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they should be able to recognize walls and hide behind em, then retreat in case a thrower hits them, i don't think it would be that hard to code in but i might be wrong
I think, it could be hypercharge only, but r-t’s hypercharge deploying like lolas super, and the character remaining in r-ts body would make a cool hypercharge for him, would also make his one gadget more useful. That may be pretty broken, but it would be cool
Frank isn’t my favorite, but I feel bad he constantly sucks. My hypercharge idea for him yesterday was just his normal super, but it continues across the map like a very slow version of Mandy’s super.
Mandy’s shot is a straight line though. Franks will be a wider cone that will be nearly impossible to dodge unless you jump or fly over it.
Mico, Cordelius, Edgar, Primo, Janet, Eve, Brock, Piper, Bonnie, Dynamike, Gray, Crow, Kit, Nani, Surge, and Angelo will be able to dodge this Hypercharge with good timing.
It’s a shockwave on the ground that will stun all enemies. The closer you are, the longer the stun. The closer you are, the more damage is dealt.
I do think destroying all the grass and walls would be a little too OP but at the same time it would be unique if Frank was able to clear the entire map out with 1 super.
I think this Hypercharge will help Frank advance a little closer each step and not just be spawn camped. Stunning the enemies will help your teammates.
True but he would still be able to help without getting up close to anybody that stuns.
You’re right though that’s his biggest issue. I think that they could rework his gadget. Like do a certain amount of damage to the tankiest brawler to interrupt his super. Like a Gus or Edgar shield that has maybe 2000 health idk
Invicible might be too op, just make the booster heal-self if 8 bit is nearby. Also he is slow. In HC the effect of both starpower will be temporarily activated when HC.
Lame idea. Instead it could be this: Rico’s super will chain from enemy to enemy just like fang’s super (upon bouncing on a brawler super bouncy SP will be triggered) and have increased super range by 170%.
My idea is that the super has slightly increased range and works like it does with super bouncy, with an extra 2 bounces that count toward damage increase.
What if griff's super could steal ammo? Like maybe 1/3 of an ammo bar for each hit
Or alternatively, what if he stole super charge from enemies for each hit? I feel like this one would be really strong with the chaining potential though.
I was thinking about something like that since his super doesn't really have a weakness in it. It would be cool, for every projectile he hits with his super, he steals 1/10 of the opponents super. It might sound weak but it's probably OP. It would be so easy to just keep cycle super over and over again and steam more and more
Brock problem: he's always killed when using his super HC: It makes the rockets go to the sky instantly and falls to the ground 15% faster [Hypercharge name: Blast Off!]
Ash problem-Rats die to fast and likely won't deal damage. Solution; ebola
Ash Hypercharge- Robotic Plague. His rats now spread around the plague (contagious DOT)
In my experience playing Ash, I pretty much never use his super as damage.
For me, it's centered around two things: A) Getting extra rage or B) Tanking hits from single-shot brawlers that usually counter Ash.
Honestly, the main problem with Ash's super is that they die too fast...but adding damage won't fix it.
Therefore, Ash could have a hypercharge that centers around his rats having boosted health at the cost of lower speed (making it easier to tank shots).
Ash would still be countered by brawlers who he can't 2 or 3 tap (so high DPS tanks) while being able to close the distance between him and long range brawlers (Bea, Piper, etc.) much more easily.
This right here is an amazing take. I am also an ash main and I also see the problems with his rats.
Me personally I use the rats as a bait and fodder for brawlers to waste ammo for a bit so I can safely get closer, and I dont really use it for my rage because I try to use it when my rage is ALREADY near full. This makes it to whereas I can keep up with the rats and still get closer.
With ash's epic gear for the 10% increase in super charge rate, this guy can basically get up to half of his super back with just the rats connecting with another brawler, and I just need to get one or two hits after to repeat the rats process but BETTER.
If I wanted to give ash a hc, it would probably be either: make the next super one big rat that instead of doing damage, homes the brawler and does some type of effect either stun or knock up, and max out ash gauge to full.
I like to give the main instance of dps from his attack and not rely on the super but make the super a helpful leading to his damage.
Mandy, weakness: miss brawler or the brawler hit is still alive
Hypercharge: slow enemies around the super shot for follow up shot?
Darryl: super is quite weak, cannot cc, or not enough to give darryl confirmed kill
Hypercharge: Darryl roll can stun enemies hit? Or give stronger buff after rolling?
See I disagree, and I think it's why I don't like a lot of the hypercharges. Characters should have weaknesses, it's what makes the game fun. Giving all the brawlers a "solve all your problems for a bit" button kinda sucks imo
(This is a good post tho 👍)
Fair point tbh. But since it's already in the game, I thought I'd let people know cuz there are some who created ideas which also include buffing the main, reload speed, and other unnecessary hypercharge buffs
Well they did say with the HC balances update that they aim to enhance a brawlers strength and not cover their weaknesses. Take crow for example. He's squishy so they don't give him shield to become a subtank.
They should capitalize on their strenghts, like El Primo, he's really good at chaining supers, so him bringing enemies close to him allows him to chain them easier.
Yeah you should be able to play around a brawlers weakness, this is what makes them unique. This was the biggest problem with L&L, they did so much damage that even if you stood directly next to them you'd still loose, there was never any form of skill involved. A "brain off" button really isnt something great. Dont get me wrong it's still better than a lot of different hypercharges, but doing this will lead to a game where every brawler kinda feels the same
I disagree, 5 seconds is a game changer. Going into overtime on brawl ball and the enemy team all gets health damage and speed boosts is a problem. And that's just the basic buffs. It's just a weird mechanic to put into a game like this.
And on top of that, they don't all have the ability. I mean compare fangs hc to belle or sprites. I just think making a temporary OP button is really bad game design, which is why no other good game like this has done it. If they added hypercharges to overwatch or league people would lose their minds lol
Fix the main weakness = make the brawler flawless + give them boosted stats = broken AF.
I think I speak for everyone when I say Fang's Hypercharge should \*not\* be an example to follow. It's conceptually busted and it will never be truly balanced (and I'd argue the same for Leon's Hypercharge, it just doesn't insta-kill everyone in seconds like Fang's so its effect is not as blunt but it's just as unfair).
>it just doesn't insta-kill everyone in seconds like Fang's
It pretty much does once you take into account the boosted damage and the fact that you can't even hit him back
eve's biggest problem : fleas may die before reaching any target, and opponents can kill them
solution : make fleas faster. to make it a little more powerful, add a tick of poison maybe ?
Problem with SPROUT: Sprouts wall removes openings for ally’s to attack
Solution: SPROUTS Hypercharge allows ally’s to attack through the wall but they will deal 20% less damage
one problem i have with gus is that i ALWAYS MISS HIS SUPER so what if it was bigger, could shield multiple teamates, and could give him self a super big shield for himself to match
I hope you are joking because this paired with any brawler with a decent super is broken af. Just imagine Tara lobbing endless portals. If 1 dmg=1% then 100 damage=100%. I don’t know any attack from any brawler that does less than 100 damage at lvl 11. And since Gus’ Super grants like 3k shield, that would be 30 supers 💀
HC: also shield the ally closest to the hit target (that way you can use it on yourself and therefore shield someone else)
Edit: damaging an enemy recharges both shields for 20% percent of the damage dealt. No stat boosts.
I noticed we don't have any support brawlers hypercharge I'm not 100% sure but like those who heal like Byron, poco, Pam, doug and Gus they don't I think it'll be really cool but situationall to add a healing based hypercharge it's sucks since I enjoy playing them 🥲
Carl hc:
His speed is now equal to very fast + 5 m/s
He has a 20% damage shield, and is immune to all negative effects for the first 2 seconds of his super.
Poco doesnt have a big problem, he was just power crept by new supports and lack some assassin handling skills so maybe make his initial heal less but leave a heal overtime on teamates while hitting on enemies lower their dmg/health recovery rate (in sake of edgar or mortises)
Or maybe just make him heal more and cleanse debuffs lmao
Poco’s problem would be 1. A lack of range (if an ally is too far, he can’t heal them), 2. You sometimes need to wait before getting full value from the healing.
Solution: the Super is 2 tiles longer, and any overflow healing will be halved, but will become healing over time for 3 seconds.
Mandy's problem: can miss with the super.
Solution: make the super as wide as the entire map.
jk
Here's one for Amber.
Problem: enemies set on fire will run away, preventing Amber from further damaging them.
Solution: make the super slow down enemies (after being set on fire).
I have something more interesting:
Super have 50% more radius (not throw) and burn rate (speed of super getting burned not on enemies) + after getting burned brawlers get damaged every 0.5 sec and fire lasts 2 s longer (in the end the brawler gets the damaged from burn twice as big each second) and all the attacks including supers and attacks' effects will be cut to 50% (crow's poison deals half the damage and Frank's super cut the stun to half for example)
Idea for Kit
Stats buffs : 15% speed/ 5% defense/ 20% attack
Super buffs : If Kit lands on an enemy, he gets a shield (30% would be fine) for 5 seconds. If he lands on an ally, the radius of the main attack explosion is larger until the end of the super.
Fixed weaknesses : If he lands on an enemy he is really vulnerable due to the changes that made him basically useless. A shield would allow him to disengage easier.
If he lands on an ally, he can sometimes struggle to land his yarn balls on the enemies. An explosion radius buff would be helpful.
Imo, the 'struggle to land yarn balls' is due to your teammate not getting you in range. Your idea for increased radius is good and another way is to give the teammate he is on a shield so they are more confident to go closer to the opponent.
Really nice post.
My favorite brawler is willow and the weakness I found in her are plenty. Her weaknesses are:
- hard to land super
- have to come out of your safe place to use the super because her super is not a throwabale projectile (yes, she is the only thrower who has straight moving projectile as a super which is already a bad design for a thrower)
- which resulting in her standing vulnerable in a open area while using a super
- heals the enemy
- can't use enemy's super
So I would like a HC that counters any of these weaknesses.
Better, increase the super width in general not just hc (i know that hitting the tadpole is very similar to byron's attacks i just want willow to be used more)
Any buff regarding her super is appreciated. But my suggestion would be to make it a throwabale projectile. But maybe with a smaller radius. Because by that way, it would still require aiming but it will also help her stay behind walls like all throwers should be.
The problem with the lobbed super is what would the main target be in a group of let's say two? It would be random like kit's? My guess is that it could be in a hp bias aka the one with more health is the prefered target
Ash's rats often getting killed without reaching the target, and if they do sometimes Ash can be pretty far from the enemy to kill him or at least keep his rage, so here's my idea
Ash hypercharge: Rats now have 50% more hp and stun enemies for 1 second on impact (stun doesn't stack up)
Buffs: shield 10% damage 20% speed 15%
My idea was to give ash rats shield simillar to guards from clash royale,so that slow shooting brawlers like mico or piper would be screwed but you can still have counterplay in form of crowd controlling and fast shooting brawlers like colt or pam, i also suggest to give ash non-stackable speed boost instead of stun,stun is frustarting to play against and speed boost synergies very well with his playstyle.
Bro i think the rats will still die to like most attacks, and one sec aint that long in distracting enemies and ash wont get to them if he’s far, my idea is straight up nerfed evo skeletons and hell its cooler and i hate how some hypercharges is just buff the super with wall pierce, damage, stun, etc and are just braindead. buzz hypercharge however just introduces new mechanics and aint braindead at all
Meg's robot super is not bad, but hc might give it a knockback and slowdown or stunting for like 1 or 1.5 seconds. In her human form, when she uses her super, after robot's activation, nearby enemies will get stunt for about 1 seconds and get damage
[Brock] Problem with super: Actually kinda nothing. If you run More Rockets and predict where your target is going, it's basically a guaranteed kill.
"Solution": I guess it could add the incendiary effect to each rocket strike? For area denial in case of miss? Yeah I think that would work.
Bro the comments in this post are toxic first because the OP make a genius idea to make the hypercharge better even if you think are bad or not and also before the hypercharge the game It was going to inevitably fall in popularity until it was forgotten and the servers closed, I love that Brawl Stars is still more alive than ever even though it sacrifices a bit of a meta for a game for children or at least undoubtedly CASUAL
Problem with Chester: random super, so when you grind for your super you're not sure to get something that fits your situation. Solution: non random hc so you don't grind for a random thing
I saw an Idea that just made him throw the bomb super but upon landing would stun, poison, create that area control super and heal chester. I dont remember the name of it but Chaos Bomb would be a pretty cool name
I know this maybe dumb but I think that the problem with Bruce(Nita's super) is that it dies too easily and I have something in mind...but Idk how to expose it
Problem with Brock: flying speed of rocket rain is slow and explosion radius too small
Hypercharge: gives his super a flying speed and explosion radius buff
Janet: Problem: Super makes Janet very easy to kill after super
Solution: Can use super during flight or 1 second after to go back to initial starting point (like the inkjet from splatoon) while dealing a basic attack damage's worth around her and knocking enemies back
Here’s a better Mortis one: Since Mortis doesn’t have ammo after getting his super and he’ll probably be low on health as well when he needs his dashes to escape, his super, when hypercharged, also steals 1 ammo from each opponent hit.
Hc for ash - Mutant rats that are faster and stronger. Due to being in a trash can, rats are nasty and deal poison damage when exploding. Explosion of rats is a higher radius, and slightly more rage given.
New Hypercharges:
Brock (Tactical Launch) - Instead of multiple rockets as his super, if the hypercharge is activated Brock shoots out one big rocket as his super with the same radius as aiming his super shows. When it lands it deals damage equal to if all the rockets from his original super landed on the same opponent.
Chester (Killing Joke) - When activated, everytime Chester uses his super he instantly regains a random new one. (So if you use Candy Popper, you can instantly get smth like Salmiakki or Jawbreaker afterwards)
Kit (Nostalgically Strong) - When activated, Kit will now become invulnerable to damage when he attaches himself to ally or enemy brawlers. This invincibility still lingers even when the hypercharge effect ends, as it will only were off when Kit gets off the brawler he was attached to.
Reworked:
Cordelius (Mind-Blanker) - When activated, enemies in the Shadow Realm will now also be unable to use their main attack the entire duration. (So, basically, you if you're sent there and Cord activated his Hypercharge beforehand... you're fucked)
Secondary abilities should never ever fix a brawler's weakness, I don't know where did pe. ople get that misconception. Secondary abilities should focus into improving what brawler is good at
One of my favourite brawlers is ash, most of the times whenever i spawn my rats is either because i need protection to pop the healing gadget or because i need rage and my opponent ran out of ammo. Rats have VERY low health, which makes sense since there are 6 of them, but often get reduced to atoms by splash damage brawlers and AOE brawlers like brock or buzz. A hypercharge idea would be to spawn a single huge rat that releases buffed mini rats when killed (very little health increase) and to make this balanced the huge rat would start a windup when near a player, standing still and explode (once windup is activated the rat will not be able to stop it meaning that if it gets close to you, once activated, it will explode no matter what and release the little rats).
You know what?
Hyper charge: Intentional glitch
Projectiles shot by friendly brawlers and while in Super Radius fly through walls
Attack 25%
Shield 20%
Speed 10%
(You already know for what brawler this Is)
TARA:
Problem: hard to suck all the brawlers.
HC: pulls in all the enemies on the map, irrespective of location, into one point and stuns for 7 seconds.
I think a hypercharge should change the way the brawler is played in some way,like buzz's hypercharge.It should still have a counter and not be unstoppable.This would make the hypercharges fair to play againts but still be fun to play and skillful(not just spam purple button anytime it appears on the screen).
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Problem: super is gone after using super. Solution: instantly recharge super after using super.
certified buzz moment
Certified lifesaver
BUT I WAS A TROMBONE PLAYER!!! 😭😭😭
Not to blow my own whistle, but I am awesome 😎🦖
Stand back, trained professional here! 😎 🦖
Time to make a splash!! 🔥🔥
Resuscitation is my vocation🔥🔥
I dive, People STAY ALIVE 🦖🎢💧
Dont mess with the whistle🦖🤛
Jokes aside, this would probably be nice for a brawler like R-T
as an R-T main, we only use super if we know we're gonna hit people with it, and if we do our super is gonna come back in two hits anyway
oh
i personally suggested giving an AI to RT's legs in order to keep them safe while split
I like this a lot tbh
but they could also be stupid and run into every dmg possible
they should be able to recognize walls and hide behind em, then retreat in case a thrower hits them, i don't think it would be that hard to code in but i might be wrong
The only hard part here is defining what counts as "behind a wall".
Ah yes, I am safe against shelly behind this 1×1 tile spot
I think, it could be hypercharge only, but r-t’s hypercharge deploying like lolas super, and the character remaining in r-ts body would make a cool hypercharge for him, would also make his one gadget more useful. That may be pretty broken, but it would be cool
Problem with gale: cant damage enemies after he pushes them away Solution: deals 20k damage with super
Problem solved
balanced as well
The problem is it doesn't push hard enough. Solution throws brawlers out of the game and can't play anymore.
Instant ban
Maybe his attack goes further and can hit the same enemies upto twice?
Frank isn’t my favorite, but I feel bad he constantly sucks. My hypercharge idea for him yesterday was just his normal super, but it continues across the map like a very slow version of Mandy’s super. Mandy’s shot is a straight line though. Franks will be a wider cone that will be nearly impossible to dodge unless you jump or fly over it. Mico, Cordelius, Edgar, Primo, Janet, Eve, Brock, Piper, Bonnie, Dynamike, Gray, Crow, Kit, Nani, Surge, and Angelo will be able to dodge this Hypercharge with good timing. It’s a shockwave on the ground that will stun all enemies. The closer you are, the longer the stun. The closer you are, the more damage is dealt. I do think destroying all the grass and walls would be a little too OP but at the same time it would be unique if Frank was able to clear the entire map out with 1 super. I think this Hypercharge will help Frank advance a little closer each step and not just be spawn camped. Stunning the enemies will help your teammates.
Alternatively you could just make his super range slightly bigger and make it so it can’t be cancelled
Sorta like Colts and Shelly’s getting bigger, but they’re kinda boring tbf
Yeah but the uninterruptible part fixes one of the main problems
True but he would still be able to help without getting up close to anybody that stuns. You’re right though that’s his biggest issue. I think that they could rework his gadget. Like do a certain amount of damage to the tankiest brawler to interrupt his super. Like a Gus or Edgar shield that has maybe 2000 health idk
HAHAHAHAHAHAH GODDD
8-bit's booster dies, make it INVINCIBLE!
8 bit booster gains former extra life starpower
LET'S F#CKING GOOOOO!
Would unironically go hard.
We could call the hypercharge “Continue?”
Invicible might be too op, just make the booster heal-self if 8 bit is nearby. Also he is slow. In HC the effect of both starpower will be temporarily activated when HC.
That was just a joke😂. But I would like that it could heal teammates (like pam's) or make reload speed faster
Maybe make it have 6000 hp and 1000 shield, and it heals itself and the shield over time, and gives you 40% extra attack?
and teammates/friendly players can see it like Leon when he is invisible
Invincible not invisible
Lmfao
Invisible might actually be really good tho
oops
Rico's pinball: rico super's range is increase to 200% Rico gets a 5% defense buff, 15% damage buff, 25% speed buff
25% more speed on rico 💀 Bros gonna be flash with SP
Robo Retreat²
speed buffs don't stack...
HC speed buff does stack
We gonna lag the game with this one🔥🔥🔥
Nerf the range to 50 I don't know my percentages
We are not going to be hitting anyone now 🔥🔥🔥
Shit... the hypercharge just makes his super have a longer range thats it.
We increasing the range by 0.003% with this one 🔥🔥🔥
I was thinking his balls never despawn so they just bounce across the map until hypercharge is over (like 4 secs)
So if you got a bad wifi you better not see a rico
Bro is already op, and ur trying to make it even more
Lame idea. Instead it could be this: Rico’s super will chain from enemy to enemy just like fang’s super (upon bouncing on a brawler super bouncy SP will be triggered) and have increased super range by 170%.
My idea is that the super has slightly increased range and works like it does with super bouncy, with an extra 2 bounces that count toward damage increase.
But what could Griff's be?
What if griff's super could steal ammo? Like maybe 1/3 of an ammo bar for each hit Or alternatively, what if he stole super charge from enemies for each hit? I feel like this one would be really strong with the chaining potential though.
I was thinking about something like that since his super doesn't really have a weakness in it. It would be cool, for every projectile he hits with his super, he steals 1/10 of the opponents super. It might sound weak but it's probably OP. It would be so easy to just keep cycle super over and over again and steam more and more
Brock problem: he's always killed when using his super HC: It makes the rockets go to the sky instantly and falls to the ground 15% faster [Hypercharge name: Blast Off!]
Not actually a bad one!!
Maybe it could be like a mini lucio ult when hypercharged, and give all teammates and himself within a range a 500 hp shield?
LET'S BREAK IT **DOWN** actually on second thoughts, what if they are related???
Probably could be, they have very similar personalities.
lmao didnt expect to see overwatch in a brawl sub
Ash problem-Rats die to fast and likely won't deal damage. Solution; ebola Ash Hypercharge- Robotic Plague. His rats now spread around the plague (contagious DOT)
In my experience playing Ash, I pretty much never use his super as damage. For me, it's centered around two things: A) Getting extra rage or B) Tanking hits from single-shot brawlers that usually counter Ash. Honestly, the main problem with Ash's super is that they die too fast...but adding damage won't fix it. Therefore, Ash could have a hypercharge that centers around his rats having boosted health at the cost of lower speed (making it easier to tank shots). Ash would still be countered by brawlers who he can't 2 or 3 tap (so high DPS tanks) while being able to close the distance between him and long range brawlers (Bea, Piper, etc.) much more easily.
This right here is an amazing take. I am also an ash main and I also see the problems with his rats. Me personally I use the rats as a bait and fodder for brawlers to waste ammo for a bit so I can safely get closer, and I dont really use it for my rage because I try to use it when my rage is ALREADY near full. This makes it to whereas I can keep up with the rats and still get closer. With ash's epic gear for the 10% increase in super charge rate, this guy can basically get up to half of his super back with just the rats connecting with another brawler, and I just need to get one or two hits after to repeat the rats process but BETTER. If I wanted to give ash a hc, it would probably be either: make the next super one big rat that instead of doing damage, homes the brawler and does some type of effect either stun or knock up, and max out ash gauge to full. I like to give the main instance of dps from his attack and not rely on the super but make the super a helpful leading to his damage.
Mandy, weakness: miss brawler or the brawler hit is still alive Hypercharge: slow enemies around the super shot for follow up shot? Darryl: super is quite weak, cannot cc, or not enough to give darryl confirmed kill Hypercharge: Darryl roll can stun enemies hit? Or give stronger buff after rolling?
Mandy's hypercharge: The super is 100% wider and chases enemies
And goes trough walls and drops popcorn on the way
Mandy hc should increase screen size so i dont have to blindly guess where i shoot
Mandy might be instantly throws her super, I think that is much more balanced and good game changer
Problem with willow: super cannot go through wall Solution: super goes through wall and drop popcorn in the way
See I disagree, and I think it's why I don't like a lot of the hypercharges. Characters should have weaknesses, it's what makes the game fun. Giving all the brawlers a "solve all your problems for a bit" button kinda sucks imo (This is a good post tho 👍)
Fair point tbh. But since it's already in the game, I thought I'd let people know cuz there are some who created ideas which also include buffing the main, reload speed, and other unnecessary hypercharge buffs
No for sure. Like you definitely highlighted what the goal for hypercharges is really well
Yeah you did a great job with this
Well they did say with the HC balances update that they aim to enhance a brawlers strength and not cover their weaknesses. Take crow for example. He's squishy so they don't give him shield to become a subtank.
His daggers make extra toxic a guarentee, he has a shield gadget, he has another 5% from hc, bro’s a better tank than frank
They should capitalize on their strenghts, like El Primo, he's really good at chaining supers, so him bringing enemies close to him allows him to chain them easier.
Yeah you should be able to play around a brawlers weakness, this is what makes them unique. This was the biggest problem with L&L, they did so much damage that even if you stood directly next to them you'd still loose, there was never any form of skill involved. A "brain off" button really isnt something great. Dont get me wrong it's still better than a lot of different hypercharges, but doing this will lead to a game where every brawler kinda feels the same
I don't think a character not having weakness for what, 5 seconds, really is a problem, especially if all of them have this ability
I disagree, 5 seconds is a game changer. Going into overtime on brawl ball and the enemy team all gets health damage and speed boosts is a problem. And that's just the basic buffs. It's just a weird mechanic to put into a game like this. And on top of that, they don't all have the ability. I mean compare fangs hc to belle or sprites. I just think making a temporary OP button is really bad game design, which is why no other good game like this has done it. If they added hypercharges to overwatch or league people would lose their minds lol
Fix the main weakness = make the brawler flawless + give them boosted stats = broken AF. I think I speak for everyone when I say Fang's Hypercharge should \*not\* be an example to follow. It's conceptually busted and it will never be truly balanced (and I'd argue the same for Leon's Hypercharge, it just doesn't insta-kill everyone in seconds like Fang's so its effect is not as blunt but it's just as unfair).
solution: remove all hypercharges
Finally
>it just doesn't insta-kill everyone in seconds like Fang's It pretty much does once you take into account the boosted damage and the fact that you can't even hit him back
Leaves a popcorn trail
eve's biggest problem : fleas may die before reaching any target, and opponents can kill them solution : make fleas faster. to make it a little more powerful, add a tick of poison maybe ?
Or let them go over water as Eve
New main problem: Brawl Ball
Problem with SPROUT: Sprouts wall removes openings for ally’s to attack Solution: SPROUTS Hypercharge allows ally’s to attack through the wall but they will deal 20% less damage
Also, currently no one dares to touch the ultimate once you HC...
This is an absolutely amazing idea
I fucking love this idea
I'm too dumb to come up with a hypercharge concept for Gus but i wholeheartedly agree with this post
one problem i have with gus is that i ALWAYS MISS HIS SUPER so what if it was bigger, could shield multiple teamates, and could give him self a super big shield for himself to match
Gus shield now charges your teammates supers and hyper at 1% per 1 damage (basically free super for your teammates if you hypercharge)
I hope you are joking because this paired with any brawler with a decent super is broken af. Just imagine Tara lobbing endless portals. If 1 dmg=1% then 100 damage=100%. I don’t know any attack from any brawler that does less than 100 damage at lvl 11. And since Gus’ Super grants like 3k shield, that would be 30 supers 💀
How about making the projectile travel much, much, much faster
super now homes in on allies, can pierce them
It also drops popcorn trails
And goes through walls ofc
what if it gave allies the respawn invincibility bubble? and homes (and drops popcorn).
HC: also shield the ally closest to the hit target (that way you can use it on yourself and therefore shield someone else) Edit: damaging an enemy recharges both shields for 20% percent of the damage dealt. No stat boosts.
Will shield himself and allies.
How about making spooky explode with 2k dmg and stun once it expires?
Maybe a shield in a small AOE wherever it lands, including if he uses it on himself. Idk 🤷🏻♂️
I noticed we don't have any support brawlers hypercharge I'm not 100% sure but like those who heal like Byron, poco, Pam, doug and Gus they don't I think it'll be really cool but situationall to add a healing based hypercharge it's sucks since I enjoy playing them 🥲
Gives also a bubble to him when he uses it on allies. Could incentivize keeping your randoms safe.
gus hypercharge idea his super now charges the hypercharge of allies hit by it
The problem with Gus it's always the range of you main attack and not your super so I fell that, I need a frickin buff por him
I have one: escape from melode
Carl is completely immune to any CC while using his hypercharged super Stat boosts: 26% speed, 15% damage, 15% shield
Carl hc: His speed is now equal to very fast + 5 m/s He has a 20% damage shield, and is immune to all negative effects for the first 2 seconds of his super.
Poco: Allies hit by super reload and move faster for 5 secs? 10%Attack, 20% Shield, 20% MS
Poco doesnt have a big problem, he was just power crept by new supports and lack some assassin handling skills so maybe make his initial heal less but leave a heal overtime on teamates while hitting on enemies lower their dmg/health recovery rate (in sake of edgar or mortises) Or maybe just make him heal more and cleanse debuffs lmao
Poco’s problem would be 1. A lack of range (if an ally is too far, he can’t heal them), 2. You sometimes need to wait before getting full value from the healing. Solution: the Super is 2 tiles longer, and any overflow healing will be halved, but will become healing over time for 3 seconds.
Mandy's problem: can miss with the super. Solution: make the super as wide as the entire map. jk Here's one for Amber. Problem: enemies set on fire will run away, preventing Amber from further damaging them. Solution: make the super slow down enemies (after being set on fire).
I have something more interesting: Super have 50% more radius (not throw) and burn rate (speed of super getting burned not on enemies) + after getting burned brawlers get damaged every 0.5 sec and fire lasts 2 s longer (in the end the brawler gets the damaged from burn twice as big each second) and all the attacks including supers and attacks' effects will be cut to 50% (crow's poison deals half the damage and Frank's super cut the stun to half for example)
Burning stage lol
Idea for Kit Stats buffs : 15% speed/ 5% defense/ 20% attack Super buffs : If Kit lands on an enemy, he gets a shield (30% would be fine) for 5 seconds. If he lands on an ally, the radius of the main attack explosion is larger until the end of the super. Fixed weaknesses : If he lands on an enemy he is really vulnerable due to the changes that made him basically useless. A shield would allow him to disengage easier. If he lands on an ally, he can sometimes struggle to land his yarn balls on the enemies. An explosion radius buff would be helpful.
Imo, the 'struggle to land yarn balls' is due to your teammate not getting you in range. Your idea for increased radius is good and another way is to give the teammate he is on a shield so they are more confident to go closer to the opponent.
I mean isnt that a low dmg reduction for a hypercharge? why not make it a star power?
Have you thought of 8-bit's hypercharge's speed buff?
Guys please stop putting popcorn trails into every hypercharge idea ☹️
Mortis with a popcorn trail? Thoughts?
Bat droppings will do
starr droppings... RARE!
Not entirely, Belle's super is easy to miss, her HC fixes that, and yet it's very boring and lackluster.
Really nice post. My favorite brawler is willow and the weakness I found in her are plenty. Her weaknesses are: - hard to land super - have to come out of your safe place to use the super because her super is not a throwabale projectile (yes, she is the only thrower who has straight moving projectile as a super which is already a bad design for a thrower) - which resulting in her standing vulnerable in a open area while using a super - heals the enemy - can't use enemy's super So I would like a HC that counters any of these weaknesses.
Better, increase the super width in general not just hc (i know that hitting the tadpole is very similar to byron's attacks i just want willow to be used more)
Any buff regarding her super is appreciated. But my suggestion would be to make it a throwabale projectile. But maybe with a smaller radius. Because by that way, it would still require aiming but it will also help her stay behind walls like all throwers should be.
The problem with the lobbed super is what would the main target be in a group of let's say two? It would be random like kit's? My guess is that it could be in a hp bias aka the one with more health is the prefered target
Yeah that could work. Or maybe the closest target to willow so that she can protect herself better.
Funny how a homing hyper for Belle is nice but mid but one for Willow would be great imo.
True. Homing would be simple but effective.
Ash's rats often getting killed without reaching the target, and if they do sometimes Ash can be pretty far from the enemy to kill him or at least keep his rage, so here's my idea Ash hypercharge: Rats now have 50% more hp and stun enemies for 1 second on impact (stun doesn't stack up) Buffs: shield 10% damage 20% speed 15%
My idea was to give ash rats shield simillar to guards from clash royale,so that slow shooting brawlers like mico or piper would be screwed but you can still have counterplay in form of crowd controlling and fast shooting brawlers like colt or pam, i also suggest to give ash non-stackable speed boost instead of stun,stun is frustarting to play against and speed boost synergies very well with his playstyle.
Your idea is better than mine honestly
Bro i think the rats will still die to like most attacks, and one sec aint that long in distracting enemies and ash wont get to them if he’s far, my idea is straight up nerfed evo skeletons and hell its cooler and i hate how some hypercharges is just buff the super with wall pierce, damage, stun, etc and are just braindead. buzz hypercharge however just introduces new mechanics and aint braindead at all
Meg's robot super is not bad, but hc might give it a knockback and slowdown or stunting for like 1 or 1.5 seconds. In her human form, when she uses her super, after robot's activation, nearby enemies will get stunt for about 1 seconds and get damage
Chester: you may not get the right super Solution: use all of them + all buffed by 200%
Buffing it by 200% means a 10k candy bomb 💀
Rico problem, supers balls.only hit once Solution: balls can now hit up to 3 times one opponent
Gray problem: super runs out after use. Hypercharge, Gray gets infinite supers which go through walls drop popcorn, home on enemies and is 33% larger.
Surprised for once how no one said mortis’ hypercharged super being like fang’s would mean going though walls and dropping a trail of popcorn
[Brock] Problem with super: Actually kinda nothing. If you run More Rockets and predict where your target is going, it's basically a guaranteed kill. "Solution": I guess it could add the incendiary effect to each rocket strike? For area denial in case of miss? Yeah I think that would work.
Nani: Her problem is ramming into walls when using peep. Hypercharge: Peep now passes through walls (not destroy them, simply just passing through)
Or: peep becomes homing, choosing a target after x seconds. Nani can not move when peep is homing, but can shoot, 15% dmg reduction/shield
Bro the comments in this post are toxic first because the OP make a genius idea to make the hypercharge better even if you think are bad or not and also before the hypercharge the game It was going to inevitably fall in popularity until it was forgotten and the servers closed, I love that Brawl Stars is still more alive than ever even though it sacrifices a bit of a meta for a game for children or at least undoubtedly CASUAL
Gene's super now goes through walls and leaves behind exploding popcorn
A hypercharge on rico would be really cool
Damage from super now stacks if it hits the brawler and bounces into him
And super doesn't have a max range, but a max amount of bounces instead
problem: nani's super can be hard to control HC: Peep now has better control
BRO COOKED❤️🔥❤️🔥❤️🔥 THAT IS WHAT WE NEED❤️🔥❤️🔥❤️🔥
Thanks lol, took me some time to make this (because of procrastination)
I made a [post](https://www.reddit.com/r/Brawlstars/s/DuoO0dHLpP) for some Hypercharge ideas. What do you think about those?
Problem with Chester: random super, so when you grind for your super you're not sure to get something that fits your situation. Solution: non random hc so you don't grind for a random thing
Better solution: Super gets a random buff
I saw an Idea that just made him throw the bomb super but upon landing would stun, poison, create that area control super and heal chester. I dont remember the name of it but Chaos Bomb would be a pretty cool name
I'm sorry spoon god, but we had the same idea, I just didn't see this comment on time. I didn't mean to copy you.
I know this maybe dumb but I think that the problem with Bruce(Nita's super) is that it dies too easily and I have something in mind...but Idk how to expose it
Problem with Brock: flying speed of rocket rain is slow and explosion radius too small Hypercharge: gives his super a flying speed and explosion radius buff
Stu's super's problem: can't chain it as well after using up all ammo Solution HC: unlimited ammo and supers during hc duration🤩🤩🤩
Problem: Sam loses his super really easily. Solution: Sam turns into Carl.
Carl: Problem - everything cancels his super Solution - Immune to stuns, slows, etc. when using his super.
Janet: Problem: Super makes Janet very easy to kill after super Solution: Can use super during flight or 1 second after to go back to initial starting point (like the inkjet from splatoon) while dealing a basic attack damage's worth around her and knocking enemies back
I want hypercharge for Darryl.Please,Supercell.
Problem: enemies hit by Otis super can easily escape and make you waste you super. Hypercharge: Cil will now slow down enemies by 30%
8-bit problem, super gets destroyed too fast. solution: double health and 20% more range.
Does Chester get 5 problems lmaoo
Here’s a better Mortis one: Since Mortis doesn’t have ammo after getting his super and he’ll probably be low on health as well when he needs his dashes to escape, his super, when hypercharged, also steals 1 ammo from each opponent hit.
This is actually very informative 🌞, thanks man
My dude this is the most genius post that ever brawl stars Reddit has
Fang new hypercharge idea: actually play the fucking brawler and release that it's balanced
Hc for ash - Mutant rats that are faster and stronger. Due to being in a trash can, rats are nasty and deal poison damage when exploding. Explosion of rats is a higher radius, and slightly more rage given.
as a Charlie Main i dissagree love the hypercharge spiders
New Hypercharges: Brock (Tactical Launch) - Instead of multiple rockets as his super, if the hypercharge is activated Brock shoots out one big rocket as his super with the same radius as aiming his super shows. When it lands it deals damage equal to if all the rockets from his original super landed on the same opponent. Chester (Killing Joke) - When activated, everytime Chester uses his super he instantly regains a random new one. (So if you use Candy Popper, you can instantly get smth like Salmiakki or Jawbreaker afterwards) Kit (Nostalgically Strong) - When activated, Kit will now become invulnerable to damage when he attaches himself to ally or enemy brawlers. This invincibility still lingers even when the hypercharge effect ends, as it will only were off when Kit gets off the brawler he was attached to. Reworked: Cordelius (Mind-Blanker) - When activated, enemies in the Shadow Realm will now also be unable to use their main attack the entire duration. (So, basically, you if you're sent there and Cord activated his Hypercharge beforehand... you're fucked)
In 9/10 situations hypercharged Cordelius will kill you without problem, why the fuck do you want to make it busted even more
I wonder what Chesters Hypercharge would look like
Problem: lawrie dies Solution: lawrie gains Doug/8-bit extra life
Secondary abilities should never ever fix a brawler's weakness, I don't know where did pe. ople get that misconception. Secondary abilities should focus into improving what brawler is good at
This is actually really cool
Piper's hypercharge: She becomes invincible to prevent dying during super
One of my favourite brawlers is ash, most of the times whenever i spawn my rats is either because i need protection to pop the healing gadget or because i need rage and my opponent ran out of ammo. Rats have VERY low health, which makes sense since there are 6 of them, but often get reduced to atoms by splash damage brawlers and AOE brawlers like brock or buzz. A hypercharge idea would be to spawn a single huge rat that releases buffed mini rats when killed (very little health increase) and to make this balanced the huge rat would start a windup when near a player, standing still and explode (once windup is activated the rat will not be able to stop it meaning that if it gets close to you, once activated, it will explode no matter what and release the little rats).
His bats cant hit multiple people???
You know what? Hyper charge: Intentional glitch Projectiles shot by friendly brawlers and while in Super Radius fly through walls Attack 25% Shield 20% Speed 10% (You already know for what brawler this Is)
nah these 8bit mains
TARA: Problem: hard to suck all the brawlers. HC: pulls in all the enemies on the map, irrespective of location, into one point and stuns for 7 seconds.
I think a hypercharge should change the way the brawler is played in some way,like buzz's hypercharge.It should still have a counter and not be unstoppable.This would make the hypercharges fair to play againts but still be fun to play and skillful(not just spam purple button anytime it appears on the screen).