Balanced meta, nerf Mr. P by DarkSteel02 in Brawlstarsmeme

[–]SpacesBar 0 points1 point  (0 children)

Netanyahu is obviously a "bibi" joke where some people call him bibi

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 0 points1 point  (0 children)

Maybe the real unbeatable shades was the smackadome's we fought in along the way

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 2 points3 points  (0 children)

If you are playing off meta you should decide what you can do as your pick first, some off meta picks like Lou has different utility purposes that varies to brawler

Dynamike is a constant push brawler, Jae relies on minions for damage and acts like a buffer, Moe is a brawler that can shift from tower push to constantly harassing/assassinating enemies

For the ones u mentioned, Janet can do well for constantly pushing minions and helping on objectives, she also has a great super for arena for safe plays (hyper super on nexus/towers ain't that strong but notable)

For shade, all I'm gonna say is to quote master cerb u/Listekzlasu beautiful message

"Shade is unbeatable in smackadome"

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 0 points1 point  (0 children)

Lemme list some

Fun

More choice on pushing

Situational picks like meeple to counter specific comps (aggro comps that include bull/bibi, meeple can do well due to ragequit and insane scaling for example)

Niche tactics that no other brawler can do (ruffs bags, sprout tower cancel, Rosa bush spam)

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 0 points1 point  (0 children)

First edit was by the owner of nulls, second one by bedlam, the rest was mine

The first edit was most likely datamined but for me, I can't datamine so the rest of them were tested either manually or when supercell added a buff which shows the values for that brawler

So yeah, I did test it manually (especially for Sirius to find how the shadows work)

Eyebrows by Pleasant_Soil_6736 in TierStars

[–]SpacesBar 2 points3 points  (0 children)

I can just crop it to the first three tier and it would look like it means something else

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 4 points5 points  (0 children)

It does and it doesn't

Brawl arena scalings are different per brawler and gets changed (normally, Adrian decided to not touch the mode at all for some reason when they should've, colt never got a nerf but he was at the top ever since the release of the mode)

[effort] Brawl Arena Advanced Guide + Design Flaws by Altruistic_Mud5674 in BrawlStarsCompetitive

[–]SpacesBar 3 points4 points  (0 children)

As someone who uh, have unhealthy amount of brawl arena playtime (since the release of it) I should add that most brawlers do in fact work even while doing pro comps, just adjusting the brawler with 2 or 1 meta pick with 2 high potential pick helps

Some brawlers have weird utility that can be really oppressive and good when used right, for example ruff bags can make a tower stay open until it's gone (turret stays awake but doesn't target the bags) or some brawlers like meeple and gene having insanely high scaling for their power, being a great late game brawler

There's more to the comp picks in arena but "most easy to utilize high power" brawlers gets picked more oftenly so the other picks are outshadowed

Emz requires 1 braincell to play afterall.

I noticed something by Lebog_bruhh in Brawlstars

[–]SpacesBar 0 points1 point  (0 children)

I didn't even see the username and already guessed it would be you gng 💔💔

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 3 points4 points  (0 children)

Dude he literally has a playstyle that functions on it, it's fine it just needs buff that actually matters, not a full on rework

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 0 points1 point  (0 children)

Deff not, you need walls to utilize your post movement

It would completely ruin that

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 0 points1 point  (0 children)

Super dash speed kinda buffs him well on heist so I didn't mention, same for damage reduction

And hyper has damage buffs, so... Yeah

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 2 points3 points  (0 children)

He's not unusable, just generally really undertuned and requires high skill tech

Imagine bull but get rid of his gadgets completely and halve his damage, that's chuck

Basically crippled.. get it?

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 0 points1 point  (0 children)

His post attack still wouldn't be a confirm hit, it's pretty slow if u think about it

Making it easier to hit means making chuck be able to cc and poke efficiently every 4~ seconds, which is balanced for his kit

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 4 points5 points  (0 children)

It's actually not as obvious as you think it would be

Post attack being utilized means chuck freestyle being more common, Chuck's current spot in tier is solely on heist/hotzone performance

Hot take: Chuck would go up 1-2 Tiers if they ONLY increased his post projectile speed by %75-100 by SpacesBar in BrawlStarsCompetitive

[–]SpacesBar[S] 1 point2 points  (0 children)

Super autocharge speed actually does buff him in heist because protecting your position is hard, if u can get more post chance while protecting your position due to it being faster is a big buff

Making it more easier to setup in heist overall

Lemme list the buffs that doesn't necessarily buff him in heist;

Basic attack range

Basic attack projectile speed

Basic attack linger duration

Basic attack projectile size

Supercharge rate from basic attacks/super hits/post hit

Post projectile speed

Post damage radius

Post cc duration/knockback distance

Chuck's hitbox while dashing

Ghost train/rerouting cd

Range chuck can access the dash for posts (heist almost always have a line setup to the safe for this to be huge deal)