage and brief invulnerability. However, his effectiveness depends heavily on wall positioning.
Maps with numerous walls amplify Rico’s potential, while open maps leave him vulnerable. His B-tier placement reflects this inconsistency devastating on appropriate maps, mediocre on others. Map knowledge determines Rico’s viability.
Use Rico in Heist on maps with walls near safes. His bounces allow him to chunk safes while staying relatively safe. Practice your angles to maximize bounce efficiency.
Stu’s ability to dash after every attack provides unmatched mobility. His Super charges incredibly fast, allowing constant repositioning. Skilled Stu players become slippery targets that are difficult to pin down. However, his low health makes mistakes immediately punishing.
Stu’s skill ceiling is among the highest in the game. Mastering his dash timings and angles allows you to outplay virtually any matchup. However, this complexity makes him inconsistent in average hands, placing him in B-tier overall.
Stu excels in Brawl Ball where his mobility allows him to contest the ball aggressively and score under pressure. His dashes make him difficult to defend against when approaching the goal.
Colt’s linear attack deals high damage when all bullets connect. His Super destroys cover and chunks objectives. However, his predictable attack pattern and lack of defensive tools make him vulnerable. Missing shots significantly reduces his effectiveness.
Colt represents a beginner trap he seems simple but requires excellent aim to perform well. Against skilled opponents who juke effectively, landing full attacks becomes challenging. His B-tier placement reflects this difficulty.
Consider Colt for Heist where his objective damage proves valuable. His ability to destroy walls and pressure safes makes him useful. However, prepare to aim carefully and position conservatively.
Nita’s bear summon creates constant pressure that enemies must respect. Her bear bodyguards her or chases enemies depending on playstyle. Her main attack’s wide spread makes landing shots easier. However, her bear dies quickly to focused fire.
Nita functions best as a beginner friendly choice who remains viable in lower ranks. Her straightforward kit and forgiving aim make her accessible. However, skilled opponents counter her bear easily, limiting her competitive viability to B-tier.
Use Nita in Gem Grab where her bear can protect gem carriers or pressure enemy carriers. Her bear’s presence alone forces enemies to respect her threat range.
Jessie’s bouncing attack and turret summon provide area control. Her turret zones enemies away from objectives while her bounces hit multiple targets. Her Gadgets enhance her turret’s survivability or damage output.
Like Nita, Jessie serves beginners well but struggles against skilled opponents who quickly eliminate her turret. Her B-tier placement reflects her accessibility but limited competitive ceiling. She remains viable but not optimal.
Jessie works in Heist where her turret can pressure safes from safety. Her bounces also hit enemies defending safes. Position turrets carefully to maximize their lifespan and value.
Brock’s rockets deal burst damage at long range. His Super provides area denial and destroys cover. His Gadgets enhance his rockets or provide defensive options. However, his rockets’ travel time makes them dodgeable.
Brock’s effectiveness depends on landing rockets consistently. Against mobile opponents, this becomes challenging. His B-tier status reflects his solid damage potential tempered by reliability concerns against skilled players.
Consider Brock for Bounty where his burst damage secures eliminations. His rockets’ long range allows him to threaten enemies from safety. Practice predicting enemy movements to improve rocket accuracy.
Dynamike’s dynamite provides area denial and burst damage. His jump Gadget or Star Power allows him to escape danger or reach unexpected angles. However, his projectile’s arc and delay make landing attacks difficult.
Dynamike’s skill ceiling is extremely high mastering his throw angles and timing separates good players from great ones. His B-tier placement reflects his high potential tempered by difficulty. Against opponents who dodge effectively, Dynamike struggles to land meaningful damage.
Use Dynamike in Heist where his objective damage excels. His ability to destroy walls around safes and chunk objectives makes him valuable. Practice your throws extensively in training before competitive play.
Amber’s continuous flame attack provides consistent pressure and area denial. Her oil puddle Super creates zones enemies must avoid or take massive damage. Her ammo management mechanic rewards strategic resource usage rather than mindless spraying.
Recent nerfs to Amber’s ammo capacity have pushed her down to B-tier. While still effective at controlling space, her reduced uptime limits her impact. Good Amber players manage their flame fuel carefully, maximizing pressure windows.
Amber works well in Hot Zone where her area denial prevents enemies from capturing points. Her flame forces enemies to respect her space, creating opportunities for teammates.
Lou’s snowcone attacks slow enemies, eventually freezing them solid. His Super creates an area that amplifies his freeze effect. His crowd control makes him excellent at locking down priority targets, but his low damage limits his solo threat.
Lou functions best as an enabler for teammates rather than a primary damage source. His freezes set up eliminations for allies while his slows make landing abilities easier. His B-tier placement reflects his utility value despite limited carry potential.
Consider Lou for Gem Grab where his crowd control protects gem carriers. His ability to freeze approaching assassins keeps your carrier safe. Pair him with high burst teammates who capitalize on frozen targets.
Colette’s percentage based damage makes her uniquely effective against high health targets. Her attacks deal proportional damage, allowing her to chunk tanks regardless of their HP. Her Super pushes enemies into walls for additional damage, potentially eliminating weakened targets.
While Colette excels against tank heavy compositions, she struggles against squishy damage dealers. Her niche specialization places her in B-tier devastating in appropriate situations, mediocre in others. Check enemy team composition before selecting her.
Use Colette in Heist where her percentage damage shreds enemy safes. Her ability to quickly destroy objectives makes her valuable despite her situational nature elsewhere.
Meg starts matches weak but transforms into her powerful mech suit after charging her Super. Her mech form provides increased health, damage, and survivability. However, reaching mech form requires surviving vulnerable early stages.
Like Surge, Meg’s power level fluctuates dramatically throughout matches. Her B-tier placement reflects the risk of dying before transforming versus the reward of mech dominance. Coordinated teams that protect her early amplify her effectiveness.
Meg works best in longer modes like Gem Grab where she has time to transform. Once in mech form, she dominates fights and creates space for teammates. Play conservatively early and aggressively once transformed.
Grom’s water balloons travel extreme distances, poking enemies from complete safety. His Super creates a puddle that damages and slows enemies. His range allows him to pressure objectives without exposing himself to danger.
Recent meta shifts toward mobility have reduced Grom’s effectiveness. Fast Brawlers close gaps quickly, neutralizing his range advantage. His B-tier status reflects his safety and poke value tempered by vulnerability to aggressive compositions.
Consider Grom for Bounty where his safe poke damage secures eliminations without risking stars. His range makes him difficult to retaliate against, accumulating advantages over time.
Frank’s charged hammer swing stuns all enemies in a wide cone while dealing massive damage. His Super provides area of effect stun, setting up team wipes. However, his slow attack speed and lack of mobility make him vulnerable.
Frank requires team support to function effectively. His stuns create opportunities, but he needs teammates to capitalize. His B-tier placement reflects his team fight impact versus his vulnerability when caught alone or focused.
Use Frank in Brawl Ball where his stuns control enemy movements and secure goals. His area of effect attacks hit multiple defenders simultaneously, creating scoring opportunities.
Spike’s cactus attacks explode into spikes that cover wide areas. His Super creates a slowing zone that damages over time. Recent nerfs to his damage and slow duration have significantly impacted his effectiveness.
Spike has fallen from his former S-tier dominance to C-tier mediocrity. While his kit remains functional, reduced numbers make him less threatening than alternatives. He’s still playable but no longer optimal.
Spike works decently in Hot Zone where his area denial contests points. However, better options exist for virtually every situation. Consider him only if you’ve mastered him extensively.
Crow’s poison damage reduces enemy healing while his mobility allows him to kite effectively. His Super provides a leap for engagement or escape. However, his inability to secure eliminations without teammate follow up limits his impact.
Crow functions as a “win more” Brawler he’s effective when already ahead but struggles to create advantages from behind. His C-tier placement reflects his limited carry potential despite his annoying poke damage.
Consider Crow for Showdown where his ability to weaken multiple enemies simultaneously provides value. However, avoid him in team modes where securing eliminations determines outcomes.
Leon’s invisibility Super allows him to approach enemies undetected for surprise attacks. His high burst damage at close range can eliminate squishy targets. However, once his Super expires, he lacks tools to engage or escape.
Leon’s one dimensional kit makes him predictable and counterable. His C-tier status reflects his limited utility beyond surprise attacks. Skilled opponents track invisible Leon and position accordingly, neutralizing his primary strength.
Leon works best in lower rank Showdown where enemies struggle to track invisible threats. However, competitive play exposes his limitations. Consider him only for casual matches.
Penny’s cannon attacks splash damage while her turret summon provides sustained pressure. Her recent nerfs combined with power creep from newer Brawlers have relegated her to C-tier. She remains functional but significantly outclassed.
Penny’s turret dies quickly to focused fire, limiting its value. Her splash damage lacks the consistency of linear attackers. While she’s not unusable, better alternatives exist for every role she fills.
Consider Penny only if you lack alternatives or have extensively practiced her mechanics. Otherwise, selecting meta picks provides better results.
8-Bit’s damage boost turret amplifies his team’s damage output while his high per shot damage chunks enemies. However, his extremely slow movement speed makes him an easy target. Opponents simply walk around him or focus him down.
8-Bit’s immobility in a mobility focused meta pushes him to C-tier. While his damage potential remains high, surviving long enough to utilize it proves challenging. His turret provides value but can’t compensate for his glaring weakness.
Use 8-Bit only in Heist where his stationary nature matters less. His damage boost near safes amplifies your team’s objective pressure. Avoid him in modes requiring mobility.
Emz’s hairspray attack deals increasing damage the longer enemies remain in it. Her Super slows enemies caught in her area. However, her effectiveness depends entirely on maintaining optimal spacing too close or too far reduces her damage significantly.
Managing spacing against mobile opponents proves challenging, pushing Emz to C-tier. While skilled players extract value through positioning, her consistency issues make her unreliable. Better controllers exist with more forgiving mechanics.
Consider Emz for Hot Zone where her area denial contests points effectively. However, prepare to manage spacing carefully against dive threats.
Rosa’s shield provides temporary damage reduction while her melee attacks deal solid damage. Her plant based mechanics allow her to hide in bushes longer. However, her need to close gaps against ranged opponents limits her effectiveness.
Rosa’s kit worked better in earlier metas with more bushes and close quarters maps. Current map design and meta compositions leave her struggling in C-tier. She’s situationally useful but rarely optimal.
Use Rosa only in Showdown where bushes are abundant and close range encounters common. Her shield allows her to win early fights and survive until late game.
El Primo’s Super allows him to leap across maps and land on enemies. His high health and melee damage make him threatening at close range. However, ranged Brawlers kite him effortlessly, preventing him from closing gaps.
El Primo exemplifies why traditional tanks struggle in current meta. Without gap closers besides his Super, he’s easily controlled. His C-tier placement reflects his vulnerability to range and lack of meaningful tools.
Consider El Primo only in Brawl Ball where his ability to carry the ball and jump into goals provides unique value. Otherwise, select tanks with better engagement tools.
Jacky’s jackhammer deals area of effect damage while her Super pulls enemies toward her. Her kit theoretically counters groups of enemies. However, like other melee Brawlers, she struggles reaching ranged opponents.
Jacky’s limited range combined with modest damage output relegates her to C-tier. While her pull provides utility, actually landing it against skilled opponents proves difficult. She’s functional but underwhelming.
Use Jacky in Heist where her area of effect damage pressures safes effectively. Her ability to hit safes while affecting nearby defenders provides value.
Shelly’s shotgun deals massive damage at close range while her Super destroys cover and chunks enemies. She’s the default starting Brawler, making her accessible to everyone. However, her short range and lack of tools make her ineffective competitively.
Shelly represents a classic beginner trap effective in low rank matches where opponents walk into her range, useless in competitive play where opponents maintain distance. Her C-tier placement (generous considering her true power) reflects her accessibility versus effectiveness.
Avoid Shelly in competitive modes. Practice with meta Brawlers instead of investing time in her. She teaches bad habits that hurt when climbing ranks.
Bull’s shotgun deals massive close range damage while his Super allows him to charge through walls. His bushes provide charge speed buffs. However, like all short range tanks, he struggles closing gaps against competent opponents.
Bull’s effectiveness depends entirely on map geometry. Maps with abundant bushes and cover allow him to ambush enemies. Open maps leave him helpless. His C-tier status reflects this inconsistency.
Consider Bull only in specific Heist maps where he can charge safes from nearby bushes. His burst damage chunks objectives quickly when he reaches them.
Barley’s bottles create damaging puddles that zone enemies. His Super provides burst area denial. However, his extremely low health makes him die instantly when caught. His projectile arc makes landing attacks difficult.
Barley’s risk versus reward ratio skews unfavorably. His damage potential doesn’t compensate for his vulnerability. His C-tier placement reflects his glass cannon nature without sufficient cannon to justify the glass.
Use Barley only in Heist where his area denial protects your safe. His bottles force enemies to respect his space near objectives.
Sprout’s seed attack bounces off walls while its Super creates temporary walls that block paths. Its wall mechanic theoretically provides unique utility. However, recent nerfs to wall duration and health have gutted its value.
Sprout has fallen from former meta relevance to C-tier mediocrity. While its wall still provides some utility, reduced effectiveness makes it unreliable. Better controllers and supports exist.
Consider Sprout only if you’ve mastered its mechanics extensively. Otherwise, meta alternatives provide better results with less effort.
Maisie switches between long range and short range modes. Her adaptive range theoretically provides versatility. However, the need to manage modes makes her clunky and inconsistent compared to dedicated sharpshooters.
Maisie’s jack of all trades nature leaves her master of none. Her C-tier placement reflects her versatility failing to compensate for lack of specialization. Dedicated range or close combat Brawlers outperform her.
Avoid Maisie unless you specifically enjoy her playstyle. Meta picks provide better results with less complexity.
Sam’s fists deal solid damage while his Super provides a powerful punch. However, his kit feels clunky and unrefined. His mechanics don’t flow smoothly, making him frustrating to play effectively.
Sam’s C-tier placement reflects his functional but unsatisfying kit. While he’s not completely useless, better fighters exist with smoother mechanics. He needs quality of life improvements.
Consider Sam only if you lack alternatives. His kit works but feels awkward compared to polished Brawlers.
Charlie lays spider webs that trap enemies while her spiders provide additional pressure. Her trap based gameplay theoretically controls enemy movement. However, her traps are easily avoided by attentive opponents.
Charlie’s unreliable traps push her to C-tier. Against skilled players who watch for webs, her value plummets. Her kit works better in chaotic fights where enemies focus elsewhere.
Use Charlie in Gem Grab where chaotic fights around the gem mine make avoiding traps difficult. However, expect inconsistent results.
Mico’s ability to jump between walls provides unique mobility. His kit revolves around using walls creatively for positioning. However, his gimmicky mechanics limit his reliability and competitive viability.
Mico’s dependence on specific map geometry relegates him to C-tier. On maps with appropriate walls, he’s interesting. On maps without them, he’s useless. This inconsistency makes him unreliable.
Consider Mico only for casual experimentation. Competitive play demands more reliable options.
Gray can transform into enemies, copying their appearance. His deception mechanic theoretically provides strategic value. However, competent opponents track Gray through transformed state, neutralizing his primary gimmick.
Gray’s niche utility limits him to C-tier. While occasionally his transformation creates confusion, its value is inconsistent. His kit needs more beyond deception to justify selection.
Avoid Gray in competitive modes. His gimmick rarely provides meaningful advantages against skilled opponents.
Lily can vanish briefly, avoiding damage and repositioning. Her burst damage threatens squishy targets. However, her extremely low health makes mistakes instantly fatal. Her vanish cooldown leaves her vulnerable.
Lily’s high risk, moderate reward gameplay places her in C-tier. While skilled players extract value, her fragility makes her unreliable. Better assassins provide similar output with better survivability.
Consider Lily only if you’ve mastered her timings perfectly. Otherwise, select more forgiving assassins.
Draco’s flame breath deals continuous damage at medium range. His kit functions adequately but lacks defining characteristics that make him essential. He’s another victim of power creep pushing him to C-tier.
Draco’s mediocrity makes him forgettable. He’s not terrible but offers nothing compelling over alternatives. His C-tier status reflects functional but unimpressive performance.
Use Draco only if you personally enjoy his playstyle. Meta alternatives provide better results.
Berry throws projectiles that splash on impact. As a recently released Brawler, her position in the meta remains uncertain. Early impressions suggest C-tier potential pending further optimization and discovery.
Berry needs more time for players to optimize her playstyle. Her current placement reflects limited data rather than definitive ranking. Monitor tier lists as players discover her optimal usage.
Experiment with Berry in casual modes. Avoid her in competitive until her meta position clarifies.
Willow’s mind control mechanic turns enemies into temporary allies. Her kit provides interesting utility but requires extremely high skill to use effectively. Her difficult execution pushes her to C-tier for average players.
While top tier Willow players extract incredible value, her skill floor is prohibitively high. Most players can’t consistently land mind controls, severely limiting her impact. She’s powerful in theory, underwhelming in practice.
Consider Willow only after mastering easier Brawlers. Her skill requirements make her a poor choice for most players.
Doug throws hot dogs that heal allies but damage enemies. His kit combines healing with offensive potential. However, his heal output and damage both fall short compared to dedicated healers or damage dealers.
Doug’s jack of all trades kit leaves him master of none. His C-tier placement reflects his inability to excel at any role. Select specialized Brawlers instead.
Avoid Doug in competitive modes. Better supports and damage dealers exist for every situation.
Chuck rides rails across maps for mobility. His railway mechanic provides interesting movement on appropriate maps. However, like other map dependent Brawlers, he’s inconsistent.
Chuck’s reliance on specific map geometry limits him to C-tier. On railway maps, he’s functional. On maps without rails, he struggles. This inconsistency makes him unreliable.
Consider Chuck only on maps with extensive railways. Otherwise, select mobile Brawlers with universal tools.
R-T can split into two forms, controlling both simultaneously. This unique mechanic provides strategic depth but requires complex micromanagement. Most players struggle extracting his full potential.
R-T’s high skill floor combined with moderate ceiling relegates him to C-tier. While interesting mechanically, his complexity doesn’t translate to superior results. Simpler Brawlers provide similar value with less effort.
Avoid R-T unless you specifically enjoy micromanagement challenges. His complexity rarely justifies his results.
Gale’s wind attacks knock back enemies while his Super launches them across maps. His utility focused kit provides displacement but limited damage. Recent meta shifts have reduced knockback value.
Gale’s support focused nature struggles in carry dependent meta. His C-tier placement reflects his utility value failing to compensate for lack of damage threat. Better supports exist.
Consider Gale only for specific knockback applications in Brawl Ball. Otherwise, select supports with more impactful abilities.
Mr. P throws suitcases that bounce while his base spawns porter penguins. His porters pressure enemies and tank damage. However, recent porter nerfs have significantly reduced their effectiveness.
Mr. P’s formerly strong porters now die too quickly, pushing him to C-tier. While he’s not useless, his reduced porter value limits his impact. Better summoners exist.
Use Mr. P only if you’ve mastered his bounce mechanics. Otherwise, meta alternatives provide better results.
Squeak’s sticky bombs attach to enemies and explode after delay. His predictable detonation timing allows skilled opponents to avoid damage easily. His kit’s unreliability relegates him to C-tier.
Squeak’s delayed damage gives enemies time to escape or position favorably. Against mobile Brawlers, landing meaningful damage proves challenging. His C-tier status reflects this reliability issue.
Consider Squeak only if you enjoy prediction based gameplay. His delayed explosions require reading opponent movements.
Eve floats over water while spawning eggs that hatch into hatchlings. Her water based mobility provides unique positioning on appropriate maps. However, her projectiles’ slow travel speed makes them easily dodgeable.
Eve’s extremely slow projectile speed combined with map dependence pushes her to C-tier. Landing attacks requires perfect prediction or enemy mistakes. Her inconsistency makes her unreliable.
Avoid Eve unless playing water heavy maps. Even then, better alternatives exist for most situations.
Janet’s flight mechanic provides aerial mobility while her main attack deals consistent damage. Her kit provides versatility but lacks specialization. Power creep has pushed her to C-tier mediocrity.
Janet’s well rounded kit fails to excel in any category. Her C-tier placement reflects her jack of all trades nature without mastery. Specialized Brawlers outperform her in their niches.
Consider Janet only if you value versatility over optimization. Meta specialists provide better results in specific roles.
Otis silences enemy abilities with his Super, preventing them from using abilities temporarily. His utility focused kit provides unique disruption. However, his niche application limits his versatility.
Otis functions best as counter pick against ability dependent Brawlers. However, his limited damage and Super dependent value relegate him to C-tier. He’s situationally powerful but generally mediocre.
Use Otis specifically to counter enemy compositions relying heavily on abilities. Otherwise, select more versatile supports.
Nani’s Peep Super allows her to remotely control a devastating projectile. Her sniper shots deal high damage when all three connect. However, her difficulty landing attacks and vulnerability during Peep control limit her effectiveness.
Nani’s skill ceiling is extremely high, but her skill floor is equally challenging. Her C-tier placement reflects her inconsistency in average hands despite her theoretical potential. Most players can’t optimize her.
Avoid Nani unless you’ve extensively practiced her mechanics. Her difficulty rarely justifies her results for average players.
Ash builds rage over time, increasing his damage. His scaling mechanic theoretically makes him increasingly threatening. However, building sufficient rage takes too long in fast paced matches.
Ash’s slow ramp up pushes him to D-tier. By the time he reaches peak rage, fights often conclude. His delayed power spike makes him unreliable in competitive play.
Avoid Ash in fast modes like Knockout. Consider him only in extended Gem Grab matches where he has time to build rage.
Griff shoots coins that deal damage based on greed mechanics. His kit’s gimmick fails to provide meaningful advantages. Recent balance changes have left him underwhelming in D-tier.
Griff’s coin mechanic doesn’t compensate for his mediocre stats. His D-tier placement reflects his lack of compelling reasons for selection. Better damage dealers exist.
Avoid Griff in competitive modes. His kit needs buffs to become viable.
Ruffs provides damage buffs to allies through his attacks. His support focused kit theoretically amplifies team damage. However, his team dependent value makes him unreliable without coordination.
Ruffs suffers in solo queue where teammates don’t capitalize on buffs effectively. His D-tier placement reflects his coordination requirements. Better supports provide individual value.
Consider Ruffs only in organized teams. Solo queue makes his value questionable.
Clancy collects scrap to upgrade his abilities. His scaling mechanic requires time to reach effectiveness. However, his slow ramp up combined with vulnerability during collection pushes him to D-tier.
Clancy’s build up requirements make him unreliable. Opponents pressure him during vulnerable collection phases, preventing him from scaling. His D-tier status reflects this fundamental weakness.
Avoid Clancy until buffs improve his collection mechanics. Current iteration is too vulnerable.
Kenji’s dash and parry mechanics provided incredible outplay potential. However, heavy nerfs have gutted his effectiveness, dropping him to D-tier. He’s a shell of his former power.
Recent balance changes reduced Kenji’s damage, survivability, and utility. His D-tier placement reflects these devastating nerfs. He needs buffs to return to viability.
Avoid Kenji until Supercell reverts some nerfs. Current state makes him frustratingly weak.
Larry & Lawrie control two characters simultaneously. Their unique mechanic requires complex coordination. However, their split attention makes optimizing both difficult, relegating them to D-tier.
The duo mechanic’s coordination requirements outweigh its benefits. Most players struggle managing both effectively, significantly reducing their impact. Better individual Brawlers provide easier value.
Avoid Larry & Lawrie unless you specifically enjoy micromanagement. Their complexity rarely justifies results.
Lola’s clone provides additional damage and body blocking. However, her clone’s AI behaves unpredictably, frequently wasting potential. Her unreliable clone pushes her to D-tier.
Lola’s clone AI issues make her frustratingly inconsistent. Good setups are ruined by clone mistakes. Her D-tier placement reflects this reliability problem until AI improvements occur.
Consider Lola only if you accept her clone’s limitations. Otherwise, reliable damage dealers provide better results.
Pam’s healing turret sustains allies while her scrap shooter deals spread damage. However, her slow movement and stationary turret make her vulnerable. Mobile meta compositions exploit her weaknesses.
Pam’s immobility in mobility focused meta relegates her to D-tier. While her healing provides value, surviving long enough to utilize it proves challenging. Better healers exist.
Avoid Pam in competitive modes. Her kit struggles against current meta compositions.
Bo’s mines provide vision and damage. However, attentive opponents simply avoid them, neutralizing his primary mechanic. His D-tier status reflects his easily countered kit.
Bo’s mines only work against inattentive opponents. Competitive players watch for and avoid mines, making Bo’s value plummet. His kit needs improvements to compete.
Consider Bo only in chaotic Showdown matches. Team modes expose his limitations.
Tico’s random ability mechanic makes him completely unpredictable. Sometimes he’s powerful, sometimes useless. This RNG dependency relegates him to D-tier for unreliability.
Tico’s randomness makes strategic planning impossible. You never know which ability you’ll get when needed. His D-tier placement reflects this fundamental design flaw.
Avoid Tico in competitive modes. RNG based mechanics don’t belong in serious play.
Buzz’s hook and dive mechanics allow him to reach targets. However, his predictable patterns make him easily countered. Smart positioning neutralizes his threat entirely.
Buzz’s telegraph gives opponents time to prepare. His D-tier status reflects how easily skilled players counter his engagement. Better assassins exist with less counterplay.
Avoid Buzz in competitive modes. His predictable kit gets shut down by competent opponents.
Edgar vaults onto enemies for close range burst. However, his lack of escape tools means landing equals death against coordinated teams. His abysmal win rate reflects this suicidal playstyle.
Edgar represents the worst designed assassin in current meta. His vault commits him without escape, resulting in instant death. His D-tier (generously, should be F-tier) placement reflects catastrophic design.
Never play Edgar in competitive modes. His kit fundamentally doesn’t work against competent opponents.
Gene’s hand pull drags enemies toward him. However, landing pulls requires precise aim. Missing pulls leaves him vulnerable with long cooldown. His unreliability pushes him to D-tier.
Gene’s pull or nothing gameplay makes him inconsistent. While successful pulls create opportunities, missed pulls waste his contribution entirely. Better supports provide reliable value.
Avoid Gene unless you’ve mastered his pull mechanics. His inconsistency makes him risky.
Multiple Meta shifts have reduced Max’s speed boost value. Her D-tier placement reflects current meta no longer valuing her primary utility. Better supports exist.
Max’s former glory has faded as meta evolved. Her speed boost no longer provides sufficient advantage to justify selection. She needs buffs or meta shifts.
Avoid Max in current meta. Her kit doesn’t align with contemporary gameplay patterns.
Despite S-tier potential, current meta compositions hard counter Mortis extensively. Specific matchup dependent contexts can drop even strong Brawlers like Mortis into D-tier temporarily.
Note: Mortis appears in both S-tier and D-tier because his effectiveness varies dramatically based on enemy composition and player skill. Against squishies, he’s S-tier. Against tanks and crowd control, he’s D-tier.
Poco’s area healing sustains multiple allies simultaneously. However, his abysmal 28% win rate speaks volumes about his current effectiveness. Meta shifts have left him nearly useless in D-tier.
Poco’s healing simply doesn’t provide enough value in burst heavy meta. His D-tier placement reflects his catastrophic win rate. Major buffs needed desperately.
Never play Poco competitively. His win rate demonstrates he’s statistically the worst choice available.
Chester’s random Super makes him completely unpredictable. Sometimes powerful, usually mediocre, occasionally useless. This unreliability pushes him firmly into F-tier.
Chester’s RNG based design fundamentally doesn’t work competitively. You can’t strategize around random abilities. His F-tier placement reflects this catastrophic design flaw.
Never play Chester seriously. RNG mechanics have no place in competitive Brawl Stars.
Colt’s linear attack represents the most basic shooting mechanic possible. While accessible, his simplicity leaves him outclassed by every specialist. His F-tier status reflects power creep.
Colt functions as tutorial Brawler but lacks depth for competitive play. His F-tier placement reflects him being completely outclassed by modern Brawlers.
Avoid Colt beyond beginner stages. Meta alternatives provide superior results in every category.
Edgar deserves double mention for being genuinely the worst Brawler in competitive play. His vault and die playstyle results in catastrophic win rates. His F-tier placement is generous.
Edgar’s fundamental design doesn’t function against skilled opponents. His engage tool guarantees death without accomplishing objectives. Absolutely avoid in all competitive contexts.
Poco’s healing can’t compensate for his lack of damage and survivability. His 28% win rate makes him statistically the worst support. His F-tier placement reflects objective performance data.
Poco needs complete rework or massive buffs. Current numbers make him unplayable competitively. Select any other support instead.
Doug’s hot dogs provide minimal healing and mediocre damage. His kit provides no meaningful impact on match outcomes. His F-tier placement reflects his irrelevance.
Doug needs significant buffs to provide competitive value. Current iteration accomplishes nothing effectively enough to justify selection.
Eve’s water based attacks travel so slowly that skilled opponents dodge them trivially. Her F-tier status reflects her inability to land meaningful damage against competent players.
Eve needs projectile speed buffs desperately. Current speed makes her attacks essentially useless against mobile opponents.
Tico’s random abilities make competitive play impossible. His F-tier placement reflects RNG based design having no place in serious matches.
Never select Tico for ranked play. His randomness contradicts competitive gaming fundamentals.
Griff’s coin attacks deal insufficient damage to justify his selection. His F-tier status reflects his numbers being too low to compete.
Griff needs significant damage buffs. Current output makes him irrelevant in competitive contexts.
Buzz’s predictable hook gets shut down entirely by competent opponents. His F-tier placement reflects how easily he’s neutralized.
Avoid Buzz until mechanics improvements make him less predictable and counterable.
Match Your Skill Level – Higher tier Brawlers often require better mechanics and game sense. If you’re struggling with S-tier picks, consider mastering A-tier or B-tier options that match your current skill level.
Consider Game Mode – Some Brawlers excel in specific modes. Piper dominates open Bounty maps but struggles in Brawl Ball. Always factor mode and map into your selection beyond pure tier placement.
Understand Team Composition – Balance your team with tanks, damage dealers, and supports. Five S-tier assassins lose to a balanced composition with coordination.
Practice Makes Perfect – I’ve climbed ranks with B-tier Brawlers I’ve mastered over S-tier picks I barely understand. Familiarity and comfort often outweigh raw tier placement.
Stay Updated – Check tier lists after every balance patch. What’s S-tier today might be B-tier tomorrow after nerfs. Following patch notes keeps you informed.
Don’t Chase Meta Blindly – If you enjoy and perform well with a lower tier Brawler, keep playing them. Personal success matters more than tier list adherence.
My personal journey to high ranks taught me that tier lists are tools, not gospel. Here’s how I use them effectively:
Start with A-Tier – S-tier Brawlers attract bans and counters. A-tier picks provide excellent performance without drawing as much attention. I’ve found more consistent success with A-tier Brawlers.
Master 2-3 Brawlers Per Role – Rather than playing every S-tier option poorly, I master a few Brawlers from different roles. This allows me to fill team needs while playing comfortably.
Track Your Personal Win Rates – Tier lists reflect general trends, but your personal performance matters most. If you’re winning 65% of matches with a B-tier Brawler, keep playing them over S-tier options where you win 50%.
Adapt to Metas – As meta shifts, adjust your Brawler pool accordingly. I dedicate practice time to learning emerging meta picks before they become mandatory.
Learn Matchups – Understanding which Brawlers counter your picks prevents bad selections. I avoid picking Mortis into tank heavy compositions regardless of his S-tier status.
Something I’ve learned through thousands of matches: tier lists assume equal skill levels. A master Edgar player might beat an average Mina player despite the massive tier gap. Here’s what actually matters:
Mechanical Skill – Can you land abilities consistently? Brawlers like Piper require perfect aim while others like Nita are more forgiving.
Game Sense – Understanding positioning, timing, and objective priority often matters more than Brawler selection.
Matchup Knowledge – Knowing when to engage versus when to retreat separates winners from losers regardless of tier placement.
Team Coordination – In team modes, coordinated B-tier composition beats uncoordinated S-tier selections.
Mental Game – Staying calm and making smart decisions matters more than mechanical skill or Brawler tiers.
Mina currently dominates as the strongest Brawler with exceptional mobility, burst damage, and carry potential across all game modes. Her kit provides everything needed to solo carry matches.
Avoid F-tier Brawlers like Chester, Edgar, Poco, Doug, and Buzz. Their abysmal win rates and fundamental design flaws make them liabilities in competitive matches.
The meta shifts with every balance patch, typically every 2-4 weeks. Major updates introducing new Brawlers or mechanics can completely reshape tier lists overnight.
Mortis remains S-tier but is highly matchup dependent. Against squishy compositions, he dominates. Against tanks and crowd control, he struggles significantly.
S-tier Brawlers dominate meta with exceptional win rates and versatility. A-tier Brawlers are excellent but slightly less consistent or versatile than S-tier options.
Win rate matters more for determining actual strength. High pick rate sometimes indicates popularity rather than power. Focus on win rate for accurate power assessment.
Absolutely! B-tier Brawlers are solid choices that can win consistently. Skill matters more than tier placement for most ranks. Master any B-tier or higher Brawler to climb successfully.
Different tier lists use different criteria some focus on pro play, others on general win rates, and some on specific modes. Our list combines multiple data sources for comprehensive rankings.
Counter S-tier Brawlers through smart positioning, coordinated focus fire, and selecting Brawlers with favorable matchups. Understanding their weaknesses allows you to exploit them.
New Brawlers typically release slightly overtuned to generate excitement. However, Supercell quickly balances them within 1-2 weeks. Don’t assume new automatically means best check current tier lists after balance patches.
The current Brawl Stars meta heavily favors mobility, range, and burst damage. Brawlers who can safely deal damage while avoiding retaliation dominate the tier list. Traditional tanks struggle without exceptional gap closing tools, while assassins and sharpshooters thrive.
I expect upcoming balance patches to address the mobility power creep we’re experiencing. Supercell typically nerfs overperforming Brawlers while buffing underutilized options. Monitor patch notes and adjust your Brawler pool accordingly.
My biggest advice? Use this tier list as guidance, not law. I’ve witnessed players climb to top ranks with supposedly weak Brawlers through superior skill and dedication. Master what you enjoy while staying informed about meta trends.
Remember that Brawl Stars is ultimately about having fun. While winning feels great, don’t sacrifice enjoyment chasing the absolute optimal pick every match. Balance competitive success with personal satisfaction for the best experience.
If you found this tier list helpful, bookmark it and check back after major updates. I’ll continue updating rankings as the meta evolves. Good luck climbing those ranks, and I’ll see you in the arena!